THE |
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a cache of usenet and other text files pertaining
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Subject: The Great Net Spellbook level 6
[originally downloaded in ASCII.zip from ftp://ftp.win.tue.nl/pub/games/spells/html/gnsb.html Sixth-Level Spells 'Irnar's Poloroidic Pregnancy (Necromancy) Range: 0 Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: Negates Author: 'Irnar This spell will speed up the pregnancy of a woman from 9 stages to 9 hours. One must make a system shock when it's time to give birth. Success indicates that the birth is successful, failure indicates that child dies and the woman suffers a permanent -1 reduction to Constitution. 'Irnar is still researching, but the priestesses of the Mother Goddess are doing their damnedest to hunt him down and destroy his research, it is a violation if their creed. Acid Rain (Evocation) Range: 10 yards + 5 yards per level Components: V, S, M Duration: 1 round per 3 levels Casting Time: 6 Area of Effect: 10 square feet + 5 square feet per 2 levels Saving Throw: 1/2 Author: Unknown This spell will cause a sheet of corrosive acid to fall from the sky (actually, it will appear 10 feet over the target spot). All creatures or objects underneath will be subject to its effects. The acid will corrode wood, metal, cloth, and flesh. The initial inundation will cause 1d6 damage per level (with a maximum of 10d6). A successful saving throw will cause half damage, and adds +1 to subsequent saving throws. All items exposed to the acid must also save. If a magical item saves successfully, no further saving throws are necessary. Armour loses one point of Armour Class per round. If it loses all of its points, it disintegrates and falls to the ground. Weapons lose one point per round. The number of points is determined by size (large: 3, medium: 2, small: 1). When all points are gone, the weapon is too weak to use in combat. All damage done to items (other than loss of magical properties), can be repaired with a mend or the like, unless the item was destroyed. Subsequent damage to flesh is 1d6 per round. All subsequent damage can be avoided if victims immerse themselves in water, to wash off the acid. The material components of this spell are rain water and sulphur. Alpha's Firefountain (Alteration) Range: 10 yards per level Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: Special Author: Jason NelsonThis spell is similar to the 4th-level Alpha's firefall spell, but is more powerful in two ways. First, the spray of liquid fire burns for a total of three rounds, inflicting 3d6 damage the first round, 2d6 the second, and 1d6 the third. There is no saving throw versus the damage inflicted by the spray. Secondly, the wizard is able to throw up one prominence of flame (for 4d10 fire damage the first round, and 2d10 the second, with a saving throw versus breath weapon for half damage) for every six levels of the wizard (rounding off all fractions). The material components are a lump of pitch, sulphur, saltpetre, magnesium, and an available fire source. Alpha's Rainbow Warrior (Evocation, Summoning) Range: 5 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Jason Nelson This spell invokes energy and the spirit of a creature from the quasi-elemental plane of radiance. The rainbow warrior has as many hit points as the wizard would at full health, and attacks as a fighter of half the wizard's level. The warrior has an Armour Class of 0, and can only be struck by magical weapons. It attacks with a spear of radiance, which causes damage the same way as the 2nd-level rainbow beam if the target is struck. As with that spell, the wizard has a 5% per level chance of selecting the colour of the spear, otherwise it is random. The rainbow warrior may fly at a movement rate of 24, but it has no real substance and cannot touch nor carry any material object. Creatures dwelling on or drawing power from the negative material plane or plane of shadow suffer 1d6 damage every round that they are within 20 feet of the rainbow warrior, as it sheds a bright globe of light strongly infused with energy from the positive material plane. The rainbow warrior is unaffected by poison, paralysis, petrification, fire, electricity, gas, or acid. Unholy water causes it 2d4 damage, and cold attacks do full normal damage. Negative energy attacks gain a bonus of +1 per die of damage, and any spells involving darkness cause the rainbow warrior 2d6 points of damage per level of the spell, but the darkness will be dispelled. Any darkness spell coming into contact with the 20-foot globe of light surrounding the rainbow warrior must be checked as if dispel magic was cast at the level of the summoner of the warrior. Only one such dispelling attempt is possible for each darkness spell that could be affected, although the warrior can automatically dispel any darkness spell by touching the area of effect, but it will suffer damage as if the spell had been cast specifically at him. Dark-dwelling creatures (eg. drow, duergar) are affected by the rainbow warrior's globe of light as they would be by continual light. The material component of this spell is a clear diamond worth no less than 5000 gp. Alpha's Starlight Citadel (Conjuration/Summoning) Range: 30 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Jason Nelson This spell can only be cast in an area under star- or moonlight. When cast, it brings into being a deep blue-black tower of magical metal, with many faint silvery gleams. This tower is in all respects similar to Daern's instant fortress (q.v.) except that it grows slowly during the course of the casting, and so no creature able to move could possibly be harmed by its expansion. The door to the citadel is wizard locked at the wizard's level. One creature for each level of experience of the wizard may be designated in the casting of the spell, and such creatures may freely open the door, though the wizard may override this at any time by mental command. The magic of the walls of the citadel prevents the passage of any ethereal, astral, or out-of-phase creature. Teleportation into and out of the tower is still possible. This spell lasts until the first rays of direct sunlight strike the tower, but it cannot last longer than 2 hours + 1 hour per level of the wizard in any event. The material component is a star sapphire and a small steel carving of a tower. Alter Occurrence (Conjuration/Summoning, Invocation/Evocation) Range: Infinite Components: V Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: Special Author: Saridan Hysakai This spell is a weaker version of the 7th-level wizard spell limited wish. Alter occurrence enables the wizard to alter the way an event in the very recent past actually occurred. For the casting of the spell, the wizard recounts an event which occurred up to two rounds previous which he viewed firsthand. The wizard, while recounting the incident, modifies it in the way which he would have liked for it to occur. At the end of the casting, the past will be rewoven along the lines of the wizard's version, by a base guideline of 3% per level of the wizard. For instance, Johann, a 12th-level wizard, uses the spell to make a freak gust of wind blow an arrow totally off course which shot his companion Rykor in the heart a few seconds ago - a critical hit. Johann has a 36% chance to make the arrow miss, else it still hits doing regular damage. If Johann had asked for the arrow to have missed Rykor's heart, it might have still hit Rykor but would have done only 100-36 = 64% of the designated damage. This spell will automatically modify the perceptions of the past for all of those, other than the wizard, who were present during both the modified and unmodified events unless they make a saving throw versus spell. Alter occurrence cannot be used to raise character abilities (even temporarily) or mimic other magical effects. Frequent use of this spell may cause the wizard to go insane; make an Intelligence check with a cumulative -1 penalty each time the spell is used by the same wizard over a one week period, or suffer a random type of insanity. Alter occurrence is a spell published by the wizard Saridan Hysakai after over a decade of study, an unknown amount of which was spent at the plane of time. Saridan subsequently went insane. Annihilate Matter (Invocation/Evocation) Range: 10 metres per level Components: V, S, M Duration: 1 turn per level Casting Time: 6 Area of Effect: 1-yard radius sphere Saving Throw: Negates Author: Unknown This spell causes a spherical region, 1 metre in radius, to appear anywhere within range of the wizard. In this region all matter vanishes. When it appears, a hurricane-force wind blows into the sphere as the air inside it is annihilated. All human-sized or smaller creatures in the vicinity who have no means of support must make a saving throw versus death magic or lose their balance and be sucked into the sphere and destroyed (in which case a wish or possibly a limited wish is required to recover them). "Means of support" can include, for example, holding onto something solid being held by another character, being under the influence of a fly spell or having the natural ability to fly or levitate (eg. a beholder). Note that the wizard is not necessarily immune to being sucked into the sphere. Light objects which are not being held by anything or anyone (eg. papers lying on a desk) are also liable to be sucked into the sphere and destroyed. Anything thrown into the sphere, short of an artifact or relic, is automatically destroyed. While the sphere can move under control of the wizard, it is not a useful weapon because it moves only at walking pace, hence even the clumsiest creature can easily dodge it. If an attempt is made to actually cast the spell at a target, a saving throw indicates whether the target dodges or is hit and destroyed. A successful dispel magic will destroy the sphere, otherwise it neither affects nor is affected by spells. The material component for this spell is a 1000 gp ruby. Anthropomorphization (Alteration, Enchantment, Evocation) Range: 0 Components: V, S, M Duration: Permanent (until dispelled) Casting Time: 3 hours Area of Effect: Object touched Saving Throw: None Author: Keith Taylor This spell animates one small object of no more than 3 cubic feet in size. The object then takes on a pseudo-life, with a degree of intelligence and the ability to speak and move. If the original object was not flexible, extra flexibility or small limb-like structures form upon it to allow it movement. Its capabilities aren't strong or powerful enough to allow combat or anything more potent than an unseen servant can accomplish physically. The object has a personality appropriate to its original nature, but never a truly malevolent one (unless the object is a torture device or such). In any case, the object's pseudo-intelligence is never more than 8, but it is capable of carrying on reasonable and witty (dependent upon personality) conversation despite its inability to truly learn new fields of knowledge. The object remains animate unless a successful dispel magic is applied, but the same personality can be re-evoked (along with what pass for memories in the object) with a recasting of anthropomorphization. When determining the nature of an object's personality, think of fantasy and science fiction sources such as The Brave Little Toaster (the story) or Beauty and the Beast (the movie). An intelligent being that has somehow been polymorphed into an object or whose soul is trapped in an object can be spoken to and made "active" using this spell, although they are bound to want to become truly free once more. Secluded or eccentric wizards often have houses full of charming little animated companions, because they really are fun to have around. The material component is the skull and paw of a naturally deceased and well loved pet (not necessarily the caster's own). Area of Effect Increaser (Alteration, Metamagic) Reversible Range: 0 Components: V, S, M Duration: 3 rounds per level Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Kai Rottenbacher This spell empowers the caster with one spell level per two caster levels. With these spell levels the caster may increase or decrease the area of effect of any other spells he casts during the duration of this spell. The area increase may achieve a maximum increase of up to twice the area at caster levels 12-16, 3 times the area at caster levels 17-21, one time more per 5 caster levels above that. The size increase does not increase the damage of the spell; to the contrary - a spell decreases in damage to a fraction determined by the factor given above: half damage at factor 2, one third damage at factor 3, etc. Thus, a fireball would increase to a 40-foot radius sphere, but (if cast by a 10th-level or higher caster) would only cause 5 dice of damage to any within its area of effect. Thus, if a 28th-level wizard cast a cone of cold at a quadruple size, he would only cause 7d4+7 points of damage to all within (which might still be enough in a pinch). The material component of this spell is a hammered-out sheet of gold no smaller than one square foot per factor increase the caster intends to use during the duration. This is not worth so much due to the amount of gold but due to the finesse with which it has to be worked; thus, it costs 10,000 gp. The reverse of this spell, area of effect decreaser, reduces the area of effect but increases the damage of the spell by 50% per reduction factor. Thus, if the size of a spell is halved, it can cause up to 150% the number of dice of damage in half its area (the fireball would shrink to a 10-foot radius sphere with a maximum of 15d6 of damage), size reduction to 1/3 the damage (a fireball with approximately 7-foot radius isn't huge but it can cause 20d6 damage) is increased to 200%, etc. The reverse' component is a solid cube of gold which has been compressed by dwarven machines for well over a year until it reaches a density where one cubic inch weighs 20 pounds. For this spell, a cube of 3 inches per side (27 cubic inches or 54 pounds of gold = 540 gp worth plus the additional cost of paying the dwarves for having to stop their mining machinery (or even worse: of building a new set of machines for the wizard)). The machinery usage might cost somewhere between 1000 gp (if the dwarves really love the wizard) to somewhere around 50,000 or 100,000 gp (if they just hate him normally) for a single cube. All material components are completely destroyed in the casting. These spells can each be layered up to a maximum of one spell level per caster level at once (per casting of the spell). The normal and the reversed spells are two different spells and their respective spell levels cannot be mixed; the caster has to keep two different quotas: one for those spell levels with which he may increase area of effects and another quota of spell levels with which he may decrease the area of effect. The caster may have up to one spell level per caster level for the normal and another one spell level per caster level for the reversed effect. If these spells' durations run out (or are made to run out by dispel magic) the caster has to succeed at a saving throw versus spell at -1 per spell level of this spell still contained. If it fails, the caster inflates or deflates very forcibly by a factor of one per spell level. To calculate the damage done to the caster, the factor is reciprocated (a six changes to one sixth); this is the fraction of hit points the caster would have left over if he had been at maximum hit points. This might kill the caster, if he is at less than maximum hit points. If the caster is reduced by this damage to less than -30 hit points, he explodes or shrinks to nothing due to this spell. Even if the caster survives the inflation or deflation of the caster may cause serious problems, but this depends on the DM's judgement and it causes some quite gruesome but rather spectacular deaths if the caster isn't really careful! Inflation or deflation lasts for one round (unless the caster exploded due to inflation) per spell level left over, if the caster survives. Aziel's Fluxuating Silence (Alteration) Range: 10 yards per level Components: V, S Duration: 2 rounds per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: Joe Similar to the priest spell silence, this spell only differs in area of effect. The recipient of this spell can extend the area of effect up to a maximum 10 foot or to the minimum of hugging him skin tight and even only covering certain parts of his body. The area of effect can be shaped however the recipient wishes, all by mental command (verbal commands would defeat the purpose). Fluxuating silence is ideal for being stealthy but retaining spell casting ability. Aziel's Protect Building from Fire (Abjuration) Reversible Range: 10 yards per level Components: V, S, M Duration: Permanent Casting Time: 2 hours Area of Effect: One building Saving Throw: None Author: Joe This spell renders an area completely immune to fire. No normal fires will burn within the area of effect. Magical fires will burn but will not ignite anything. This spell will not stop damage from heat. The reverse of this spell, Aziel's building's vulnerability to fire, will negate the protection, but its area of effect is limited to only affect certain small areas to allow for fireplaces and cooking hearths within the protected area. This spell was created to protect the Great Library of Alexandra in my campaign. The building must fit in a 50-foot per level of the caster cube. The material component for this spell is a miniature maquette of the house being protected from fire. Azura's Black Scythe (Evocation, Necromancy) Range: 10 yards Components: V, S, M Duration: 1 round per 2 levels Casting Time: 6 Area of Effect: 10-yard long, 180 degree arc Saving Throw: Special Author: Jonathon Salazar (The Adept's Spellbook) The black scythe is a fearsome weapon to behold, stretching 8 feet and immolated in wispy green flames. It sweeps a 10-foot long, 180 degree arc and can hit all targets within its area as a monster of the wizard's level. Creatures up to 4+1 HD are slain instantly, while those above 4+1 HD but below 8+3 HD must save versus spell or be stunned for 1d4+1 rounds. Those who possess 8+3 HD up to 10 HD must save versus spell or be slowed for 1d4 rounds. All effects are cumulative. The scythe inflicts 1d10 damage in addition to its other effects. The material component is a miniature sickle with an ebony shaft and an adamantine blade costing 500 gp to construct. Become Water (Alteration) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 6 Area of Effect: The caster Saving Throw: None Author: Steve Bartell The wizard is able to transform himself into water upon casting this spell. The amount of water the wizard will become is of equal mass to the caster's body. While in water form, the caster is able to move at MV 18 underwater, or MV 6 on the ground. The wizard only has limited control of their body while in the water form, and cannot make any attacks, manipulate objects, cast spells, or other things requiring a physical form. They can flow across the ground, go between cracks, move freely in water, and whisk away objects in their waves. The caster cannot form water appendages or raise themselves off the ground. While under become water's effects, the wizard can only by hit by magical weapons. The material component to this spell is a bit of water from a water weird, water elemental, or other creature composed entirely of water, which the caster drinks during casting. Bigby's Strangulation (Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: One creature Saving Throw: Special Author: Max Becherer Bigby's strangulation creates a pair of disembodied hands sized for the victim (up to 1 foot tall per level of the wizard). These hands materialise around the victim's throat and commence strangulation. The victim suffers 1 point of damage the first round, and each round thereafter, sustains double the last round's damage. Saving throws: a saving throw is permitted at the beginning of the attack, and if successful, the spell is ruined. Each round after the first, a saving throw for half damage (for that round) is permitted, as the victim is struggling to keep his windpipe open. Needless to say, the victim may engage in no other activity. The hands cannot be attacked physically, but a successful Dispel Magic, a wand of negation, a hungry disenchanter, etc. will destroy them. The material component is a pair of gloves made from the skin of a constricting snake, such as a python or boa constrictor. Upon casting, the gloves vanish (and are worn by the strangling hands). Once the spell is cast, the wizard need not maintain concentration for it to work. Block Teleport (Abjuration) Range: 0 Components: V, S Duration: 1 turn Casting Time: 6 Area of Effect: 100-foot radius sphere Saving Throw: None Author: Unknown This spell prevents anyone from teleporting into or out of the area of effect while the spell is in effect. It will not effect homing teleport spells (eg. word of recall). It will also not effect gates. Bone to Mud (Alteration) Range: 10 yards + 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: One creature Saving Throw: Special Author: The tiger Bone to mud changes all the bones in any one creature, regardless of size, to mud. It has no effect on inanimate objects. Obviously, this does not have a very big effect on creatures which do not rely on an internal skeletal structure (a worm, for example). The spell does affect undead, who save as if they were two levels lower than their actual Hit Dice. Creatures present at the end of the casting of this spell must save versus death magic with effects as in the table below. Hit Dice of Saving throw Saving throw creature unsuccessful successful up to 6 Death Death 6+ to 8 Death 2d10+1 8+ to 10 Death - 10+ or more - - The material component is a club shaped piece of bone. Conjure Succubus or Incubus (Conjuration/Summoning, Necromancy) Range: 0 Components: V, S Duration: Special Casting Time: 6 turns Area of Effect: Special Saving Throw: None Author: Mario R. Borelli This spell enables the caster to summon a female or male sexual spirit which is subject to perform the caster's sexual bidding (this cannot be combat). The spirit remains until dismissed. Casting this spell causes 1d8 hit points of damage to the caster, and each orgasm with the spirit requires a saving throw versus death magic. Failing this saving throw permanently reduces the caster's Constitution by one point. If the spirit causes someone besides the caster to orgasm, both the caster and the other person must make the saving throw. This spell serves few purposes except as a sexual perversion of the wizard. The spell is quite popular amongst Necromancers. Continual Shadow Light (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: 120-foot radius sphere Saving Throw: Negates Author: Kai Rottenbacher This spell is the permanent version of shadow light. It has the same effects, except as noted above. The material component is a black veil of silk laced with 100 black pearls worth no less than 50 gp each plus a ring of blackened mithril which is sewn into the veil's centre. Copyright (Abjuration, Divination) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 day Area of Effect: Special Saving Throw: None Author: Unknown Cast this spell before starting spell research. The spell to be researched cannot be learnt by others except with permission of the one who researched the spell first or by the use of a limited wish. A full wish enables learning and ability to teach others (variant of the secrecy spell). If the caster dies, they'll require speak with dead to get permission. The material component is a goose' feather. Coradon's Cataclysmic Coronary (Invocation/Evocation, Necromancy) Range: 0 Components: V, S Duration: 1 round per 2 levels Casting Time: 2 Area of Effect: Creature touched Saving Throw: Special Author: Allan J. Mikkola After this spell is cast, the wizard must make a successful attack in melee to affect the target. The wizard's normal THAC0 is used with a +2 modifier to-hit. The spell will last until a hit is scored, or until the duration expires, whichever comes first. If a hit is made, the victim suffers a massive heart attack and must make a successful system shock roll or die. Even if this roll succeeds, the target suffers damage equal to 1d4 + 1 per level of the wizard. Create Dry Bones (Enchantment, Necromancy) Range: 10 feet Components: V, S, M Duration: Until destroyed Casting Time: 4 rounds Area of Effect: One skeleton per level Saving Throw: None Author: The Warlord of Heaven Dry bones skeletons are essentially normal skeletons, but will come back to life an equal number of times as the caster has levels. This spell has particular good use with spirit legionnaire, spell carrier, fireball, and permanency. The bones blow up each time you kill them - at least 16 times -, and always have starting hit points. The material components for this spell are some mummy wrappings. Create Ghast (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 hours Area of Effect: Special Saving Throw: None Author: Geoffrey Edward Fagan This spell creates up to one ghast per six levels of the wizard, and these ghasts will follow the commands of their creator to the best of their ability. Each ghast is formed from the corpse of a human slain by a ghoul, or ghast who has not yet risen as a ghoul itself. These corpses are the material components of the spell. As implied above, humans killed by a ghast will rise as ghouls to follow the pack. Create State Room (Conjuration/Summoning) Range: 10 feet Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: 20 square feet per level Saving Throw: None Author: Kai Rottenbacher This spell creates a small cosy sitting (or state) room. It includes one large comfortable sitting or rocking chair per level, one or more tables (up to a maximum area of 10 square feet per level), one ashtray per table, a large closet with alcoholics, a tray with the appropriate glasses, a cabinet with smoking material of (almost) all kinds including most kinds of pipes, a small ice container (containing ice), one samovar for tea and one for coffee, tea cups, sugar cubes (or sugar-candy), small silver spoons, a fireplace (with burning fire), a set of fireplace tools, a stand of wood, one oil lamp per level, one sparker set per 5 levels, and rugs large enough to cover the floor of the area of effect. The effects concerning combat or selling of items are as with the other room spells, but food and drinks conjured can be eaten or drunk normally. This spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings. The material components are a small piece of an oriental rug, a small red brick (for the fireplace), one drop of 10 ten different alcoholics, a small piece of expensive wood (like mahogany), a small wad of cotton (for the stuffing), a small piece of crystal, a small China tea cup with saucer, a silver coin, a tiny piece of flint (for the sparker sets), a coffee bean and a tiny bag of tea. Dardan's Desiccation (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: Special Saving Throw: Special Author: Craig Singsank This spell causes the rapid ripping and rending of all fluids from an individual through every pore and mucous membrane of their body. The spell takes the form of a pale cone of oscillating ecru desiccants. The cone formed is five feet long and one foot in diameter per level of the caster. For example, a 12th-level wizard would cast a cone 60 feet long and 12 feet in diameter. Any creature struck by the undulating cone must save versus death magic or have their bodily fluids sucked away leaving behind only a mummified shell. If a creature successfully saves, it still suffers 6d4 points of damage due to the extreme stress the spell inflicts on the creature's body. Certain aqueous beings are highly susceptible to the effects of this spell. All amphibious creatures, slimes, jellies, molds, and water-using creatures under 4 HD are automatically destroyed when exposed to this spell, creatures over 4 HD suffer a -2 on their saving throw. At the same time all fire-using, undead, animated, and related creatures are immune to the spell. The material component of this spell is an ounce of ground silica and one mummified insect. Darklight's Compulsion of Pure Reason (Abjuration, Enchantment) Range: 1 yard per level Components: V Duration: Special Casting Time: 6 Area of Effect: One creature per 3 levels Saving Throw: Negates Author: Keith Taylor This spell, when directed out toward intelligent targets, causes them to be immediately dominated by the force of logic. Targets must be truly intelligent and must have thought patterns which run along roughly humanoid lines (so it does not affect cloakers or similarly alien creatures). Friendly targets may waive their saving throws versus the spell's effects. Hostile targets save versus spell, with their magical defence bonus from Wisdom working against them (in effect, their wisdom does not help them save against it; instead, it helps the logic take hold), acting as a penalty rather than a bonus in this case. The magic of the spell is such that it stills all emotion, causing a crystal-clear rationality to take hold of the targets' minds. Lycanthropes can resist an involuntary change, berserkers have their rages stopped in mid-hack, and spells such as fear or emotion have no effect. It causes the creatures affected to be temporarily emotionless. The logic lasts until it is disrupted by the target succumbing to strong emotions. Each time something happens which would normally evoke a strong emotional response in the target, they must make a Wisdom check (with magical defence bonuses subtracted from the roll). A failed check causes the effect to end with respect to that target. Darklight's Creeping Frost Curse (Alteration, Evocation) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 turns Area of Effect: Structure touched Saving Throw: None Author: Keith Taylor This spell is a relatively insidious and nasty way to render a fortification useless. The wizard casting it touches a portion of a man-made structure (castle, etc.) of less than small-city size and casts the spell. A patch of frost in the shape of the wizard's hands will then form. Every 3 turns thereafter, the patch will grow irregularly, covering 10 yards of additional radius, and unless stopped, will coat the entire structure with an exceptionally cold layer of icy frost. Dispel magic, if successful, will force the frost back 10 yards in radius, but the original patch cannot be dispelled with dispel magic alone. Fire spells will remove the frost within their area of damage until the frost spreads back over the burned spots in time. The original area can only be removed with the casting of remove curse and flame strike together. This will disrupt the spell entirely. A structure coated in this ice will be at least 20 degrees C lower in temperature than the surrounding climate, and even lower in a hot area. Contact with the ice will cause 1 HP of damage per round of touch. The ice is also very slick, making movement upon it hazardous. The wizard casting the creeping frost curse will be unable to cast ice or cold related spells for a month afterwards, unless he is a specialist water or ice wizard. (that is, if you allow ice wizards). Darklight's Finger of Ice (Alteration) Reversible Range: 50 yards Components: V, S Duration: Instantaneous Casting Time: 8 Area of Effect: One medium sized creature Saving Throw: None Author: Keith Taylor This spell, when cast upon a human or relatively human-sized creature, will cause the target's blood to instantly freeze solid. The creature is literally frozen in its tracks, and will die unless certain measures are taken. The stricken creature takes on an icy countenance, tinged strongly with blue. The reverse of this spell, Darklight's blood warm, will re-thaw the creature's vital fluids and allow them a system shock roll at -40%. If they fail, they die from the shock. If they make the roll, they are still incapacitated for 1d4 days and must rest in warm conditions, since they are severely frostbitten. Unless the reverse is performed within 12 turns under normal conditions of temperature, the creature will die; this can be forestalled by keeping them in a below-freezing environment. On a non-frozen creature, blood warm has a 40% chance (+1% per level of the caster) of incapacitating the creature from ugly heatstroke for 2d10 turns. Darklight's Future Self (Conjuration) Range: Special Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell is a very strange temporal conjuration. It causes a quasi-real double of the caster to appear at a place to which the caster is travelling and make arrangements for his arrival. The time of his arrival cannot be more than two weeks away, and the place cannot be more than 300 miles away or on another plane. The destination should be a city, village, town, or trading post, not simply an isolated person's house. Even if the caster has no idea what exact business he has to do or at what inn he will stay, the double will "know" and will have spoken to the right people and made the right arrangements. Therefore, when the caster arrives and enters an inn, the caster's preferred overnight arrangements will have been worked out; people with whom the caster wishes to speak with or trade with will meet him at the time the caster realizes he needs to speak or deal with them (if this seems a bit mind-boggling, realize that it is simply the temporal, quantum nature of the spell which causes it to be so). The arrangements cannot be spread over a time period of more than three days, and the future self cannot be cast when the caster is not going to travel within the spell's time limit. So, if a caster, planning a trip, casts future self and is then detained for more than 2 weeks, the spell will be cancelled. The caster must "set aside" an amount of money in a sealed pouch or box upon the spell's casting, and it is in a state of flux until the events play themselves out, at which point the proper change will be left in the container at the end of the spell's duration. Purchases or accommodations costing more than the reserved funds will simply be reserved by the double, unless the caster isn't able to afford them. The double will only be truly seen or noticed by the people with which transactions or business arrangements are made, and will not "exist" in any other localities in the city. The double will not seem strange or unreal to those contacted, and these persons will realize that it is simply making "arrangements" for the caster's arrival, however odd that this may seem to the ordinary person, it will not disturb these contacted people. The double will not be seen moving through the city streets, as it does not exist apart from its mission. When adjudicating this spell, do not worry yourself about paradoxes, because it is magic. Darklight's Hideous Rending (Alteration, Necromancy) Range: 50 yards Components: V, S Duration: 1 round per 2 levels Casting Time: 6 Area of Effect: One creature Saving Throw: Special Author: Keith Taylor This spell requires full concentration on the part of the caster for its entire duration. For 1 round per two levels of the wizard, a gruesome attack may be carried out. The wizard makes grasping and pulling motions with his hands in the direction of a single creature within 50 yards, and rolls to hit. A successful hit will do 2d4 damage to the creature, as a handful of flesh is teleported 3-5 feet from the unfortunate's body. One rending attack may be made per round while the spell lasts. The target will begin bleeding for 2 points of damage per "rend" until they receive healing or serious bandaging. The caster also rolls a percentile on each successful hit; if the score is equal to or under the caster's level in percentage, the target loses a vital organ or chunk thereof, and must save versus death magic or expire on the spot. If the saving throw is successful, they will lapse into a coma, and can only be revived by a cure serious wounds or similar greater healing spell; if not so healed, they die within 24 hours. If a target dies or falls comatose, the wizard may move his focus to a new victim, and so on, for as long as the spell continues. Use of this spell is not an act in accordance with a good alignment. Darklight himself will rarely use it, due to its ruthlessness. Darklight's Lightning Web (Evocation) Range: 10 yards per level Components: V, S, M Duration: 5 rounds per level Casting Time: 1 round Area of Effect: One 5-yard long square per level Saving Throw: Special Author: Keith Taylor This spell must be anchored as a web spell, and superficially acts as one. However, the network of strands in this spell are composed of crackling electricity. If it forms around creatures, they take 6d8 electrical damage (a saving throw versus breath weapon reduces this to half damage). When caught, after the initial jolt, they must hold perfectly still or risk breaking additional strands (strands vanish when broken, but dispense damage, on average 1d3 per strand). To escape, one can try to move out carefully, making a Dexterity check at -4 for each 10 yards moved or taking an additional 2d4 damage (no saving throw). Creatures "waiting out" the duration must make a Strength check and a Constitution check at -2 (each) every turn or fail to hold perfectly still, taking 2d4 damage (no saving throw). They may then safely remain lying where they have collapsed without risking further shock. Creatures immune to electrical damage are, of course, immune to the effects and can break the strands easily and without fear. Large amounts of water sprayed into the web will disperse it in a crackling, sparking burst. However, if anyone is hit by the water as well, they will conduct the spell's energy, taking 6d10 shock damage. If the water is a stream emanating from a being (like a water bolt or decanter of endless water), the being must save versus paralysation or suffer the above damage. The material component for this spell is a scale of an electric eel. Darklight's Planar Bubble (Conjuration) Range: 60 yards Components: V, S, M Duration: 6 rounds + 1 round per level Casting Time: 1 round Area of Effect: One 10-yard long square Saving Throw: None Author: Keith Taylor This spell summons a bubble of material from one of the inner planes. Any creatures caught inside this bubble will suffer the effects of unprotected exposure to the plane in question (unless, of course, they possess applicable protection). A saving throw versus breath weapon may be made during the second round to jump clear. Anyone failing this saving throw cannot escape, as the bubble's boundary solidifies; at this point, only a dispel magic, disintegrate, or similar spell can destroy the bubble. There is a base 10% chance of accidentally catching a creature native to the elemental plane in question inside the bubble. It will usually react in a hostile and aggressive manner. The bubble can be of any elemental, para-elemental, or quasi-elemental plane, not including those of time, electromagnetism, shadow, or the positive or negative material planes. The material component is a small sample of the material desired (in the case of lightning, vacuum, radiance, magma, etc., some creativity must be exercised, and the DM must rule what counts as a sample). Darklight's Planar Weapon (Conjuration, Wild Magic) Range: 0 Components: V, S, M Duration: 4d10 rounds Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell is similar to Darklight's minor planar weapon, but it conjures a medium-sized weapon no larger than a staff or longsword, of a type the caster is proficient in. It acts as a weapon, +3 in all respects, save that it does 3d6 extra damage of special planar type. The plane whose energies are drawn upon is determined below: 01-50. Elemental plane. Roll 1d4 to determine which: 1. Air. The weapon can release a gust of wind upon command, one per three rounds, and can thus keep vaporous creatures at bay. It allows one to attack aerial creatures normally. It does double damage to earth or rock based creatures. 2. Earth. The weapon petrifies a creature on a natural 20. It can cleave through rock and soil with ease. It does double damage to gaseous or aerial creatures, and can attack earth-based or rock-like creatures normally. 3. Fire. The weapon can emit a burst of flame into any adjacent 1-yard space upon command (this does burning hands damage as if cast at ninth level of experience), and can melt ice at the rate of 1 cubic yard per round. It allows one to attack flame-based creatures normally, but does double damage to liquid creatures, water-based, or cold-using creatures. 4. Water. The weapon, if two successive hits are made on a single creature, can attempt to "drown" the creature (assuming it is air-breathing) by filling its lungs with water. Thereafter, it must make a successful Constitution check at -4 upon every hit or take an additional 2d8 drowning damage. It can soak any adjacent 1-yard square with water, extinguishing normal fires, upon command. It also allows one to attack liquid creatures normally. It does double damage to fire-based creatures. 51-60. Para-elemental plane. Roll 1d4 to determine which: 1. Ice. The weapon causes a creature to freeze stiff for 4d8 rounds, taking 3d8 extra damage if it hits on a natural 20. It can freeze up to 10 cubic feet of liquid per round of touch. It allows one to attack creatures of ice normally, but does double damage to earth-based and air-based creatures. 2. Magma. The weapon causes items touched to melt or become incinerated when it touches them, with only magical items obtaining a saving throw. On a natural 20, it does triple damage to normal creatures (quadruple to vulnerable creatures). It allows one to attack lava creatures normally, but does double damage to water-based or air-based creatures. 3. Ooze. The weapon coats a creature with mud and slime, and causes its lungs to fill up with ooze (they must then make Constitution checks for 6 rounds or take 1d6 drowning damage per round). It allows one to attack slime or ooze creatures normally, but does double damage to fire-based and air-based creatures. 4. Smoke. The weapon causes 3d6 extra suffocation damage on a natural 20. It can fill three 1-yard squares per round with smoke, which functions as normal smoke (the wielder is immune to negative effects of generated smoke). It allows one to attack mist or smoke-based creatures normally, and does double damage to water or earth-based creatures. 61-70. Positive quasi-elemental plane. Roll 1d4 to determine which: 1. Lightning. The weapon knocks a creature back up to 10 yards on a natural 20, with a clap of thunder and 3d8 extra electrical damage. It allows one to attack electrical beings normally, and can do double damage to metallic, earth-based, or water-based creatures. Also, it is +4 to-hit against opponents with metal armour (because it is transmitted through such protections). 2. Minerals. The weapon on a natural 20 has a 50 percent chance of severing (as a sword of sharpness), otherwise the creature is petrified. It allows one to attack crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures. 3. Radiance. The weapon turns an undead or shadow-creature, and on a natural 20, blinds a normal creature for 4d8 rounds. It emits light out to a 90-foot radius. It allows one to attack creatures of light or radiance normally, and does double damage to shadow-based creatures or undead. 4. Steam. The weapon causes a normal creature to pass out from heat exhaustion, taking 2d8 extra damage, on a natural 20. It emits three 1-yard squares per round full of vapour (which does not hinder the wielder at all). It allows one to attack mist or vaporous creatures normally, and does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures. 71-80. Negative quasi-elemental plane. Roll 1d4 to determine which: 1. Ash. The weapon causes 4d6 extra cold damage on a natural 20. It lowers the temperature in a 40-foot radius by 25 degrees F every round (except the caster's body temperature). It allows one to attack ash-based creatures normally, and does double damage to flame or heat-based creatures. 2. Dust. The weapon causes 4d6 extra deterioration damage on a natural 20. If held in contact with solid material, breaks down 2 cubic feet of such per round, leaving behind only fine dust. It allows one to attack particulate (sand or dust) creatures normally, and does double damage to crystalline, rock, or earth-based creatures. 3. Salt. The weapon causes 4d6 extra dehydration damage on a natural 20. If held in contact with organic materials, desiccates them completely in 1 round. It allows one to attack salt elementals normally, and does double damage to water-based or liquid creatures. 4. Vacuum. The weapon causes 4d6 decompression damage on a natural 20. It sucks 4 1-yard squares per round full of air into oblivion (the caster has no problems breathing), creating high winds and having worse effects in enclosed spaces. It allows one to attack creatures of vacuum normally, and does double damage to air-based creatures. 81-90. Border plane. Roll 1d2 to determine which: 1. Astral. The weapon is invisible, but ignores all physical barriers to attack. It can cut a creature's silver cord on a natural 20 (assuming they are projected). It does double damage to creatures from the astral plane. A normal creature isn't able to heal from its wounds unless magically healed (as the damage is to the being's aura). 2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but ignores all physical barriers to attack. It attacks ethereal, spirit, or in-phase creatures for double damage. A normal creatures isn't able to heal from its wounds unless magically healed (as the damage is to the being's spirit). 91-95. Material plane. Roll 1d2 to determine which: 1. Negative material plane. The weapon drains two levels or Hit Dice of life energy on a natural 20. The weapon has no effect on undead creatures, but does double damage to creatures with a link to the positive material plane. 2. Positive material plane. The weapon causes its special damage as healing to any living being, but if the being is already at full hit points, this applies as "damage". This "damage" is actual, but does not count as pulling a creature below full hit points in terms of this spell. On a natural 19 or 20, it acts as a mace of disruption versus undead. Undead take double damage in any case from this weapon. 96-98. Outer plane. Roll 1d20 to determine which: 1. Seven Heavens. This weapon is gleaming white, and radiates golden light. It repels evil creatures as a fear spell, 10-yard radius. It does double damage to chaotic evil creatures, and cannot strike lawful good creatures. It can spray holy water upon command in a cone 10-foot base by 50 feet long with a 30-foot maximum spread. 2. Twin Paradises. This weapon is of entwined silver and white marble. It can cure serious wounds three times per summoning upon lawful good and neutral good creatures, and cannot strike such. It does double damage to chaotic evil and neutral evil creatures. 3. Elysium. This weapon is of pure, glowing silver. It can turn undead and evil lycanthropes as a 12th-level priest. It does double damage to neutral evil creatures, and can disrupt undead creatures on a successful hit, although it cannot strike neutral good creatures. 4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken wood. It radiates a 6-yard radius field of animal friendship aimed towards the caster. It cannot strike neutral good and chaotic good creatures, but does double damage to lawful evil and neutral evil creatures. It can cure serious wounds to any normal plant or animal it touches, once per round. 5. Olympus. This weapon is made of fine, polished steel. It cannot strike chaotic good creatures, but does double damage to lawful evil creatures. It can create food and wine upon command, as the priest spell (cast at twelfth level). It also does damage as if swung by one with 21 Strength. 6. Gladsheim. This weapon crackles with lightning and fire, and is made of fine steel. It cannot strike chaotic good and chaotic neutral creatures, but does double damage to lawful neutral and lawful evil creatures. It gives a +4 to-hit and -4 on AC to any chaotic good and chaotic neutral warrior within 4 yards. 7-9. Limbo. This weapon randomly shifts colour, composition, and radiance every round. It can strike any creature who can be hit by +4 weapons. Any spell effect directed at the wielder changes into a wild surge. It randomly polymorphs any substance or object it touches twice per round, and on a natural 19 or 20 polymorphs a creature randomly. It does double damage to lawful neutral creatures. 10. Pandemonium. This weapon is made of howling wind and darkness. On a natural 19 or 20, it blinds and confuses (as the spells) its target. It cannot strike chaotic neutral and chaotic evil creatures, but does double damage to lawful neutral and lawful good creatures. 11. The Abyss. This weapon drips acid and venom, and is seemingly composed of demon-parts. On a natural 19 or 20, it causes the target to save versus poison or take 3d20 poisonous acid damage, regardless of magical or natural resistance to poison or acid. It cannot strike chaotic evil creatures, but does double damage to lawful good creatures. 12. Tartarus. This weapon is composed of stagnant black liquid. On a natural 19 or 20, it causes complete amnesia which can only be removed by a heal. It cannot strike neutral evil and chaotic evil creatures, but does double damage to lawful good and neutral good creatures. 13. Hades. This weapon is composed of bone and blood. On a natural 19 or 20, the victim must save versus death magic or be transformed into an undead creature. It cannot strike neutral evil creatures, but does double damage to neutral good creatures. 14. Gehenna. This weapon is composed of mingled brimstone and shadow. It cannot strike neutral evil and lawful evil creatures, but does double damage to neutral good and chaotic good creatures. On a natural 19 or 20, it inflicts a rotting disease upon its victim (as per a mummy's touch). 15. Nine Hells. This weapon is composed of fire and brimstone. On a natural 19 or 20, the creature struck takes 3d20 flame damage, regardless of magical or natural resistance to fire. It cannot strike lawful evil creatures, but does double damage to chaotic good creatures. 16. Acheron. This weapon is made of cold iron which glows with a red radiance. On a natural 19 or 20, it paralyses its victim. It cannot strike lawful neutral and lawful evil creatures, but does double damage to chaotic good and chaotic neutral creatures. 17. Nirvana. This weapon is perfectly symmetrical along at least two axes, and appears to be made of grey crystal. On a natural 19 or 20, its victim is held for 3d6 rounds. It cannot strike lawful neutral creatures, but does double damage to chaotic neutral creatures. 18. Arcadia. This weapon appears to be made of wood which has been turned into precious metal. When it touches any poison or acid, the latter is instantly nullified. It cannot strike lawful good and lawful neutral creatures, but does double damage to chaotic neutral and chaotic evil creatures. It can cure poison twice per round when it is touched to any creature. 19-20. Concordant Opposition. This weapon is of pure white crystal, fine steel, and polished obsidian intertwined. It cannot strike druids or other creatures who protect the balance. It does double damage to lawful good, chaotic good, chaotic evil and lawful evil creatures. Its attack ignores the defences of a creature whose powers are based on strong alignment, such as demons, paladins, and slaadi. 99-00. Unusual, demi-planar. Roll 1d4 to determine which: 1. Demi-plane of electromagnetism. The weapon is +5 to-hit against opponents clad in metallic armour. It can repel or attract metal objects with 17 Strength within a 5-yard radius at command. On a natural 20, it knocks back an opponent up to 8 yards for 3d6 extra impact damage. It does double damage to creatures of a ferrous composition. 2. Demi-plane of shadow. The weapon is actually only quasi-real, but appears to be made of solid blackness. A creature struck must disbelieve or take double actual damage. It does double damage against creatures of light or any illusory "beings". On a natural 19 or 20, blinds a creature for 3d6 turns. 3. Demi-plane of time. The weapon appears to be simply a wavering violet outline. It ages a creature 2 years for each point of damage accrued (random direction, 50% chance each hit of ageing older or younger). On a natural 20, throws an opponent 1d4x1d100 turns into the future (or the past - at the DM's option). 4. DM's option. This can be as strange as you like. It can be a weapon composed of the mists of Ravenloft, of the phlogiston, or of some far-distant and really bizarre plane of the DM's own devising. The material component is as with lesser planar weapon. Darklight's Readied Dweomer (Alteration, 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 is used to ready another spell for instantaneous casting in tight situations. It can be used with any spell of fifth level or lower, whose casting time is less than 1 turn. The spell is cast ahead of time, with an extra round added to the casting time, and with normal components consumed. The dweomer is then held "ready" and can be loosened at any time the wizard wills. Note that the spell still occupies a "slot" in the caster's memory. The readied spell has normal duration, area of effect, range, and saving throw, but the casting time is reduced to effectively zero upon its triggering. The metamagic can only affect one lesser spell, and requires the additional component of a miniature golden cage with a swinging door (no less than 300 gp cost). Darklight's Searing Disk (Evocation) Range: 15 yards Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell conjures a white-hot, 6-foot wide floating disk of iron. The caster can manoeuvre the disk about at a rate of MV 20 by mental command. The disk cannot be moved farther than the above range, and can be stopped instantly, as if without any inertia, by the caster's command. It can be used to strike and pummel creatures within range, needing no roll to hit. The intended target gets a saving throw versus breath weapon to dodge it, otherwise they take 6d6 from the impact and heat. If used to pin a creature down, the victim receives a saving throw versus breath weapon at +3, failure indicating that they are trapped by the disk, taking 8d6 damage per round from pressure and searing damage. Only disruption of the wizard's concentration can free the trapped creature if the wizard does not free them himself. Creatures resistant to heat and fire take only half damage from any application of the disk. Disruption of the wizard's concentration does not cause the disk to disappear, but merely to hang motionless until the wizard resumes active control. Any cold-based attack or spell of more than 5 dice of damage directed at the disk causes it to shatter from thermodynamic shock, instantly ending the spell. The material component is a cast iron skillet. Darklight's Tattoo Creature (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 turns Area of Effect: Creature touched Saving Throw: Special Author: Keith Taylor This spell is a combination of Darklight's creature item and Darklight's tattoo item in all respects. Darklight's Telepathic Tracer (Enchantment, Metamagic) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One spell Saving Throw: None Author: Keith Taylor This spell modifies another spell of sixth level or lower so that it can be cast directly across a telepathic link. It extends the range of the dweomer so that it is conducted directly across the telepathic link and takes effect on the creature on the other end of the link. It functions via either magical, psionic, or natural telepathy. The spell to be cast is also enhanced so that its casting time is reduced substantially, so that the entire incantation can be performed with an initiative modifier of no more than 1. This causes the type of spells available for the tracer to be limited. No spell with a casting time of one round or more can be used, but it can be used to transmit an area effect spell, so that a prying wizard can bring a fireball down on himself and his surroundings. The spell to be transmitted over the tracer must be in memory as well, and both are cast simultaneously, so in effect, the wizard is casting two spells at once. This is not without risk, there being a base 5% chance that the spell backfires, unleashing the secondary spell on the caster himself. Note that the link can be initiated by either person involved, but the telepathic tracer spell does not provide a means of telepathic contact. Using the spell via a helm of telepathy is risky, as the chance of backfire increases to 10% with this method. Darkray's Avenger (Abjuration) Range: 0 Components: V, S Duration: Special Casting Time: 3 turns Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis The wizard can cast this spell on himself only, to avenge himself against future death. Anyone who kills the caster, even if the wizard is later resurrected, becomes the victim of a special curse. The curse manifests 1d4 turns after the killing. There is 95% chance for the victim to be affected. Exceptionally intelligent beings (avangions and the like) receive a normal saving throw versus death magic to avoid the effects. The magic can be dispelled before the wizard's death only by a higher level caster. To determine the effects of the curse, roll on the following table: D100 Roll Result 01-20 Reduce three random, different ability scores to 2d4+1 each. 21-40 Maximum hit points is 20% of the original; cannot increase until curse lifted. 41-60 -5 penalty to attack, damage (minimum damage is 0), Armour Class and saving throws. 61-80 Magical attacks against the victim cause maximum damage; the victim receives a saving throw versus spell of 18, with no modifications whatsoever. 81-00 This applies only if the killer is a person, roll again if not. Every other NPC who meets the killer senses something very bad about him. Nobody trusts him, since he carries a "smell of death". Such a person will always receive at least a "cautious" reaction from NPCs and is considered to be at most "indifferent", never friendly himself, no matter what he does. Reactions are left to the DM. They may include hostile mobs, ceaseless hunting by templars, animals attacking on the spot etc. There are five known ways to remove the curse. Other than these, the curse might be removed if a sufficiently powerful wizard could research a custom spell for this purpose. This would certainly require some body part of the original caster. The spell may be removed: * With a limited wish or wish, cast for this purpose. Nothing fancy is required, a simple job provided you have the wish. It is also possible to remove the curse using a 7th-level priest spell analogous to remove curse, such as remove bane, but this is very hard to find. Remove bane is considered an equivalent of a wish in this case. * With a remove curse, cast by a wizard or priest of a higher level than the caster. The victim must save versus death magic, with no bonuses for magical items or the like counting; success removes the curse while failure means that no attempt to remove the curse with remove curse can be done ever again. * With a dispel magic, cast by a wizard or priest of higher level than the caster who has never met him personally. Even then, only one attempt per level is allowed. Each failure increases the dispelling difficulty by one. * The killer may decide to atone for his deed. As soon as this thought is sincerely formed in his mind, the curse is lifted for three months. During this period the killer must have the caster resurrected, by any means. If he succeeds, the curse is permanently lifted. If during this time he acts in any way towards other ends, for example trying to lift the curse with another way, it returns immediately and further atonement attempts fail. At the DM's discretion, the three-month period may be extended or the curse lifted temporarily or even permanently, depending on the situation. * With the intervention of a sorcerer-king or a divine being. Darkray's Chest (Alteration, Summoning) Range: Special Components: V, S, M Duration: 1 week + 1 week per two levels Casting Time: Special Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis This spell is used to protect some "hot" and vulnerable items, such as spellbooks, scrolls and material components. The wizard leaves these in a specially prepared place and then uses a small "linking device" to recall them to his current place. The store must be created first. This is a chest of up to 4x3x3 foot size. It can have compartments or secret mechanisms and traps. The exterior must be crafted from pure obsidian and carved with scenes of the wizard's life. It costs a minimum of 5000 gp for the basic work. Regardless of the contents, the chest always weighs 15 pounds. As long as they fit inside, spellbooks, maps, scrolls, potions, coins, etc., can be stored in the chest, with the exception of weapons: only one weapon can be stored. In addition, everything in the chest must have been in the property of the wizard for at least 24 consecutive hours before storage, otherwise the chest will not function at all. Then the wizard must construct two identical "linking" devices. These can be almost anything but they must be made of metal. Usually they are something small and discreet, such as earrings or rings or bracelets. Their cost usually is around 3 gp each. The wizard then casts the spell on them and the chest. One of them fuses inside the chest, thus providing the necessary link with the other device. From then on and for the spell's duration, the wizard leaves the chest in a presumably well guarded place and carries the second device, always in contact with his flesh (failure to do so ends the spell). Three times per day, the wizard can summon the chest. He can then examine or alter the contents, use his spellbooks to memorise spells, etc. He can send the chest back to its hiding place or keep it, as he likes. Summoning and sending away the chest count as an action and require one round each. The chest and the caster must be in the same plane of existence in order for the spell to work. The material components of the spell are the chest and the linking devices; the latter are consumed at the end of the spell. A wizard can only have one such chest in operation at any given time. Darkray's Death Lightning (Evocation, Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: Special Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis This complex spell can inflict massive damage to opponents if successfully cast. During the casting time, the wizard gathers energy from the surrounding land, which is then released as deadly lightning bolts to all creatures within the area of effect (concealment or something like that can help avoid the bolts). Note that this spell does not distinguish between allies and enemies. The gathering of energy is difficult. The wizard must concentrate for some time and each additional round augments the power of the bolts. The energy returns to the land through the victims' bodies, while causing great damage. The casting time of the spell equals the concentration time. The caster is not able to perfectly control the collection of energy, so there is a possibility of spell failure before completion. If this happens, all energy returns to the land and the spell is wasted. A check must be made for each casting round. Only high level spellcasters can gather large amounts of energy. This fact and all the details above are summarized in the following table: Conc. Time HP of Spell Radius Min. in rounds Damage failure in feet level 1 4 1% 20 12 2 9 1% 30 12 3 15 2% 50 12 4 22 3% 70 13 5 30 5% 100 13 6 39 7% 130 14 7 49 10% 160 14 8 60 15% 200 15 9 72 20% 250 16 10 85 30% 300 17 During the whole casting time, the caster remains aware of his environment and is able to perform basic mental actions. This includes choosing a target for Melf's minute meteors or ceasing one of his previously cast spells. The material components are a wooden staff and a small obsidian orb which costs around 50 gp. The wizard must hold the staff on the ground with one hand and hold the orb high with the other. The staff gathers energy and stores it in the orb. When the wizard desires to strike, he must first lift the staff and then crush the orb on the ground (the orb becomes fragile and shatters automatically if dropped). The staff is not consumed. If the caster is physically hit or the orb is damaged during the casting, the spell is not totally wasted. The orb releases some of the stored energy; some is lost. To find out how much energy is actually released roll 1d4+1 and subtract the result from the current casting round. As a side effect, the caster suffers half the stated damage as well, with a saving throw for quarter damage. For example, if the wizard is disrupted in the 6th round, the orb breaks. The 1d4 rolled gives 1. Thus, the orb releases enough energy to inflict 22 HP to all creatures within 70 feet. The caster takes 11 points of damage or 5 HP if he saves. Darkray's Elemental Immunity (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis This powerful spell offers protection against attacks of elemental nature. It can selectively block attacks based on air, earth, fire and water. The type of the element must be stated at memorisation time. It is a weaker version (although not exactly similar) of elemental aura. Once the spell is cast, the wizard and his possessions are totally immune to all attacks of that element. However, attacks from the other elements automatically succeed and attacks from the opposite element inflict double damage as well, if not otherwise blocked: the caster lowers his resistance to them in order to better protect himself against the fourth one. Example: if the caster is immune to fire, a water or earth elemental could hit him with no attack roll needed; the water would cause double damage. * Air attacks include: air, electricity, wind, gases, clouds. * Earth attacks include: wood or stone weapons, any piece of rock not larger than the caster and attacks from stone golems. * Fire attacks include: fires, heat, lava and the like. * Water attacks include: rain, ice and cold, acids. The spell protects against both natural and magical attacks, for example lightning bolt, fireball, Melf's acid arrow, watery double... The caster also gains immunity to physical attacks from creatures of the relevant plane (including conjured elementals). Breath attacks using an element (sand breath, gas breath) are not immune against but have a +3 bonus to the saving throw instead. The caster cannot use this spell to travel within a given element (natural air excluded). He cannot, for example, breathe underwater or dive in a pit full of silt. In addition, this spell does not function in the elemental planes. At any given time, the caster can be immune against a single element only. Subsequent casting of this spell with a different element stated cancels the previous one. This of course has nothing to do with magical items that offer element protection, which always operate normally. The material components are as follows, among with their minimum cost: * Air: opal powder that the caster must sprinkle over him (30 gp). * Earth: a small diamond that the caster must swallow (20 gp). * Fire: a piece of fine wood, carved with a ruby of at least 60 gp value. * Water: a gallon of water blessed by a priest. Darkray's Ethereal Trip (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis With this spell, the caster can simply move from the prime to the border ethereal or in the reverse direction. Up to one creature per two levels can travel with the caster, by joining hands. Each casting of the spell provides a one-way trip. To travel in the opposite direction, another casting of the same spell or the use of other means is required. From the border ethereal the caster can move to the deep ethereal or to other planes. See also the Manual of the Planes. As a reminder, for every round that passes in the ethereal, ten rounds pass in the prime material plane. Darkray's Improved Alter Self (Alteration) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 6 Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis This spell is similar to the 2nd-level alter self with an increased duration. In addition, it can only be dispelled by someone of at least ninth level. Darkray's Invulnerability (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 6 Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis When the wizard casts this spell, he becomes completely immune to physical attacks by creatures of up to and including 6 levels or Hit Dice. For every two levels beyond twelfth the caster attains, the level or Hit Dice limit augments by one: 7 HD at fourteenth level, 8 HD at sixteenth level, 9 HD at eighteenth level, etc. The immunity includes attacks from persons, such as punching. The material component is the claw of a creature having suitable Hit Dice; 6 at twelfth level, 7 at fourteenth, etc. A lesser one can be used, with analogous decrease to the spell's power. Darkray's Lock (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis This simple spell can lock any closeable item in such a fashion that it cannot be opened except by breaking it. The magic strengthens it, so that an effective Strength of 23 is required to break it, using a steel item. The magic can only be dispelled by a wizard or templar of a level higher than the caster. Clerics and druids cannot dispel the magic. The spell is not cumulative with a wizard lock. Darkray's Orb of Spell Patterns (Enchantment, Invocation) Range: Special Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special Author: Dimitris Xanthakis Using this spell, the wizard can construct a "spell pattern" and place it on a specifically prepared orb. He can then activate the orb and release all the spells at once. The orb (1-2 inches diameter) must be made of any metal and costs at least 30 gp. The caster must first memorise the spell parts of the desired pattern, plus this spell. He cannot have any other memorised and no other magical items or spell effects should exist in a range of 10 feet from him. The caster begins the spell holding the orb in his hand and then keeps it in touch with him for 2d4 days. If he loses contact with the orb, the spell fails and the orb becomes useless, as well as if he uses other magic or is otherwise interrupted. At the end of this period, the orb becomes noticeably warm. The wizard can then place the desired spells on it, casting it one by one, at the order he desires. When he is done, he finishes the spell and the orb reverts to its normal state. A command word is used to activate the orb. When someone holds the orb and speaks the word, the spell pattern explodes: all the spells cast on the orb are released, one by one, at the order in which they were cast, with their normal casting time. Activating the orb has an initiative modifier of +3. If the orb is activated by a non-wizard, the result is a random casting of the spells contained. A wizard of sufficient level to cast the contained spells can control the orb as if it were a normal magical item. A lower level wizard can only control spells he can cast, the others are cast randomly. The caster can place on the orb one spell for each four full experience levels he has attained. Furthermore, the maximum spell level of each single spell is as follows: fourth at levels 12-14, fifth at 15-17 and sixth at 18 or higher. Finally, all spells must belong to the same school of magic. Here is an example: Darkray is a 13th-level invoker. He can place a total of three spells, each of them no higher than fourth level. He decides to place 3 magic missiles. After 5 days of preparation, he has made his orb (supposing he rolled 5). When he wants to use it, he points at the target and speaks the command word. He rolls an initiative of 4. The orb is then activated at 7, the first magic missile going off at 8 and the third at 10. If he had already placed a fireball, dig and ice storm, this happens when he uses it (after rolling a 1 for initiative): at moment 4, the orb is activated; at moment 8: fireball, instantaneously; at moment 11: dig, for 1 round per level, and at moment 15: ice storm, for 1 round per level. The result of this is that after the fireball, the poor victims will find themselves struggling not to fall in the pit created by dig as the ice storm makes the ground extremely slippery. The orb turns to fine powder at the end of the spell and disperses, never to be used again. If the orb is destroyed before the spells are released, it explodes into a retributive strike. All within 10 feet take 1d10 HP per spell level stored, no saving throw. Those within 20 feet take half this damage and those within 40 feet take half damage or a quarter if they save versus breath weapon. The orb saves as a +3 magical item. A wizard can only have a pair of such orbs at any given time. Darkray's Powerguard (Abjuration, Evocation) Range: 0 Components: S, M Duration: Special Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis With this spell a wizard can lower his Armour Class to 0. The effects are not cumulative with other spells that lower the Armour Class but Dexterity bonuses still apply. For each level of the caster, the powerguard absorbs 3 points of damage that would normally hit, though not from magical spells or effects. 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 are two silver coins. Darkray's Protection from Feeblemind (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 hour Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis This simple spell protects the caster from the next feeblemind attack. No matter what happens, the caster is rendered immune to exactly one such attack, regardless of source. The spell lasts at most three months. It can be dispelled only by someone of higher level than the caster. The material component is a small animal's brain that the caster must consume during the casting. Darkray's Teleport Guide (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 hours Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis To use this spell, the wizard must prepare a special item that will be used as the "target". From then on he can use a "guide" item to home on it, as if using a teleport spell. The target is usable only once. It must be made of metal and be carved with scenes of the area it is in. It costs no less than 100 gp. The guide costs less, around 5 gp and can be made of any material and formed in any shape or size. It must remain in touch with the wizard, however. Neither the guide, nor the target are reusable. During the casting of the spell, the wizard must burn a mixture of rare herbs and items belonging to the area around the target, to charge the guide. One charge equals 50 gp of herbs, with a maximum number of charges equal to the caster's level. After the casting of the spell, the target item must remain in the same general place. If it is ever taken farther than 20 yards from the original spot, the spell ends. The caster can always tell whether this has happened if he is on the same plane with the target. As long as the wizard possesses the guide, he can spend a charge to teleport back to the target if on the same plane. This follows the standard rules for magical item activation, the guide having a +3 initiative modifier. When its charges are expended, the guide burns out. Dheryth's Energy Cloak (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Jim Gitzlaff This spell makes the wizard seem to be inside a varicoloured, shifting aura of light. He is totally immune to any and all spells and powers which deal out damage using pure energy, like for example energy lance (q.v.), xag-ya, or laser rays, and has a magic resistance of 40% + 1% per level of the wizard versus "force" spells, like for example wall of force or the various Bigby spells. Unfortunately, if the force spell is above fourth level, both the force spell and the energy cloak are negated if the resistance roll is made. Damage from impure sources of positive energy (eg. electricity and fire) is reduced by one point per level of the wizard per round, up to a cumulative maximum of 5 times the wizard's level in protected points. Any successful attack by a source of negative energy has the following effects: * Both the negative attack and the energy cloak are negated. * Both the cloaked wizard and the attacker take 3d10 points of damage (no saving throw, magic resistance, or other protection). The attacker is only damaged this way if the negative attack was delivered by touch (of body, wand, or melee weapon). Otherwise, see the next effect, below. * Everyone not in physical contact with the cloaked wizard takes 3d10 points of damage minus 1 per foot of distance to the cloaked wizard. The material component for this spell is a small shield. Dheryth's Energy Globe (Alteration, Evocation) Range: 0 Components: S, M Duration: Special Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Jim Gitzlaff This spell requires a gem of not less than 50 gp each time it is cast. The gem's centre briefly becomes a minute gate to the positive material plane, and the energies thus released slowly eat away at the gem from the inside out. When the duration expires or the gem is broken, the gem explodes into a sphere of pure energy. The gem must be thrown at one's opponents to be effective (range: small: 1, medium: 2, large: 3). Inflicted damage is as follows: Distance to Gem Impact Place Damage up to 2 feet 4 points per level of wizard 2-5.9 feet 2 points per level of wizard 6-10 feet 1 point per level of wizard The gem is thrown as a stone for which the wizard has proficiency, and acts as a grenade-like missile if it misses its intended target. If the gem is thrown against someone or something (and hits), it will only break instantly if it fails a saving throw for ceramic versus normal blow (soft objects) or crushing blow (hard objects). Dheryth's Energy Lance (Evocation) Range: 10 feet + 1 foot per level Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: One creature or object Saving Throw: None Author: Jim Gitzlaff Energy lance is a slow spell that works only at very short distances. If the wizard can get it off, though, its results are rewarding. This spell causes a gem-tipped wand to spew out a directional beam of intense positive energy at a single object or creature. Damage done is 1d6 points per level of the wizard over sixth (up to a maximum of 14d6), with no saving throw allowed. Additionally, if made the target of the spell, objects made of non-magical wood, stone, or metal will have a 6 inch hole drilled through them up to the maximum range of the spell (or out the back of the object). Magical objects will suffer the same fate unless they successfully save versus disintegration at +1. The material components of this spell are a 6 to 8 inch platinum wand of at least 1000 gp value, with a clear diamond or any opal worth 100 gp set on the end, as well as a loose 100 gp value gem, which is consumed during the casting. There is a 10% chance that the gem on the tip of the wand will shatter as well, reduced to 5% for a 1000 gp gem and to a minimum of 1% for a 10,000 gp value gem. Dheryth's Spell Support (Abjuration) Range: 0 Components: V, S Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Jim Gitzlaff This spell is cast immediately before any other spell which has a duration (there are some exceptions - see below). It doubles the casting time of the other spell and adds verbal and somatic components of its own. The effect of spell support is to make the other spell totally immune to dispel magic for its normal duration. Spell support itself is not dispellable, and if it is cast in conjunction with permanency, the net effect is to make the other spell both permanent and undispellable. Certain spells (at the DM's option) may not be supported, including at least the following ones: * anything wish or limited wish related, * prismatic wall and prismatic sphere, * Otiluke's resilient and telekinetic spheres, * forcecage and forcecube, * anything gate related, * magic jar, and * temporal stasis. Spell support in no way reduces the efficacy of Mordenkainen's disjunction, nor does a single casting protect any additional spells that may be active in the same space. On permanency, there is a 10% chance per year that the spell support will fail, leaving the permanency intact but unsupported. The wizard has now way of detecting that the spell support has failed. Diamondblade (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: 2 turns + 1 round per level Casting Time: 1 turn Area of Effect: Edged melee weapon touched Saving Throw: None Author: Unknown This spell turns an ordinary edged melee weapon into a blade of sharpness, as per sword of sharpness (see the Dungeon Master's Guide, page 186). For the duration of the spell, the weapon is treated as a weapon, +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. However, on a very high roll, it will sever an extremity, determined by a dice roll. The spell functions on existing magical weapons, as long as the total combined bonus is +3 or less. The material component for this spell is a 1000 gp diamond, however, the tooth of a tarrasque may be substituted, in which case the weapon functions as a vorpal blade (see the same reference as above), and gets the +3 bonus to attack and damage rolls. In the table below, pick the entry listed lowest if more than one row is applicable: Modified Score Modified Score Opponent is to Sever* to Sever** Normal or armoured 19-21 20-23 Larger than man-sized 20-21 21-23 Solid metal or stone 21 22-23 * Considering only the sword's bonus of +1. ** Considering only the sword's bonus of +3. Double-Helix Fireball (Invocation/Evocation) Range: 40 yards Components: V, S, M Duration: Instantaneous Casting Time: 2 rounds Area of Effect: One creature Saving Throw: 1/2 Author: Rob Christie (the Griffon) This spell's material components are phosphorus and two wires, twisted together. When cast, two fireballs rush towards their target, in a double-helix motion. Each fireball causes 5d6 points of damage, but note the casting time. This may not be a very good spell, but it sure is neat looking. Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) This spell creates a 5-foot long shimmering blue shaft of force from the wizard's outstretched hands. He must physically wield the weapon in combat, thus spells with somatic components cannot be cast while the summoned blade exists. The "sword", however, has no true material existence and does not conduct shock back to its wielder, thus its overall speed factor is 1. It is neither an edged nor blunt weapon and affects creatures normally immune to either. The blade strikes once per round with a +5 to-hit bonus, inflicting 2d6+5 damage points per successful hit. It lasts 1 round per level of the wizard and is subject to disintegrate and dispel magic. The material component is a 500 gp crystal sword which requires 2 weeks to construct. Dreamoore's Eldritch Decagon (Alteration, Evocation) Range: 10 yards per level Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One creature Saving Throw: 1/2 Author: Jonathon Salazar (The Adept's Spellbook) When this spell is cast, the wizard sets up a brilliant array of pale blue dancing rays which forms a decagon between both hands. The spell draws power directly from the psychic winds of the astral and ethereal plane. Once complete, it may fire a 1-foot wide beam of pure magical force every round, and this ray unerringly strikes any single creature or object within 10 feet per level (invisible targets require a to-hit roll versus AC 6, modified by Dexterity, etc.) and inflicts 1d4+1 damage points per level of the wizard, up to 12d4+12 maximum. A successful saving throw versus spell halves damage. These beams may be unleashed from the decagon: * Eldritch beam: magic missile energy; affects only animate targets. * Impaling force ray: inflicts piercing or impaling damage. * Planar force beam: inflicts edged or slicing damage. * Spherical force bolt: inflicts blunt or crushing damage. * Vibration or shock wave: an ultrasonic bolt which affects only crystal, glass, stone, and other objects vulnerable to vibration damage. * Wind blast: as the 3rd-level wizard spell, gust of wind (q.v.), against a single target. The wizard must concentrate to maintain the eldritch decagon, thus any successful attack against him negates the spell. The material component is a small crystal in the shape of a 10-sided die set inside an iron ring, and a loadstone. Dreamoore's Missile Tempest (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) Also known as Dreamoore's bolts of seeking, this spell creates a powerfully enchanted bolt which has base 1d12 damage plus 3 points per level of its wizard, up to 1d12+36 maximum (eg., a 12th-level missile tempest does 37-48 HP damage). This bolt, however, can split into two or more missiles striking single or multiple targets (with a minimum of one point of damage per missile). Once the wizard unleashes the bolt, he need but point and close his fist. The missile then flashes outward, dividing into smaller missiles if so directed, and unerringly hits all visible targets in a 90 degree arc before the wizard. The material component for this spell is a 500 gp diamond which is hurled into the air as spell casting is completed. Dreamoore's Viper Lance (Alteration) Range: 100 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) The viper lance launches a 2-foot long solid metal shaft at extremely high velocity. This bolt always travels in a straight line trajectory, its blinding speed making it near-invisible. Any creature struck immediately suffers base 1d10+2 HP of damage, up to 1d10+30 maximum. The wizard may launch one bolt per six experience levels, though only one bolt may be fired per round. The material component is a solid steel shaft engraved with the wizard's personal rune, with a mithril or adamantine tip, and zinc stabilising fins. Each bolt requires two weeks and 250 gp construction cost. Eldarr's Improved Spell Conversion (Alteration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 2 turns Area of Effect: The caster Saving Throw: None Author: Eldarr This spell is identical to Eldarr's spell conversion, except that it will convert any spell of sixth level or less to any known lower-level spell. The duration and casting time are also increased. This spell has the additional spell component of a powdered gem (of any type) worth at least 400 gp (this is in addition to the were-creature pelt). This gem is also consumed when the spell is cast. Enemies (Enchantment/Charm) Range: 60 yards Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 3 Area of Effect: One creature Saving Throw: Special Author: Douglas Webb This spell allows the wizard to bestow a Charisma of -1 on any creature unless the saving throw versus spell is made. Creatures with high Charisma get to add 1 to their saving throw per point of Charisma above 14. Creatures with low Charisma subtract 1 from their saving throw per point of Charisma below 8. Any normal creature seeing a being with negative Charisma will attack it immediately trying to kill it in any way possible. The spell has no effect on gods and demigods. Creatures above 5 HD or fifth level get a saving throw as to whether they attack the spell's recipient. The negative Charisma effect can be negated by making the recipient invisible to normal view (invisibility, darkness, etc.). The spell can also be negated by a successful dispel magic. The material components of this spell are a hemlock bud and a small piece of onyx. Energy Field (Conjuration, Evocation) Range: 60 yards + 10 yards per level Components: V, S, M Duration: 5 rounds per level Casting Time: 6 Area of Effect: 1-foot per level high cube Saving Throw: None Author: Paul D. Walker This spell creates an invisible field of energy which is impermeable to the passage of magical and psionic energies through its barriers. Thus, for example, creatures inside the area of effect are completely unaffected by spells which are cast outside the spell area. Similarly people outside are not affected by spells from inside (note that, since magic cannot pass through this barrier, creatures cannot teleport, plane shift, etc. through the barrier). Energy field does not, however, offer any physical protection whatsoever. Spells which cause physical damage can destroy the shield but these spells must do a total damage of 6 HP per level of the wizard. Disintegrate will cause the shield to make a saving throw versus death magic at the level of the wizard. If it saves, the spell has no effect. If it fails then the spell does 1d8 points + 1 point per level of the wizard damage to the field. A magic missile actually heals the field on a one-to-one hit point basis. The shield, if cast upon the wizard, moves with the wizard. If the spell is cast upon another creature, it may make a saving throw versus spells. If it fails its saving throw, the field follows the creature. If the saving throw is made then the spell becomes rooted to the target area. Otherwise, the spell remains stationary until the spell's duration expires. The material component for this spell is a diamond cube of not less than 500 gp value. This cube will shatter when the spell expires or the field is brought down by spell damage. Etherealness (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: None Author: Kenneth C. Jenks When this spell is cast, the creature touched is moved bodily to the ethereal plane with all of its (non-living) equipment subject to a maximum weight of 250 pounds plus 250 pounds per level of the wizard beyond tenth. The creature may then move from the ethereal plane to any adjacent plane (the prime, positive, or negative material plane, or the elemental or para-elemental plane). An anti-magic shell won't disrupt etherealness, provided that this spell is cast prior to the anti-magic shell. If the wizard casts this spell upon himself, he may include his familiar in the weight limit. Feeblebody (Alteration) Range: 10 yards per level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: One creature Saving Throw: Negates Author: Max Becherer This spell is exactly like feeblemind, except that Strength, Dexterity and Constitution are permanently reduced to 3. The victim's intellect is unaffected. Note: the victim may not be strong enough to move any more. The material component is one live mouse. The mouse vanishes upon casting, but is not destroyed. Fellstar's Flame Arc (Evocation) Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: Special Saving Throw: 1/2 Author: Fellstar This spell is similar to the 1st-level burning hands, but it is much more potent. When cast, this spell will emit an arc of flames from the hand of the caster; the arc may be one of four sizes as listed on the following table: Arc (degrees) Range 90 200 feet 180 150 feet 270 100 feet 360 50 feet The arc of flames will have a width of one foot, centred on the caster's hand, so the height of the wizard's hand at the time of casting will determine the height of the flames; thus if the flames are at waist level, it is possible to escape the effects of this spell if lying prone. The caster may elect to cast the arc in a "doughnut" shape; that is, he may create an area around himself that is untouched by the flames (a good idea if the caster is in the midst of a friendly party). The radius of the hole may be any size the caster desires, up to half the range as given in the table above. Anyone hit by the flames suffers 4d10 points of damage, plus 1 point per level of the caster (to a maximum of 4d10+20); a successful saving throw versus spell reduces the damage by half. If a victim fails a saving throw, all possessions must save versus magical fire or be consumed. These flames are blocked by obstacles, and they will not rejoin behind the barrier. This will create gaps in the arc; therefore, if a target is standing behind a large enough obstacle, he will be shielded from the flames, even if the blocking obstacle is tens of feet away. The material component for this spell is a chunk of volcanic rock and a lit candle; the rock is consumed with the casting, but the candle is not. Fellstar's Flame Dome (Evocation) Range: 80 yards Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Fellstar This spell is similar to a wall of fire, but it creates a dome of flames instead of a wall. The dome has a radius along the ground of 10 feet plus 5 feet per level of the caster; it is 25 feet high at its peak. The dome must be cast so its base is resting on solid ground. Unlike a wall of fire, the flame dome gives off waves of heat on all sides; anyone within 10 feet of the dome suffers 2d6 points of damage, while those within 20 feet suffer 2d4 points of damage. In addition, the dome inflicts 3d8 points of damage, plus 1 point per level of the caster on anyone who passes through the dome (like a wall of fire, creatures subject to fire will suffer more damage at the DM's discretion, and undead always suffer double damage). The procedure for trapping creatures with the dome, as well as the duration of the spell, are as per wall of fire. The material components for this spell are specimens of phosphorus and sulphur, both of which are consumed with the casting. Fireblast (Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: The Ghost A fireblast is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d10 points of damage for each level of experience of the spellcaster (up to a maximum of 10d10). Unlike fireball, fireblast creates a lot of pressure and generally tries to conform the shape of the area in which it occurs to its shape. In essence, it creates a 20 foot radius crater. Besides causing damage to creatures, the fireblast ignites combustible materials, forces non-combustible items to save versus crushing blow or be destroyed, melts soft metals, and creates general havoc. If cast indoors or within range of a building or other structure, structural damage will most likely occur as dictated by the DM. Fireblast otherwise performs and is cast just like fireball, with the additional material component of saltpetre. Force Blast (Invocation/Evocation) Range: 20 yards per level Components: V, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Jason Riek (Karaieth) Force blast is a more powerful version of force bolt. If used against creatures they take 6d10 damage, are knocked back 1d12 feet, and must make a Dexterity check to remain standing. Any objects exposed to the blast, most likely armour or a shield, must make a saving throw versus crushing blow. If used against inanimate objects, the object must make a saving throw versus crushing blow at -4 or be destroyed. The blast has a Strength of 22 against doors, etc. It acts as a double-strength battering ram against structures. The material components of this spell are a pearl of at least 250 gp value, and a giant's tooth. Gem Protector (Abjuration, Alteration) Range: 10 feet per level Components: V, S, M Duration: 1 year per level Casting Time: 1 turn Area of Effect: One gem Saving Throw: None Author: Kai Rottenbacher This spell is similar to Item Protector, but it works only for gems of any kind. It is a little higher powered for its specific purposes. It protects the gem it is cast upon from two failed saving throws per caster level. These saving throws may be of any kind. If the effect normally does not allow a saving throw, this spell still protects from the damage done by the effect - at the cost of five saving throws per such effect. This spell may be layered up to 10 saving throws per caster level from the same caster. Once all saving throws are gone, this spell ends. The material component is a gem of the same kind, worth the same amount, and the same colour. This gem then has to be encased in adamantine, then in hizagkuur metal and last in a case of gold from smelted holy symbols. All of these components vanish in casting. Giant Strength (Alteration) Range: 0 Components: V, S, M Duration: 6 turns + 1 turn per level Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: None Author: Kenneth C. Jenks When this spell is cast upon a fighter or priest, the spell will increase his Strength to that of a giant. The particular Strength gain is determined randomly by a 1d20: D20 Strength Giant To-hit Damage Roll Equivalent Type Bonus Bonus 0 18/00 Ogre +3 +6 1-6 19 Hill giant +3 +7 7-10 20 Stone giant +3 +8 11-14 21 Frost giant +4 +9 15-17 22 Fire giant +4 +10 18-19 23 Cloud giant +5 +11 20-21 24 Storm giant +6 +12 The die roll is modified by the following: * -1 on the die roll if the recipient is below ninth level; * No adjustment if the recipient is between ninth and fifteenth level; * +1 on the die roll if the character is above fifteeenth level. Other information on boulders, opening doors, and bend bars/lift gates can be found in the Player's Handbook under Strength, and in the Dungeon Master's Guide, page 63. The material components of the spell are three hairs from three different types of giants. Note: this greatly improved Strength spell play tested well in our campaign. The limitation of "fighters or priests only" was put on by the researcher to prevent those nasty thieves from using it to backstab, since we multiply all damage in a thief's backstab attack. Glamden's Acid Fire (Invocation/Evocation) Range: 5 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: 10x10x5 feet per level cloud Saving Throw: Special Author: Glamden This spell causes an acid cloud to form anywhere within range of the spell; the cloud billows out to its full dimensions (10x10x5 feet for each level of the wizard) instantaneously and everyone caught inside the area of effect suffers 4d6 points of damage; a successful saving throw versus spell reduces damage by half. Anyone who fails the saving throw must roll saving throws versus acid for all possessions to avoid destruction. Immediately after the acid cloud forms, it bursts into flames, inflicting another 4d6 points of damage to all inside. As before, a successful saving throw versus spell reduces the damage by half; those individuals who successfully saved versus the acid, receive a +4 bonus to their saving throw versus fire. If this second saving throw fails, possessions must save versus magical fire or be consumed (the +4 bonus mentioned previously, does not apply to these saving throws). The material components for this spell are the intestines of a black dragon and the heart of a red dragon; both are consumed when the spell is cast. Glamden's Acidic Gas (Invocation/Evocation) Range: 5 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: 10x10x5 feet per level cloud Saving Throw: Special Author: Glamden This spell is similar to Glamden's acid fire: when cast, this spell forms a gas cloud which is also highly acidic. Anyone caught inside the cloud suffers 8d6 points of damage. This spell requires two saving throws versus spell: the first is against the gas, and the second is for the acid. If neither saving throw is successful, full damage is inflicted on the victim; if one saving throw is made and the second fails, the victim suffers 3/4 of the damage; if both saving throws are successful, the victim suffers half damage. If the saving throw versus the acid fails, all possessions must save versus acid to avoid being destroyed; the gas has no effect on the victim's possessions. If a target has immunity against one component, damage is halved automatically. It is reduced to one quarter of normal if the saving throw versus the other component is successful as well. Of course, if a target has immunity against both components, it is not affected by this spell at all. The material components for this spell are the intestines of a black dragon and the stomach of a green dragon; both are consumed when the spell is cast. Glamden's Gas Jet (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: 5-foot wide, 10-foot per level long beam Saving Throw: Special Author: Glamden This spell is similar to Glamden's other spells, acid fire and acidic gas; when this spell is cast, a jet of green gas shoots from the wizard's palm; a split-second later, the gas erupts in flames. This jet is 10 feet long per level of the wizard, and is 5 feet wide; anyone hit by the jet must make two saving throws versus spell (one for the gas, and the other against fire) to avoid suffering 8d6 points of damage. The procedures for saving throws and immunity versus the two components are the same as for Glamden's acidic gas, except magical fire replaces the acid component. The material components for this spell are the heart of a red dragon and the stomach of a green dragon; both are consumed when the spell is cast. Globe of Force (Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 6 Area of Effect: 2-yard radius sphere Saving Throw: None Author: Unknown This spell causes a transparent globe, 2 metres in radius to form around the wizard. The globe acts as a barrier to all matter: no creature may pass through the barrier in either direction, nor may any attack be made through the barrier using physical weapons either against or by the wizard. It does not impede magic in any way: if the wizard is the target of a fireball or a blue dragon's breath weapon, he will still take full damage. The wizard may terminate the spell before the full duration, but he may not lower the globe of force without terminating the spell. A successful dispel magic will bring down the globe. The material component for this spell is a golden globe with silver linings, worth at least 300 gp. Greater Light Control (Alteration) Range: 60 yards Components: V, S Duration: Concentration Casting Time: 6 Area of Effect: 100-foot radius globe Saving Throw: None Author: Francois Menneteau This spell is a very potent version of lesser light control, allowing control in a 100-foot radius globe. GrecoInflamitus of the Spartan Bar-B-Q (Conjuring/Summoning) Range: 5 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: One 1-foot radius per level sphere Saving Throw: 1/2 Author: Scott Brogley This spell creates within its area of effect a sticky, incredibly hot material that adheres to whatever it touches. This material erupts into flame when in an oxygen atmosphere, will not be extinguished by fire, and will cause damage even when not flaming due to its incredible heat. It is only extinguished by the consumption of its fuel or application of enough cold to stop the reaction. Once warmed back up it will reignite, i.e., you can't put it out: it must burn out. In game terms, the following effects take place: * Fireball. The spell effect may be created up to 10 yards away from the caster for every level of said caster. The initial area of effect is a sphere of 1 foot in radius for every level of the caster. The initial damage caused by the spell is 1d4+2 points of fire damage for every level of the caster, save versus spell for half damage. * The gift that keeps on giving. Everyone within the initial area of effect who missed their saving throw versus spell will take 1d4+(caster's level) points of fire damage from the superheated paste adhering to their person. This damage continues for the caster's level in combat rounds irrespective of where the individual moves. A saving throw versus dragon breath will result in half damage. Two consecutive saving throws indicate that the paste has burned out (the saving throw versus the initial fireball counts towards these two consecutive saving throws) and no more damage will be sustained from the paste. * Splish splash... An area of 5 feet around the initial fireball's area of effect is prone to having paste thrown out to it by heat vortices, thrashing victims, etc. Anything subject to heat damage must save versus dragon breath (those with a Dexterity bonus versus directional attacks get that bonus) or suffer 1d4+(caster's level) points of fire damage from being struck by the superheated paste. A saving throw versus dragon breath will result in half damage. One saving throw will indicate that the paste has burned out and no more damage will be sustained from the paste. * Fire. Inanimate objects touched by the paste (or anyone with paste on them) must save versus normal fire or begin combustion. PCs, NPCs and monsters must save versus petrification or be burned for 1d4 fire damage. * Lingering... This stuff is nasty in that it will only be safe if it is left to burn itself out, indicated by the spell's duration of open flaming, or by the indicated saving throws. If extinguished by reduction in temperature to -5 degrees C (+23 degrees F), or by magical means which end flame or heat, the paste will lie dormant until it heats up or is given oxygen. Then the paste will continue to burn for the remainder of the spell's duration. Material components: pitch or tar, sulphur, saltpetre, magnesium or phosphorus, oil or alcohol. Gregori's Shadow (Divination, Illusion) Range: 0 Components: V, S Duration: 1 day Casting Time: 3 Area of Effect: Special Saving Throw: Negates Author: David E. Brooks Jr. and Elizabeth H. Brooks This spell was created by Gregori in a desire to inconspicuously monitor selected persons. To activate the spell, the wizard must touch the recipient's body anywhere a shadow is visible. A saving throw versus death magic on the part of the recipient negates the spell. Failure to save, however, causes the target's shadow to be replaced by Gregori's shadow for the next 24 hours. During this time, the caster can concentrate and be able to hear and see all that is occurring around the recipient within a 20 foot radius. Gregori's shadow is made ineffective by the recipient entering an area of total darkness, such as that of a underground cavern or a darkness spell. In this case, the spell is ineffective until the recipient enters a condition where a shadow is again created. In addition, Gregori's shadow can be dispelled by a successful application of a dispel magic or remove curse cast upon the victim. Gregori's shadow is only effective on creatures of the prime material plane. If the recipient or caster enters another plane of existence, the spell is instantly broken. Also, the casting of light or continual light on the recipient allows another saving throw with a +2 bonus on the die. It should be noted that during the course of the spell, the caster will not demonstrate a shadow whatsoever. Gregori's Spell Damper (Alteration) Range: 10 feet per level Components: V, S, M Duration: 1d4+1 rounds Casting Time: 7 Area of Effect: One creature Saving Throw: Negates Author: David E. Brooks Jr. and Elizabeth H. Brooks Forever fearful of being outmatched by other spellcasters, Gregori devised this spell to potentially reduce the effectiveness of enemy wizards. When cast, the target creature must make a saving throw versus death magic or be affected by Gregori's spell damper. Failure to save causes the target spellcaster's spells to be reduced in effectiveness, which is represented as a temporary reduction of the target's level with regard to the spell's range, area of effect, damage and duration only. This in no way reduces the target's true level, number of castable spells or other abilities. For each round the spell damper is in effect, the caster rolls dice to determine the damping effects for the current round. If the caster is tenth level or less, roll 1d2. Wizards of eleventh through fifteenth level use a four-sided die and those of sixteenth through twentieth level use a six-sided die. Spellcasters of twenty-first or higher level also use a six-sided die, but add one to the result for every even-numbered level above twentieth. The maximum amount of dampening that can occur with Gregori's spell damper is six levels. In order to cast this spell, the wizard must create a miniature drum from platinum and perfect sheepskin then stuff it with the purest cotton available. Total cost of the material components would be approximately 400 gold pieces and two weeks of construction time. Guardian Warrior (Abjuration, Alteration) Range: 10 feet Components: V, S, M Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: None Author: The tiger The spell animates and enlarges (to M size) an intricately carved statue. The statue needs to be of such craftsmanship as to fetch at least 1000 coins, and should be depicted wielding a weapon of some sort. The weapon carved on the statue becomes the guardian's specialised weapon. The guardian is a fighter of 5 levels lower than the wizard casting the spell, i.e., a 15th-level wizard creates a 10th-level fighter with 9d10+3+(Constitution bonus) hit points, who gets 2 attacks per round with his specialised weapon. If a shield is carved on the statue then the guardian also gains a buckler and becomes proficient in sword & shield specialisation. Otherwise, he is specialised in single-weapon-style. If the statue is very finely carved (worth 2000 gp or more), the fighter gains an extra specialisation in one-weapon-style. The guardian has statistics as follows: Statistic Value Strength wizard's Intelligence Dexterity roll 3d6 Constitution wizard's Constitution Intelligence wizard's Strength Wisdom 1d6+2 Charisma 2d6+1 The guardian's THAC0 depends on his level. His Armour Class is as a casting wizard with a +4 bonus. Special attacks: specialisation. The guardian inflicts double damage on a natural 20. He has a 40% magic resistance. Heisenberg's Uncertain Teleport (Alteration, Wild Magic) Range: 0 Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None Author: James Fischman This spell is a compromise between the 5th-level teleport and the 7th-level teleport without error. It allows a wild mage to improve his chances of teleporting on target by up to five categories on the Teleport table, but these category improvements must be split between separate rolls for position and velocity. Unlike the standard teleport, the wizard must roll twice on the error table (see the players handbook, page 172). The first roll indicates the error in position, as in a normal teleport. The second roll determines the error in velocity - a high roll indicates that upon arrival, the caster will be flying up into the air, and a low roll indicates that the caster will be flying down towards the ground. The speed of travel is equal to 1 foot per second for each percentage point by which the caster is in the high or low region on the table. This added velocity will add 1 hit point of damage per foot per second to any falling damage incurred, and will stun the wizard for 1 round per foot per second (even if no falling damage is incurred: if the wizard arrives on target travelling down at 12 feet per second, he will not take any damage, but will be stunned for 12 rounds). The five categories of improvement can be applied to either of the two rolls, at the wizards preference. For example, a wizard teleporting to an area never before seen may choose to apply three categories to the position roll (thus rolling on Studied Carefully for position) and two categories to velocity (rolling on Seen Casually). Any improvement beyond Very Familiar results in no possibility of error. Note that unlike teleport without error, this spell cannot be used for interplanar travel. Hobar's Horrible Blades (Conjuration/Summoning) Range: 60 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One creature per 4 levels Saving Throw: 1/2 Author: Sol Sukut Hobar made a few minor adjustments to a previous spell and also gained a few levels before designing this improved version of nasty shards (q.v.). The spell's effects are the about same, but the shards are larger and tend to resemble daggers. A 17th-level wizard would be able to hit 4 targets. Material components are a silver dagger and a lodestone. The dagger is destroyed during the casting, but the lodestone remains intact. Hold Person III (Enchantment/Charm) Range: 120 yards Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Five persons in a 20-foot radius circle Saving Throw: Negates Author: Unknown This spell is like hold person except as noted above, and that all saving throws are made without modification. Imbue Familiar with Spell Ability (Enchantment) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Familiar touched Saving Throw: None Author: The tiger The wizard transfers memorised spells to his familiar. The wizard loses use of one spell from the spell level of the spell imbued to the familiar. The level and number of spells imbued depend on how many "imbue" spells have been cast on the familiar (not cumulative). Enhanced Spell Level Range Number 1-2 1-3 1 3-4 1-4 1 5-6 1-5 2 7 1-6 2 8 1-7 3 These spells are held by the familiar and are unavailable to the wizard until the familiar uses them or dies. Improved Circle I (Invocation/Evocation, Metamagic) Range: Special Components: V, S, M Duration: Special Casting Time: 1 turn per level Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell is similar to the 1st-level priest spell ring of hands (add all levels of wizards in the circle to the benefiting wizard's level for spell casting and memorising effects only) plus the added effect: the circle does not have to see the wizard that is to benefit from the spell. Thus, this spell can be used over a long distance. Each and every wizard in the circle has to cast the improved circle to make the circle work. This spell works through the telepathic link set up by the material component (see below). This telepathic link makes the caster especially susceptible to enchantment/charm type spells - unless immune to such spells due to high Wisdom or item effects. The spell's effect does not span planes. It lasts until one of the wizards in the circle is disturbed in his concentration, one of the wizards steps out of the circle, or the benefiting wizard ends the spell voluntarily. Note: the benefiting wizard may be hurt, feebleminded, slain, resurrected, polymorphed or whatever, but his contact with the circle is not broken unless his body leaves the same plane or his own stone is broken or somebody real powerful interrupts the telepathic link (the smallest of small chances, as this spell even goes through a mythal effect). The material component is a stone with a permanent Rary's mindlink on it. These stones can be reused many times unless stolen or worn away by normal use. Each wizard in the circle needs his own stone to make the circle of wizards complete. Improved Sense Shifting I (Alteration, Illusion/Phantasm, Metamagic) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 6 Area of Effect: The caster Saving Throw: None Author: Kai Rottenbacher This spell is similar to the 2nd-level sense shifting spell from the Tome of Magic, but it can affect any spells cast in its duration but it can affect spells of first to third level with two sense shiftings at once (sounds can be completely turned off but still no understandable speech) and 4th- to 6th-level spells with one sense shifting. The material component is a small silver tablet which is covered with a fresh coat of heavily soaped and perfumed water so it scintillates in all colours. Improved Vocalize (Alteration, Metamagic) Range: 0 Components: S, M Duration: 2 turns per level Casting Time: 6 Area of Effect: One creature touched per 5 levels Saving Throw: None Author: Kai Rottenbacher This spell duplicates the effect of vocalize for several persons over a longer duration. The persons have to touch each other when the spell is cast. The caster has to touch one of them to give the spell to those in the circle who he chooses. With this spell the recipients can choose whether they want their spells to have verbal spell components or not. The caster can affect one person for every five levels he has earned. The material component of this spell is one clapper-less bell for each person to be affected by the spell. Improved Wiley's Door (Alteration) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Wiley This spell is like Wiley's door except that there is no limit to the amount of stuff that can be transported (except for the physical problems of getting that much stuff through the door) and the second door can be up to 200 yards distant. The second door must be somewhere that the wizard has seen. Jadwin's Free Thoughts (Alteration, Illusion) Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Jadwin This spell allows a wizard to maintain any illusion spell requiring concentration without the need to concentrate. The maintained illusion will either remain fixed, proceed or repeat in a very mechanical manner. The wizard may alter the behaviour of the maintained illusion at any time by concentrating on changing the illusion. Changing a maintained illusion requires an action of length equal to twice the original casting time of the illusion. Disruption of the changing action causes the end of the maintained spell. The wizard can maintain one spell per four levels. The material component is a gem worth 200 gp for each spell to be controlled. Jadwin's Illusion Enhancer (Alteration, Illusion) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 6 Area of Effect: 60 yards + 10 yards per level around creature touched Saving Throw: Negates Author: Jadwin By means of this spell, the wizard changes the appearance of all illusions within the spell range of the spell recipient. Illusions can be made to seem more real such that the recipient receives a -4 modifier to any attempt to disbelieve. Alternatively, illusionary qualities may be added that make illusions more visible. For example, all illusions will be visibly outlined in purple and will flash hot and cold to the touch. Attempts to disbelieve indicated objects can then be made with a +2 modifier. Justin's Skimmer (Evocation) Range: 20 yards Components: V, S, M Duration: One-half hour per level Casting Time: 6 Area of Effect: One skimmer Saving Throw: None Author: Colin Roald An improved form of Tenser's floating disc, the skimmer is designed as a flying vehicle for the wizard. The wizard reclines in a moulded seat at the centre of the 3-foot radius disc. The "wings" each have room for one person, or a comparable volume of cargo. It can lift 50 pounds per level of the wizard. The skimmer can move at speeds up to 25 miles per hour (this approximates MV 70), and has manoeuvrability class A at speeds less than MV 21. The wizard is protected from acceleration, passengers are not. When stopped, the skimmer can rotate on a dime. The wizard has full cover from below. The skimmer can take 5 HP per level of the wizard. Ramming, it does (MV/3)d6 damage to both itself and the target. Only the wizard can control the skimmer; it hovers motionless if he is unconscious or dies. The skimmer is a stable casting platform. The material component of the spell is a drop of mercury. Kaldane's Eternal Sleep (Enchantment/Charm) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Person touched Saving Throw: Special Author: Joshua Rosenfeld This spell will not affect lycanthropes, undead, enchanted creatures, or creatures from other planes. It will, however, affect elves. Creatures with Hit Dice or levels less than half of the caster's levels are not allowed a saving throw; otherwise a saving throw negates the spell's effects. When the person touched fails a saving throw, he immediately falls into a deep sleep, very similar to the feign death spell (especially with respect to poisons, paralysis, etc.). The sleep is permanent until a limited wish or wish spell is used to awaken him, or until the prescribed conditions set by the caster are met. These conditions must be reasonable (that is, possible). The material components are a handful of chamomile and a small amount of wine, in which is placed a ruby of no less than 500 gp value. Kalessin's Spell Load (Evocation, Metamagic) Range: Special Components: V, S, M Duration: Special Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Tim Prestero With this spell, the wizard is able to "store" one spell for every three levels he possesses (i.e. two at fourth, three at seventh, etc.). The wizard "paints" the spells around himself as runes, in effect, casting them, a process taking one turn per spell. The spells are now "hung" around the wizard, and can be released by command, an action taking only one tenth of a round. If the wizard concentrates, glowing runes representing the remaining spells in the load will appear about the wizard, visible only to the wizard. The wizard must specify in the casting of the load what the verbal or somatic commands are to be for the release of each spell. The wizard also determines the appearance of each representative rune. Detect magic will reveal the presence of the spell load, and true seeing will allow the wizard to see the rune representations of the spells in the load. A spell load gets two saving throws versus any one dispel magic cast at it. First, it gets the wizard's saving throw versus death magic, and if that fails, it has a 100% chance of being dispelled, minus 5% for each level the spell load casting wizard has greater than that of the dispel magic casting wizard. Releasing the spells by command takes only one tenth of a round for initiative purposes, and the wizard can release two spells per round, but if two spells are released, there is a 50-(wizard's level) percent chance that the spell load will be broken and they will all go off. No more than six spells can be set into a spell load. Material components are a diamond tipped stylus, worth at least 1000 gp, and an amount of molten gold, with which the runes are painted. The gold is consumed in the casting of the spell, but the stylus is still usable. The runes are visible to all during the casting of the spell load, and they flare briefly when the spell they represent is cast. Korel's Enchant Plant (Alteration, Enchantment/Charm) Range: 0 Components: V, S Duration: Special Casting Time: Special Area of Effect: Batch of 3d8 seeds touched Saving Throw: Negates Author: Edward Keyes The necromancer Korel created this spell after seeing examples of magically enhanced plants within the ruins of Greyhawk Castle, evidently created by the archmage Zagig. This spell is very similar to enchant an item, except that the objects to be enchanted are living plants, not special items. To use this spell, the plants to be enchanted must first be located. Different types of plants can hold different levels of magic. Common plants, like tulips, grasses, and oaks, can only be enchanted with cantrips or magic of the same order of strength. These effects are commonly used with the colour cantrip to produce blue roses, or with an exterminate cantrip to repel insects, etc. Rarer plants, particularly those with medicinal or magical value, can be enchanted with 1st- or 2nd-level spells, either wizard or priest. These effects are commonly used to create berry bushes whose berries act as the spell goodberry, for instance, or flowers whose scent acts as sleep. To enchant plants with higher level spells is possible, but it is necessary to seek out truly exceptional plants. In no cases can plants with intelligence of their own be enchanted with this spell. To enchant a plant with a specific spell, it is necessary to research this new application of the spell as if it were a new spell. In the process, the DM and the player should collaborate on possibly altered effects of the spell in question - for instance, if the spell is instantaneous, how often can the plant cast that spell, or under what conditions (when touched, when struck by sunlight, etc.). This spell is cast on a batch of seeds. Up to 3d8 may be enchanted at one time. To prepare for the enchantment, the parent plants of the seeds must be grown with special care: special fertilizers, watered with pure spring water, no damaging weather, etc. The cost varies with the plant (an oak would require more fertilizer than grass, and for a longer period) but should never be less than 100 gp per parent plant. Each parent plant may produce many seeds, according to species. The seeds themselves, after the enchanting process, must be planted under the next full moon or the enchantment is lost. The enchanting process is similar to enchant an item, with the caster required to be in proximity to the seeds during that time. The casting time is 10d6 hours, with a maximum of 8 hours a day. The spells to be enchanted must be cast within 24 hours of the conclusion of the enchanting process, and they require 1d6 hours per spell level. Continuing enchantment is possible, as with enchant an item. The seeds must roll a savings throw equal to the caster's unmodified saving throw versus polymorph - if successful, the enchantment took. If the saving throw was failed, the enchantment failed and the seeds are ruined. The caster is aware of the result of the saving throw. If the process is stopped here, the seeds, when planted, will grow to plants that exhibit the spells they were enchanted with, but their seeds will result in plants of the normal form. If permanency is applied to the seeds within the 24 hours period, then the form of the plants are permanently changed - the offspring of the plants will also exhibit the magical properties, and essentially a new species of plant has been created, with all the associated potential for crossbreeding, etc. Korel's Strength of Darkness (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: Undead touched Saving Throw: None Author: Edward Keyes This spell, when cast on an already animated undead, presumedly under the caster's control, strengthens both the body of the undead and the animating force holding it together. The result is an increase in most of the physical statistics of combat, producing an excellent skeletal bodyguard or elite troops. The effects of this spell depend on the caster's level. Subtract 10 from the level of the caster and divide by two. This modifier (2 at fourteenth level, 3 at sixteenth level, 4 at eighteenth level) is applied in the positive direction to all of the following: THAC0, Hit Dice, Armour Class, and damage modifier. Thus, a 14th-level caster could strengthen a normal skeleton (THAC0 19, 1 HD, AC 7, no damage modifier) to an advanced model with THAC0 17, 3 HD, AC 5, and a +2 damage modifier. Free-willed undead are not affected by this spell, nor are non-corporeal undead, since the spell strengthens the physical body of the undead. Skeletons, zombies, and ju-ju zombies are the typical recipients of the spell. The material component for this spell is a pinch of dust from a normal undead of the new Hit Dice or higher (wraith at 5, mummy at 6, etc.) and a cup of blood from a fighter with the same THAC0 as the new level. These are mixed together and splashed on the undead to be affected. Korel's Vampiric Strike (Enchantment, Necromancy) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Weapon touched Saving Throw: None Author: Edward Keyes This spell imbues one weapon with a shimmering black radiance that makes it function as a weapon of vampiric regeneration for the spell duration. That is, one half of any damage inflicted by the weapon (including bonuses for Strength, magic, backstab multipliers, etc.) is gained by the wielder, rounded down. The spell enchants the weapon, not a person, so the weapon may be used by the caster or another person, or even by several people in succession within the spell duration. For the purposes of this spell, a weapon is defined as any non-living object through which damage is inflicted. Common weapons like swords and staves are obviously included, but the spell could theoretically be used to enchant a pair of gloves to regenerate punching damage. In a case like this, only the permanent damage is counted for determining how many points are regenerated. Hit points may be gained by the wielder above the normal maximum, and excess points are treated as in a vampiric touch (fades after one hour). The material component of this spell is a pinch of dust from a level draining undead (wraith, wight, spectre, vampire), which is sprinkled over the weapon to be affected. Lestat's Liteblade (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: 1 round per level within 1d6 days Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Lestat The material component of this spell is a large crystal (for example a diamond), worth at least 1000 gp, mounted in a precious metal (platinum or better) on a handle constructed from a precious wood (ebony, for example). This construction is not consumed in the casting. At the completion of the casting, the crystal starts glowing from within. When the material component is wielded, the wielder can summon the blade forth at will (if the wielder is not the wizard, or is not familiar with the spell, the wizard will have to explain how to do this; it takes approximately 1 turn to understand how to control the summoning of the blade, and the blade will be active for 2d6 rounds in the process), and a blade of 5 feet length will spring from the crystal. This blade is primarily light, contained within a field of magical force, though this force is such that the blade can block another blade, including non-liteblades. The blade itself has no discernible weight, and thus is very fast, having weapon speed 1 and +3 to-hit (also determining what the blade can effect). By the same token, it is balanced differently than any other weapon, and unless the wielder has spent considerable time practising the liteblade, the wielder will suffer the normal weapon non-proficiency penalty. In game terms, this means the character has to be proficient in the liteblade (note this requires rather considerable access to liteblades). The blade does 1d10 damage on a successful hit (this damage is primarily from light and heat, and creatures particularly resistant or vulnerable to such damage will take half and double damage respectively, and those immune will take none). Also note that the blade cauterises the wounds it creates, and thus no bleeding will result. Optional extension: on a roll of a natural 19, the opponents weapon must save versus magical fire or be cut by the blade (if reasonable). On a roll of a natural 20, roll a 1d20 on the following table: D20 Roll Effect 1 Head severed 2-5 Arm severed 6-10 Hand severed 11-15 Leg severed 16-20 Normal damage The blade will retreat to a state of inactivity within the crystal at the wielder's will, or if the material component is released. Lich's Palm (Necromancy) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 6 Area of Effect: Creature touched Saving Throw: Special Author: Johnny Lydon This spell actually grants the wizard the ability to use the normal attack of a lich. A mere touch will cause 1d10 HP of cold damage and paralysis of the victim (a saving throw is applicable to avoid the paralysis). Lorlovelm's Extradimensional Imprisonment (Alteration) Range: 0 Components: V, S Duration: 2d4 turn + 1 turn per level Casting Time: 5 Area of Effect: Creature of size L or smaller touched Saving Throw: Negates Author: Phill Hatch Creates an extradimensional space into which the affected creature is sent. While there, no spellcasting or psionic use is possible. Occupant can be released on caster command, or expelled at the spell's end to suffer 1d6 points of damage (25% chance to end up on ethereal plane). The occupant can see and hear events around the area where they were when the spell was cast, but cannot alter them. This spell has been rather heinously ripped off from the warp marble: see the Tome of Magic, page 148. Lorth's Stasis (Alteration) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Aaron Sher This spell was designed as either a sort of temporal stasis effect, or as a way of removing enemies without killing them. The creature touched is placed into its own extra-dimensional space, where no time passes. After one turn for each level of the wizard has elapsed, the creature will be returned to the prime material plane in exactly the same state it was when the spell is cast (including location). If an object has been placed in the location from which the creature was sent, the subject will be displaced the shortest possible distance in any direction consonant with emerging in open space. For instance, if the tunnel has collapsed since the spell was cast, the creature might be displaced a few tens of yards up to the surface of the earth, if this is the shortest displacement that will allow the creature to be placed in an open area. However, if there should happen to be a cavity in the debris blocking the tunnel, the subject would most likely be deposited there. Mage Lock (Alteration, Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Roger Terrell This powerful dweomer causes the sealing of a thing with far greater effectiveness than that caused by a hold portal or a wizard lock spell. The mage lock can only be cast on certain things: boxes or chests made of iron, steel, or harder metals, or on doors made of the same and set into a wall at least as hard as hard stone. When the mage lock is cast, the wizard chooses a single person - other than himself - who is to be able to open the sealed box, chest, or door. When the spell is done the item is sealed and only the individual who was named in the casting will be able to open it. The item will be unaffected by knock spells, chimes of opening, or similar magics, and will have a magic resistance of 25% with regard to other magics, and a +2 on all saving throws. If the person named in the spell should die before the item is opened - for the spell holds only until the item is opened once - then the item cannot be opened by anyone until the caster of the spell is dead. If the item has not been opened by the time both the wizard and the person named die, the mage lock dissipates. The material components of this spell are: a diamond, worth no less than 5000 gp, 4 small iron cubes, and a drop of blood from the person to be named in the spell. Major Weaving (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Kris With this spell, several wizards can combine their magical abilities and powers to create greater spells. If several casters want to combine their efforts, they must first decide who will be the head weaver. This person is the centre of the spell: without him, the entire spell structure collapses. Also, if he loses concentration all the efforts are lost and the spells as well. Next, they must decide which spell they are going to create. To create this spell, they may use several different or all the same spells of weaker levels which, combined, give the desired spell. These spells must in some way be related to the desired spell. The DM should rule what spells can be combined. To participate, all members of a "spellcloth" must roll their chance to learn spells: if they miss it, they lose the spell and their effort isn't counted into the whole of the spell. If the head weaver misses his roll, he made a mistake in the weaving of the spells into the new one and everything is lost. To calculate how much energy is created, take the number of mages involved (specialists count as 1.5 if they cast a spell within their specialty but as one-half if not) and divide this number by the total number of mages involved (specialist now count as one). If the resulting figure is larger than 1.25, make it equal to that number. Multiply this number by the total number of spell levels involved (i.e.: add all levels of the individual spells). Now add 1 to this number and round down. If the energy created by the cloth is not enough to form the desired spell, the next spell in line is created instead. The experience level at which the spell is cast is the head weaver's level plus half the level of every other wizard involved. If this is lower than the minimum needed to cast the final spell then the spell is still cast, but at the casting level of this imaginary lower level wizard. Because spell weaving takes a lot of time, spellweavers always lose initiative. Also, the weavers cannot be separated by more than 10 feet, and no barriers may be between any individual and the head caster. The number of mages involved is also limited: 7 for a major weaving. Minor weavers count as 2/3 when included in a major weaving for the purpose of calculating the maximum number of mages. A major weaver counts as 2/3 if included in a master weaving. Major weaving can only take 6th-level or lower spells to weave successfully (the desired spell can be of higher level). Masol's Light Blast (Alteration) Range: 15 feet + 1 foot per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 15-foot radius Saving Throw: Special Author: Masol This spell will instantaneously create a sphere of intense light, that will almost certainly blind any creature inside the area of effect. A saving throw versus paralysation at a -4 penalty is needed to avoid permanent blindness for those within the sphere. Those who do make their save are blinded for the next 2d8 hours. Creatures in the sphere will also take 1d2 per level damage due to flash burns, a successful saving throw results in half damage. Also, any creature who looks at the light must make the same saving throw (without the penalty) or risk going blind for 2d8 hours. A successful saving throw - from this point - will result in no ill effects. The material components are 10 fireflies enclosed in a crystal sphere of at least 500 gp. This is thrown and shattered at the impact area. Mass Aura of Protection (Evocation) Range: 10 yards Components: V, S Duration: 1 turn per level Casting Time: 6 Area of Effect: One creature per four levels Saving Throw: None Author: Francois Menneteau As lesser aura of protection, except that one target per four levels of the caster can be affected. Mass Teleport (Alteration) Range: 1 feet per level Components: V Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Unknown This spell is basically a higher level version of the 5th-level teleport. The main difference lies in the amount of mass that can be transported by the wizard. In addition to the wizard, 1200 pounds per level over tenth level may be transported. Basically, this spell is for bulk rate transfers of material. The range simply refers to the maximum radius outward from the centre of effect (usually the wizard) that people and things can be to be teleported. This was a very popular spell with parties of adventurers that had lots of money to spend on transportation. As such, the wizards who could cast this spell tended to charge through the nose for it. It's not an easy spell to find, but it is very, very useful. Of course, it's just a matter of time before somebody else (or a group of others) break into the action by researching a similar spell. Master Missile (Evocation) Range: 60 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: One or more creatures in a 10-foot radius sphere Saving Throw: None Author: Phill Hatch This is basically an improved magic missile. It does not have a maximum number of missiles: you get one more every even numbered level, starting with three at twelfth level. When dealing with magic resistance, each individual missile get a roll of its own, and once one gets by the magic resistance, all remaining ones will as well (a "chink" in the armour has been found). Damage per missile is 1d4+2. Merge Protection Inscriptions (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 wizard may merge two or more inscriptions of protection such as circle of protection, a spiritual triangle, a pentagram, and an elemental square (q.v.). The material component for this spell is some rare incense, worth at least 1000 gp. Micah's Shield (Abjuration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 hour Area of Effect: Creature touched Saving Throw: Negates Author: Jeff Vogel This spell can be cast by the wizard upon one person, not necessarily himself. While in effect, the area within 10 feet of the recipient becomes a scrying "dead area". When a scrying device (such as a magic mirror or a crystal ball) is directed at the area, all that will be seen in the dead area is grey mist. The information gathering spells detect lie, locate object, clairaudience, clairvoyance, know alignment, and any "detect" spells will return no information (which in itself will be quite peculiar). Finally, when a priest casts a commune spell and asks a question regarding events taking place within the dead area, the DM must make a secret saving throw versus death magic for each question asked by said priest, and a wrong answer should be given when the saving throw is failed. Note that anyone can see into the area just fine, and no physical protection is given. The spell simply counters detection magic. The material component for this spell is a finely crafted ball of layered onyx, gold, and lead. Such a ball costs 3000 gp, takes a month to make, and disappears upon casting. Minor Accursed Rite (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: Living creature touched Saving Throw: Negates Author: Aki Taskinen This spell turns its victim into an undead. The type of undead is selected randomly from those between the power of a wight and a vampire. The undead is partially controllable by the wizard. This is a risky spell: each command given is a chance for the victim to become a fully free undead of the type, unless the wizard also is a member of the same type of undead. The thus created undead is free-willed, but may still be subject to other spells that remove this freedom, of course. The change takes place over a period of two weeks of gradually worsening illness in which time the spell can be dispelled by a dispel magic, cure disease, and heal, cast in any order any time during the two weeks, not necessarily one straight after the other. The DM should make up some appropriate material component. Note: the spell can create some quite weird undead, such as vampire snakes. Controlling requires a common language and sufficient Intelligence on the part of the target. The spell in itself doesn't modify statistics such as intellect, even if the undead Strength of 18/00 on a vampire does apply to non-humanoids as well. Minor Poltergeist (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 4 turns Area of Effect: Special Saving Throw: Negates Author: August Neverman When cast, this spell causes a creature's spirit to be bound to a specific area. The wizard may elect to have the spirit enter a building or just to wander about a certain area. The type of spirit depends on the bone used, which is the material component. The spell's duration is one month per level of the wizard. After this period, the spirit is free to do as it pleases, leave or stay. The saving throw is made at half the level or Hit Dice of the creature to which the used bone once belonged. Moloranis' Marvellous Map (Invocation/Evocation) Range: Special (see below) Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One sheet of paper Saving Throw: None Author: Moloranis By casting this spell, the wizard is able to draw a fairly well detailed map of the surrounding terrain onto blank paper, which is the material component for this spell. The wizard casting this spell must give total concentration to the spell for the entire 10 minutes. If the wizard loses his concentration, the partially drawn map will fade from view and the spell must be repeated. The range of this spell varies as follows: * Above the ground: 1 mile per level of the wizard. * Underground: 100 feet per level of the wizard. * Inside a structure: the wizard will get a detailed map of the floor or level he is on. However, the map will show nothing beyond the outer walls. If the floor or level is bigger than the wizard's maximum radius, then follow the underground rule. While this spell is very handy, it does have some drawbacks. Nothing on the map is labelled. Also, the map will not show people. For instance, the map will show where a town is (if it is in range) but it won't give you the name of that town and it won't tell you if there are any people in the town. In other words, this spell results in a terrain-like map. The material component for this spell is a piece of paper (or something like that) and a writing instrument of some kind. Morgwar's Undead Chaser (Abjuration, Necromancy) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: 10 feet per level square Saving Throw: Special Author: Kai Rottenbacher This spell simulates the priestly power to turn undead. This effect happens under the same restrictions. The wizard has to approach the undead with his spell components in hand. The priestly effect of the turning is dependant on the alignment of the wizard casting the spell. If the wizard is good he destroys or turns the undead, if he is evil the undead are controlled, if he is neutral he can choose which effect is to happen. The effect is rolled on the priest's turning table with the following addition: if the level of the wizard is above the level that is absolutely necessary to turn the undead, the wizard gains a +1 bonus for every five levels above the necessary level. Thus, the lowly undead are almost assuredly under the control of a 12th-level wizard. If the wizard does not succeed with his roll to turn any kind of undead present then all undead are not turned or controlled: if the wizard faces 20 skeletons, 10 wights and one special undead and he fails only to turn the special undead, he automatically fails to turn all undead present (even the skeletons). Thus, this spell is not very useful with a congregation of undead, but it can be used to get some nice effects with lower level undead. The wizard can affect a maximum of one undead per level, beginning with the lowest powered ones. The material component is a part of every type of undead the wizard wishes to turn or control. If that part actually was part of that specific creature, that creature is turned or controlled automatically. Muier's Superior Flame Sculpture (Evocation) Range: 30 yards Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: Calvin (Azrael) This spell is a more advanced form of the 5th-level flame sculpture. The object or objects formed from the flames can be more complex, composed of large, moving parts, or have an edge or a point, but still must be fairly rigid. A wagon, quiver of arrows, shovel, sword, or wheel could all be created from the fire, but not a crossbow, spring, or coil of rope. Up to 8 cubic feet of flame per level of the caster can be created at once. All other respects of this spell are identical to the 5th-level spell except for one thing: combustible items brought into contact with the sculpture make their saving throws versus magical fire at -1. The material component of this spell is a drop of gin. Mystyk's Improved Backlash (Abjuration, Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: The caster Saving Throw: None Author: Mystyk This spell is identical to Mystyk's backlash except for the following: when the wizard is hit in melee, if he makes a successful saving throw versus rod, staff or wand, the attack only inflicts half normal damage (rounded down). Also, the energy bursts inflict an additional point of damage per level of the wizard, up to a maximum of 20; this damage is halved if the attacker successfully saves versus spell. For example, if a 14th-level wizard is hit with a melee attack for 12 points of damage, the wizard would suffer 12 points of damage, or 6 if the saving throw is successful; the attacker would suffer 12+14 = 26 points of damage, or 13 if the saving throw succeeds. The material component for this spell is the same as that for Mystyk's backlash except the gem must be worth at least 600 gp. Northstar's Song of the Elves (Enchantment/Charm) Range: 0 Components: V, S, M Duration: 1 round + 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: Negates Author: Steinar Bergstol (Jalander Northstar) When this spell is cast, the wizard raises his hands to the sky and starts singing. As soon as he does this, a choir of beautiful elven voices joins in the song and keeps singing for the duration of the spell, or until it is ended by the caster or dispelled. Creatures within hearing range of the song (the volume is about as high as a normal choir) must make a saving throw versus spell with adjustments for high or low Wisdon, plus the following modifiers: Creature is... Modifier within 10 yards of casting point None within 20 yards of casting point +2 bonus within 30 yards of casting point +3 bonus 30+ yards from casting point +4 bonus elven* None human -1 penalty goblinoid (orc, goblin, hobgoblin, ogre, etc.) +1 bonus animal intelligence +2 bonus deaf Unaffected non-intelligent (0) Unaffected * Elves still get their magic resistance check. The area of effect stays in the same spot as it was cast, and does not move with the caster if he decides to walk away. The maximum area of effect is as far as the DM decides it is possible to clearly hear the song. This is of course modified by weather conditions, noise in the area and anything else the DM thinks appropriate. For example it might be impossible to hear the spell beyond 5 yards in a storm, this would mean that nothing beyond 5 yards from the casting point would be affected, it would also here be appropriate to give the saving throw bonus of +4, or maybe even higher if the DM thinks it appropriate. The modifiers above assume relatively normal conditions. A creature failing the saving throw stops whatever it was doing to listen to the singing. Anyone so affected who is attacked must make a saving throw versus spell with a -4 penalty. If he makes the saving throw, the spell is broken and he may act normally; if not, he still defends himself from his attacker, but only half-heartedly (no bonuses for Dexterity or Strength, but penalties still apply), the THAC0 of a character half his level (round down), thief skills function at half effectiveness. And to cast a spell one has to make a saving throw versus spell modified by Wisdom, if it fails the caster fails to concentrate properly and the spell is wasted. All proficiency checks are made with a -4 penalty). Allies of the caster receive a +1 bonus to to-hit rolls, initiative, saving throws, proficiency checks and Armour Class. At the end of the spell all enemies of the caster still affected by the spell makes another saving throw versus spell with a +4 bonus and adjusted by Wisdom. If they fail the saving throw they are affected as by a confusion spell for 1d6 rounds. The caster need not be singing for more than the first round. If he does continue though all saving throws are further adjusted by a -1 penalty (enemies) or a +1 bonus (allies) for as long as he keeps singing (within the duration of the spell). This takes concentration, so no other actions may be taken by the caster in that round. The material component for this spell is a small platinum figurine of a songbird worth 100 gp. The figurine crumbles to dust at the moment the spell ends. Noska Trades' Immortal Mount (Alteration, Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: Negates Author: Noska Trades This spell enables the wizard to convert his mount into a gruesome undead creature. The mount is allowed a saving throw versus death magic. If this saving throw fails the mount must make a system shock roll, and if it fails this roll it dies before the spell is completed, thereby negating the effects of the spell. The mount turns jet-black with glowing red eyes and appears as if its skin was pulled tightly over its bones. The mounts skin becomes leathery, decreasing its Armour Class by 2. It acquires an additional Hit Die and retains its previous movement rate and form (i.e., flying mounts can still fly). The mounts maximum encumbrance increases by 200 pounds and it also never grows tired. The wizard needs a vial made from the bones of a creature the same as the mount. The vial must be filled with demon ichor. Object of Steel (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Object touched Saving Throw: None Author: Joe Colleran This spell places the equivalent of an improved stoneskin around any one object. Thus, the object cannot be cut, torn, or ripped, even by weapon attacks. The spell can be cast upon both magical and non-magical objects. The object cannot be bigger than 1 cubic foot per level of the spellcaster, nor can it weigh more than 10 pounds per level of the spellcaster. Further, the spell cannot be used to protect only part of an object so as to overcome the volume and weight limit (the spellcaster cannot use multiple spells to fortify the entire outer wall of his keep). The protection lasts until the object is hit a number of times equal to 1d4+1 per 2 levels of the spell caster. Further, the object saves versus spell as the equivalent of hard metal or hard stone, whichever is better. Note that if the object's natural saving throw is better than either of the above two, then it saves against that instead. All magical bonuses apply against whichever saving throw is used. The spell does not increase the damage inflicted by a weapon if it is cast upon one. The material component is a small piece of steel, which is consumed when the spell is cast. Orgasm (Enchantment/Charm) Reversible Range: 50 yards + 10 yards per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Neil Rabideau This spell causes the affected creature to reach a complete state of physical elation. The orgasm may last for up to the length of the spell. The victim will be very noisy while under the effect of the spell, and is considered a prone target with respect to physical attacks. Saving throws are at victim's level - wizard's level. A one is always considered a failure for the wizard and success for the victim. The reverse of this spell, headache, will instantly bring the victim back from a state of delirium to the harsh reality. The material component for the spell is a drop of sweat, for the reverse it is a hammer, which is not consumed in the casting. Orko's Acid Cone (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Orko When this spell is cast, it causes a cone shaped area, originating at the wizard's hand and extending outward into a cone, 5 yards long per level of the wizard. It drains coldness and causes 1d4 HP + 1 HP per level of the wizard of acid damage. Furthermore, every round hereafter, the remaining acid on the target causes an additional 1d6 HP of acid damage, that is reduced by 1 every following round. The material component for the spell is a very small cone made of crystal, allot or glass. Orko's Dragonfire (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Orko When this spell is cast, it causes a cone shaped area of fire, originating at the wizards hands and extending outward in a cone 30 feet in diameter and 35 feet + 5 feet per level of the wizard long. It melts ice and causes damage equal to the wizards hit points. The component for this spell if a small golden cone (50 gp) which melts after the spell is completed. Paithan's Fiasco (Enchantment/Charm, Alteration, Wild Magic) Range: 10 yards Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: One creature Saving Throw: Special Author: Gary Dearman and Orlando de la Cruz This potent spell is an improved version of both unluck and bestow curse. It shifts the probability patterns into a dramatically negative pattern, causing bad results even when they would be highly improbable. The target of the spell gets one saving throw to negate the spell entirely. If the saving throw fails, the affected creature acts at -4 for the duration of the spell. This applies to everything: attack rolls, damage rolls, saving throws, proficiency checks, Armour Class, etc. The spell is cumulative with unluck and bestow curse. Furthermore, the target must save every round for the duration of the spell or a fiasco will occur. If this happens, the target suffers horribly bad luck. The DM must judge what the absolute worst thing that could happen to the character that round is, and apply it. If the target fails a saving throw, he may suffer maximum damage possible. If he is in melee, his weapon may break. If he is casting a spell, it may backfire and affect him. Whatever the effect, it is drastically bad. At the very least, the target should slip and fall prone in front of his enemies. Every time a fiasco occurs, there is a 10% cumulative chance that the spell breaks (if this happens, all fiasco and unluck spells affecting the target also break). In any case, when the spell ends, there is a 50% chance that the target will be affected by the reverse effect of unluck in the next round, as he "rebounds" from his stretch of bad luck. The potency of this spell carries a risk with it. When cast, if the caster's Wild Magic Level Variation roll is below 4, a backfire occurs as follows: D20 Roll Effect 1 Caster affected by both Paithan's fiasco and unluck 2 Only caster affected 3 Caster and target affected 4+ Spell functions as normal The material component of this spell is a bit of fur from a black cat. Pilpin's Alignment Charm (Enchantment/Charm) Range: 120 yards Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: One creature Saving Throw: Special Author: Pilpin This spell causes a single person (as defined in charm person) to act as if he had a different alignment than his own. The specific alignment is the wizard's choice, but must be chosen when the spell is memorised. An affected creature will wholeheartedly embrace the new alignment, seeing the error or foolishness of his past ways. Alignment detecting spells (detect evil or good, true seeing, etc.) will detect the creatures true alignment, but spells such as true seeing will also reveal that the creature is charmed. The base saving throw is made at -3 if the change is only by one division (eg. lawful good to lawful neutral or neutral good). The saving throw is at -2 if the attempted alignment change is by two divisions (eg., lawful good to lawful evil, chaotic good, or neutral). If the attempted change is by three positions (eg., lawful good to neutral evil or chaotic neutral) the saving throw is at -1. For diametrically opposed alignments the saving throw is normal (eg., lawful good to chaotic evil). Furthermore, creatures and classes restricted to a specific alignment (paladins, druids, demons, etc.) get a +3 bonus to their saving throw. Creatures or classes restricted to specific morals or ethics (rangers, assassins, barbarians, etc.) get a +2 bonus to their saving throw if the alignment change conflicts with the restriction. Pilpin's alignment charm is not affected by dispel magic, remove curse, or heal, but a restoration or (limited) wish spell will negate it. The material component of the spell is a small piece of wool soaked in the blood of a creature with the desired alignment. Pilpin's Etherealness (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: The caster + 1 creature touched per 2 levels Saving Throw: Negates Author: Pilpin This spell allows the wizard plus one other creature for every two levels of the wizard to enter the border ethereal, slowly disappearing from view, taking a round to fade away. Creatures in the border ethereal exist simultaneously in both the prime material and the ethereal plane. From the border ethereal the creature can enter the deep ethereal and travel to the inner planes (refer to the Manual of the Planes). Alternate prime materials cannot be reached through the ethereal plane because each alternate prime material has an alternate ethereal (travelling to alternate prime material planes can only be done through the inner planes or from the prime material). To enter the bordered plane the creature simply wills it so, and materialises in the adjoining plane in a few seconds. Creatures in the border ethereal are invisible to those on the bordering plane, although they can be detected from that plane by means of detect invisibility and true seeing. Such a creature revealed would appear as a smoky, translucent shade. Creatures in the border ethereal cannot verbally communicate with the inhabitants of the plane they border, nor can they use equipment, items, or spells to attack creatures in the plane they border. Likewise, inhabitants of the other plane cannot attack beings that are in the border ethereal (with a few exceptions, like the gaze attacks of basilisks and catoblepases). Phase door and dispel magic will bring creatures out of the border ethereal. Travellers in the border ethereal can move through the plane they are bordering without problem, moving vertically or horizontally without need for support. They travel at the speed they would on the bordered plane. Travellers in the border ethereal can move through solid matter in the plane bordered, except dense metals (gold, lead, etc.), living beings (above single celled), and certain spells that detect and ban the ethereal. Examples of spells that affect ethereal creatures are glyph of warding and Mordenkainen's faithful hound, which both detect and attack ethereal creatures. Travellers in the border ethereal can see into the adjoining plane, but all colours are reduced to shades of grey and sight is limited to 120 yards. Infravision and ultravision work from the border ethereal. Divination spells can be cast against targets in the adjoining plane, but no other types of magic can affect creatures in the bordered plane. Spells in the border ethereal work under the restrictions of the ethereal plane (again, refer to the Manual of the Planes). The material components are 200 gp worth of powdered silver and crushed phase spider hide, which disappear during casting. Pilpin's Liquid Fire (Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: 15-foot radius sphere Saving Throw: 1/2 Author: Pilpin This spell is similar to fireball, except that it douses all creatures in a 15-foot radius sphere with an incendiary liquid. Everything and all within the area of effect will be engulfed in non-magical fire for 1d6 rounds. Any combustibles within the area of effect instantly ignite. A creature in the area of effect that fails its saving throw takes 1d4 HP of fire damage per level of the wizard on the first round, and the same damage each subsequent round, until it saves. The round the creature saves it takes half damage, rounded down, and the next round it takes none. All the creature's non-combustible possessions must save versus normal fire or be destroyed (the combustible ones don't get a saving throw). A creature that successfully saves on the first round takes half damage for that round, and all its possessions (including combustibles) are unaffected. For example, a creature failing its first saving throw against Pilpin's liquid fire, cast by a 12th-level wizard, takes 32 HP of damage (rolled on 12d4) on the first round. The creature fails its saving throw again on the second round and takes another 32 HP of damage. On the third round it saves and only takes 16 HP of damage and no damage on the fourth round. The wizard must have a clear line of sight to the target area. The material components are a pinch of sulphur and the distillate of softly boiled lamp oil (dangerous to get). Pilpin's Massmorph (Alteration) Range: 10 yards per level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: One 50-foot cube per level Saving Throw: None Author: Pilpin This spell is exactly the same as the 4th-level spell polymorph other, except that there is no saving throw, it only affects creature with less than 8+3 HD, and it may affect many creatures simultaneously. Like death spell, the number of creatures that can be affected is a function of their Hit Dice. Creature's Hit Dice Number of Creatures Affected up to 2 12d10 2 to 4 6d10 4+1 to 6+3 3d4 6+4 to 8+3 1d6 If creatures of differing Hit Dice are polymorphed, roll 6d20 to determine now many creatures of under 2 HD are affected. If the number rolled is greater than the number of creatures under 2 HD, apply the remainder of the roll to the higher Hit Dice creatures by using the following conversion factors (see Death Spell for an example of this idea). Creature's Hit Dice Conversion Factor up to 2 1 2 to 4 2 4+1 to 6+3 10 6+4 to 8+3 20 The material components are a 500 gp worth diamond and a caterpillar's cocoon crushed together into a fine powder, which vanishes during casting. Pilpin's Transformation (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: The caster Saving Throw: None Author: Pilpin Pilpin, a formidable fighter/mage, had no need for Tenser's transformation, so he altered it to suit his own malevolent ways. This spell causes the wizard to undergo an unnoticeable transformation, becoming an assassin. The wizard's hit points do not change, but his Dexterity does increase to 16, or if already 16, it becomes one higher, to a maximum of 18. The wizard's Armour Class is adjusted accordingly. The wizard gains all the abilities of an assassin (pick pockets, open locks, backstabbing, assassination, etc.) of the same level as the wizard except for poison making, disguise, and spying. All attacks are made using the combat values normally reserved for rogues, but the wizard can only use his normal weapons of proficiency. The material component is the heart of an assassin, which must be eaten during casting. Power Booster II (Alteration, Evocation/Invocation) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 6 turns Area of Effect: The caster Saving Throw: None Author: Kai Rottenbacher Power booster is a spell that boosts the level of the caster for spell effects only. This version, power booster II, can boost spells of up to fifth level. For more information and an example, see the 4th-level spell power booster I. The material components for this spell are rather expensive: one 6000 gp ruby plus one freshly taken drop of blood from the caster for each booster level, plus a single freshly ripped out hair from the casters head to be tied completely around each ruby. Prismatic Dildo (Conjuration) Range: 60 yards Components: V Duration: 3 rounds per level Casting Time: 6 Area of Effect: Special Saving Throw: Special Author: Mario R. Borelli This spell allows the caster to conjure up an opaque object within some orifice of a creature within range, providing the creature with seven different sexual stimuli. Any creature with a Constitution of less than 6 or fewer than 4 Hit Dice is immediately overcome by the sensation and falls orgasming and unconscious for 2d4 turns. Any attempt to remove the dildo only lodges it further, and increases the duration by 2 rounds. The seven colours of the shimmering cylinder function as follows: Colour Order Effect Spell Negated By Red 1st Pornographic Disbelief, true seeing illusions Orange 2nd Arousal Disinterest Yellow 3rd Expansion or Hold person contraction Green 4th Enigmatic Enema Transmute water to dust Blue 5th Ben-Wa Rotation Chill touch Indigo 6th Vibration Irritation Violet 7th Lubrication Dispel magic Each colour must be removed in order to negate the dildo before the end of its natural duration. The spellcaster also may dispel the dildo at will. It is rumoured that other variations of prismatic dildo exist, both in their effects and their negations. Prismatic Ray (Evocation) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 6 Area of Effect: One creature Saving Throw: Special Author: Max Becherer This spell is a watered down version of prismatic spray. Only one ray of the wizard's choice is created. The colours available depend on the wizard's level. Only red is available at twelfth level, and one colour is gained per subsequent level. Consult the table below for available colours. Wizard's Level Colours Available 12 Red 13 Red, Orange 14 Red, Orange, Yellow 15 Red, Orange, Yellow, Green 16 Red, Orange, Yellow, Green, Blue 17 Red, Orange, Yellow, Green, Blue, Indigo 18 Red, Orange, Yellow, Green, Blue, Indigo, Violet This spell has no material components. Privacy (Abjuration) Range: Special Components: V, S, M Duration: 1 hour Casting Time: 6 Area of Effect: Special Saving Throw: Negates Author: Ally's Spellbook This spell gives some protection against scrying. It uses the magical forces of the scrying to trace a path back to the caster and assault them. Upon the casting of this spell, a force of magical energy is sent back to the scryer. If the scrying is being done by an object, it must make a saving throw against crushing blow or be destroyed. If the saving throw is made, that object's scrying power is locked to the spot (not the object) it is currently scrying for 1 turn per level of caster. If the scrying is being done by a creature (by spell or natural ability), the creature must make a saving throw versus spell or take of 1d6 points of damage per level of the caster (half damage if a saving throw is successful). The material component is a mirror. Projectile (Evocation) Range: 10 yards per level Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Unknown This spell creates an adamantine triangle measuring one inch per side in the immediate vicinity of the wizard. For as long as the wizard is able to maintain concentration, the triangle is under his complete control, accelerating at the rate of 2 inches per round per round per level of the caster. The triangle is half a centimetre thick at the centre and thins out to razor sharpness at the edges. The wizard guides the path of the triangle somatically, and must make a Dexterity check to hit a given object (with modifier for size, if any). The amount of damage caused varies with the type of motion of the triangle. Eg., simply passing through an object will cause roughly the same damage as an arrow, whereas repeatedly raking an object can cause up to 1d12 points of damage per round. More imaginative uses can cause more serious injuries much more quickly. If the wizard loses concentration, or something interferes with the movements of his hands, the triangle will instantly be dispelled, and the wizard will take one full round to recover before being able to cast another spell. Pyre (Evocation, Necromancy) Range: 60 yards Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 20-foot radius, 30-foot high cylinder Saving Throw: 1/2 Author: The Warlord of Heaven This spell calls forth a blazing funeral pyre upon its victims, these flames of death inflict a gruesome 8d10 damage (undead aren't allowed a saving throw). The singing of unholy spirits can be heard from the fire, and bits of bone fly up to the sky. The material component for this spell is a hollowed rib filled with bone ash and sulphur. Quicksilver (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Jim Vassilakos This is basically one of those piss-off-the-fighter-subclass spells. What happens is that, suddenly, at the moment of casting, the wizard is capable of casting half his level of spell levels. Because of the difficulty of this spell, the wizard must save versus spell or blow it big time. All spells cast with quicksilver are thus subject to special failure. DM's imagination or a nice spell failure table are required. The material component for this spell is a drop of mercury. Quintessa's Slaying Spear (Evocation) Range: 20 yards per level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: One creature Saving Throw: Special Author: Liam P. Walker When this spell is cast, light, that appears as a chromatic mass of intertwined rays bundled together in the shape of a spear, appears above the wizards head. The wizard goes through the motion of throwing the spear, without ever touching it, while speaking the name and race of the creature to be slain. The spear then flies towards its target and will kill the creature instantly if a saving throw versus death magic is failed. The slaying spear never misses. If the saving throw is successful, the spear misses the creature's brain or central nervous system, and instead hits another part of the body causing 10d8 HP + 1 HP per level of the wizard damage. The surge of energy into the creature will also stun it for 2d4 rounds. For the spell to work to its fullest potential, certain things should be known about the target: race, anatomy, true name (if applicable), and general background and history of the creature. If any of these are known (or not known) then the creature's saving throw is modified as follows: Information Information Information Known Unknown race -1 +2 anatomy -1 to -4 +3 true name -4 +2 background -1 to -5 +3 The total saving throw modifier because of knowledge of the creature's anatomy depends on how much the wizard has studied the creature's species. As a general guide, it would take about one month of study, along with lots of specimens, to be completely familiar with a certain species' anatomy. The saving throw modifier because of knowledge of the creature's background depends on how much and how deeply this specific creature's history and current life have been researched. The material component for this spell is a copper spearhead and a glass or crystal prism. If the creature was killed because of a failed saving throw, then the spearhead will be found in the brain. If the saving throw was made, then the spearhead will be found in a random part of the body. There is an additional -2 modifier to the saving throw if, for some obscure reason, the creature is re-subject to this spell with the same copper spearhead that was used the first time (the spearhead has learned where to go this time). The prism disappears after the spell is cast. Rape Trick (Abjuration, Evocation) Range: Sight Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature per 4 levels Saving Throw: Special Author: Brock Neverman When cast, this spell causes all armour (or clothing if that's all that is being worn) to be removed. This spell cannot be stopped once started. The saving throw is an ordinary saving throw versus death magic. If the saving throw is made, the effect is bounced back on the wizard. Clothing can be put back on as normal after the spell is cast. One person for every four levels of the wizard can be "unarmoured". Rebels's Fly (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 20 minutes Area of Effect: Creature touched Saving Throw: Special Author: Brock Neverman This spell is similar to the standard fly spell. However, it gives the recipient air manoeuvrability class A. It also allows the recipient to travel at speeds up to 50. The recipient of this spell can carry up to two times his body weight without losing manoeuvrability. For each additional multiple of bodyweight carried (three times, four times, and so on), the manoeuvrability class will be reduced by one. The spell can move at most one fifth ton at only hover level. The material component of this spell is a wing of any flying creature. Rednog's Transposer (Alteration) Range: 10 feet Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: One creature or object Saving Throw: Negates Author: Kai Rottenbacher This spell allows the removal of an object (or organ) from within another object (or a creature), instantly replacing that object (or organ) with another of the same kind in the caster's hands. This works only with objects or organs the caster knows at least some facts about, and he needs to have the same kind of object (even if immeasurably less valuable) as a fresh carving of any kind from a fresh vegetable in his hand at the time of casting but it has to be the carving of a complete original. If the object to be replaced by the replica is within a person that person gains a saving throw versus death magic. In case a vital organ (like a heart, the brain, or the lungs) are transposed, a failed saving throw results in the (almost immediate) death of the creature, unless you replaced it with a living replica. In that case it grafts itself into the place of the original. In the case of an object, it only receives a saving throw (of its creator) if it is magical and within a magical container. Otherwise, it is immediately replaced with the replica. The spell does not offer the caster any protection from corrosive or damaging effects of the replaced object (or organ). This spell can also be used to replace a liquid from within a container or creature: up to one cubic foot per level of the caster. But in that case, the caster needs a fluid which has almost the same coloration (not necessarily properties) as the replaced fluid. Another use for this spell is to replace part of an object within another object. Thus, it can be used to remove the cancerous part of an organ with the help of a replacement part held by the caster. It would thus be possible to replace an organ with a psionic item that simulates the effects of the organ but could also produce some other effects (this effect has been used to implant some psionic objects into the character which had the metamorphosis power plus some other psychometabolic powers to give him an almost virtual invulnerability to energy attacks). The material component for this spell is either a small leather bag with a large button made of tin sewn on the outside, and a small button made of platinum on the inside, which is inverted in the casting. The bag and buttons are destroyed in the casting. For fluids use a waterproof version of the bag with the fluid on the inside. Note: if the fluid version is used, the spell does not provide a container for the replaced fluid, so you might want to place a container under the wizard's hands, as that is the place the replaced fluid reappears. Remove Flesh (Necromancy) Range: 0 Components: M Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: Negates Author: The Warlord of Heaven Victims of this spell must save versus death magic at -2 or lose 4 points of Strength and 2 points of Constitution, with the added loss of 30% body weight. If any statistic reaches 0 through this spell, the victim is skeletonized, and a wish is needed to revive him. Rest of one month restores one point of each statistic, and 10% of body weight. Restoration immediately restores both statistics. The material component of this spell is a vial of spoiled food. Replay (Divination, Illusion) Range: 60 yards Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 20-yard long square Saving Throw: None Author: Geoffrey Edward Fagan This spell causes past events to be re-enacted in the area of effect. The replayed events will consist of a three dimensional, semi-transparent image superimposed over the area of effect. The wizard can freeze the action, reverse it, scan forward for a particular event, or skip to any time within the range of the spell as given in the table below. Level Time Range 12-14 1 day per level 15-17 1 month per level 18-20 1 year per level 21+ 1 century per level The speed of a search is determined by the event that is sought. The passage of an army would be easy to spot at a fast search rate, while searching for a pickpocket would require a real time search. The material component for this spell is an hourglass. Retroactive Dispel Magic (Abjuration, Alteration, Metamagic) Range: 0 Components: V, S Duration: Instantaneous Casting Time: Special Area of Effect: Special Saving Throw: Special Author: Jay This spell lets you actually cast dispel magic to counter a spell already thrown at you. If you have memorised the spell, you can cast it at any spell or spell effect thrown that round, even if you have been killed or turned to stone, by the vagaries of initiative and the like. It is assumed that you were casting dispel magic as the other spell was being cast. This spell acts as dispel magic for chance of success based on level. For example, you have Esmeralda cast polymorph other, which is lots faster than dispel magic. She has initiative all over Glamgon, the PC. He declares that he wants to cast retroactive dispel magic, so effectively as Esmeralda was gathering power for her spell, Glamgon was trying to drain it away. Glamgon had better succeed, lest he truly become a toad (the outcome of the polymorph other, should retroactive dispel magic not succeed). Note that this spell cannot be cast by a specialised Abjurer or Transmuter, since it also belongs to his opposite school. Rune II (Enchantment) Range: 0 Components: V, S, M Duration: Until discharged Casting Time: 1 turn per spell level Area of Effect: Special Saving Throw: None Author: Max Becherer This spell allows the wizard to inscribe a rune containing the energies of one spell up to fifth level. Instructions of up to 1 word per level may be given to control the rune. The material component is 100 gp worth of gems and inks per level of the spell contained in the rune. Sarius' Frost Giant Manifestation (Conjuration) Range: 100 yards + 10 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 6 turns Area of Effect: Special Saving Throw: None Author: William T. South This spell creates a golem-like creature which the wizard may direct to perform certain programmed actions. The creature is a temporary ice golem with no true Intelligence, and to most appears as an undead frost giant. The creature may be controlled up to a distance equal to the spell range but if it passes outside of this range, or the wizard is killed, the creature will explode in a 60-foot radius area doing damage equal to its current hit points (save versus breath weapon for half damage). The creature created mimics most of the actions of a frost giant, having AC 4, MV 12, HD 10+2, HP 52, AT 1, damage 4d6, special defenses: immune to cold, size: L (15 feet), Strength: 21. The creature can fight with its club only and has no ability to hurl rocks as a normal frost giant. It can inflict structural damage points as a normal frost giant on a round to round basis (wood: 2, soft stone: 1, hard rock: .5). The wizard is able to direct the creature to perform 3 individual actions plus 1 for every two levels of experience above twelfth. Each change in action will cause the creature to hesitate for one round before working to act out the next action. Actions can be classed as killing a group of orcs, killing a group of men wearing the same colours or armour, tearing down a stone wall, pulling up a tree, etc. Once the final action is completed the frost giant crumbles into small shards of ice, effectively making a circular area, 30 feet in diameter, very slippery. Against mind affecting spells, the creature is considered to have an Intelligence and Wisdom of 3 (saving at -3 against these attacks). If the creature is charmed or controlled by a mind affecting spell the wizards concentration is totally disrupted causing the creature to dissipate and any other spells the wizard currently controls will become dispelled unless the wizard has no control over the spells in question after casting them, and any spell the wizard is currently casting will be disrupted. This spell requires only the slightest mental control of the wizard to operate, allowing him to cast other spells normally that do not require his full concentration. Multiple castings of this spell will work, but all of the detrimental effects are cumulative. The material component of this spell is a small pouch (20 square inch) of leather containing a patch of fresh (not dried) frost giant hair mixed with diamond dust of no less than 500 gp value. The frost giant hair may be kept fresh with a preserve spell or similar effect. Sarius' Platinum Platform (Alteration, Enchantment) Range: 5 feet per level Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: William T. South This spell brings a magical force field into existence which resembles a dimly glowing platform made of glass-like material. The glowing platform (dimly visible up to 5 feet away in daylight) is capable of flying under the control of the wizard, who may carry himself and a certain amount of weight through airy and watery mediums. When casting this spell, the wizard may choose to create a 10x10 feet platform with 6-inch sidewalls or a 40x40 feet platform with 3-inch sidewalls. The 10x10 feet platform loses some of the abilities of the 40x40 feet one, but is 10% magic resistant and confers a 5% magic resistance to anything in physical contact with the platform. Both platforms have a localised gravity that aids in keeping materials on board and bonuses to Dexterity checks for falling from it. The differences between platforms and general flight powers are listed in the table below. Note that this spell uses the Intelligence of the creature casting the spell to determine usage (even thieves) and creatures with less than a 9 Intelligence may not effectively use this spell. Only wizards may create the 10x10 feet platform. The platforms may only be destroyed by magical damage. Physical attacks, no matter how strong, will only be able to move the platform in relation to the force of the attack compared to the current speed or lift rate. Magical weapons will do damage equal to their magical plusses only. If area of effect attacks come from below that do not destroy the platform they will not affect the contents of the platform. Note that, even if the magic resistance of a 10x10 feet platform is bridged, it fails its saving throw, and takes full damage, unless it is destroyed the aforementioned effect holds true. The magic resistance passed onto objects touching the platform stay in effect for one round after it is destroyed. Breath weapons are considered magical attacks cast at the level of the Hit Dice of the breathing creature for determining magic resistance breach. The 40x40 feet platform may sustain 3 HP per level of the originating experience level at which it was cast, while the 10x10 feet platform will take 4 times this amount of damage. The platform is immune to any attacks which use a primal force of the plane in which it is created (eg., fire in the elemental plane of fire) since it is created from the forces of the current plane in which it resides. This also prevents the platform from crossing planar boundaries. In places where there is no localised gravity, movement rates are double the stated values in the table below. Spell duration in normal time is 1 turn per level for the 10x10 feet platform and 1 day per level for the 40x40 feet platform. The material component of this spell is a platinum plate (3x5x.5 inch) with mystic runes etched into it. A jeweller is needed (unless the character has the skill) and he will charge no less than 500 gp to work the runes needed into the plate, the total price coming to 4000 gp for the plate. The wizard must use a wizard mark of his own to prepare the plate or it will only be able to create the 40x40 feet platform. 10x10 feet platform: Max. Max. Max. Manoeuvr. Falling Int. Speed Weight Lift Class Adjustm. 9 9 900 1 C +1 10 10 1000 1 C +1 11 11 1100 1 C +1 12 12 1200 1 C +1 13 13 1300 1 C +1 14 14 1400 2 B +2 15 15 1500 2 B +2 16 16 1600 2 B +2 17 17 1700 2 B +2 18 18 1800 2 B +2 19 19 1900 2 B +2 20 20 2000 3 A +3 21 21 2100 3 A +3 22 22 2200 3 A +3 23 23 2300 3 A +3 24 24 2400 3 A +3 25 25 2500 3 A +3 40x40 feet platform: Max. Max. Max. Manoeuvr. Falling Int. Speed Weight Lift Class Adjustm. 9 4.5 3600 .5 E +4 10 5 4000 .5 E +4 11 5.5 4400 .5 E +4 12 6 4800 .5 E +4 13 6.5 5200 .5 E +4 14 7 5600 1 D +5 15 7.5 6000 1 D +5 16 8 6400 1 D +5 17 8.5 6800 1 D +5 18 9 7200 1 D +5 19 9.5 7600 1 D +5 20 10 8000 1.5 C +6 21 10.5 8400 1.5 C +6 22 11 8800 1.5 C +6 23 11.5 9200 1.5 C +6 24 12 9600 1.5 C +6 25 12.5 10,000 1.5 C +6 Max. Speed: This is measured in feet per round indoors and yards per round outdoors. Incapacitating the controlling person causes the platform to freeze. Speed also directly converts to miles per hour when the platform is flown for that amount of time. Max. Weight: This is measured in pounds. Max. (Rate of) Lift: For every 100 pounds over the maximum weight limit the lift rate is reduced by 1 per round. Negative lift rates cause the platform to go down at a rate equal to the negative rating unless the current plane has no gravity. In this case movement rate is affected vice lift. Manoeuvr. Class: This is the platform's manoeuvrability class. Falling Adjustm.: This bonus is doubled for the wizard controlling the platform. Each +1 should be considered a pull each to one tenth of normal gravity in the current plane of existence. These plusses are specifically bonuses against falling off of the platform. Selective Dispel Magic (Abjuration, Metamagic) Range: 3 feet per level Components: V, S Duration: Instantaneous Casting Time: 6 Area of Effect: 30-foot cube Saving Throw: Special Author: Kai Rottenbacher In addition to simulating the effects of the 3rd-level dispel magic spell, the caster may choose freely whatever is to be affected by the dispel magic spell and what is not affected by it. The caster may choose the schools of magic to be affected, the sphere (if used against priest spells), which persons, objects, or spells in the area of effect, whether his own magic is affected by it or not, etc. There may be many more possibilities what can be chosen to be affected. It is even possible to say that only a single spell among several is supposed to be dispelled on one person. The method of determining whether the dispelling attempt was successful or not is the same as in the 3rd-level spell. Sertan's Certain Slaying (Necromancy) Range: 6 Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: One creature Saving Throw: Special Author: Max Becherer This spell concentrates all the power of a death spell on one victim. A saving throw versus death magic is allowed. For every three levels the wizard exceeds the victim's level or Hit Dice, a -1 penalty is applied to the saving throw, and vice versa. If the saving throw is failed, the victim is slain immediately. If it succeeds, he is weakened for one turn per level of the wizard, suffering a -2 penalty to all rolls. This penalty is cumulative. A saving throw which succeeds by more than 10, or is critically made negates any and all effects of that casting of the spell. The material component is a black pearl, and the lens from the eye of a catoblepas, costing a total of 1000 gp. Note: in some places, the lens may be hard to get, as its only known use (besides as a lens) is for death-dealing spells and poisons. Sex Change [2] (Alteration, Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 week per level Casting Time: 6 Area of Effect: One creature Saving Throw: Negates Author: John Daniel This spell causes the victim's sex to change. Thus, a male becomes female and vice versa. A saving throw versus spell negates the effects. After the change, the victim will be confused for 1d10 turns. Also, he (or she) will have a percent chance equal to his (her) Constitution of going insane because of the trauma. The DM must make sure the victim of the spell acts in the manner appropriate to the sex. If not, then the spell doesn't really seem powerful. The material component of this spell is an ivory tablet with a yin-and-yang symbol carved upon it. Sillvatar's Surgical Strike (Invocation/Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 6 Area of Effect: One creature Saving Throw: 1/2 Author: Allan J. Mikkola (Sillvatar) This spell provides the wizard with a method of attacking a specific target in the midst of a crowd; when this spell is cast, a flaming bolt shoots from the palm of the wizard towards the intended victim. Only one target may be chosen for this spell, and the bolt strikes this individual unerringly. The bolt will dodge obstructions and other creatures in its flight to the target; it will even round corners, if need be. As long as the spell's range is not exceeded, and there is some path to the target, it will be struck; even if the victim ducks behind an obstacle while the spell is being cast, the bolt will still strike home. The only stipulation is the target must be in sight when the spell incantations begin; the wizard may choose any target within sight (and range) but may not target such things as "the strongest member of the group" or "the orc leader" (see the description of magic missile for more details). When the bolt impacts the target, it explodes in a burst of flames that engulf the victim; the flames conform to the shape of the target, so no other creatures are affected by the spell unless they are touching the victim. The effects of the explosion are identical to a fireball doing 10d6 points of damage. A successful saving throw versus spell reduces the damage by one half. If this saving throw fails, the target must save versus magical fire at -3 for all possessions; those that fail are destroyed. Since its inception, this spell has become a favourite of assassins; because of this, Sillvatar has striven to remove it from circulation. Due to his efforts, this spell is not as common as it once was, although tens and perhaps even hundreds of copies still exist. The material component for this spell is a handful of scales and the heart of a red dragon; these components are consumed when the spell is cast. Skywrite (Alteration) Range: Special Components: V, S Duration: 1 hour per level Casting Time: 4 Area of Effect: One cubic mile per level Saving Throw: None Author: Unknown This spell allows the caster to write messages in the sky, with but the wave of a finger. The messages are written in glowing smoke, and are visible at night or by day (caster's choice of colour). The caster may write up to one word per level, with a duration of one hour per level (halved in strong winds). All writing must be contained within a sphere of volume 1 cubic mile per level, centred on the caster, and at normal size, the writing is visible (and readable) at around 50 miles. If desired, the caster can reduce the number of words written, and increase the viewing distance proportionally (to a maximum factor equal to the radius of the area of effect). Spell-link (Alteration) Range: 0 Components: V, S, M Duration: 3d4 hours + 1 hour per level Casting Time: 5 rounds Area of Effect: The caster Saving Throw: None Author: Unknown By use of this spell, the wizard magically links 4 spells that are currently in his memory. The link is such that, upon uttering a trigger phrase, the linked spells are invoked almost simultaneously. That is, they are machine-gunned. In actual time: there is a one fifth round gap between the spells. The spells that can be linked are, at most, one 1st-level, one 2nd-level, one 3rd-level and one 4th-level spell. The wizard must specify the order of the link (1-3-4-2, 2-1-3, etc.). Spells that are linked may not be cast. Any attempt to normally cast a linked spell has an 85% chance to fizzle, minus 10% per point of Intelligence above 15. Furthermore, the other spells linked to the cast spell are automatically lost. The trigger phrase takes one round to use. At the end of the duration, which is secretly rolled by the DM, this spell and the linked spells are automatically lost. Spell components are a braided platinum and copper chain, worth 500 gp, which is consumed by the spell, and - obviously - whatever is needed for the linked spells. Spellcrystal VI (Conjuration, Invocation) Range: 0 Components: V, S Duration: 6 months + 2 months per level Casting Time: 6 rounds Area of Effect: One crystal, worth at least 600 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 Legionnaire (Enchantment, Necromancy) Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One mindless undead Saving Throw: None Author: The Warlord of Heaven This spell creates a completely obedient undead with the following statistics: AC 4 (better than usual), HP: as caster -5, attacks: 2 for weapon damage, Intelligence: 5, Strength: 16, MV: 6, Morale: 20. This spell permanently drains the caster of one hit point. The material components for this spell are a magical blade and a bit of the caster's blood (both consumed in the casting). Staff of Light (Alteration, Evocation) Reversible Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: Special Author: Jay By means of this spell, the wizard creates a powerful magical weapon which only he can wield. Wizards of good alignment can create a staff of light; those of evil alignment can use the reverse of this spell to create a staff of darkness; those of neutral alignment (with respect to good and evil) can create either form of the spell, but with reduced effectiveness. The verbal component of this spell consists of but a single word, which creates in the wizard's hand a sphere of light (or darkness), a few inches in diameter; the remainder of the casting time is then spent carefully pulling and shaping this sphere into a full-sized staff. Spell duration is considered to begin on the following round, so that the wizard can make at least as many attacks as he has levels. The glowing staff of light will brightly illuminate a 30-foot radius, and when cast by a good aligned wizard this illumination will be painful to supernatural evil creatures such as undead, demons, devils, etc. (these take 2 HP of damage per round, saving versus spell each round for half damage). A darkness cast in the area of the staff of light will eliminate this painful effect for the duration of the darkness, but does not actually make the area dark, rather the illumination is reduced to the level of dim torchlight. Whether cast by a good or neutral wizard, the staff of light strikes as a weapon, +2 (for purposes of what can be hit by it; there is no actual to-hit bonus) and does a base damage of 1d6 points. This damage can be increased by 1d6 for each round of spell duration that remains; every such increase shortens the duration of the spell by one round. Intent to increase damage must be stated before the to-Hit Die is rolled, but spell duration is not affected if the attack is a miss. If the staff of light is used to strike a creature with a strong negative material existence (wights, spectres, xeg-yi, etc.) there is a 50% chance that the remaining spell duration will be expended as damage whether or not the wizard wishes it. The staff of darkness sheds deep shadows in a 30-foot radius, through which only the wizard can see clearly; shades (the monster) and other wizards using staff of darkness are at -1 to-hit when within these shadows, and all others (even those with infravision) are at -3 to-hit and +3 to their Armour Class when in these shadows (note that two wizards within 30 feet of each other and each holding as staff of darkness will both be at -1 to-hit, but the effects of multiple staves are not otherwise cumulative). In addition, when cast by an evil aligned wizard, this sphere of shadow will affect supernatural creatures of good alignment (shedu, lammasu, devas, etc.) as if they were affected by a stinking cloud (saving throw versus death magic reduces the effect to mild nausea, -1 to-hit and to damage; this penalty is cumulative with the -3 to-hit penalty for poor visibility). A light cast in the area of the staff of darkness will remove this nauseating effect and reduce the to-hit penalty to -1 and the Armour Class penalty to +1, but will not significantly brighten the area. The staff of darkness strikes as a +2 weapon (for purposes of what can be hit), doing 1d6 points of damage. For each round of spell duration that remains, the wizard can choose to inflict numbing cold on his victim; this cold has a 5% chance per round of spell duration expended, cumulative, of causing loss of use of a limb for 1d6 rounds, and otherwise causes the victim to lose one point each of Strength and Dexterity per round of duration expended, also for 1d6 rounds; thereafter the lost Strength and Dexterity return at the rate of one point each per round, or the limb becomes usable immediately. Cold-resistant and cold-using creatures get a saving throw against this effect, and its duration is halved for them in any case. If the areas of radiance and shadow of a staff of light and a staff of darkness intersect, the effects of both are negated in the overlapping region. If the staves are within 30 feet of one another, both cease to shed their light or darkness, but their powers are otherwise unaffected. Neither staff has any physical substance, and thus cannot be parried except by another staff of the opposite type or by a rod of force; wall of force, forcecage, or similar force barrier will stop a staff. If two staves of opposite type touch one another for any reason, both are destroyed in an explosion of 40-foot radius causing 1d6 points damage for each round of duration remaining in the two spells, cumulative. The wizards holding the staves automatically take full damage, all others within 40 feet save versus spell to take half damage. The material component of this spell is a pearl (a black pearl for the dark version) of no less than 500 gp value, which is held in one hand when the command word is uttered. The pearl is transformed into a small sphere of light or darkness; the somatic component is the stretching and moulding of this sphere into a staff. There is rumoured to be a variant of this spell that allows the sphere formed from the pearl to be hurled as a missile, but the specific details have been lost. Store Passwall (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 hour Area of Effect: One opal Saving Throw: None Author: Joseph DuBois (Scooby) This spell is similar to enchant an item or contingency, in that it prepares a black opal of no less value than 2000 gp for the storage of a passwall. This spell will stay on the opal until the passwall is cast on it. Then, it will store the passwall for 1 day per level of caster. This spell must first be cast on the opal and then the passwall can be cast on it. The clock then starts clicking on how long the spell lasts. This is because the passwall starts eating the opal. After the elapsed time, the opal is totally consumed by the passwall, and both are wasted. If, before the time of expiration, the opal is touched to a surface and a command word is spoken (determined at time of casting store passwall), it activates the passwall in the direction that the opal is touching the surface. A caster may only have one store passwall for every six levels of the caster (a 12th-level caster can have two such stones prepared at one time). Also, since the time activation is not started until the Passwall is actuall cast on the opal, a wizard could have two stones prepared with him and only when he thinks he might need one in the near future cast passwall on it. Then, within the duration, the caster can use it. He can also give it to another person, but must tell them the command word. Super Mirror Image (Abjuration, Evocation) Range: 0 Components: V, S Duration: 3 rounds per level Casting Time: 6 Area of Effect: 6-foot radius Saving Throw: None Author: Brock Neverman This spell is similar to mirror image, except in the following ways: the images can each take the wizard's level in damage before disappearing and the number of images is equal to the level of the wizard. When an image is destroyed it will apparently dimension door out of the area. The wizard may elect to control the actions of the images (the images can do no physical harm but are indistinguishable from the wizard). Suppress Somatic Components (Alteration, Enchantment, Metamagic) Range: 0 Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 1 hour Area of Effect: Creature touched Saving Throw: Negates Author: Kai Rottenbacher This spell suppresses the need for somatic components in other spells cast in the duration given above. The caster may choose whether to suppress the somatic components or not. A spell with suppressed somatic components takes one additional unit of time to cast: one extra initiative modifier, round, turn, hour, day, etc. (depending on the spell's original casting time) The material component for this spell are chain cuffs which have been used to chain a man over one year. Teleport Trap (Alteration) Range: 10 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 turn Area of Effect: 10-yard per level radius sphere Saving Throw: Negates Author: Unknown All people or things teleporting into the area of effect are, upon materialising, affected as if a paralysis spell had been cast upon them (as in the Player's Handbook). Thus, a wizard wishing to sneak into a place decides to teleport there. However, he doesn't realise that a teleport trap has been cast around the spot where he wishes to appear. Upon arriving, he must save versus spell or be paralysed. Those leaving an area under this spell will also be paralysed, wherever they appear. Material components are a gem of not less than 5000 gp worth, smeared with the ichor of some paralysing agent (ghoul's skin, for example). Teleport via Fire (Alteration) Range: Special Components: V, S, M Duration: 1 hour per level Casting Time: Special Area of Effect: One creature per 4 levels Saving Throw: None Author: Unknown This spell allows the wizard to teleport himself or others from one area of flames to another (both fires must be at least as large as a small campfire). The wizard has two options: if the terminal fire is in sight, this is a teleport without error as per the spell of the same name; if the target fire is not in sight, then the teleport is subject to the success modifiers of a normal teleport. Obviously, the location of the terminal fire must be known (via scrying or prior knowledge). If this spell is used when there is no known target fire (i.e. there is no fire in sight and none are known to the wizard) the recipients are trapped on the elemental plane of fire (note that this provides a way of entering this plane on a planned basis, but the wizard will not know the location of the teleport beforehand, unless there is prior knowledge of the location on the plane of fire). This spell will provide the recipients with a form of fire-resistance: this resistance lasts for one round per 2 levels of the wizard; it provides total protection for this time (but only for the two fires in question - the recipients are affected normally by other fires during this time). It takes 2 turns to prepare this spell, but once prepared, it will remain in effect for one hour per level of the wizard, or until it is used. The creatures to be affected are named at the time of preparation. The spell has an actual casting time (i.e. to trigger the teleport) of 1. This spell provides a method of escaping the effects of a fireball or similar spell: if the wizard makes the proper saving throw, and is not in the midst of some other activity (i.e. casting another spell or fighting), the teleport can be triggered instantly; the teleported creatures are unaffected by the fireball regardless of whether they make their saving throws or not. Of course, the normal stipulations are still in effect, so the wizard must still have a target fire, or be trapped on the plane of fire. The material components for this spell are a candle and the replica of a small, wooden door; both are consumed with the casting. Teleportal (Alteration) Range: 30 feet Components: V, S, M Duration: Up to one round Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Jim Vassilakos This spell conjures a dimensional door, either on a solid surface or anchored by some sort of substance. Two hundred and fifty pounds per level of the wizard can enter through the door to another place, but the wizard must be the last person to pass through. The door will automatically extinguish itself in one minute if the wizard is not yet through. The door can lead to any location the wizard desires which is within fifty feet per level of wizard. The location may be either visualized from memory or may be given as directions if the wizard has no visual memory of the location. If the door leads into a solid object, material creatures and objects will not be able to pass through the door. After the wizard has passed through, the doors will disappear. If the wizard does not pass through the door within one minute, the doors will disappear as well. In this case, all objects that have passed through will be lost to the ethereal plane, while creatures that have passed through will return to the location of the first door they have passes through. Note that this spell does not enable individuals to teleport to or from magically sealed locations. The material components for this spell are a gem, worth at least 5000 gp and the tail of a rattlesnake. Tharos' Starburst Attack (Conjuration/Summoning) Range: 60 feet Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 2-foot per level radius Saving Throw: 1/2 Author: Tharos By use of this spell the wizard causes a concentrated point of positive energy, from the material plane of energy, to build up to critical mass which takes one round. Once critical mass is reached the energy build up will cause an explosion doing 1d8 points of damage per level of the caster to all within the area of effect. All characters get a saving throw for half damage. The component for this spell is a perfect crystal of at least 2000 gp value, which is consumed in the explosion. Thorndeath (Alteration, Necromancy) Range: 10 feet per level Components: V, S, M Duration: 1 round per 3 levels Casting Time: 6 Area of Effect: One creature Saving Throw: Negates Author: The Warlord of Heaven Failing a saving throw (at -2) results in the bones of the victim growing massive bone spurs that tear out through the flesh for 1d6 per level damage, attempting to move (for spell duration) inflicts an extra point of damage per caster level per motion attempt. This is a spell I had cast on me once: it really sucks. Elminster's evasion saved me; I hope you never get hit with it. The material component of this spell is a bone rose sculpture. Tyvek's Fabric Phantom (Necromancy) Range: 10 yards Components: V, S, M Duration: 1 turn per caster Casting Time: 7 Area of Effect: One phantom Saving Throw: None Author: The Warlord of Heaven This spell requires the death shroud or clothing of a historically important person of any type (wise man, king, loved nun) and a handful of grave dirt. It conjures into being a mindless undead with hit points equal to three quarters of those of the caster's. Its touch drains one level and it radiates a fear aura which must be saved against at -2, or the victims are affected by fear as if the caster had cast it upon them. The phantom is AC 0. Tyvek's Forcebrace (Conjuration) Range: 10 yards Components: V, S, M Duration: 1 day per level Casting Time: 2 Area of Effect: One up to 3 feet per level radius brace Saving Throw: None Author: The Warlord of Heaven This spell requires a twig from a recently lightning struck oak and a white silk ribbon. Casting this spell brings into being a glowing 3 inch diameter pole shaped brace in the location the caster desires. No amount of force can destroy the brace, though dispel magic will work. Note that the brace extends some of its invulnerability to the object it holds up, so using it to hold closed a stone door makes the door fairly resistant to damage (granting a +4 to all saving throws). Tyvek's Temporary External Strength (Enchantment) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: One person touched per 3 levels Saving Throw: None Author: The Warlord of Heaven This spell requires the sweat of a giant and a highly poisonous mushroom. The sweat is to be rubbed on the mushroom and ingested. The eater must make a Constitution check or take 3d12 damage in addition to the spell effects (you always get some good out of casting this spell). The eater gains the Strength of the type of giant that the sweat was taken from. Undead Spell Carrier (Enchantment, Necromancy) Range: 0 Components: V Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: None Author: The Warlord of Heaven This spell allows the caster to place an area effect spell on an undead that will be release upon the destruction of the undead. Only 6th-level or lower spells can be put upon an undead. No saving throw is granted for the undead, but when the spell ultimately goes off, the usual saving throws for the carried spell apply. Vandergast's Armoured Forcetrap (Invocation/Evocation) Range: 10 yards per level Components: V, S Duration: Special Casting Time: 6 Area of Effect: One creature Saving Throw: Negates Author: Vandergast This spell is identical to Vandergast's forcetrap in appearance and effect, with the following exceptions: a bend bars attempt is useless against this spell; instead, enough damage must be inflicted on the bands to destroy them. This damage may be caused by weapons (piercing and slashing weapons only do half damage, blunt weapons inflict full damage) or spells. Also, only one target may be trapped by this spell. Finally, a limited wish will not affect this spell, although a wish will destroy it, and a dispel magic has the normal chance of success against the bands. The bands have AC 0 and 5 HP for every level of the wizard. When the bands' hit point total has been exceeded, the bands are destroyed, and the spell ends. Each attack that inflicts damage on the bands will also inflict half that damage total (rounded down) on the trapped victim unless a successful saving throw versus paralysation is made (in which case, no damage is suffered). For example, if the bands are struck for 11 points of damage, they suffer the full 11 points, while the trapped victim suffers 5 points of damage, unless his saving throw was successful. Whisper's Anonymity (Divination) Range: 0 Components: V, S Duration: Special Casting Time: 1 hour Area of Effect: The caster Saving Throw: None Author: Robert Johan Enters This spell hides the caster's persona from the world. The use of this spell will make it so that as far as magical and mental forces are concerned, your psyche, your persona, does not exist. Divination spells such as detect good, ESP, etc., will come up blank, since as far as the spells are concerned the caster is simply not there. As a by-effect, this also renders all thought-related psionics useless. This is a two-way street, however. If the caster has psionic abilities, he will be unable to use his powers while under the influence of the spell, but enemy psionicists will also be unable to find him or attack his mind in any way. Only such physical psionic effects such as molecular agitation still work, no attack modes do. This is highly useful combined with such spells as invisibility. The spell forms a sort of shield wall around the caster but this gets weakened with every attempt to breach it. Thus the spell will only remain active for twice the caster's level psionic attacks or divination spells directed at the caster, after which the wall will crumble completely. Whisper's Damage Transference (Necromancy) Range: 60 yards Components: V, S Duration: Permanent Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Robert Johan Enters This powerful necromantic spell is designed for that wizard who has sustained a lot of damage, and would like to give it to someone else. The wizard utters the arcane words of the spell, and points at some creature. That creature will sustain all damage the wizard has sustained so far, and leaves the wizard without wounds. That is, if the creature fails its saving throw. Through this spell all the wizard's wounds disappear, no matter what their origin or magnitude, only such wounds as severed limbs and the like cannot be healed. If the amount of damage is more than the creature can sustain, the creature dies instantly from the damage and the shock, even a creature who would not die from the wounds, but sustains more than half its hit points in damage, must roll a system shock, or die from the trauma anyway. Whisper's Flakes of Death (Evocation) Range: 120 yards + 20 yards per level Components: V, S Duration: 1 round per 3 levels Casting Time: 6 Area of Effect: One 10-foot square per level Saving Throw: Special Author: Robert Johan Enters When this spell is cast, it will begin to snow in the area of effect. However, these flakes are no ordinary flakes. They are acidic in nature, and damage creatures for 5d4 points of damage per round. If a successful saving throw is made, the creature will only suffer half damage, but this saving throw must be made anew every round. The acid is extremely corrosive, and all exposed items must save versus acid or be destroyed utterly, again every round. this spell is extremely powerful and will cause much loss in both hit points and items that the victims may be carrying. Whisper's Instant Electric Shield (Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Robert Johan Enters This protective spell can be cast in advance preparation. The shield itself will not spring into existence until a last command word is spoken. The speaking of this last word can be delayed as much as 1 day per caster level, and the effect then is instantaneous. A crackling and shimmering field of electricity will spring into existence around the caster, in a globe of 1 foot diameter per caster level. This shield is not solid, and missile objects have a 50% - twice the caster's level chance of penetrating the shield. All magical effects dissipate against the shield, though the after-effects could penetrate it. That is, a fireball exploding right outside the shield, will still send flames roiling into the sphere, but attempting to let the fireball explode inside the sphere will result into the dissipation of the magical energies of the fireball, rendering it harmless. Beings attempting to cross the boundary will suffer damage as if the caster cast a lightning bolt upon them, 1d6 per level. The duration of the shield itself will be one round per caster level. Only one of these spells can be held in reserve. The material component is a small copper rod. Whisper's Instant Shielding (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: The caster Saving Throw: None Author: Robert Johan Enters This spell will create a special shield that will jump into existence whenever the caster is being attacked by some form of magic, ranging from spells to breath weapons. The spell will last for up to 1d4 of such attacks plus one per level of the caster, shielding the caster completely, like a stoneskin. The one drawback is that the shield will establish itself only once per round, and thus will protect the caster for one attack per round only. If multiple magical attacks are made against the caster, all but one will get past the shield. However, the caster can mentally decide against whose attack to use the shield, and thus not waste a "charge" on an opponent he does not deem such protection necessary against. The material component is a small mithril shield (about the size of a coin) of 200 gp value. Whisper's Major Lightning Strike (Evocation) Range: 60 yards + 2 yards per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: 1/2 Author: Robert Johan Enters This powerful spell is similar in desired effect as the chain lightning spell. It is designed such that it can strike multiple targets. For this spell however, the targets are designated by the caster. The caster can designate one victim per level. The bolts will strike for 1d6 damage per two caster levels, one bolt per target, as desired by the caster. The bolts are not powerful enough to continue after hitting their targets, since upon hitting, all their energy is spent. If the caster so desires, multiple bolts could be targeted on a single creature. Essentially, the spell provides the caster with as many bolts as he has levels, at 1d6 HP per two levels of experience, leaving the targeting of those bolts up to the wishes of the caster. Whisper's Reduce Magic Resistance (Alteration) Range: 60 feet + 20 feet per level Components: V Duration: 1 round per level Casting Time: 6 Area of Effect: One creature Saving Throw: None Author: Robert Johan Enters This spell is designed to get rid of that pesky thing called magic resistance. The spell will reduce the target's magic resistance by half. The spell will only have to overcome half of the target's original magic resistance in order to function. Multiple spells can be cast on the same target for cumulative effect. I.e. after three successful such spells, the target will have only 1/8 of their magic resistance left. Whisper's Rune of Healing (Necromancy) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 4 turns Area of Effect: One creature Saving Throw: None Author: Robert Johan Enters This spell creates a silver brightly glowing rune somewhere on the creatures body. This rune is a small conduit to the positive material plane. While in effect, the creature regenerates 2 HP per round, even if the creature had been slain (i.e., it can bring the creature back to life). The possibilities of removal are the same as for Whisper's rune of protection versus weapons. Whisper's Vampiric Drain (Necromancy) Range: 20 yards + 1 yard per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: One creature Saving Throw: 1/2 Author: Robert Johan Enters This spell is similar in effect to vampiric touch, except that the target does not need be touched. As long as there is an unobstructed path between the target and the caster, the caster can use this spell to drain the life energy from another creature. The caster can drain up to 1d6 HP per two caster levels from the creature, as long as the target creature has the hit points to "give". If the target makes its saving throw, then only half of the previously determined hit point amount is actually drained. Also, there is no limit to the amount that can be drained level-wise: a 20th-level wizard could possibly drain 10d6 HP. A wizard draining more hit points than he originally has, gains the drained hit points anyway, but these excess hit points slowly ebb away at a rate of 1 HP per round. Damage taken after a drain with excess points, is first taken from those excess points. Wimp (Enchantment/Charm) Range: 30 feet Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One humanoid Saving Throw: Negates Author: Jim Vassilakos This spell reduces a humanoid's level of fighting ability to half normal, rounded up. This affects THAC0, number of attacks per round, extra damage for rangers, backstabbing, martial arts, etc. Winthrop's Undead Summoning V (Conjuration/Summoning, Necromancy) Range: 30 yards Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 5 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, 1d3 mummies, 1d2 spectres or 1d2 apparitions. The undead appear at the end of the casting and fight to the best of their ability until slain, the duration expires, they are released, or they are further than 30 yards from the caster (the caster may not intentionally move out of range, nor may the undead for they are not free-willed while under the spell). At such time, they return to their point of origination. The material component is a lit candle inside a small bag. Wizard Watch (Alteration, Divination) Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One room Saving Throw: None Author: James Davenport This spell creates a special version of the wizard's wizard mark to be placed in a room of the wizard's choice. This sigil will allow the wizard to view the room from any distance as if the wizard was scrying into the room with no chance of failure. The sigil itself does not do the seeing, but it only defines the room that can be viewed, thus the wizard can view the room from any viewpoint inside the room, but not from outside the room. The information received is limited to visual only. Since the sigil is easily noticed, it can be hidden, or have its design mixed in with the decor of the room and be hidden that way. If the sigil is created in an outside area, not bounded by walls, then the viewpoint can be anywhere within a 10-yard radius from the location of the sigil. Any creatures that are in the room which is actively being watched will have a chance to detect the scrying of the owner as defined the Dungeon Master's Guide, page 141. If they use dispel magic to counter the scrying, then the sigil will remain inoperative for a period of one day (this does not mean that the wizard might not have more sigils in the room. As long as they remain inactivated, they will not be affected by the dispel magic). The spell is permanent until the sigil is tampered with, or destroyed. The material components for this spell are mercury and 1000 gp worth of carbuncle dust, mixed to form a glue base as well as a dragon scale with the sigil carved on it. The mix is poured onto the dragon scale "mould" and pressed against the area where the sigil is to be put. The spell is cast, and the new sigil remains in place. Zhaida's Improved Identifier (Divination) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 10 hours Area of Effect: One object Saving Throw: None Author: Adne Brunborg This spell is a more powerful version of identify. The wizard may read one "plus" cast on the item per round, as well as one special effect per 2 rounds (a +5 sword requires 5 rounds to read; a flame tongue requires 9 rounds: 1 for the base plus, 2 for flaming and 3x2 = 6 for variable effects). Effects upon the wizard are as for the Identify spell. It will not reveal the exact Intelligence and ego of a sentient weapon, but may reveal some of its powers. The material component of this spell is a gem of no less than 1000 gp value. Used in combination with legend lore, it may identify almost anything short of artifacts and relics. If this spell is to be used by an NPC, employed to identify an item, it will cost 15,000 gp. Zildjian's Energy Field (Evocation) Range: 10 yards per level Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: 10-foot square per level Saving Throw: Special Author: Joe Colleran Zildjian's energy field is a spell similar to the various Wall spells and also to the various Otiluke's screens. The spell creates a shimmering energy field. The field can be between 1 and 10 feet thick and encompasses up to 10 square feet per level of the spell caster. The spell caster specifies the dimensions and may adjust them to fit the required area, but with a minimum of 1 foot on each side. At least one side of the field must contact a solid or liquid surface, though not necessary the bottom side. All of the energy fields are permanent, unless dispelled, disintegrated, anti-magiced, cancelled or annihilated. The spell caster can also bring them down at will, either permanently or for a specified amount of time. A knock spell cast by a magic-user four or more levels higher than the original caster will bring down the field for 1 round (cf. wizard lock). The four different types of fields and their effects are noted below. Violet Field - This field causes a more powerful version of the sleep spell to affect anyone coming in contact with the field. All creatures with up to 10 HD are immediately put to sleep for 1 turn per level of the spellcaster, no saving throw. All creatures with over 10 HD are immune to this spell as are undead and creatures that never sleep (DM's discretion). The material component for this field is a small amount of sand sprinkled as the spell is cast. Red Field - This field is a searing wall of flames, doing 1d4+2 points of damage per level of the spell caster to any who come in contact with it. A successful saving throw versus spell reduces the damage to half. The material component for this field is a small vial of flammable oil. If oil of fiery burning is used as the material component, the damage becomes 1d6+2 HP per level. Green Field - This field is a wall of poisonous energy. All who come in contact with this field must save versus poison or be affected by the field. The precise effects depend on the type of poison used as the material component. The spell requires 3 drops of any poison. All saving throw modifiers are added on for particularity weak or deadly poisons. Blue Field - This protective field acts as a wall of force in preventing anything from penetrating it and further does 1d4 points of electrical damage per level of the caster to anyone touching it. Characters in metal armour take one additional hit point per die of damage. A successful saving throw reduces the damage by half. The material components are a small glass bead and a bit of fur. 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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interdisciplinary:
geometry, natural proportion, ratio, archaeoastronomy
mysticism: enlightenment, self-realization, trance, meditation, consciousness occultism: divination, hermeticism, amulets, sigils, magick, witchcraft, spells religion: buddhism, christianity, hinduism, islam, judaism, taoism, wicca, voodoo societies and fraternal orders: freemasonry, golden dawn, rosicrucians, etc. |
SEARCH THE ARCANE ARCHIVE
There are thousands of web pages at the ARCANE ARCHIVE. You can use ATOMZ.COM
to search for a single word (like witchcraft, hoodoo, pagan, or magic) or an
exact phrase (like Kwan Yin, golden ratio, or book of shadows):
OTHER ESOTERIC AND OCCULT SITES OF INTEREST
Southern
Spirits: 19th and 20th century accounts of hoodoo,
including slave narratives & interviews
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