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The Great Net Spellbook level 8

Subject: The Great Net Spellbook level 8


	[originally downloaded in ASCII.zip from 

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


Eighth-Level Spells





Ageing (Necromancy)



Range:  5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  8

Area of Effect:  One creature

Saving Throw:  Special

Author:  Peter Gourlay 



Upon casting this spell, a black bolt of energy shoots out form the

wizard's hand, hitting one creature within its range. The creature

struck must save versus spell or immediately age 6d10 years. Any

humanoid who is aged must make a system shock roll or die from the

internal strain. If a creature makes its saving throw, it is still

strongly disoriented, suffering a penalty of -2 to-hit and +2 to Armour

Class for one round per level of the wizard.

Any creature that is slowed, paralysed, charmed or stunned suffers a -3

penalty to its saving throw, since they are less able to resist its very

powerful energy. The material component of this spell is a black opal

worth at least 500 gp.





Anti-Magic Resistance (Abjuration)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  8

Area of Effect:  The caster

Saving Throw:  None

Author:  Peter Gourlay 



This spell enables the wizard to operate normally in areas where magic

would otherwise not work. These areas include: magic dead lands, lands

within the radius of an anti-magic shell, and lands in the cone of the

anti-magic ray of a beholder. Each round in one of these areas while

under the protection of this spell, the wizard must save versus spell.

If the saving throw is successful, the wizard can cast spells normally

that round. A new saving throw must be made each round, and whether

successful or not, the effects only last for one round. Spells with a

duration longer than a single round remain as long as the wizard

continues to successfully save. This spell is also effective for spells

cast into one of these areas from a normal magic area, so long as the

wizard saves successfully.





Area Effect Lower Resistance (Abjuration, Metamagic)



Range:  10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  8

Area of Effect:  30-foot diameter sphere, 1 person per level

Saving Throw:  Special

Author:  Kai Rottenbacher 



This spell is an improvement of the 5th-level area effect non-detection.

It affects up to one creature per caster level in a 30-foot diameter

sphere. The creatures which are to be affected are chosen by the spell

caster as long as they are within the area of effect. The creatures can

use their magic resistance at half the normal chance to resist the

effect of this spell. They get no other saving throw (not even their

scarab saves). If they fail their magic resistance checks, their magic

resistances are reduced by 4% per caster level. This works even on items

which provide magic resistance. This effect lasts for 1 turn per level

of the caster.

The material component is a handful of iron which has been filed from an

active iron golem's head. These iron shavings have to be corroded in a

solution made from a potion of magic resistance (which is spoiled by

this use) and one full gallon of water from the Styx which has been

touched in the previous minute by Charon (the boatman of the dead).





Bone to Dust (Alteration)



Range:  20 feet

Components:  V, S, M

Duration:  Special

Casting Time:  5

Area of Effect:  Special

Saving Throw:  Negates

Author:  Jim 



This spell, when cast properly, will cause the living creature (provided

its anatomy is structured with bones) to have its bones become brittle,

and in 2 rounds after successful spell completion, the creature

collapses under the weight of its own body, unable to function or move -

 for its bones have crumbled to dust.

The caster can only affect creatures that possess the Hit Dice that are

within range of the caster. The spell will affect 1 Hit Dice per level

of the caster (creatures with the lowest Hit Dice are affected first).

The material component of this spell is a miniature grinder, which is

consumed in the casting.





Caligula's Vitality Drain (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  7

Area of Effect:  Special

Saving Throw:  None

Author:  Tim Prestero 



This terrible spell allows the wizard to drain the youth from a victim,

revitalising himself, at the expense of ageing the victim. Hardly a

spell used by good aligned wizards.

The wizard first prepares the spell, by casting the eight phase portion

of it. He then has his level in rounds to make contact with the victim,

and begin draining. To drain the youth of the victim, the wizard must be

in continuous contact with the flesh of the victim during the draining

process. The act of being drained is extremely painful to the victim,

and is sufficient to awaken sleeping victims, and allow charmed victims

a new saving throw. Even if the victim is conscious, however, the

draining will continue. The victim must break flesh contact with the

wizard to break the spell.

The wizard is able to drain a decade, plus one decade for every four

levels above first he possesses, i.e. 20 years at fifth, 30 at ninth, 40

at thirteenth, etc. Each year takes but a tenth of a round to drain, so

a decade is drained per round. If the spell is broken during casting,

the wizard will still have drained a number of years dependent on time

of casting (eg. contact broken after 2 rounds, 20 years drained). Due to

the imperfect nature of the spell, however, the wizard only reduces in

age by a year for every three drained from the victim.

Both wizard and victim will be affected by the change in age. The victim

will only suffer the disadvantages of ageing (Strength and Constitution

loss), whereas the wizard will only experience the benefits (Strength

and Constitution gain). After the spell, the victim will have visibly

aged, with greying hair, and lined, shaggy skin. The wizard will appear

invigorated, with grey disappearing from his hair, and the obvious

return of muscle tone. The victim must save versus paralysation, or fall

unconscious for 1d4 turns, if he is drained more than 20 years. The

wizard will experience a temporary 1d4 increase in Strength (not

including that gained from becoming younger), which will fade by 1 point

a turn. The wizard will also feel inebriated, an effect which persists

for 1d6 rounds.

This spell is only effective on humans. Long lived races, such as elves

and dwarves, as well as humanoid races, are immune from the spell, and

the wizard must save versus paralysation, or be knocked unconscious if

attempting to drain a member of these races.

Finally, there is no known cure for this spell, save a wish. The

material component of this spell is a scrap of flesh from a vampire,

which must be consumed by the wizard.





Call Chain Lightning (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 turn

Area of Effect:  360-foot radius

Saving Throw:  1/2

Author:  David Serhienko 



This spell functions, in all respects, as the 3rd-level priest spell

call lightning, except in the following regards: each bolt of called

lightning functions exactly as the 6th-level wizard spell chain

lightning.

This spell should be one of greatest scarcity and secrecy. It would be

sought by any lord looking toward world domination and would not be

given or traded for other spells. Allegedly created by the long missing

Lich Vecna, the incantation has surfaced three more times since his mad

bid for supremacy. On each occasion of its surfacing, it was used in

such a way as to call down the wrath of a certain Lord of the Elements,

Zeus, from whom the spell was stolen. To date, no wizard has

successfully called upon this power without having his soul destroyed by

the greatest of the Olympians. Perhaps you will be the first to escape

this fate. Probably not...





Call Dragon (Summoning)



Range:  40 yards

Components:  V, S, M

Duration:  Special

Casting Time:  4 rounds

Area of Effect:  Special

Saving Throw:  Negates

Author:  James Bray 



This spell summons forth a dragon of the highest Hit Die type, depending

on die roll (see below). The spell gives the caster no control over the

actions of the dragon. Sanctuary will not work. A die is rolled to

determine the type of dragon:



   D8 Roll  Dragon Type

      1     gold dragon

     2-3    silver dragon

     4-5    black dragon

     6-7    blue dragon

      8     red dragon



The saving throw is modified by one up or down per 2 HD of the dragon

above or below 15. The material component of this spell is a miniature

dragon, crafted from the finest materials, worth at least 10,000 gp.





Cantor's Closed Cottage (Alteration, Conjuration)



Range:  Special

Components:  V, S

Duration:  Special

Casting Time:  8 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  Cantor



This spell creates an extradimensional space - an improved form of

Mordenkainen's magnificent mansion. It literally duplicates a small,

closed section of the wizard's plane, creating a temporary new

demiplane. The area of effect is a base 1 square kilometre per level of

the wizard. The duration is a base 2 hours per level, modified as below:

*   Each 1 square kilometre added to the base amount lessens the duration of

the spell by 2 hours.

*   Each 1 square kilometre subtracted from the area of effect increases the

duration by 3 hours.

The wizard can modify the terrain and plant features to a limited extent

when closing off the area. The land, animals, structures, etc. are

duplicated in the new planar space with the following restrictions:

*   No magic items or magically protected structures are duplicated.

*   Creatures of Intelligence greater than 2 cannot be duplicated.





Cloud of Doom (Alteration, Invocation/Evocation)



Range:  60 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  7

Area of Effect:  One 30x30-foot cloud, 20 feet high

Saving Throw:  Negates

Author:  Peter Gourlay 



The cloud of doom is a cloud of poisonous gas that forces all within it

to save versus poison or die in 1d3 rounds. The cloud is stationary. In

strong winds the duration of the spell can be halved or even quartered,

at the discretion of the DM.





Contact Higher Plane (Divination)



Range:  0

Components:  V

Duration:  Special

Casting Time:  2 turns

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell is a better and less risky version of contact other plane. In

all respects, save the table below, it is identical to that fifth level

spell.



                   Chance of  Chance of  Chance of

     Plane         Insanity   Knowledge  Veracity

   elemental           5%        55%        67%

  inner plane         10%        60%        70%

 astral plane         15%        65%        73%

outer plane, Int 19   20%        70%        75%

outer plane, Int 20   25%        75%        78%

outer plane, Int 21   30%        80%        81%

outer plane, Int 22   35%        85%        83%

outer plane, Int 23   40%        90%        86%

outer plane, Int 24   45%        95%        90%

outer plane, Int 25   50%        98%        93%



Chance of knowledge for the appropriate elemental plane is 90%, chance

of veracity is 81%.





Create Higher Undead (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



Create higher undead is used by evil necromancers to create some of the

more powerful undead (most of these undead can also be created in other

ways). This spell will create wraiths, mummies, spectres, swordwraiths,

soul beckoners and inquisitors. Other undead can be created at the

discretion of the DM. The wizard must have the correct spell components

(listed below) and then cast the spell, which takes about one turn per

Hit Die of the undead. The undead are not under the direct control of

the necromancer, but they do tend to follow his commands. The source of

this control is not loyalty but fear, and if the necromancer is weak

then the undead may turn on him. In addition to the specific components

listed below, the necromancer must have a cup of dirt from a grave that

is at least one hundred years old, and a considerable portion of his own

blood. Due to this contribution of blood, the necromancer will be weak

the day after the spell is cast (-2 to-hit and to all saving throws),

and the spell cannot be cast again before a full week has past.



*   Wraith: the body of an extremely evil human who obtained at least

seventh level in life; five vials of unholy water created by the high

priest of an evil religion (minimum of fourteenth level).

*   Mummy: the mummified body of an evil human who obtained at least seventh

level in life; a solid gold statue of an evil Egyptian god (usually Set;

minimum 5000 gp value).

*   Spectre: the body of an extremely evil human who obtained at least ninth

level in life; a painting of the person being animated (the painting

must have been done when the person still lived).

*   Swordwraith: the body of an evil human fighter who obtained at least

seventh level in life (the fighter must have been part of a military

organization and must have fallen in a battle where his side eventually

lost).

*   Soul Beckoner: the body of an evil human, half-elf or elf that obtained

at least eighth level in life (the person must have died of natural

causes and must have been either a wizard or a thief; a philtre of

persuasion).

*   Inquisitor: the body of an evil human or demi-human who obtained at

least seventh level in life (the person must have been a ruthless,

sadistic torturer who was in charge of a torture facility); a rack or

other torture instrument on which a paladin of at least ninth level has

recently (within one year) been tortured to death.





Create Temple or Cathedral (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  3 hours per level

Casting Time:  2 turns

Area of Effect:  One 10 feet per level per side square formed in any

shape desired

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates the interior fittings of a temple or cathedral of any

kind depending upon the caster's desires. This includes up to 10 pewter

benches per level (each holding up to 10 people crammed), one rug to

cover the complete area of effect, one aisle rug per full 5 levels, one

altar with all the necessary religious regalia, one chandelier per 2

levels with one hundred lit candles each (if desired) burning for the

duration of the spell (can be dimmed, extinguished, and relit at will by

the caster or the receiving priest), one holy or unholy water basin per

level, one holy symbol per level, one speaking tier, one banner per

level with the pictures of the religion, one alms basket per level, and

one choir tier per 10 levels up to two feet per level high each. This

spell creates only the interior of the room; it doesn't create the

walls, floors, or ceilings.

The material components are one holy symbol from the religion, one drop

of holy or unholy water created by a priest of the religion, one

miniature bench of mahogany, one 1 square foot piece of a single large

rug blessed by a priest of the religion, a small wicker straw, one

candle blessed by a priest of the religion, one piece of silk (for the

banners), and one 1 foot cube of marble (for the tiers).

The effects of selling and combat possibilities are as for the other

room spells.





Curse of Lycanthropy (Alteration, Necromancy)



Range:  10 feet per level

Components:  V, S, M

Duration:  Permanent

Casting Time:  8

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell curses one creature with one of the most horrible existing

curses: the curse of lycanthropy. The creature has saving throw versus

death magic; if it saves, the spell is negated; if it fails it is

affected as below. The creature is turned into a lycanthrope of the

caster's desires. It might not even be apparent that the creature has

suffered under the spell - until the next full moon sets in. At that

point the creature will change into the lycanthrope desired by the

caster and it is under the complete control of the caster who is

immediately notified that one of his creatures has changed into a

lycanthrope. The caster can see through the creature's eyes, hear

through the creature's ears, and use all other senses of the creature as

the creature can. He can even force the creature to do his will. If that

is tried, the creature gains a saving throw versus spell to resist the

command. Once it resists one command per level of the caster, it is free

of the caster's control and the caster cannot use its senses any more

nor can he try to force the creature to do his bidding. Until this point

is reached, the creature has no chance whatsoever of being cured -

unless a full wish is used. After this point is reached, the normal

chances exist for the creature to be cured by the normal means. Note:

during the time the creature is a werecreature it has no recollections

of what it was as a human, elf, etc. and vice versa.

The effect of this spell is permanent unless it is cured somehow. How

difficult this is is dependent on the DM. The duration of the control is

dependent as described above.

The material component is the head of a master lycanthrope (one who

controls at least ten others of its type) of the type the caster wishes

the creature to be changed into. The head has to somehow have stayed in

its animal shape without changing back to its normal humanoid shape.

This head has to be treated like a tathlum (a druidic or Celtic weapon,

described in the Legends and Lore book). It also has to be hurled at the

opponent. The caster has to make a to-hit roll; if he does not hit the

target, the spell (and the component) is wasted.





Dardan's Desolation (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per 3 levels

Casting Time:  8

Area of Effect:  25-foot radius

Saving Throw:  Special

Author:  Craig Singsank 



The casting of this spell causes an incandescent sphere of blistering

dry heat to envelop a 25-foot radius around the spell caster. All

vegetation in the area of effect will instantly wither and die from the

seething temperature as the ground buckles and cracks like hardened

clay. Any flesh exposed to this incinerating hellfire will stiffen and

crack like old leather and quickly peel away from the body. This

crematorium-like effect will continue until all that remains are the

creature's bleached and crumbling bones on the barren and lifeless

ground.

All creatures caught in the spell's area of effect must save versus

death magic or have the spell's torrid fervour snuff the life out of

them. If a creature saves, it takes 1d8 points of damage and loses one

point of Constitution for a turn. A creature must continue to save each

round they are in the ardent sphere with a cumulative penalty of -1. The

incandescent sphere doesn't harm the caster and follows him as they move

for the duration of the spell.

Certain aqueous beings are highly susceptible to the effects of this

spell. All amphibious creatures, slimes, jellies, molds, and water-using

creatures under 6 HD are automatically destroyed when exposed to this

spell, creatures over 6 HD suffer a -2 on their saving throw. Only

fire-using and related creatures are immune to the spell (undead are not

immune to the spell).

The material component of this spell is ground diamond (500 gp) and a

drop of the caster's blood.





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



Range:  0

Components:  V, S, M

Duration:  2d4 turns

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell is similar to Darklight's planar weapon. It conjures a large,

weightless weapon (speed factor 3), such as a two-handed sword or a

polearm, which can be used in total defiance of any restrictions. It

acts as a weapon, +5 in every respect, and does 5d12 points of special

planar damage. To determine which plane its energies are drawn from,

roll on the following table:



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

1. Air. The weapon can release a gust of wind upon command, once every round,

   and can 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 19 or 20. It can carve

   a path through solid rock at a rate of MV 4 per round. 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 path of flame, 3 yards long, upon command (does

   burning hands damage as if cast at twelfth level of experience), and can

   melt ice at the rate of 3 cubic yards 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 a hit is made on a 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 3d10 drowning damage. It can soak

   any three adjacent 1-yard squares 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 5d10 rounds, taking

   4d10 extra damage if it hits on a natural 20. It can freeze up to 1

   cubic yard 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 no saving throw. On a natural 20, it does quadruple

   damage to normal creatures (quintuple 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 their lungs

   to fill up with ooze (they must then make Constitution checks for 10

   rounds or take 2d6 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 5d6 extra suffocation damage on a natural 19 or

   20. It can fill six 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 15 yards on a natural 19

   or 20, with a clap of thunder and 4d10 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

   +6 to-hit against opponents with metal armour (because it is transmitted

   through such protections).

2. Minerals. The weapon on a natural 18, 19 or 20 has a 50% 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 19 or 20, blinds a normal creature for 5d10 rounds. It emits

   light out to a 120-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 4d8 extra damage, on a natural 19 or 20. It emits six 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 5d8 extra cold damage on a natural 19 or 20. It

   lowers the temperature in a 60-foot radius by 40 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 5d8 extra deterioration damage on a natural 19 or

   20. If held in contact with solid material, it breaks down 1 cubic yard

   per round of such, 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 5d8 extra dehydration damage on a natural 19 or 20.

   If held in contact with organic materials, it 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 5d8 decompression damage on a natural 19 or 20.

   It sucks nine 1-yard squares per round full of air into oblivion (the

   caster has no problems breathing), creating gale-force 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 19 or 20

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

   the astral plane. A normal creatures 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 19 or 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 18, 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, 15-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 1-yard base by

   10 yards long with a 5-yard maximum spread.

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

   cure critical 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 15th-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 12-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 critical 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

   fifteenth level). It also does damage as if swung by one with 23

   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 +5 to-hit and -5 on AC to any chaotic good and chaotic neutral

   warrior within 9 yards.

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

   every round. It can strike any creature who can be hit by +5 weapons. Any

   spell effect directed at the wielder is changed into a wild surge. It

   randomly polymorphs any substance or object it touches thrice per round,

   and on a natural 18, 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 18, 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 18, 19 or 20, it causes the target to save

    versus poison or take 5d20 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

    18, 19 or 20, it causes complete amnesia which can only be removed by a

    heal spell. 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 18, 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 18, 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

    18, 19 or 20, the creature struck takes 5d20 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 18, 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 18, 19 or 20, its

    victim is held for 5d10 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 when it is touched to any creature, up to

    five times per round.

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 +6 to-hit against opponents

   clad in metallic armour. It can repel or attract metal objects with 20

   Strength within a 10-yard radius at command. On a natural 20, it knocks

   an opponent back up to 12 yards for 5d6 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 18, 19 or 20, blinds a creature

   for 5d8 turns.

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

   outline. It ages a creature 4 years for each point of damage accrued

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

   a natural 20, it throws an opponent 1d4x1d10 days 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 Improved Force Armour (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  8

Area of Effect:  The caster

Saving Throw:  None

Author:  Keith Taylor 



This spell is an enhanced version of the 7th-level Darklight's force

armour. It is the same as the lower level spell, except as noted.

The armour is less awkward, giving the wizard full normal movement

capacities, but still incurring a -1 Dexterity penalty. It also adds

flight capabilities to the armour, with moulded constructs on the

armour's back which project coloured flame (actually jets of force, not

fire). These cannot be used to attack, but can propel the wizard at

MV 36, MC C in tight manoeuvring; over long distances, it can reach

MV 72, MC F. The flight capacity of the armour is limited to normal

atmospheric flight.

The arms of the suit are equipped with retractable blades of force,

"housed" above the wizard's forearms and springing forth upon mental

command. These act as +2 weapons for purposes of what creatures may be

hit, and can be used without proficiency penalties. One attack with each

per round can be made, and on a successful hit do 2d10 cutting damage.

The armour glows slightly reddish, with brighter areas at the joints; it

has obvious bumps on the forearms and the back, where bright red jets of

force emerge during flight from a squarish force structure.

The material component is a diamond cut so as to resemble a small

person, to which is affixed a ruby sword and sapphire wings.





Darklight's Redstar (Evocation)



Range:  100 yards + 20 yards per four levels

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Keith Taylor 



This spell creates a red, starlike ball of energy in the wizard's

outstretched hand, which darts out at the specified target as a magic

missile. It does 2d12 points of damage (+1 HP per level of the caster).

It will dispel the spells armour, shield, wall of force, minor globe of

invulnerability, and, at the DM's option, other spells. If the redstar

hits such a spell, it will be weakened and only deal 1d6 points of

damage to the (formerly) protected creature. When struck by an

unweakened redstar, a spellcasting creature must save versus

paralysation at -4 or immediately forget (and must re-memorise) 2d4

randomly determined spells in memory.





Defy (Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  The Warlord of Heaven 



This spell allows the caster to impose a penalty to turning equal to

half his level, so a 20th-level necromancer would totally nullify the

turning attempts of a 10th-level priest. The spell affects all evil

extraplanar creatures that can see the caster. The material component of

this spell is a holy symbol of some evil god (not necessarily the

caster's own). It is consumed in the casting.





Demonstar (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  8

Area of Effect:  One target

Saving Throw:  Special

Author:  Unknown



This powerful attack spell is used exclusively against natives of the

lower planes. Against other creatures, it is absolutely harmless. When

the spell is cast, a star appears in the hand of the wizard, and travels

at very high speeds to implant itself on the creature's forehead, or the

nearest equivalent of a forehead. Then the star starts to glow very

brightly and with great heat. The demon gets to make his magic

resistance roll, but at -30%. If he fails his saving throw, he gets a

saving throw versus spell every round to reduce some of the spell's

effects.

The star does 10d6 HP of damage per round, and immobilises the demon

with pain. The saving throw is for half damage and the ability to act,

despite the pain. The spell also blocks any gate attempts by the demon.

This blocking of gate attempts stops when the spell duration is over or

the demon is dead, whichever comes first.

The material component of this spell is a golden star.





Dheryth's Gateway (Alteration)



Range:  10 yards

Components:  V, S, M

Duration:  1 round + 1 round per level

Casting Time:  8

Area of Effect:  10-foot diameter disk

Saving Throw:  None

Author:  Jim Gitzlaff 



This spell creates a vertical disk 10 feet in diameter. It is a magical

portal to anywhere that is on the same plane, and that the caster had

been to previously. The portal clearly shows the other terrain and

permits two-way travel from either end of the gate to the other.

Nonliving material can only pass through if carried by a living

creature.

The gateway does not automatically open to the intended spot. The

success roll is dependent on distance to the target:



within 100 miles                              99%

within 500 miles                              50%

same planet                                   10%

other planet in same sphere                    5%



Thus, an attempted gateway from Waterdeep to Bloodstone would open with

only a 10% chance of success, while a gateway from the south shore of

Nyr Dyv to Greyhawk City would be 99% likely to work.

If the gateway fails to open properly, there is a 50% chance that it

opens somewhere else. The exact location can be determined randomly or

at the DM's discretion, but it need not be near the target spot. It

could as easily open to a place a thousand or more miles away as on

another planet. In any event, the material components, a 6-inch diameter

platinum mirror (200 gp or more) and a diamond-nibbed pen (used to draw

the gateway in the air, 1,000 gp or more) are consumed by the casting.

The gateway can neither target nor originate from a place that is sealed

from teleportation or interplanar travel (eg. areas guarded by some sort

of screen, sanctum, etc, or rooms lined with gold or lead).



Dheryth's Sanctum Sanctorum (Abjuration)



Range:  10 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 hour

Area of Effect:  Twenty-seven thousand cubic feet

Saving Throw:  None

Author:  Jim Gitzlaff 



This spell seals off an interior area (eg. building, room, cave) with a

volume up to 27,000 cubic feet, from entry by teleportation (including

teleport, teleport without error, dimension door, and even Drawmij's

instant summons and succour), plane shifting (including colour pools,

border ethereal penetration, and plane shift), and similar magical

effects.

Any of these teleport-like effects may be performed, however, if a

password is known and spoken during the attempted entrance. There can

only be one password at a time, but it may be changed by recasting

sanctum sanctorum. The material component for this spell is a platinum

lock, inlaid with gems, worth at least 10,000 gp.





Dispel Exhaustion (Illusion)

Reversible



Range:  10 feet per level

Components:  V, S, M

Duration:  3 turns per level

Casting Time:  1 round

Area of Effect:  One person per 2 levels

Saving Throw:  Special

Author:  Kai Rottenbacher 



This spell causes the affected creatures to believe their exhaustion of

combat has passed. Thus, they regain 50% of their lost hit points and

are able to run at full speed for the duration of the spell. This spell

does not actually cause the characters to regain their hit points. Thus,

if the duration runs out and they received additional damage they might

die from the exhaustion. Thus, all characters have to keep two different

scores for their character's hit points: one real list and one imaginary

list (or the DM keeps it for them). If their real list ever drops to

zero and the duration runs out before they received real healing they

die (or fall unconscious). If their imaginary list ever falls to or

below zero, say goodbye to your character, as he will drop unconscious

from the perceived damage and now the illusion does not work any more,

so the character immediately loses even those hit points he gained from

this spell (remember, illusions only function if the character is

conscious to perceive them). During the spell, a character may act at

double speed for one round once every ten-minute period. This doubles

all physical activity but not spellcasting.

If only for this last effect, the spell may be layered on the same group

up to once per 5 levels of the same caster. It is not possible to layer

this spell with the same spell from other casters.

The reverse, exhaust, forces the beings to be affected to make a saving

throw versus spell if they state that they don't believe the illusion.

If they don't state that they don't believe it, they get no saving

throws - not even those noted below. If they make their saving throw,

nothing happens. Those who make it may communicate the effect to their

comrades who tried to save but failed if this spell has not been coupled

with another spell which normally causes damage. If no other spell that

inflicts damage is cast in the same round at the same general area, then

anyone who has failed their saving throw can make an additional saving

throw once if another creature they can understand communicates this

fact to them. If they fail any of these saving throws (or never tried to

disbelieve) the spell makes the affected beings believe that they have

lost 50% of their remaining hit points. This continues so far, that they

have to make a system shock roll at half Constitution once they reach

their perceived zero or less hit points. If they fail they die. Even if

they make their system shock rolls they drop unconscious for the

duration of the spell.

The material component for the normal spell is a drop of boiled ethereal

essence mixed with rose oil. For the reverse you need a drop of frozen

ethereal essence mixed with the crushed remains of three scarabs taken

from a pharaoh's pyramid. How you get ethereal essence? Well, I'm not

going to tell you! And there aren't that many pharaoh's pyramids were

the remains of scarabs have prevailed in the fight with Father Time.

Again, for those unfortunates of you who don't know: this is another

spell transformed from first to 2nd edition; it was formerly an

illusionist spell, but I edited the material components a little.





Dragon Form (Alteration)



Range:  0

Components:  V

Duration:  1 round per point of Constitution per 6 levels

Casting Time:  10 rounds

Area of Effect:  One creature

Saving Throw:  None

Author:  James Bray 



The spell recipient takes the form of a dragon. Roll on the following

table to determine the type of dragon:



     D20 Roll       Dragon Type       Hit Dice

         1          red dragon           24

         2         green dragon          20

         3         white dragon          14

         4          blue dragon          10

         5         black dragon           7

         6           red youth            6

         7        black hatchling         1

       8-19          failure*             -

        20            gold**             20

* Failure results in a loss of 10 points of Constitution, recovered at

a rate of 1 per hour. If this drops the caster's Constitution below 1,

he is killed, unless a system shock roll is made, in which case his

Constitution is only lowered to 1.

** The duration is halved.





Dumbf Ound's Bottling Spell (Alteration, Enchantment)



Range:  30 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Dumbf Ound



This spell is result of a mistake. Originally intended as a less

powerful version of boat in a bottle, Ound didn't spend enough time

studying that spell before making this one. While this spell does put

one creature in a bottle and then corks it, it doesn't have the power to

shrink the person so it jams the person through the little top of the

bottle, the bottle of course being magically bound as not to break.

Effectively the spell kills the creature or being and puts what remains

in the bottle. Unfortunately this is a messy procedure and not for those

with weak stomachs. The material components are a bottle, a cork, and a

prism.





Dwarkanath's Arcane Expander (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  3 turns

Area of Effect:  Special

Saving Throw:  None

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





This spell was devised by the archmage Dwarkanath to increase the

variety (but not quantity) of spells normally available to a

spellcaster. Essentially, Dwarkanath's arcane expander provides a number

of additional spells that the wizard can select during an adventure (or

group of small adventures that are encompassed in the duration). It does

not, however, increase the number of spells the character may cast

within a day.

For every two levels of the caster, one additional spell level's worth

of spells can be memorised. In other words, should an eighteenth level

wizard cast this spell, he could make selections that may be chosen from

when deciding upon a spell to be cast. Be aware that the character

affected by Dwarkanath's arcane expander must take the time to memorise

the additional selections. Because of the nature of the spell, the

recipient must begin memorising these spells within 1 turn of completing

the casting of Dwarkanath's arcane expander. If multiple spells are

being memorised, each must be started within one turn of the previous

spell.

In order to cast this spell, the caster must gather rare oils and

spices, as well as samples of brain tissue from specific spellcasting

creatures (the DM should choose something appropriate for his campaign).

Generally, the gold piece costs for the material components for this

spell are typically 10,000 gp.





Elemental Gate (Conjuration)



Range:  50 feet

Components:  V, S, M

Duration:  Special

Casting Time:  1 hour

Area of Effect:  One square foot per level

Saving Throw:  None

Author:  Unknown



This spell creates a small gate from an elemental plane. It allows the

free passage of objects and creatures from the elemental plane to the

prime material only, and not the other way around. If the gate is free

standing, it will only last for 2 turns + 1 round per level of the

wizard. It may be supported, though, by an ornate frame that will make

it last exactly as long as the frame itself.



            Element            Frame Type

             Air                Silver

             Fire               Brass

             Water              Gold or Gilt



Also needed as a material component of the type of material the wizard

wants the gate to open into. For instance, if the wizard wants salt

water to spew out of the gate, he needs to cast the water version with

a sample of saltwater. This works similarly with the other planes - air

of the appropriate freshness, temperature, etc. must exist as a sample.

The most common uses of this spell are listed below:



   Element  Spell Effect

    Air     May be used to ventilate rooms, provide breathable air, and

            maintain average temperatures.

    Fire    Often used to heat places in cold climates or serve as the heart

            of a forge.

    Water   Usually created to provide large quantities of fresh, drinkable

            water.



If the supporting frame is magicked with a protection from evil or good,

10-foot radius or similar spell, the vast majority of elemental

creatures that might stumble across the gate will be unable to pass

through.





Fellstar's Flame Jet (Invocation/Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per 5 levels (4 rounds maximum)

Casting Time:  5

Area of Effect:  Special

Saving Throw:  1/2

Author:  Fellstar



When this spell is cast, a jet of flames shoots forth from the wizard's

hand; this jet is 5 feet wide and has a length of up to 10 yards per

level of the wizard (the wizard may vary the length from 1 foot up to

the maximum range). The jet travels in a straight line and is blocked by

normal obstacles (stone, metal, etc.). If the jet is blocked, it will it

will not rebound, but may flow around the barrier if it is small enough

(less than 5 feet across).

Anyone struck by the jet suffers 1d10 points of damage per two levels of

the wizard (up to a maximum of 10d10). A successful saving throw versus

spell reduces the damage by one half. If this saving throw fails, all

possessions must save versus magical fire or be consumed.

The flames from this spell will melt ice and ignite wood on contact;

they are able to melt a hole in a wall of ice in a single round (though

they will not destroy it), and can bring down a wall of fog instantly;

other wall spells are not affected by this spell.

The jet will remain in effect for one round for every 5 levels of the

wizard, up to a maximum of 4 rounds. A single creature must be chosen as

the target for the jet (but others may be struck if they are in the path

of the flames) and a new target may be selected each round the spell is

in effect.

If the wizard chooses, two jets (one from each hand) may be employed

instead of one; if this is the case, range and damage are halved (in

some cases, one jet will do one more die of damage than the other). A

separate target may be chosen for each of these jets each round they are

in effect.

At the beginning of each round the spell is in effect, the wizard may

split a single jet in two, or may combine two jets into a single one.

The material components for this spell are a powdered ruby and a

powdered fire opal which must be worth a least 500 gp together. The

powdered gems are mixed together in the hand(s) of the wizard at the

time of the casting; all material components are consumed with the

casting.





Fire Gem (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3 turns

Area of Effect:  One gem

Saving Throw:  None

Author:  August Neverman 



This spell requires an expensive gem. The value of the gem depends on

the number of spell levels that will be cast into the gem. The gem's

value must be 5000 gp per spell level of the spell or spells

(cumulative).

This spell causes a gem to have a flame appear at the centre. The flame

has no real significance other than that the gem is ready to receive

spells. After a spell is cast into a gem it can be called forth in one

tenth of a round. The spell will act at the level it was cast into the

gem. The gem is destroyed in the process.

A spell that is going to be placed into a fire gem must be equal to or

less than the wizard's level divided by four, rounded down. An

18th-level wizard could put up to a 4th-level spell into a fire gem. A

24th-level wizard could put up to a 6th-level spell into a fire gem.

If permanency is used on a fire gem, it will allow the spell to be cast

a number of times per day. To determine how many times the spell or

spells can be cast, divide the wizard's level by five times the level of

the spell, i.e., a 1st-level spell cast into a fire gem at eighteenth

level will be able to be cast 18/5 or 3 times a day. If a conduit spell

is added before the permanency it will double the effects of the spell

(if appropriate) and double the number of uses per day.

Remember that a permanency and a conduit spell are a total of 19 spell

levels. Therefore a conduit, permanency and magic missile would require

a gem costing 20x5000 = 100,000 gp gem. Also the wizard would be unable

to cast spells for 20 days (due to the effects of the conduit).





Fire Storm (Invocation/Evocation)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  8

Area of Effect:  60-foot radius sphere

Saving Throw:  1/2

Author:  Peter Gourlay 



Fire storm is an expanded version of fireball. The instant after the

spell is cast, a 60-foot radius sphere is filled with extremely hot

flames. The flames do 1d6+1 damage per level of the wizard, with a

saving throw allowed for half damage.





Flame Bolts (Invocation/Evocation)



Range:  10 yards per level

Components:  S, M

Duration:  1d4 rounds

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  1/2

Author:  Jason Riek (Karaieth) 



This spell allows the caster to throw forth 1d4 bolts of red and white

flame. The number of bolts is up to the caster. During the round the

spell is cast, the wizard can do nothing else, and must concentrate on

summoning the energies necessary to cast the spell. The caster can throw

forth one bolt every round after the initial one until his bolts are

used up. A bolt inflicts 2d10 damage to everyone in its path (no saving

throw). It explodes when the wizard wills it to, when it collides with

a solid object (like a wall), or when it reaches the edge of its range.

If the caster used 1 bolt, it explodes in a 40-foot radius and to 10d12

damage (save for half on all explosions). Two bolts have a blast radius

of 30 feet and do 5d10 damage each. Three bolts: 20-foot radius and 5d6

damage. Four bolts: 10-foot radius and 5d4 damage. The material

components of this spell are a lit torch and a dragon's bone.





Freeze [2] (Abjuration)



Range:  5 yards per level

Components:  V, S, M

Duration:  1d4+1 rounds

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Kenneth C. Jenks 



This spell will put one creature in temporal stasis for 1d4+1 rounds.

This special temporal stasis cannot be dispelled, but the affected

creature cannot be harmed, contacted or influenced for the duration of

the spell.

The short, variable duration makes this more of an "escape from the bad

guys" spell than an attack spell, but you can always pick up your

newly-created statue and do interesting things to him - as long as this

is done quickly. This works best if you have cliffs or volcanoes nearby.

The material component for this spell, which was researched by

Whitewolf, is an hourglass.





Gate Fiend (Conjuration/Summoning)



Range:  20 yards

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  2 rounds

Area of Effect:  Special

Saving Throw:  Special

Author:  Peter Gourlay 



This spell is similar to the 7th-level gate lesser fiend, save that as

the power of the fiends being gated goes up, so do the price and the

risks. Any fiend gated in with this spell may save versus spell (with a

-2 penalty) to be free willed. Magic resistance is of no benefit.

However, even a controlled fiend will not automatically follow the

commands of the wizard. All "control" means is that the fiend will not

attack. Also, a free willed fiend will not always attack if the wizard

acts swiftly (of course, sometimes they will...).

This spell summons a single fiend, to whom the wizard makes an offer. If

the fiend accepts, it performs a task, which is often just fighting for

the wizard. This offer is included in the casting time of the spell.

After one round of casting, the fiend is on the prime material plane,

and if the concentration of the wizard is broken the fiend becomes free

willed. The nature of the offer varies with each summoning, but it

typically includes the chance to kill sentient creatures, and payment in

the form of magic or treasure (gold and gems being the most common).

Exactly how much should be offered is usually only found out by

consulting sages, old tomes, or wizards that use this spell often (of

which there remain very few). A quick wizard will increase the reward to

a free willed fiend. As with the lesser spell, a fiend that does not

kill a sentient creature will be free willed at the end of the spell,

with the option of staying on the plane for an additional 10 turns,

having a lot of enmity towards the wizard. With fiends that are not free

willed, the wizard can dismiss them at any time, returning them to their

own plane.

This spell can be used to summon the following types of fiends: abishai,

barbazu, erinyes, hamatula, osyluth, farastu, alu-fiends (no genii),

bar-lgura, cambions (either barons or major ones, no mages), and

succubi. The more powerful the fiend, the higher the price. The more

intelligent fiends (erinyes, some alu-fiends and cambions, succubi)

might demand as their price some service from the wizard. The nature of

the service will always be evil, and the goal of the fiend is to entice

the wizard into further summonings and greater evils so that eventually

the fiends (of that particular type) will control the wizard. If a deal

cannot be reached, the fiend is immediately returned to its home plane.

The material component for this spell is a holy symbol from any good

faith (minimum value 1500 gp; it must have been made by that faith)

which is broken as the spell is cast.





Giant Call (Conjuration/Summoning)



Range:  50 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  8

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell summons a number of giants to fight for the wizard, in the

manner of the other call spell. Unlike with those spells, the giants

summoned by this spell can perform other tasks, provided the wizard can

communicate with them. The giants summoned come from the following list:



Wizard's Level             Summoned Giants

     16-17          hill (12 HD) or stone (14 HD)

     18-19          fire (16 HD) or frost (14 HD)

      20+                   cloud (17 HD)



The wizard can summon up to 1.5 HD per level. The giants summoned will

never be spellcasters.





Greater Infravision (Alteration)



Range:  0

Components:  V, S

Duration:  1 day per level

Casting Time:  8

Area of Effect:  The caster

Saving Throw:  None

Author:  Peter Gourlay 



This spell is identical to the 3rd-level infravision, save for its

greatly increased duration. Note that the wizard cannot cast this spell

on other people.





Improved Mirror Image (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  4 rounds per level

Casting Time:  4

Area of Effect:  12-foot radius

Saving Throw:  None

Author:  Max Becherer 



This spell is a much more powerful version of mirror image. Not only are

more images (1d6 + 1 per 2 levels) created, but they last longer, and

the ruse can only be detected with a gem of true seeing or similar

device. The phantasms are solid for all intents and purposes, taking

damage when attacked instead of winking out. A wand of negation or

dispel magic will destroy only one of the phantasms. The material

component is a small mithril mirror worth not less than 500 gp.





Improved Permanent Illusion (Illusion/Phantasm)



Range:  20 feet per level

Components:  V, S, M

Duration:  Permanent

Casting Time:  8

Area of Effect:  One 20-foot per side per level cube

Saving Throw:  Special

Author:  Kai Rottenbacher 



This spell works like a permanent advanced illusion with an included

bonus: it starts to have touch components as well. Thus, it could be

used to simulate something a character can touch in the illusion (even

in disbelief) and actually feel the illusion without the illusion

vanishing. If a character states that he disbelieves he gets a saving

throw versus spell at -4 due to the power of the spell if that character

actually touches the illusion - it does not work if he just sees it. If

he succeeds, he can pass through the illusion, but the illusion does not

vanish for him. If they still disbelieve, they can attempt a second

saving throw versus spell at their normal chances. If they succeed

again, they completely disbelieve the illusion. If they fail at one of

their saving throws they stay at their current state of belief or

disbelief. Thus, if they failed at their first saving throw, they could

still touch and feel the illusion (with all the consequences that

entails). If they failed their second saving throws they could pass

through the illusion but it would still exist as a very good hologram

for them - and they would still take damage if it were the illusion of

for example a wall of ice.

The material components are a small sample of the material normally used

to create the real article to be created by the illusion plus a small

opaque gem polished to mirror smoothness which has to be so thin has to

transparent again.





Improved Phantasmal Killer (Illusion/Phantasm)



Range:  5 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  8

Area of Effect:  One creature

Saving Throw:  Special

Author:  Peter Gourlay 



This spell, like its 4th-level counterpart, draws on the inner fears of

the victim's subconscious mind to create a terrifying monster that only

he can see. The killer has all the abilities of its lower level cousin.

However, it attacks twice per round as a 6 HD creature, hitting any

Armour Class on a 19 or 20.

The defence for this spell is the same as for the 4th-level version.

Having been attacked by that spell does not grant a bonus to this one.

If the killer is disbelieved, the wizard has a 4% chance per level of

turning it onto a new victim. This chance drops to 3% per level for a

third victim, 2% per level for a fourth, and 1% per level for a fifth.

The killer can also be turned to a new victim if it kills its current

one. If any of the turning attempts fail, the killer is dispelled.

If the killer is turned on its creator (by a reflection, for example),

that wizard gets a +2 on a possible attempt to disbelieve. Anyone who

reverses the killer cannot direct it to any other victims except the

original caster.





Infernal Tornado (Evocation)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 day

Area of Effect:  Special

Saving Throw:  None

Author:  Dark Matter 



While the wizard is casting this spell, a dark ominous cloud begins to

gather in a 1 mile-diameter region centred over the target. Upon

completion of the spell, a dark, fiery tornado of fire grows from the

base of the cloud until it touches the ground. The whirling mass of fire

proceeds to wander about the area, incinerating everything in its path.

Each round, the tornado travels in a random direction at a movement rate

of 20. The flames inflict 1hp of damage per tenth of a round of exposure

for every level of experience of the spell caster. The diameter of the

cylinder is about 50 feet, and anyone within 25 feet must make a

Strength check each round to keep from being sucked into the cylinder by

the powerful blast of winds.

The material component of this spell is a large iron pot filled with

charcoal that must be kept burning for the duration of the casting.

Sulphur and 500 gp worth of crushed amber must be gradually added to the

pot.





Ironskin (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  8

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell has a similar effect as stoneskin. It was copied from the

6th-level priest spell on Athas (see the Dark Sun books). It protects

the recipient from the damage of weapons, whether magical or normal

unless they function by touch (like a touch spell). In contrast to

stoneskin, this spell does not lose its efficiency if the weapon would

not have hit. It protects against 1d6 attacks + 1 attack per 2 levels.

Thus, if this spell would have been cast by a 16th-level wizard, it

would protect against 9 to 14 attacks that would have hit - don't deduct

those that did not hit (including those parried by the character). Thus,

if the roll had been 4, the recipient would be protected against a full

12 hits, not against 12 attacks. If he had been attacked 20 times but

only 10 would have hit, he still would have 2 protected attacks.

The material component is a minute full plate armour made from mithril

that has been enchanted with enchant an item and a mending spell. This

costs no less than 5000 gp. This spell is not cumulative with itself,

but it is cumulative with one (and only one) stoneskin.





Jamye's Spell Reversal (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level, minus 10 rounds

Casting Time:  8

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  D.J. McCarthy 



This spell affects the saving throws versus spells of the subject in

much the same way that the 5th-level Jamye's armour reversal (q.v.)

affects attack rolls, i.e. saving throw results that would normally

indicate success will fail, and results that would normally fail will

succeed. For example, a 19th-level wizard normally needs a 6 or greater

to save versus spell. If he is affected by a spell reversal, he will

need a 5 or less (i.e. a failure under normal circumstances) to save

versus spell. Protection devices, Wisdom bonuses, etc. still work to the

benefit of the subject, i.e. if the above wizard had a ring of

protection, +3 and a Wisdom of 16 (+2 magical defense), he would need an

8 or less to save versus most spells (5 normally, +3 for the Ring) and

a 10 or less to save versus spells that would give him his Wisdom bonus.

Likewise, penalties to saving throws still work to the detriment of the

subject. If the subject is willing, there is no saving throw; otherwise,

a normal saving throw versus spell (obviously, this is made before the

spell takes effect) will negate it.

There are certain special cases that apply to this spell. It is not

affected by spell turning. The only thing that can dispel it is another

spell reversal cast at the subject, who must make a saving throw while

under the influence of the original spell reversal. If the subject is

under the influence of another spell that grants invulnerability to

certain spells (shield versus magic missile, for instance, or any type

of globe of invulnerability, but not anti-magic shell), the subject

takes full, maximum damage from that spell with no saving throw. For

instance, a wizard has both shield and spell reversal cast upon him. If

he is targeted for magic missiles during the time both spells are

functioning, he will take 5 points of damage - the maximum possible -

from each missile that hits him.

The material components for this spell are a piece of amber worth no

less than 300 gp, and a doughnut made less than 24 hours previously.





Kelennor's Flesh To Ash (Alteration, Necromancy)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 turn

Casting Time:  7

Area of Effect:  One creature

Saving Throw:  Special

Author:  J.D. Falk 



This spell slowly incinerates a victim from the feet up turning him into

a pile of ash (imagine a cigarette). Once successfully started, the

spell cannot be stopped short of the use of a wish. A bright red-orange

ember slowly works its way up from the feet to the head converting all

flesh into ash. It is a very slow and excruciatingly painful process.

The victim is kept alive until the ember reaches the level of the brain

(to extend the torture to its maximum). Any fire-resistance or

successful saving throw versus death magic will prevent the conversion

to ash, but the ember still progresses its way up as normal, inflicting

2d12 damage, and renders the victim immobile for 1 turn due to the

intense pain. To date, there has been found no reverse spell to counter

the effects of a conversion to ash. Spell components include one black

smoky quartz, worth 75 gp or more (used up in the spell) and a strand of

webbing from a gargantuan spider soaked in its venom (not used up).

This spell was created by a drow vampire (W19/F9) named Kelennor.

Ironically, legend claims the first victim of this spell was the vampire

that changed Kelennor into his undead state.





Kiri's Tween (Conjuration/Summoning)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  1 hour

Area of Effect:  The caster

Saving Throw:  None

Author:  David Kelk 



Upon casting this spell, a tween is summoned to adopt the caster as a

host. Upon adapting the caster, the tween gives him all of the benefits

described in the 1st. ed. Fiend Folio (page 91). They are: two rolls

instead of one for just about everything (to-hit, saving throws, damage)

where the caster takes the more beneficial roll and the opposite for

foes who take the worse of two rolls.

Tween: AC 10, HD: 1d8 + 1 per caster level, number of attacks: 1,

damage: by weapon type, special attacks: none, special defences:

etherial, MR: 0%, Intelligence: very, alignment: neutral, psionic

abilities: none.

To successfully cast this spell, a gate spell to the etherial plane must

first be cast successfully.





Kiss of the Nereid (Conjuration/Summoning)



Range:  0

Components:  S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Vinnie 



When the kiss is bestowed, the victim must roll a successful saving

throw versus breath weapon, with a -2 penalty, or drown instantly. If he

doesn't drown, he finds total ecstasy.





Lesser Wildfire III (Invocation/Evocation, Wild Magic)



Range:  0

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One spell

Saving Throw:  None

Author:  Peter Gourlay 



This spell is identical to the 3rd-level lesser wildfire I, except that

any spell of levels 1-6 can be duplicated. Any saving throws are made at

a -1.





Life Leech (Necromancy)

Reversible



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  8

Area of Effect:  Special

Saving Throw:  Negates

Author:  Geoffrey Edward Fagan 



This spell allows the wizard to steal 2d6 years from a victim and add

them to his own life. The victim must be human and of a level equal to

or greater than that of the wizard. If the victim is of lower level, the

number of years transferred is multiplied by the victim's level and

divided by the necromancer's. Since the victim must be in the centre of

a pentagram at the completion of the casting, it is useful to have him

held or immobilised in some way. The reverse spell, give life, works in

the same fashion, except that the wizard ages 2d6 years while the

recipient becomes younger, and the recipient must be willing. In either

case, the material components are a black candle, a white candle, a drop

of blood from both parties, and a specially prepared glass screen.





Long-Range Carrier (Alteration)



Range:  100 miles per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



Long-range carrier is like 5-mile carrier but the range is 100 miles per

level of wizard.





Lorlovelm's Magical Manuscript (Alteration, Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 month per level

Casting Time:  1 turn

Area of Effect:  Scroll or spellbook touched

Saving Throw:  None

Author:  Phill Hatch 



This spell causes a written item to be moved to a small pocket

dimension, created by the spell. For the spell's duration, the item can

be called forth by a mental command from the caster. The caster cannot

call forth if he is insane, feebleminded, etc. When the item appears, it

is invisible to all but the caster and can only be detected by true

seeing or godlike powers (a dragon could not detect it). It can also be

detected by touch. The item floats one foot in front of the caster's

face, moving with him. The caster can see through it at will, or can

make it appear translucent, doubling reading time but allowing him to

detect movement on the other side. He can see the item even in darkness,

though not magical darkness. Pages, if any, turn at the caster's will.

The item can be sent back at will until the spell ends. If the spell's

duration expires and the item is still in the pocket dimension, it is

spilled into a random plane. The material component of this spell is a

glass prism, which is consumed in the casting.





Lorlovelm's Non-Detectable Magic (Abjuration, Illusion/Phantasm)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  8

Area of Effect:  One item touched per 5 levels

Saving Throw:  None

Author:  Phill Hatch 



This spell causes a number of magical items to be undetectable as

magical by any means short of the scrutiny of a greater god. The item

cannot be in physical contact with another being of more than animal

Intelligence at the time of casting. The spell lasts until the item is

no longer magical, and can be cast on an item before it is magical, as

long as it is magically endowed in the following round. Can also be cast

with enchant an item.





Lorth's Sending (Alteration)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  8

Area of Effect:  One creature touched per 2 levels

Saving Throw:  Negates

Author:  Aaron Sher 



The sending spell was created by Lorth the Traveller as a more versatile

form of teleport. When the spell is cast, one creature for every two

levels of the wizard (rounded down) is sent to a place defined by the

wizard as for a teleport spell (the wizard must have a mental image of

the place). The creatures must be touching the wizard, but "chains" are

possible. The wizard does not have to accompany them, but he may if he

so desires. There is no chance of error for this spell.

If any of the creatures sent is harmed within 5 minutes of arrival, all

of them will be bounced back to the place from which they were sent

(whether they want to go or not). Any damage incurred during those five

minutes, to themselves or their equipment, is erased. Note that this

does not allow the spell to be used as a quick and easy messenger spell;

anything dropped during the five minute grace period is returned with

its owner. This can be used as a fail-safe teleport. After the five

minute period elapses, the spell expires and the protected individuals

are on their own. The sending will not work across planar boundaries.

Unwilling creatures receive a saving throw versus death magic to resist

this spell.





Magic Resistance (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1d10 rounds + 1 round per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

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





As the name implies, this spell grants the recipient a small amount of

magic resistance. The amount provided to the recipient is 1% per level

of the caster, up to a maximum of 20%. During the course of the spell,

the recipient gains the benefits of a naturally magic resistant

creature, including the ability to lower the protection provided by this

spell temporarily (for healing magic, for instance). See the Player's

Handbook and Dungeon Master's Guide for the effects of magic resistance.

Unfortunately, the spell is not without its side effects. At the

expiration of the spell, the recipient must make a saving throw versus

death magic without any bonuses provided by magic items, potions, spells

and so forth - failure to save indicates that a magic item (determined

randomly, excluding artifacts) is drained permanently of any

enchantments.

If cast upon a creature with natural magic resistance, or already under

the effect of a prior magic resistance spell, the spell has no

beneficial effects, although the draining of a magic item may still

occur. Also, an unwilling creature automatically resists this spell.

A piece of flesh of a naturally magic resistant creature is required to

cast this spell.





Major Globe of Invulnerability (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  10-yard diameter sphere

Saving Throw:  None

Author:  Unknown



This spell is the same as the 4th-level minor globe of invulnerability

(q.v.), except with regards to casting time. This spell prevents the

function of 1st- to 5th-level spells passing through and affecting the

wizard within the sphere, while allowing the wizard to cast spells

through it.





Masol's Spell to Item Transferral (Alteration, Enchantment)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  Special

Area of Effect:  Item touched

Saving Throw:  None

Author:  Masol



When this spell is cast, the wizard establishes a link with the item he

holds. Immediately after casting this spell, the wizard must cast

another touch ranged spell or the effects of the transferral are

negated. The casting time of this second spell equals its original

casting time plus 1. The second spell is cast in the same round as the

first.

Whenever the item hits another creature, the effects of the second touch

spell immediately take effect. The spell stays in the item until it

either is discharged, or the second spell's duration runs out.

A permanency spell cast on an item with transferral cast on it, will

have the effect of the transferral until dispelled (note that the second

spell will not be permanent).

The material component of this spell is the item on which the

transferral is to take place. Note that this implies that the item is

consumed in the casting (but after the discharge).





Mass Flesh to Stone (Alteration)

Reversible



Range:  5 yards per level

Components:  V, S, M

Duration:  Permanent

Casting Time:  8

Area of Effect:  Special

Saving Throw:  Negates

Author:  Peter Gourlay 



Mass flesh to stone is the ultimate attack spell of earth elementalists.

It affects up to one creature per two levels in a 40-foot cube. If there

are more creatures in the area, those to be affected are selected

randomly. All those affected must save versus petrification or be turned

to stone. The reverse of this spell, mass flesh to stone, operates

normally, except that normal stone cannot be turned to flesh.

The material component of this spell is a significant part of a creature

that can naturally turn flesh to stone. The eye of a basilisk or medusa,

or several snakes from the head of a medusa would suffice.






Mass Speed Casting (Alteration, Enchantment, Metamagic)

Reversible



Range:  0

Components:  V, S, M

Duration:  5 rounds + 2 rounds per level

Casting Time:  8

Area of Effect:  One creature touched per 3 levels

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell has the same effect as speed casting, except that it works on

multiple persons. They have to be linked in a circle. The caster has to

touch only one person in the circle. He can choose which persons in the

circle gain the power - up to maximum spell capacity. The caster has to

quaff the material component: a potion of speed and a potion of human

control at once (roll for potion miscibility). If an immiscible result

comes up, the spell failed. No matter how ageless or protected the

character is, he has to roll a system shock roll at half Constitution.

If he fails, he dies and ages 10 true years per person in the circle, no

matter what protection he had. If successful, the caster ages only one

true year per person in the circle and survives otherwise.

In the reverse, mass slow casting, there does not have to be a circle

(the range is 10 feet), but the effects are the same as under the slow

casting spell, for any spell caster that can be affected by this spell.

A maximum of one person per 3 caster levels can be affected with this

spell. All persons to be affected have to be within an area of no more

than 100 square feet per caster level.





Meld Death (Alteration, Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  The Warlord of Heaven 



This spell allows the caster to borrow all the natural abilities of an

undead creature sampled by the components. This is why you'd see

necromancers packing skeletal shards all the time. Vampire hands and

mummy hands are the most popular. The caster does not suffer from undead

limitations. Attempting to make this spell permanent only works 30% of

the time, the other 70% of the time, it will transform the caster into

said undead (so be smart and use a lich hand if you're feeling lucky).

The material component of this spell is an undead's hand.





Morgwar's Undead Strength (Alteration, Necromancy)



Range:  10 feet

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 hour per Strength point

Area of Effect:  One undead

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell increases the physical powers of an undead. This spell can

grant an undead creature physical strengths up to a maximum of the level

of the caster with a maximum of 25. Each point of Strength increase

costs the wizard one Strength point and one Constitution point each -

permanently. Once the maximum of Strength for his level is reached, the

wizard can try to boost the fighting level of the undead by one for

every five Strength and Constitution points he donates. This can be

boosted to the level of a fighter of the wizard's level. The undead gain

all bonuses of a fighter of that level, including multiple attacks,

weapon proficiency slots, etc. They can even specialise (even with their

claws or in punching, wrestling, even martial arts).

The material components are a potion of giant strength (of any kind) and

a potion of undead control of the type of undead to be boosted per point

of increase.





Muier's Instantaneous Immolation (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Calvin (Azrael)



By use of this spell, the casting wizard can transform himself or

another creature into a ball of flame. While in this form, the affected

creature temporarily loses all his possessions and spellcasting

abilities, but is able to fly at a speed of 48 (A) and cause damage to

opponents simply by crashing into them. While immolated, a character

strikes with the normal THAC0 of a monster half his level or Hit Dice.

A hit causes 6d6 HP of fire damage.

An immolated creature can be harmed only by cold-based attacks and

magical weapons while in fireball form. Cold causes double damage to the

creature, while magical weapons cause normal damage. However, an

immolated creature in motion is extremely hard to hit, having a base

Armour Class of -2, which may be bettered (but not worsened) by the

creature's natural Armour Class without armour or other protection.

The material component of this spell is some sulphur.





Mystyk's Halflife (Necromancy)



Range:  5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  8

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Mystyk



When this spell is cast, a crackling, black bolt shoots from the

wizard's palm towards its victim. The wizard must make a successful

to-hit roll (with a +2 bonus) in order to hit the target; if this roll

misses, use the grenade scatter diagram to determine if anyone else is

hit by the bolt. If anyone is in the area of the miss, a normal to-hit

roll (with no bonus) is used to determine if the stray bolt hits anyone.

Anyone who is hit by the bolt must make a saving throw versus spell; if

this roll is successful, the spell has no effect and the bolt

dissipates. If the saving throw fails, the victim immediately loses half

of his current hit points (round fractions down), and is rendered

unconscious by the shock. These lost hit points may be regained through

normal means.

The material component for this spell is an onyx gem worth at least

500 gp. The gem is held in the hand of the wizard, and is consumed when

the spell is cast.





Mystyk's Major Backlash (Abjuration, Invocation/Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  8

Area of Effect:  The caster

Saving Throw:  None

Author:  Mystyk



This spell is identical to Mystyk's improved backlash except for the

following: when the wizard is hit in melee, any damage suffered is

halved; in addition, if the wizard makes a successful saving throw

versus rod, staff or wand, the attack inflicts no damage at all. Also,

the energy bursts inflict 10d6 points of damage on any attacker; a

successful saving throw versus spell reduces this damage by half.

The material component for this spell is the same as that for Mystyk's

backlash except the gem must be worth at least 800 gp.





Mystyk's Plane Survival (Abjuration, Alteration)



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 hour

Area of Effect:  One creature touched per 5 levels

Saving Throw:  None

Author:  Mystyk



This spell provides the wizard with a means of surviving on a hostile

plane of existence. In order for this spell to work, the wizard must

have access to a library or other source of information on the plane in

question. This information must then be studied for an extended length

of time; this period is equal to: 24 weeks - 1 week per level of the

wizard (to a minimum of one week). After this time has passed, the

wizard is ready to cast the spell.

Each time this spell is cast for use on a new plane, the normal study

time is required. If cast for use on a previously studied plane, and

less than a week has passed since the last casting with respect to that

plane, no additional studying is necessary as the information is still

fresh in the wizard's mind; however, if more than a week has elapsed

since the previous casting, a day of brushing up is required.

If the wizard is a sage with expertise in the plane in question, normal

research times are required (see section on sages in the Dungeon

Master's Guide) the first time this spell is cast for use on that plane.

If cast again within two weeks, no additional time for studying is

needed; if cast more than two weeks later, only 12 hours of brushing up

is necessary. These times also apply if the wizard is obtaining this

information from another sage.

Using the information gained from his studies, the wizard prepares the

plane survival spell. After one hour has passed, the spell is complete;

at this time, the DM secretly rolls percentile dice; a result of 5 or

lower indicates the wizard has used erroneous information in the casting

of the spell which will reduce the protection afforded by the spell, and

may even cause it to fail altogether (the exact effects depend on the

source of information and other factors, and it is left to the DM to

decide the exact results). If some or all of the planar information was

obtained by a sage who misdirected the wizard, the percentile roll has

a -25% penalty applied to it. Even if correct information is obtained

from a sage, a -5% penalty applies, since the wizard is using secondhand

information. In any case, if the roll results in a 1, the spell fails

altogether (although the wizard will not know this until attempting to

make use of the spell's protection).

If the spell was successfully cast, it will grant the wizard (along with

others, if the wizard's level is high enough) protection from the

hostile environment of the studied plane of existence. The recipients

may move about in the plane as if they were in the prime material plane;

conditions that would make it hazardous or impossible to exist in the

plane are negated by this spell. Spells have a chance of having normal

effects while under the influence of the plane survival spell: when a

spell is cast, if the wizard makes a successful saving throw versus

paralysation, his spell will have normal effects (as if it were cast on

the prime material plane) instead of the effects it usually has on that

plane.

If the recipients are still on the plane when this spell expires, normal

characteristics for that plane go into effect immediately. Note that

this spell provides no way of moving from one plane to another; it only

provides a means of survival once a plane is reached. The wizard may

have more than one of these spells in affect at a time, as long as the

appropriate amount of time has been spent studying each plane.

The material components for this spell are a diamond worth at least

1000 gp and a specimen of a substance related to the plane in question

(i.e. some fire for the plane of fire, darkness for the negative

material plane, etc.). Alternately, something symbolising the plane may

be used (i.e. a balance for the plane of concordant opposition). 





Nilspace Doorway (Alteration, Enchantment)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  6 hours

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This is an extremely complex spell requiring significant preparation

before casting. First, an ornate, rune-encrusted stone archway must be

built, with an iron door hinged therein, the cost of constructing this

being no less than 10,000 gp. The runes follow a prescribed pattern, but

the door may be decorated as the designer wills. The spell is then cast,

and during the process the wizard must not be interrupted. This infuses

the arch (and door) with the proper magics. Included in this casting is

a specialized form of the permanency spell. When the spell is finished,

the door may then be opened into an extradimensional space of extensive

volume: 10 cubic yards per level of the caster, in a simple shape of the

caster's choosing. No complex forms may be made; thus, cubes, domes, and

other simple, continuous shapes are the only possibilities. The space is

featureless and black; not even the edges of its "walls" are visible,

although they are certainly solid to the touch. However, since the space

is permanent and stable, the wizard can have facilities built within,

regardless of the weight brought inside. Note that it does not matter

where the arch is set up, in the side of a wall, or even free-standing,

it is only accessible from one side, the other being featureless stone.

Also, note that other extradimensional spaces may be brought herein; the

door will not open for someone carrying such a space, be it a bag of

holding, a portable hole, or even a deeppockets spell whose duration has

not yet lapsed. The space maintains the last temperature and atmosphere

verbally requested by the wizard, the environment shifting instantly,

with conditions anywhere between 0 and 120 degrees F, with atmosphere

ranging from high-altitude to thick, sea-level, from extremely foggy to

pristine, and from muggy to desert-dry. Note that deadly conditions and

extreme weather may not be set up herein. Many other spells favourably

interact with the Nilspace's make-up; notably unseen servant, magic

mouth (reprogrammable in this case), invisibility (on the door), guards

and wards (switchable), and others, including Darklight's mysterious

manservant. Incorporating such a spell into the fabric of the Nilspace

requires an additional hour of casting during the creation of the space,

along with another 1,000 gp of craftsmanship on the arch. Another method

is to cast the spell to be incorporated with the assistance of certain

special components, different for each spell, but uniformly rare or

expensive. The incorporated spells are permanent within the nilspace and

are usually "user friendly", such as the reprogrammable magic mouth

mentioned above; the DM must decide what spells may be treated this way,

but no offensive or healing magics will take hold (typically the spells

are utilitarian in nature and of low power). Destruction of a nilspace

is extremely difficult and requires the equivalent of a wish. The spell

was created by the wizard Darklight.





Noska Trades' Mass Contagion (Necromancy)



Range:  5 yards per level

Components:  V, S

Duration:  Permanent

Casting Time:  8

Area of Effect:  One creature per level

Saving Throw:  Negates

Author:  Noska Trades



This spell causes a major disease and weakness in one or more creatures

in the same way as the contagion spell. Up to one creature per

experience level of the wizard can be affected, provided that all

subject creatures are within the spell range.

The afflicted individual is immediately stricken with painful and

distracting symptoms: boils, blotches, lesions, seeping abscesses, and

so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls

are decreased by 2. The effect persists until the character receives a

cure disease or spends 1d3 weeks taking a complete rest to recover.

Characters ignoring the mass contagion for more than a day or so may be

susceptible to worse diseases at the discretion of the DM.

Saving throws against the spell suffer a penalty of -1, and if a single

creature is to be affected, its saving throw suffers a -4 penalty.





Orko's Elemental Triads (Evocation)



Range:  15 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  6

Area of Effect:  Special

Saving Throw:  1/2

Author:  Orko



When this spell is cast, three bolts of fire, electricity, frost, water,

or acid shoot forth from the palm of the wizard. They may strike one,

two or three targets. If more than one target is struck, the targets

must be within 60 degrees of each other. The damage inflicted is 1d6 HP

+ 1 HP per level. The wizard must be able to see the targets. Successful

saving throws halve the damage. A saving throw applies to each separate

bolt so if only one creature is attacked then it must make three saving

throws.

The material component for this spell is a small piece of gold shaped

like a pyramid.





Phase Conjugation (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  8

Area of Effect:  One creature

Saving Throw:  None

Author:  Max Becherer 



This powerful defensive spell provides superlative protection against

directed energy attacks. Any spell or effect which projects a discrete

stream of energy at the recipient is deflected back in the direction

from which it came. This is more than just a simple deflection, however.

The spell is phase conjugated, which means it retraces its path exactly.

If the recipient is within half the range of the attacking spell, the

offending wizard suffers the full effect of his own spell, no saving

throw allowed. The reason this is so, is that the wizard cannot possibly

dodge fast enough to avoid the rebounding energies. Only magic

resistance, and whatever other defenses he may have, will protect him.

Examples of spells affected by phase conjugation are:

*  any ray-type spell,

*  magic missiles of any type,

*  lightning bolts (call lighting will not strike the wizard), and

*  cone of cold, heat, or force (only the recipient is protected).

Examples of spells NOT affected are:

*  fireball, or any similar magic (they change form on impact),


*  breath weapons,

*  power words,

*  touch spells, and

*  cone of acid or steam (they project matter, not energy).

The material component of this spell is a small device consisting of

three highly polished triangular mithril mirrors set at right angles to

each other, forming a corner of a cube. This device costs at least

1000 gp.





Pilpin's Black Death (Conjuration/Summoning)



Range:  120 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Pilpin



This spell conjures 250 flea-infested rats that carry the bacteria

yersinia pestis, commonly known as the black death or bubonic plague.

These rats will act as any other rat and simply scurry away. If this

spell is cast in a humanoid community, it will cause a number of

humanoids to become infected with the disease and probably die. The

number of people infected depends on the size of the community, the

season, and a little bit of chance. In the following table, the column

entitled "Number Infected" gives a number of creatures infected in the

community or a percentage of creatures infected. Use the value that

gives the smallest number.

For example, if the spell was cast in a village of 200 elves in the

middle of summer, the choice from the table is 300 elves or 60 elves

(30% of 200), the number infected is then 60 (because it's the smaller

number and 300 is impossible). It will take 2d6 days for the creatures

to become infected.



     Season       Number Infected      Plague

     Winter          50 or 5%            0%

 Spring or Fall     200 or 20%           1%

     Summer         300 or 30%           3%



The final column, "Plague", gives the chance that the disease actually

reaches epidemic proportions. If this happens, 1 in 3 humanoid creatures

(33%) in a 100-mile radius will be infected by the disease. The wizard

can be infected by his own disease.

A diseased creature will lose 2 points of Constitution, 1 point of

Strength and 1 point of Dexterity per day of infection until death,

which occurs when Constitution has reached -10. The rats and disease are

not magical and therefore cannot be dispelled. A creature does not get

a saving throw to resist being infected, it's strictly by chance. The

disease can be cured by a character with healing proficiency that makes

a successful proficiency check, or by magical means. A cured creature

will regain 1 point of each ability per day.

The material components are a tiny rat skin bag containing rotting

humanoid flesh, which both disappear upon casting.





Pilpin's Dark Wall (Conjuration/Summoning)



Range:  200 yards

Components:  V, S, M

Duration:  1 day per level

Casting Time:  7

Area of Effect:  Fifty thousand square feet

Saving Throw:  Negates

Author:  Pilpin




The spell conjures a 1 foot thick wall of black mist that causes death

to most creatures that touch it. The wall cannot be seen through, but

sound or objects will pass through it. Any living creature that touches

or attempts to pass through the wall must roll a saving throw versus

death, modified depending on their level as follows:



    Creature's Hit Dice       Saving Throw

          up to 1                 None

          1 or 2                   -4

          3 or 4                   -3

          5 or 6                   -2

          7 or 8                   -1

            8+                   Negates



The wall can be shaped into a rectangle, box, hemisphere, sphere, or

just one huge wall, as long as the surface area is 50,000 square feet.

The wall cannot be physically disturbed (i.e., blown away, pushed,

etc.), but parts of it can be negated by a successful dispel magic. It

can be penetrated using an anti-magic shell, or totally negated with a

wish. The material components are a crushed black pearl and a vial of

gaseous death poison.





Pilpin's Ephemeral Wand (Enchantment)



Range:  0

Components:  V, S, M

Duration:  24 hours

Casting Time:  Special

Area of Effect:  Wand touched

Saving Throw:  None

Author:  Pilpin



This dangerous spell turns a specially prepared wand into a magical wand

for one day. The wand can be used by anyone who knows the command word,

which is decided upon by the wizard.

The power the wand contains depends on what spell the wizard decided to

enchant the wand with. The wand can be made to cast any single spell,

chosen by the wizard, of up to fifth level that has a casting time of up

to 1 round (find familiar, strength, phantom steed, hallucinatory

terrain, conjure elemental, etc. could not be used).

The number of charges the wand contains depends on the number of times

the wizard casts the chosen spell into the ephemeral wand (obviously it

cannot have more than five charges). The wizard must have previously

memorised the appropriate spells. For example, a 16th-level wizard

creates an ephemeral wand that casts the 5th-level spell wall of iron.

If the wizard wanted to put five charges in the wand he would have to

use all five of his 5th-level spell slots to memorise five walls of

iron. He would then use all five of his wall of iron spells to give the

wand five charges. The wand cannot have different spells in it, a

different wizard cannot add charges to it, nor can it be recharged. The

spell in the wand takes as long to activate as the casting time of the

spell, and the spell performs at the experience level of its creator.

There is a 5% chance per usage that the spell cast from the ephemeral

wand backfires, the exact details depending on the spell being cast

(DM's love this kind of thing!).

The casting time for this spell is 1 turn plus 1 round per charge added.

The material component is an ivory wand, inlaid with a special gold

pattern (minimum 1000 gp in craftsmanship) and topped with a diamond

worth at least 1000 gp. The wand does not disappear at the end of the

spell (although it could very well get stolen): it simply becomes

non-magical.





Power Booster III (Alteration, Evocation/Invocation)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  8 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 III, can boost spells of up to

seventh 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 8000 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.





Power Link (Necromancy)



Range:  10 yards

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  10

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Geoffrey Edward Fagan 



This spell creates a link between the wizard and the victim through

which magical energy can flow. Thus the wizard can cast spells centred

on the recipient, as if he were a projected image. Also, the wizard can

route malevolent spell side-effects, such as magical ageing, to the

victim. The material components of the spell are a chip of jet, an

herbal tea of spearmint and devil's dung, and a wooden disc. The

recipient must be an intelligent, living native of the wizard's home

plane.





Power Word, Castrate (Conjuration/Summoning)



Range:  5 yards per two levels

Components:  V

Duration:  Permanent

Casting Time:  8

Area of Effect:  10-foot radius sphere

Saving Throw:  None

Author:  The Carnal Knowledge Guide 



When this spell is cast, one or more male creatures of any type within

the spell range and area of effect are castrated. The power word

castrates one creature with 60 hit points, or it castrates two or more

creatures with 10 or fewer hit points each, up to a maximum of 120 hit

points. Which creature or creatures to affect must be stated at the

casting. The current hit points of the creatures are used.





Reduce Magic Resistance (Alteration, Evocation)



Range:  10 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  8

Area of Effect:  One creature

Saving Throw:  None

Author:  Steve Bartell 



This spell is somewhat similar to the 5th-level lower resistance in the

Tome of Magic. The advantage of reduce magic resistance is that it uses

a method that eliminates the saving throw, and also reduces saving

throws versus death magic in addition to magic resistance for the

duration of the spell. This spell was written before the Tome of Magic

was released, and now my wizard often uses lower resistance in favour of

this one (once he obtained it), but this version of the spell still has

better effects - if the wizard is willing to use an 8th-level spell.

This spell works to temporarily deteriorate the innate magic resistance

of a creature. When cast, the victim's magic resistance is reduced 3%

per level of the caster for the duration of the spell.

The victim also has a penalty to all saving throws versus death magic

until the spell expires. As an added twist, the wizard may choose to

give up a spell that he has already memorised. The saving throw penalty

depends on the spell the wizard sacrifices (for example, a 3rd-level

spell sacrificed equals -3 to saving throws). Reduce magic resistance

absorbs the power of the sacrificed spell upon casting. The caster must

give up a spell.

For example: a 20th-level wizard casts reduce magic resistance at a

creature with 80% magic resistance. The wizard uses a 5th-level teleport

spell he has memorised for lowering the creature's saving throw. The

wizard loses the teleport spell from memory and the creature has a -5

penalty saving throw versus spell and other magic. Furthermore, the

creature's magic resistance is reduced to 20%.





Remember (Enchantment/Charm)

Reversible



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  5 minutes

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  August Neverman 



By means of this spell the wizard can cause knowledge to be temporarily

forgotten and remembered at a trigger. The trigger can be a word, event,

image or any other specific trigger device (eg., seeing the wizard

again).

The reverse of this spell, disregard, causes knowledge or memory to be

forgotten at a trigger. Again, the trigger can be a word, event, image

or any other specific trigger device (eg., being captured).

The degree of effect of this spell depends the complexity of the trigger

and the complexity of the description of what is to be remembered or

disregarded. This spell is mainly used to shield from a read mind spell,

and is especially useful in creating fake personas for infiltration. The

material component for the spell is a brush.





Repair (Alteration)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  8 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  Max Becherer 



This spell is a heavy-duty version of the 1st-level mend spell. It can

repair any non-magical item, completely mend one structural point per

level of the wizard, and can fix any magic item the wizard can create.

The material component is a complete miniature tool set appropriate to

the damage to be repaired. The set must be made of the finest materials

and cost no less than 200 gp. If a magic item is being repaired, a

special tool set costing one tenth the value of the damaged item, or

2000 gp, whichever is greater, must be used. The item must than save

versus magical fire for the spell to work.





Reverse Alignment (Enchantment/Charm)



Range:  180 yards

Components:  V, S

Duration:  Permanent

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell permanently reverses the alignment of any creature that fails

a saving throw versus death magic. Any neutral portion of an alignment

will go to one of the extremes (a 50-50 chance of either one). True

neutral will thus go to one of the extremes (lawful good, chaotic good,

lawful evil, or chaotic evil: equal chance of each one). Creatures that

are not intelligent enough to have an alignment, such as many animals,

are not affected by this spell. The only way to reverse this spell is

through a restoration. Creatures that fail their saving throw will

immediately begin to act in accordance with their new alignment, and

will resist any effort to have it reversed back.





Roteley's Greater Shatterwave (Evocation)



Range:  2 feet per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  9

Area of Effect:  10-foot diameter, 5-foot long cylindrical path

Saving Throw:  Negates

Author:  Michael Karapcik 



This is a more powerful, as well as earlier, version of the greater

shatterwave. Roteley designed the lesser version later to be more

practical, but is still fond of using the greater version in the

laboratories of unfriendly wizards. This version is the same as the

lesser shatterwave, but with the above and following changes. All saving

throws for items are at -2; monsters save at -1. Damage is 1d4 HP plus

one hit point per 2 levels (round up), with stunning at 10 seconds per

point of damage. Skeletons and such take 1d8 points of damage, plus one

hit point per level, again with stunning effects as above. Magic items

have a +3 total on their saving throw. Example: A 20th-level wizard

casts this spell. The wave will start within 40 feet of the caster's

hand, and it will follow a 100-foot long path 10 feet wide straight out.

An owlbear struck by the wave would take 1d4+10 points of damage and be

stunned for (1d6+15)/10 rounds.

These spells were designed as large scale versions of the shatter spell

which the wizard would still have some control over (they are direction

specific). They are also useful in that the wizard need not touch the

object affected, and more than one object can be targeted.





Rune III (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 seventh level. Instructions of up to 1 word per level

may be given to control the rune. The material component is 100 gp gems

and inks per level of the spell contained in the rune.





Sarius' Ethereal Gateway (Conjuration/Summoning)



Range:  20 yards per level

Components:  V, S

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  William T. South 



This spell allows a wizard to create a 10x10 feet invisible magical

gateway which will provide access to the ethereal plane of existence, or

alternatively, provide a gateway from the ethereal plane to a connecting

plane of existence. The duration of this gateway is a base 24 hours. It

must be cast in an area of gaseous or liquid composition (i.e., not in

the earth or in solid rock), although, it may be cast so as to lay on

the floor (giving a chance of creatures falling into it) or against a

wall or portal. For every two levels above sixteenth, a wizard gains the

ability to create an additional 10x10 feet area (two if the caster is a

conjurer) which must either be used to increase the surface area of the

gateway or increase the power of the original 10x10 feet area by fusing

the two gateways together. The effects of increasing the power level of

a gateway are listed in the table below.

If a gateway is larger than 10x10 feet then all of its surface area

blocks must be increased to the same level of power to allow the gateway

the next higher power rating. For example, a 26th-level wizard creates

a gateway with dimensions of 30x10 feet and has three slots left, so he

will be able to double the surface area power rating to 2 if he so

chooses. However, if he were to use one of the remaining slots to add a

10x10 feet block to the surface area he would have no chance of raising

the power rating of the gateway to 2. Note that if a gateway is too

small for a creature to fit through, it will not be able to totally go

through the portal. It will, however, be able to poke part of its body

through and exist simultaneously on both planes.



 Power

 Rating    Duration             Comments (Cumulative Effects)

   1          1 day               Visible on the exit side

   2         10 days              Invisible on exit side

   3        100 days              Allows magic items to keep powers*

   4       1000 days              10% more resistant to dispel magic

   5     10,000 days              20% more resistant to dispel magic

   6       Permanent              30% more resistant to dispel magic

   7       Permanent              40% more resistant to dispel magic

   8       Permanent              (each power slot adds another 10%)

*   Usually, magical swords and similar items lose a plus for plane

crossing.

Each additional power slot beyond a rating of 3 adds a 10% extra

percentage that this spell will resist a dispel magic. For game

purposes, this is added onto the dispeller's percentage as a penalty.

Casting time is one turn for the initial gateway area and is doubled

every time another 10x10 feet block is added onto the area (i.e., two

turns for two 10x10 feet blocks or slots, four turns for three 10x10

feet blocks or slots, eight turns for four 10x10 feet blocks or slots,

etc.). Therefore, casting a gateway that uses 6 slots would take a total

of 32 turns. If the casting is interrupted after any slots have been

created only further creation of gateway surface areas or power slots is

disrupted.

For every 6 turns the wizard spends casting this spell the wizard's

Constitution score is reduced by one point. If the wizard's Constitution

reaches 0 he becomes unconscious and only a week of complete bed rest

will allow him to start regaining lost Constitution. Otherwise, these

points are replaced at a rate of 1 point for every two days of complete

bed rest. The point is not taken unless a full 6 turns of casting has

expired. Heal will negate the unconsciousness and raise the wizard's

Constitution to 1 point. Restoration will totally negate the effects of

any lost Constitution.

Gateways, once created, may not be altered by further castings of this

spell on the same area of effect. Only a successful dispel magic is

capable of destroying a gateway, although higher level power ratings can

make a gateway resistant to this spell. Power rating 1 gateways are

visible to creatures on the exit side of the gateway (usually the

ethereal plane) and may attract wandering monsters, though they will

most likely not be able to pass through. Anyone may pass through the

portal on the invisible entrance side, but only the wizard may freely

take creatures back through the exit side by touching them as they pass

through. The wizard may create magical amulets (base 500 gp value) which

will allow any creature to freely use gateways cast by him as though he

were touching them. On the ethereal plane, the wizard and anyone

possessing an amulet will be able to find any portal of the wizard in 5-

50 hours.

Any wizard familiar with this spell (i.e., either possessing the spell

as a castable spell in his spellbook, or having used a write spell to

put the spell in his spellbook) is capable of trying to force their way

through the exit side back to the entrance side by force of will. There

is a base chance of 50% modified by plus or minus 5% for every point of

difference between the wizard's current level and the level of the

wizard at the time of casting, though conjurers have a base 70% chance.

There are no material components to the spell, and the magical amulets

may be created at any time the wizard wishes, whether before or after

the casting of this spell. This spell will not work with the 8th-level

permanency spell.





Seizure (Alteration, Charm)



Range:  10 feet + 2 feet per level

Components:  V, S, M

Duration:  1 round per 3 levels

Casting Time:  5 rounds

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Brock Neverman 



When cast, this spell (also known by its nickname super spasm) causes

the victim to lose complete control over all muscles in his body for the

duration of the spell. This causes the victim to "spas out": fall down

and flip around like a fish out of water. There is a quirk to this

spell: any creature not possessing a central nervous system is not

affected by this spell. In all other aspects this spell is the same as

spasm. The material component of the spell is psehaw-monkey blood.





Selective Disintegration (Abjuration)



Range:  5 feet per level

Components:  V, S

Duration:  1 round per level

Casting Time:  8

Area of Effect:  20 cubic feet per level

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell can be used to duplicate the disintegration spell with the

added effect of making only selected parts disintegrate - if they fail

their saving throw. The selected parts can be as specific or as general

as the caster desires, but it takes additional casting time to select

the specified parts. For every ten words (don't count a and the as

words) in the specification an additional modifier is added to the

casting time until a casting time of ten is reached (at twenty words).

This is changed into a one round casting time, unless even that is not

enough to specify all different parts. If the objects to be

disintegrated are carried by a person that person gets a saving throw

first. If he fails, then the items get a saving throw versus

disintegration. If the specified objects fail, they are gone completely.

Note that this spell has a duration. This duration is the time during

which the specified objects (or creatures) can be disintegrated if they

enter the cubic area of effect. They have to make a saving throw for

every round they are in this area. Thus, this spell could be placed on

a doorway to disintegrate all living things passing through that don't

display a certain sign. If the specification can be circumvented then

nothing happens. The duration does not include those items or creatures

affected by the spell: once they are disintegrated they stay

disintegrated.





Sheath (Alteration, Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  8

Area of Effect:  Object touched

Saving Throw:  None

Author:  Paul D. Walker 



When this spell is cast, it empowers strong magics between a creature

and an item. The effect of this spell is to allow a creature to store a

favoured item into an extra-dimensional space and bring it forth at

will.

The object, while it is in its space, is completely undetectable, except

by means of a wish. It will also be perfectly safe in the space where it

is held.

During the casting of the spell, two command words and a physical

gesture must be specified. The command words are those to make the item

leave and enter the "storage" space. The gesture is used with the

command to bring the object back into the owner's possession. For

example, a creature would make a sword-holding gesture while using the

proper command to retrieve his sword.

The material components for this spell is a 5000 gp of blue sapphire

dust which is sprinkled on a phase spider web. The web is then wrapped

around the object and the enchantments are completed.

This is a great way to carry around important equipment. Wizards are

prone to cast this upon their spellbooks to always keep them handy.





Shift Gravity Plane (Alteration, Enchantment)



Range:  100 yards per level

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 round per ton of ship

Area of Effect:  One ship

Saving Throw:  Special

Author:  Kai Rottenbacher 



This spell causes the gravity plane of a ship to shift by up to a

maximum of 20 feet per level. This means that if a gravity plane of a

ship had passed through the keel of the ship it could now be shifted up

or down (if cast by a 16th-level caster) by up to 320 feet upward or

downward. If it were pushed upward it would cause everything to fall

upward until it either strikes another solid object above it or it falls

upward until it meets the gravity plane whereupon the thrust will be

reversed and so on. If it were shifted downwards the crew would probably

not notice anything unless the gravity plane had passed somewhere

through the ship amidships. The later effect would only cause some

problems if another ship would pass close enough to the affected ship so

that their gravity planes would intersect. In that case the larger ship

would cause the ship with the lower tonnage to instantly adjust its

gravity plane to the larger ship. Thus, this effect could cause quite

some damage to either ship in combat.

This spell requires a scale made from mithril which is severely

imbalanced by having one arm made extremely thick and one arm extremely

thin. This imbalance has to be countered by applying one ancient copper

coin (more than 1000 years old) to the lighter side of the scale per ton

of ship to be affected. The scale has to be large enough to contain all

coins at once. The scale itself has to cost no less than 10,000 gp.





Shout - Word of Sound (Alteration, Evocation)



Range:  0

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  5-foot per level long, 30 degree wide arc

Saving Throw:  1/2

Author:  Jim Vassilakos 



This spell allows the wizard to shout with such intensity that a sonic

field is generated, expanding in a thirty degree radius from the wizard,

doing 1d4 HP + 1 HP per level of damage to all within 5 feet per level

of the wizard in a 30 degree arc. Glass stands a 10% up to 50% chance of

breaking depending on whether it is free standing, fragile, muffled, or

sturdy, and creatures caught in the area of effect suffer deafness for

1d10 melee rounds. Victims save versus death magic for half damage or

suffer extended deafness for 1d10 hours and are stunned for 1d4 rounds.

Note that hard surfaces (such as stone walls) caught in the area of

effect may cause the sonic field to ricochet back upon the wizard, and

that wandering monsters within 1d6x1000 feet may be attracted.





Sillvatar's Dragon Armour (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  8

Area of Effect:  The caster

Saving Throw:  None

Author:  Allan J. Mikkola (Sillvatar) 



When this spell is cast, the wizard will be covered by a semi-real

coating of dragon scales. The type of dragon that provided the material

component determines the protection afforded by this spell: the Armour

Class of the wizard is equal to the appropriate dragon's Armour Class at

age category 1d6. For example, if the material component was obtained

from a green dragon, and a 6 is rolled for the age category, the wizard

would have AC -2 for the duration of this spell.

The material component for this spell is a small pouch of scales from

any type of dragon; this component is consumed when the spell is cast.





Smoke Cage (Alteration, Evocation)



Range:  10 feet per level

Components:  V, S, M

Duration:  1d4 rounds + 1 round per level

Casting Time:  7

Area of Effect:  20-foot radius

Saving Throw:  Special

Author:  Max Becherer 



This spell creates a 20-foot radius cloud of purple and black smoke up

to 10 feet away per level of the wizard. The smoke is impervious to all

forms of vision. The smoke cloud is actually extradimensional, employing

forces similar to distance distortion. The internal diameter of the

cloud is 100 to 150 feet; furthermore, the vapours contain a powerful

misdirection spell (saving throw at -2) which prevents those inside from

wandering out. The cloud persists for 1d4 rounds plus one round per

level of the wizard, after which it disperses. Only a strong wind will

break it up prematurely. Extradimensional devices in the cloud are

unaffected.

The material component is a black pearl worth at least 500 gp and a bent

compass needle.





Sonic Blast [1] (Illusion/Phantasm)



Range:  0

Components:  S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  60-foot + 10-foot per level long, 60 degree wide arc

Saving Throw:  Negates

Author:  Jim Vassilakos 



By means of this spell, the wizard creates an illusory sonic blast by

the clap of his hands which is capable of deafening and stunning

creatures which fail their saving throws. Once the direction and arc are

determined, creatures nearest the wizard are affected first, each one

draining the illusory magic from the spell until its power is expired.

Creatures failing their saving throw are stunned for 1d4 rounds,

however, on a successful Intelligence check those failing the original

saving throw are able to run, but not fight. The number of creatures

which may be affected is as follows:



Hit Dice   # Affected      Hit Dice   # Affected

 up to 1      2d20          7 or 8        1d6

 up to 2      1d20          9 or 10       1d4

 up to 3      1d12         11 or 12       1d2

 up to 4      1d10         13 or 14        1

  5 or 6      1d8          15 or 16      0 or 1 (50%)



This spell only has a somatic component.





Spell Attack (Illusion/Phantasm)



Range:  30 feet + 10 feet per level

Components:  V, S, M

Duration:  Special

Casting Time:  8

Area of Effect:  Special

Saving Throw:  Special

Author:  Kai Rottenbacher 



This spell is an improvement to the shadow magic and demi-shadow magic

spells. This spell can simulate any attack spell of seventh level or

lower with quasi-real effects.

If the spells quoted in the shadow magic or demi-shadow magic spell

descriptions are chosen, they function as follows:

If the attacked beings try to disbelieve the spell, they get a saving

throw against the illusion, but no other saving throws (except magic

resistance). If they succeed, the spell still causes a minimum of 3

points per die (reroll any one's or two's). If they fail, they take the

damage like those who did not try to disbelieve and failed their saving

throw. Those who did not try to disbelieve take the maximum damage

possible by the spell if they fail their saving throws against the

normally applicable spell. If they make their saving throws they take

their usually applicable damage (reduced by fire resistance, cold

resistance, etc.).

If a spell is simulated that is not mentioned in the shadow magic or

demi-shadow magic spell descriptions, it functions as normal unless the

affected being tries to disbelieve. In that case that person has to make

a saving throw versus spell. If it succeeds, the spell causes only one

hit point per die of quasi-real damage. If it fails, that creature takes

the usual damage. Note: this spell is so high powered that it can affect

even undead who are normally immune to illusions.

The material component of this spell is the material component of the

spell to be duplicated plus a silver mirror which has tarnished over

time.





Spellcrystal VIII (Conjuration, Invocation)



Range:  0

Components:  V, S

Duration:  8 months + 2 months per level

Casting Time:  8 rounds

Area of Effect:  One crystal, worth at least 800 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.).





Star Strike (Invocation/Evocation)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  8

Area of Effect:  100 square feet per level

Saving Throw:  1/2

Author:  Kai Rottenbacher 



This spell is only effective in full sunlight or its equivalent (10

continual light spells with orange-yellow light within 10 feet of each

other, one daylight spell, or one sunsword being swung). This spell

causes a brightly intensive ray of sunlight to strike down in the area

of effect. This causes damage of 6d6 fire damage. This damage is so

intense, that not even magic resistance or natural fire resistance helps

against it - even if the spell is used against a fire giant, a fire

elemental, or a red dragon. This damage may be halved by a saving throw

versus spell. For undead, this is the same effect as full sunlight

(especially effective against vampires, which take double normal damage

with no saving throw in addition to the damage they normally take in

sunlight). This damage is applicable once every round at the beginning

of each round. This sunlight is so bright that anyone looking into it is

permanently blinded unless they save versus death magic. If anybody

intends to stay inside longer, they have to save once per round if they

have their eyes closed and at least three times per round with open eyes

or more if they have more than three actions per round. Undead do not

get a saving throw in this light against the blinding effect, unless

they are of the rare sort of undead that thrive and subside on sunlight.

The material component is a glass jar containing one stone of continual

light per round of duration. These are in addition of the ones described

above.





Stargate (Alteration)



Range:  Infinite

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  Two gates

Saving Throw:  None

Author:  Unknown



This spell creates a gate between the wizard's current location and any

location which the wizard has been before. The gate can be freely

crossed in either direction and will last one hour per level of wizard.

Range is not an issue (hence the name of the spell). Anyone can cross

the stargate, as long as it is in existence. To cast this spell, the

wizard must have some chalk, blessed by a priest, with which he must

draw a star-shaped portal on a wall. The chalk is consumed in the

casting.





Stone Protection (Abjuration)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  30 cubic yards per level

Saving Throw:  None

Author:  Kenneth C. Jenks 



This spell will protect any magical or non-magical stone in the area of

effect from the following spells: transmute rock to mud, passwall, phase

door, disintegrate, stone to flesh, animate object, earthquake,

polymorph any object, stone shape, distance distortion, and animate

rock. It further gives the stone affected a +3 on saving throws against

other attack forms (fireball, lightning bolt, cold, acid, blows, etc.).

An earth elemental can neither be conjured in the area nor enter it.

This spell will have no effect on stone golems or clay golems, but it

will prevent xorn, umber hulks, purple worms and similar creatures from

burrowing in the affected area. At the DM's option, non-standard spells,

spell-like effects (a horn of blasting, for example), and psionic

abilities which affect stone may be prevented from operating. This spell

can be made permanent by permanency with the loss of one point of

Constitution from the caster due to the use of the permanency. The

material component of this spell is a boulder of at least 400 gp weight.

This spell was researched by Whitewolf. Like freeze [2] (q.v.), this is

a pretty silly spell just for castle defense.





Stuff (Alteration, Conjuration)



Range:  0

Components:  V

Duration:  Special

Casting Time:  Special

Area of Effect:  Object or creature touched

Saving Throw:  Negates

Author:  The Warlord of Heaven 



This spell is used to stuff spells into high quality items or any

individual. The components are the same as those required to cast the

stuffed spell, plus some added verbal components. Casting time is 5

rounds plus the normal spellcasting time. About the duration: this spell

is either impact or mentally activated, to be chosen upon casting. The

spell will wear off after one month per level of the caster.

Some possible uses of this spell are: stuff a fireball in your arrow.

Stuff a stoneskin in yourself, with impact activation. If you are a

cleric/mage, stuff a heal in your moderately hurt pal (this gets the

best use out of your fighters: they can travel around with few hit

points, confident in the fact that the next blow they receive will bring

them back to their maximum). Stuff a mentally activated featherfall on

anyone. Stuff a meteor swarm in your shield (be sure to have magic

resistance though).





Summon Wraith (Conjuration/Summoning, Necromancy)



Range:  10 yards

Components:  V, S, M

Duration:  1 round + 1 round per level

Casting Time:  5

Area of Effect:  10 foot high cube

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This spell is identical to the 1th-level summon shadow, except that it

conjures up one wraith for every three levels the wizard has attained.

These monsters are under the control of the wizard until they are slain

or the spell expires. If the wraiths are turned, they continue to serve

in any capacity which does not require them to confront the priest who

resisted them. The material component of this spell is a piece of black

jet.





Sunball (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  8

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This powerful spell superficially resembles a fireball; instead of fire,

however, the ball consists of solar radiance. All within the area of

effect suffer 1d10 HP of damage per level of the wizard. Undead and

similar creatures suffer double damage. Creatures specifically harmed by

sunlight save versus death magic or are slain instantly. If the saving

throw is made, they suffer the effects of 1 turn of full sunlight per

level of the wizard.

The material component is a golden sun symbol with a large topaz set in

the centre. The symbol costs 2000 gp to make and is lost in the casting.





Target (Alteration, Invocation/Evocation)



Range:  Sight

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Jonathan Filter <2186filterj@vmsf.csd.mu.edu>



This spell is of short time duration because it is cast in tangent with

any other spell that the wizard has memorised. The target is cast first;

as stated above, the spell takes 18 seconds to cast. During this time,

the wizard must take the material component of the spell (an ordinary

arrow) and point it at one or more persons or items. The number of

persons or items that may be pointed to is limited to twice the caster's

Dexterity (this would allow a normal person to point at 4 persons or

items every 3 seconds). For each item pointed to, the caster takes 1

point of damage. At the end of these 18 seconds, the arrow disappears

and each person or item pointed to begins to glow as if enchanted with

faerie fire. At this point, anti-magic shells, magic resistance, etc.

are checked (with magic resistance at half normal). Anyone who is

glowing at this point is left very vulnerable.

Now, the wizard casts any spell that can be cast on or cast at someone

or something else (in the same round). Upon completing the spell,

everyone or everything which is glowing receives the effect of the

spell. The caster also takes the level of the second spell in points of

damage. The targets get to make their saving throws (if allowed) at this

point. If the second spell was a touch spell, the targets may add their

Dexterity bonus to their saving throw (if no saving throw was granted on

that touch spell, the targets get one versus death magic with a

successful saving throw indicating only half of the spell effects

worked). Range 0 spells are not able to be cast in conjunction with

target.

The advantages of this spell are obvious. For example, in the first

round of an attack where the party is hopelessly overwhelmed, a wizard

may be able to cast target and give his entire party improved

invisibility, thus allowing escape or a shift in the balance of the

fight. A second example: there are two blue dragons bearing down on the

party. They are flying close enough that one fireball could encompass

both, but the caster does not believe one fireball will do it. So he

targets them both and each is crisped by 2 fireballs (1 centred on

each).





Teleport Block (Abjuration)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  One thousand cubic feet per level

Saving Throw:  Special

Author:  Geoffrey Edward Fagan 



This spell prevents teleportation into or out of the region specified by

the wizard, which may be of any shape and any size, up to 1000 cubic

feet per level of the abjurer. No character can enter or leave the

region by means of dimension door, teleport, or other-planar travel.

Teleportation within the region is not restricted, and teleport without

error has a chance of success equal to 1% per level of the wizard,

though it has the same chance of failure as a regular teleport attempted

under normal conditions. A wish will also provide transportation across

the boundary, as of course will walking, riding, and flying.

Any attempt to teleport or dimension door across the block will

automatically fail; all memory of the spell will be lost; and the wizard

must make a system shock check or be killed by the shock of the rebound.

Attempts at transplanar travel will also fail, but not in so dramatic a

fashion. The material component is a glass globe.





Teleport Warp (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 round

Area of Effect:  10-yard per level radius globe

Saving Throw:  None

Author:  Unknown



This spell causes all creatures teleporting into or out of the area of

effect to arrive in a prepared area. The area which the wizard wishes

the affected creatures to appear in must also be in the area of effect.

The space the wizard wishes incoming teleportees to arrive at must be an

open area, free from objects. It can be in the air, however, causing

incoming creatures to fall. Should a creature teleporting into an area

affected by this spell be larger than the area he would be sent to, then

he is effectively blocked and would not be able to teleport at all to

the area.

An example: the archmage Istle casts teleport warp on his tower. He

wishes all people who unexpectedly arrive to be placed in his dungeon

cell which is 10x10x10 feet. The cell is also in the area of effect, at

the bottom of his tower, which totally is under the spell. Thus a person

who teleports to his tower will arrive in a dungeon cell instead of the

wizards guest chambers. If Golstein the Chaotic decides to send his 18

foot tall iron golem over to Istle's bed chamber, he will find the golem

still there, unmoved.

All forms of teleport magic are affected, thus dimension door, pattern

teleports, and the like also would be warped. This is a great spell for

the wizard wishing to block an area for outside aid coming in short of

all planar travel.

The material component is a lodestone which must be placed in the

location the wizard wishes teleportees to arrive. It is consumed upon

casting.





Tempus Fugit (Alteration, Enchantment/Charm, Illusion)

Reversible



Range:  10 feet per level

Components:  V, S, M

Duration:  1 turn of real time per level

Casting Time:  1 turn

Area of Effect:  100 square feet per level

Saving Throw:  Negates

Author:  Kai Rottenbacher 



Some of you might remember this spell from the first edition Unearthed

Arcana book. It is almost the same spell with the exceptions noted above

and below. For those of you who don't know it, a short description

first: this spell causes a distortion of time in the minds of the

characters, so that any character in the area of effect ages 6 times as

fast but he also regains hit points 6 times as fast and he also rests 6

times as fast: for a character in the area of effect, ten minutes of

real time pass whereas he perceives a full hour to pass. This spell

works for spell casters to rest normally during its duration. Thus, two

real hours of sleep would equal 12 hours of sleep in the area of effect.

The casting time is actually a lot shorter, but it takes the full 10

rounds of casting time for the organism to change to the high-speed

effect of the normal tempus fugit version.

As combat normally requires concentration on the outside this spell is

no good for combat purposes. It is also not possible to use it in the

middle of combat unless the targets of this spell normally are to

concentrated on the outside so they immediately penetrate the illusion

and cause it to vanish for themselves. It is thus also not possible to

have someone sit as a guard during the effect inside the area of effect

as he or it is supposed to purposefully watch the surrounding world (in

short, this spell cannot be used during or in the preparation for

combat).

The reversed version, speude bradeoos, takes effect immediately but it

has the full casting time of one turn. It is not possible to cast spells

from the inside to the outside in a high speed effect as in that case

the caster would have to concentrate on the outside world. As the

illusion is a rather feeble one in respect to penetrating it, this

causes the illusion to vanish instantly for the person concentrating on

the outside of the area of effect. When under the influence of the

reverse, a full hour would be perceived as being only ten minutes, etc.

In this version, characters that have been under the effect of this

spell need a full ten minutes to recover from the effects, as their

reactions are so greatly slowed. This version you can use in combat (but

note the casting time).

Both spells are cumulative with each other up to a maximum of one spell

per 5 levels of the caster and both spells can be affected by

permanency. It is not possible to layer several spells from different

casters over the same area.

The material component for the normal spell is sand from an hourglass

which has been used for more than one year without ever having stood

still for longer than a six seconds. The reversed spell needs the sand

from an hourglass that has not been touched for over six years.

Note: this spell affects only an area. Thus, it does not move with the

caster. The area has to be solid ground (of at least one foot thick),

thus not every little carpet could be used, but if you could get solid

ground to move, well, you could have some permanent and cumulative spell

recuperation zones that could be moved...





Transformed Item Functionality (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Kai Rottenbacher 



This spell alleviates the undesired effect of being unable to use one's

own magic items after changing one's shape by polymorph, (druidic)

shapechange, etc. This spell makes all those items available for use to

the transformed creature even if the items are incorporated into the

body - but be logical in what you intend to do (say, for example you

shapechanged into a flea, then you obviously could not use your

quarterstaff, +3 to any effect (as it is too small) but the ring of

protection, +3 and the ring of fire resistance you are now wearing

somewhere in your body still function normally). Items which release

magical energy can still be used normally unless they require the item

to be touched to a target other than the releaser (you couldn't, for

example, use your potion of healing on a friend while being in flea form

but you could use it on yourself - with normal initiative modifiers).

Obviously, it would not be possible to use a long bow while being

transformed (unless you had shapechanged into a creature which could use

a longbow so you would probably also have no need of this spell then).

Spell-like effects somehow leave the body of the transformed creature

(maybe giving rise to some new legendary monster stories like the

horribly mutated lightning bolt spitting, regenerating killer flea) if

they have a range greater than touch, personal, or zero. If the creature

is killed, all items have to save versus disintegration or be destroyed

by the residual magic.

The material components are one small figure per item incorporated into

the body, carved from granite picturing the original creature. These

figures then have to be stoneshaped into a form which creates an

interconnecting form in which all the figures are somehow linked with

each other. Thus, it is not possible to pick up additional items unless

the caster has provided surplus figures in the casting. Up to a maximum

of one item per figure can be incorporated.





Twin (Evocation)



Range:  0

Components:  V, M

Duration:  Special

Casting Time:  20 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  Brock Neverman 



This spell causes a creature to appear. This creature is physical, looks

exactly like the wizard, but has no personality: it is actually only a

channel through which the wizard can operate. The twin has only a

fraction of the hit points of the wizard:



      D6 Roll              Hit Points

      1 or 2              40% of wizard

      3 or 4              50% of wizard

      5 or 6              60% of wizard



This spell does not create possessions for this creature. The wizard

will wholly operate through this twin and therefore will need items for

this twin.

While the spell is in effect the wizard's body is effectively

unconscious. If the wizard specifically concentrates he can partially

sense the area around the real body. If the twin is destroyed the wizard

and any familiars automatically will lose half their hit points.

Furthermore the wizard will be unable to cast spells for 1d6 days.

The material component for this spell is a mirror.





Tyvek's Forceplate (Enchantment)



Range:  0

Components:  V, S, M

Duration:  1 day

Casting Time:  1 hour

Area of Effect:  One shield

Saving Throw:  None

Author:  The Warlord of Heaven 



This spell temporarily (and rather destructively) transforms a complete

suit of plate mail into a magical plate mail with one plus per 4 caster

levels. The caster can "wear" this plate mail mentally, still allowing

him to use his hands to cast spells: the magical plate has mass nor

weight, and it does not prevent magic use. It affects Armour Class as

any other plate mail; when the duration ends the plate mail vanishes

forever (as does the real one, which is the material component).





Tyvek's Immortal Words (Enchantment)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  The Warlord of Heaven 



This spell allows the caster to carve words onto almost any surface. The

components are the words to be written, a mithril chisel of dwarven

make, and dragon spittle. These words are permanent on the surface for

7000 years. If said stone is destroyed, the words will appear as flaming

letters at night time. If an abode is built to obstruct their original

view, they will begin to destroy the home, using earthquake once a year

at a random time. Tyvek plans to use this spell to retaliate on his

friends on his deathbed. Dispel magic will not affect this spell, though

a wish spell has a 70% chance of working.





Tyvek's Tectonic Entity (Conjuration, Enchantment)



Range:  10 yards

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 day per level

Area of Effect:  One creature

Saving Throw:  None

Author:  The Warlord of Heaven 



This spell requires a diamond vial with elemental air contained within.

Using this spell traps an elemental spirit within a humanoid construct.

It behaves as a half Hit Dice stone golem for combat purpose.





Undead Conduit (Alteration, Necromancy)



Range:  1 mile per level

Components:  V, S, M

Duration:  Special

Casting Time:  8

Area of Effect:  One undead and one creature

Saving Throw:  Negates

Author:  The Warlord of Heaven 



This spell allows a necromancer to link the life of a living being to an

undead creature. The undead can now draw on the hit points of the victim

for combat purposes. The victim suffers the injuries that the undead

normally would. This of course makes taking prisoners much more useful.

There is a limit of one linked victim per undead. The link is broken by

a dispel magic or when the affected living creature dies. The material

component of this spell is an iron claw.





Vandergast's Vacuous Void (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  8

Area of Effect:  5-foot per level radius sphere

Saving Throw:  Special

Author:  Vandergast



This spell creates a momentary vacuum inside the area of effect. Anyone

caught inside this area must save versus spell to avoid the crushing

effects of the vacuum. If the saving throw fails, the victim suffers 8d8

points of crushing damage; all possessions must save versus crushing

blow at -4 or be destroyed. Anyone who dies outright from this spell has

more than likely (65%) been torn asunder from the pressure differential.

Note that this may make regeneration difficult, if not impossible. If

the saving throw is successful, the target suffers 4d8 points of damage,

and possessions are not affected.

The material components for this spell is an empty vial of which the

stopper is removed and which is broken at the time of the casting.





Whisper's Acid Pool (Alteration)



Range:  60 yards + 10 yards per level

Components:  V, S

Duration:  1 round per 2 levels

Casting Time:  8

Area of Effect:  10-yard per level square

Saving Throw:  None

Author:  Robert Johan Enters 



When this spell is cast, an area as specified by the caster within

stated limits, will transform into a four feet deep pool of acid.

Movement in this pool is reduced to 1/3. As long as creatures are in

this pool they receive acid damage, dependant on exposure. The damage

while upright or wading is 2d6 per round, and that of those who are

lying in it, or attempt to swim to the sides (might be faster) 2d10 per

round. At the end of the spell, the acid drains away, but the trench or

pool remains a depression. For this spell to have effect, the area or

volume must exist for the pool to form in. This is a great spell to stop

those pesky townspeople from following you in pursuit after you burned

down half their city in some sorcerous fight.





Whisper's Chaos Elemental Summoning (Conjuration/Summoning)



Range:  60 yards

Components:  V, S

Duration:  1 turn per level

Casting Time:  8

Area of Effect:  Special

Saving Throw:  None

Author:  Robert Johan Enters 



This powerful summoning spell opens a gate to Limbo, from which 1d4

chaos elementals are called forth. Chaos elementals are not strictly

speaking elementals, they are the embodiment of a multitude of chaotic

souls. The elementals appear as fleshy mounds with human features

interspersed all over their bodies (think of Freddie in some of the

later movies, pinhead before released from the statue in Hellraiser III

etc.). The chaos elementals have 6d6 HD, and do damage for 1 HP per Hit

Die when attacking. They have an Armour Class of 0, and move at MV 12

(for more on chaos elementals see the Manual of the Planes, Features of

Limbo).





Whisper's Dicey Healing Gate (Necromancy)



Range:  20 yards

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Special

Author:  Robert Johan Enters 



This powerful spell opens a small gate to the positive material plane

inside the target creature. If the creature wishes, he could attempt to

resist the spell by successfully making a saving throw versus spell, in

which case the opening of the gate fails. The caster must upon casting

the spell decide for how long the gate should remain open. The caster

can attempt to maintain the gate for up to 1 round per three caster

levels. However, such a gate is not completely stable, and the actual

effect will be 1 to 2 rounds longer or shorter (roll 1d4: 1 = 2 rounds

less, 2 = 1 round less, 3 = 1 round longer, 4 = 2 rounds longer). The

effect of such a concentrated gate inside the target's body is the

following. The positive radiance will add 2d10 HP to the creature per

round of exposure. However, if the total amount of hit points is

exceeded (the creature is fully healed, but the gate remains in effect),

the hit points will temporarily be added, but with the cumulative chance

of 20% per round of "overloading" that the creature's body receives a

surge of radiance, causing the body to explode. If the body explodes in

this manner, there is no way to bring the creature back to life.

If hit points are gained beyond maximum, without exploding, those hit

points will remain for 20 rounds and then recede by one point per round

until regular maximum hit points are reached. An exploding body will not

hurt bystanders, other than bowling them over, and thus maybe causing

1d6 HP falling damage or something like that, but it will definitely

smear the area around the exploded creature with the creature's blood

and itty bitty pieces. This spell should only be used in dire

emergencies, or can be used as an attack spell on an as yet unharmed

creature.

Only living creatures are affected by the healing process. If the spell

is utilized on undead, the effects will be spectacular. The undead will

be allowed a saving throw, but if the saving throw fails, it will

explode in a brilliant explosion, shattering the physical body, if any

is possessed, into tiny shards, and causing the psyche to be utterly

annihilated.





Whisper's Instant Einheriar Legions (Conjuration/Summoning)



Range:  60 yards

Components:  V, S

Duration:  1 turn per level

Casting Time:  8

Area of Effect:  Special

Saving Throw:  None

Author:  Robert Johan Enters 



This fun spell summons a legion of einheriar, or spirit soldiers. The

spell will summon forth 10d10 spirit soldiers. The troops will be pulled

from a plane that corresponds to the caster's alignment, and the power

who has these troops pulled away from his domain may not look too kindly

upon this act. The use of the troops should be in accordance with the

tenets of the caster's alignment, or there is a 10% cumulative chance

per casting of this spell that the power supplying the troops sends them

to fight against you rather than for you. The powers and equipment of

the individual spirit troops are determined as per the rules in the

Manual of the Planes, page 122.

It should be noted that the use of this spell can have a very powerful

impact if a large amount of nasty classes with high levels are summoned.

Since the soldiers can be highly intelligent, this force could easily

wipe out an entire army if used wisely.





Whisper's Rune of Protection versus Spells (Abjuration)



Range:  0

Components:  V, S

Duration:  1 day per level

Casting Time:  5 turns

Area of Effect:  One creature

Saving Throw:  None

Author:  Robert Johan Enters 



This spell brings into being a triad of yellow glowing runes on the

target creature. The runes bestow upon the bearer the benefit of a globe

of invulnerability. For more information on runes, see Whisper's rune of

protection versus weapons.

	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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