THE
ARCANE
ARCHIVE

a cache of usenet and other text files pertaining
to occult, mystical, and spiritual subjects.


TOP | OCCULTISM | MAGIC | SPELLS | GNSB

The Great Net Spellbook level one

Subject: The Great Net Spellbook level one


	[originally downloaded in ASCII.zip from 

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


First-Level Spells





Acid Hands (Alteration)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell is very similar to the 1st-level wizard spell burning

hands (q.v.), except that the wizard's hands eject a corrosive

acid. Damage is one hit point per level of the wizard.





Ahrvar's Forgery (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Tim Prestero 



With this spell, the wizard is able to perfectly duplicate the

any style of handwriting of which he has a sizable sample. The

forgery is good enough to fool even the closest scrutinisation,

although it does radiate faint magic.

The wizard merely casts the spell, and begins writing. His

handwriting will perfectly match that of the sample, for the

length of the spell's duration. Those watching the wizard write

will believe that the handwriting on the page is actually that

of the wizard, unless of course they witness the casting of the

spell, which may make them rather suspicious. The wizard need

not be writing the entire duration of the spell; he is free to

stop and resume writing any number of times within the duration.

Also, the wizard only needs the handwriting sample to be copied

during the initial casting of the spell.

The material component of this spell is the sample of the

handwriting to be copied (containing an example of every letter

in the alphabet to be used), and a writing instrument. The

latter is not consumed in the casting.





Alenman's Ritual of Minor Burning Hands (Alteration)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Thomas Weigel 



Once cast, a fan of flame shoots from the wizard's touching

thumbs and outstretched hands. The fan reaches three feet

forward from the thumbs, and extends 60 degrees  to the right

and left, gradually shortening until the fan slopes into the

wrists. The flames change colour depending on the power the

wizard is able to put into them, and follow this chart:



Wizard's  Colour of    Damage

 Level    Flames     per level  Will Ignite

  1-2     Yellow         1      easily flammables (paper, thin cloth)

  3-5     Orange        1.5     flammables (cloth, hair, kindling)

  6-8      Red           2      difficult flammables (wood)

  9-12    Violet         3      semi-flammables (wet wood)

  13+      Blue          5      many non-flammables (flesh)



The verbal component of this spells are syllables of power, the

somatic ones are touching your thumbs and spreading the fingers

of each hand.



Alpha's Acid Stream (Conjuration)



Range:  30 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  Jason Nelson 



The spell causes a thin stream of purplish, hissing acid to

shoot forth from the wizard's outstretched hand, out to the

maximum range of the spell. This acid causes 1d4 points of

damage per level of the wizard, up to a maximum of 8d4. The

intended target may attempt a saving throw versus petrification

to dodge the jet of acid (save at -4 if size G, -2 if size H, -1

if size L, +1 if size S, and +3 if size T), and if successful

the jet of acid will have been avoided, and will continue on in

a straight line out to the extent of its range. Any creature in

the path of the acid must save as above or be struck by the

spell. The acid stream can affect only one target in any event.

The material component is a drop of any acid.





Alpha's Electric Arc (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  Jason Nelson 



This spell causes an arc of electricity to leap from the

wizard's extended fingertip. This electricity unerringly strikes

one target of the wizard's choice, inflicting 1d4 HP + 1 HP per

level of the wizard (up to a maximum of +12), with no saving

throw. A target in metal armour or wielding a large, mostly

metallic weapon (any sword or battle axe, for example) must save

versus spell and, if the saving throw is failed, the bonus

(i.e., per-level) damage inflicted by the spell is doubled.





Alpha's Hunting Hound (Conjuration/Summoning)



Range:  10 yards

Components:  V, S, M

Duration:  12 turns + 6 turns per level

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  None

Author:  Jason Nelson 



This spell calls a canine creature to be a helper and boon

companion to the wizard for the duration of the spell. The type

of hound summoned depends upon the wizard's level, but the hound

will always understand verbal commands given it, so long as they

are 12 words or less and relatively simple. The hound will

further also be capable of tracking as a ranger of half the

level of the summoner, and can hunt sufficiently well to feed

the wizard for one day, provided there is game existant in the

wizard's area.

The type of hound summoned is as follows:



      Wizard's Level             Hound

            1-3                  jackal

            4-7                 wild dog

            8-12                  wolf

            13+                 dire wolf



If the wizard takes a lower-level hound (or a dire wolf when he

is eighteenth level or higher), it will have maximum hit points,

gain a +1 to-hit and on damage, track at +1 level, and can

understand even relatively complex commands of up to 50 words in

length. The material component is a piece of fresh meat.





Alpha's Sparkle Beam (Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  20-foot long cone, 5-foot diameter at end, 1

     foot at base

Saving Throw:  Special

Author:  Jason Nelson 



This spell draws upon the power of the positive material plane

and calls forth a ray of golden light. Anyone in the area of

effect of the spell must save versus petrification or be blinded

for 1 round. The true function of this spell, however, is its

use against undead, creatures of the lower planes, and those

drawing power from the negative material plane or the plane of

shadow. Such creatures suffer 1d4 points of damage, plus an

additional 1d4 at every even level of the wizard (eg., 4d4 at

eighth level), up to a maximum of 8d4. These creatures may save

versus spell to halve this damage. The material component is a

bit of crushed sunstone.





Alpha's Starlight (Evocation, Illusion)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  10 square feet per level

Saving Throw:  None

Author:  Jason Nelson 



This spell illuminates an area as a cloudless outdoor night sky

filled with stars. This light is pale and wan, and dilutes

vision mostly to black and white. Full visual acuity is possible

only out to a range of 10 yards, but general identification can

be made out to 20 yards.

Stationary figures can be made out at 40 yards, and movement

detected out to 80 yards. Intervening cover will, of course,

reduce sighting distances accordingly. This light does not

interfere with infravision, and there are ample shadows within

the area of effect to hide in. The illusionary component of the

spell creates the appearance of an actual starry night sky. The

area of effect is stationary. The material component is a piece

of black velvet and a few bits of glass.





Alpha's Wall of Darkness (Alteration)



Range:  60 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  10 feet per level long square

Saving Throw:  None

Author:  Jason Nelson 



This spell brings into being a wall of blackness which cannot be

seen through, even with infravision or ultravision. It is

dispelled instantly by a light or continual light (q.v.) spell.

It has no physical existence, and does not hinder nor harm those

passing through it. It does, however, block the passage of sound

from one side to the other, assuming that the spell is not cast

in such a way (such as in a field of grass) which would

otherwise allow sound to move around the edges of the wall. The

material component is some pitch and soot, or a lump of coal.





Alter Taste (Alteration)

Reversible



Range:  0

Components:  S

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  One pint per level

Saving Throw:  None

Author:  Philippe Goujard 



This spell allows the wizard to give an alcoholic flavour (taste

and smell) to any liquid. It does not turn the liquid to

alcohol. It merely gives it the taste of beer, ale, wine, mead,

or liquor. Also, it only changes the flavour and not its

appearance.

Now, a wizard can buy a glass of water (cheap), cast this spell,

and enjoy an alcohol flavoured drink without suffering the

negative effects of swigging the real thing. A wizard could also

improve the flavour of a drink. For example, cheap beer can now

taste like elegant wine, but the alcohol level is that of beer.

A normally bad tasting potion will taste quite nice as well.

The flavour (cider, ale, wine, etc.) is chosen by the caster.

However, there is always a 100% - 10% per level chance of the

spell screwing up. In this case, the DM chooses the taste. Note

that, since the component is only somatic, the spell can be cast

unnoticed easily.

The reverse of this spell, disguise alcohol, allows the caster

to remove the alcoholic flavour of a drink, but without removing

the alcohol itself. It can also be used to restore its normal

taste to a previously altered drink.





Analyze Drink (Divination)



Range:  0

Components:  S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One drink

Saving Throw:  None

Author:  Keith Taylor 



This spell requires the caster to sip a drink of any sort. The

spell will then analyze all the components of the drink and make

them known to the caster.

The various liquids which make up the drink are revealed

specifically, as well as the proportions in which they are

existant. Specific brews, vintages, or brands (if applicable)

are known exactly, and any dilution of the drink with water is

also revealed.

Since the casting requires actually tasting the drink, it is not

really useful in safely identifying poisons (although the caster

will instantly know the kind of poison that just hit him!).





Animal (Illusion/Phantasm)



Range:  3 yards + 1 yard per level

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  One animal formed per level

Saving Throw:  Special

Author:  Brian Dawson



An illusion of one or more small animals can be brought into

being by means of this spell. The animals must be of a sort very

familiar to the wizard, and each can be no larger than a fox, a

rabbit, or a medium hawk. Animals created can be of more than

one type. The illusion is visual and auditory, being much like

a specialised form of the 2nd-level wizard spell improved

phantasmal force.





Animate Mist (Alteration)



Range:  30 yards

Components:  V, S, M

Duration:  2d4 rounds + 1 round per level

Casting Time:  1

Area of Effect:  20-foot + 10-foot per level cube of mist or

     fog

Saving Throw:  Special

Author:  Unknown



This spell allows a wizard to shape a dense mist or fog into any

shape within the confines of the area of effect. The shape can

then be animated.

The details of the shape and the complexity of the animation are

poor at lower wizard levels, but increase with experience. A

1st-level wizard may be able to make a humanoid shape of a given

size, but couldn't make it look like a dwarf. Similarly, he

couldn't animate it, but could displace it within the spell's

range. By third level, the wizard could animate the shape to the

point where it would resemble a dwarf (but not a particular

dwarf) and could talk.

The material component is a bit of dense mist, fog or smoke. The

spell can add more mist, but it can't create mist out of

nothing. For example, the smoke from a fire or a fog spell would

be sufficient.

Mist mages: when cast by a mist mage, animate mist has the

metamagic ability of increasing the effect or potency of other

spells. If animate mist is cast prior to spook, the spook can

affect more creatures - usually 1 HD more -, or a -2 penalty on

the victim's saving throws can be added.





Anti-Magic Aura (Abjuration, Enchantment, Metamagic)



Range:  70 yards

Components:  S, M

Duration:  1d4 rounds + 1 round per level

Casting Time:  9

Area of Effect:  One creature

Saving Throw:  Special

Author:  K. Yavuz Ozbay 



The origin of the spell is still unknown, but it is said that it

was found accidentally by a magic student who was killed by a

powerful wizard a few days later. That wizard is said to have

been his teacher. The distinction of this spell is that only a

small number of wizards has heard of or used it. It is said that

it travels from one wizard to another with a spellbook with a

cost of the death of the last wizard carrying it.

When the spell is cast, a bright grey light occurs on the

wizard's finger. As the wizard points the target, a grey aura

covers the victim but gives no harm. The victim is unaware of

this, but every round the spell sucks the enchantments from

every item carried, including swords, armour, cloaks, potions,

rings, staves, wands or anything else that is magical. Items

that do not have bonuses in the form of plusses or percentages

immediately become useless, until the spell ends. The ones

having bonuses lose one point each round. For example, Ayala has

a broad sword, +4. When he is under the spell's effect, the

sword is +4 in the first round, +3 in the second round, +2 in

the third round, +1 in the fourth round, and an ordinary broad

sword after that, until the spell's duration expires.

The enchantments never go negative and negative ones stay the

same. At the instant the spell expires, the bonuses return by

one point per round. Items having an ego are allowed to save

versus spell, but they suffer a -1 penalty for every two levels

of the caster. Other items are not allowed to save. Also, there

is a 20% chance that a wizard will fail casting a spell when

surrounded by the aura, even if he is casting dispel magic. By

the way, dispel magic negates the effects. The material

component of this spell is an ornate fan, worth at least 10 gp.





Association (Divination)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  Two surfaces

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



When casting this spell, the wizard must brings two surfaces

into contact with one another. Possibilities include the surface

of a jewel and that of a safe, or the surface of an arrow and

that of a bow. If the two surfaces were ever before adjacent,

the spell so indicates, and if the surfaces were ever directly

connected as a single item, an even stronger reading results.





Aura of Lawfulness or Chaos (Divination)



Range:  30 yards

Components:  V, S

Duration:  2 rounds + 1 round per level

Casting Time:  1 round

Area of Effect:  One humanoid

Saving Throw:  None

Author:  Daniel Gelinas 



This spell was originally created for the "lawmaker" class. It

allows the caster to see an aura about his subject. By observing

this aura he can tell how far along the lines of lawfulness or

chaos the person is. In general, a lawful character will have a

steady, bright, close-to-white aura, while a chaotic character

would have a shimmering, dim, dark aura. This spell is mainly

used in the ceremony of change, when a lawmaker must be judged

on his past deeds. This spell helps eliminate people who are not

fit to be in the lawmaker class. This spell can be cast on any

humanoid, not only on lawmakers.





Autopsy (Divination, Necromancy)



Range:  0

Components:  V, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  One corpse touched per level

Saving Throw:  None

Author:  Al Singleton (Isaac Winthrop) 



With this spell a wizard can determine the cause of death of a

corpse. No language restrictions apply, this is not a

communication with the deceased. At higher levels, the

spellcaster can learn more of the target's actions immediately

prior to death.



   Wizard's        Maximum        Maximum Time

     Level        Time Dead      Frame Allowable

    up to 5        1 week          1/10 round

      6-7          1 month           1 round

     8-10          1 year            1 turn

     11-13        10 years           .5 hour

     14-17       1000 years          1 hour

      18+          any age           1 hour



The maximum time frame allowable is the amount of time that the

caster may learn about from the corpse. One question every two

levels, starting at the 2nd, is allowable (none at 1st, one at

2-3, two at 4-5, etc.). The questions must be answered

analytically, locations, actions of others; questions about

intent, feelings of participants, etc. are not allowed. To

facilitate this, the DM should answer as tersely as possible.

The material component is the corpse (or fragment thereof). The

wizard must touch the corpse for the duration of the spell and

concentrate deeply. Any interruption will waste the spell and

spell charge.





Awaken (Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1 round

Area of Effect:  10-foot radius

Saving Throw:  Negates

Author:  August Neverman 



This spell will wake a one or more characters to full alertness

instantaneously. It can be set to trigger on a specific action,

such as a word or action. The material component is a horn

(which can be reused). Each being to be woken must be named when

the spell is cast.





Azalldam's Fabricated Bridge (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  10-yard per level long, 5-yard wide bridge

Saving Throw:  None

Author:  Azalldam



Using this spell, the wizard conjures material from the plane of

shadows and uses it to shape a semi-real bridge. This bridge is

5 yards wide and 10 yards long per level of the wizard; both

ends of the bridge must rest on solid ground. The bridge will

support 100 pounds per level of the wizard; any additional

weight will cause it to collapse. The bridge will normally last

for 2 rounds per level of the wizard, but the wizard may end the

spell with a single word.

The bridge is not an illusion per se, and so cannot be

disbelieved; it may however, be dispelled normally.

The material component for this spell is a small wooden carving

of a bridge; this carving is not consumed when the spell is

cast.





Bending (Illusion)



Range:  100 feet

Components:  V, M

Duration:  3 rounds per level

Casting Time:  3

Area of Effect:  One object or person

Saving Throw:  None

Author:  Vegard Hamar (Elothinel Silverstar)





This spell makes an object or person appear 10 feet away from

its actual location. If the object or person attacks, the

illusion is broken (as invisibility). The material component is

a piece of a mirror.





Bleeding Touch (Necromancy)



Range:  10 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Robert A. Howard 



This spell causes a bleeding wound to appear on the victim.

Wizards do not have to attack their chosen victim to hit. The

victim must save versus death magic or suffer 1d6 points of

damage for every two levels of the caster. The material

component of this spell is a needle.





Blown Kiss (Enchantment/Charm, Metamagic)



Range:  0

Components:  S

Duration:  1 round

Casting Time:  1

Area of Effect:  One spell

Saving Throw:  None

Author:  John Daniel 



This spell enhances any "kiss" spell by extending its range to

12 feet instead of 0. This spell must be cast one round prior to

the kissing spell. Any kissing spell may be used in conjunction

with this spell. Note that this allows the caster to blow a kiss

to those that may not desire one. Problems with physical contact

during combat and such are thus eliminated.





Campfire (Alteration)



Range:  10 yards

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One fire

Saving Throw:  None

Author:  Thomas Weigel 



This spell lights small fires easily, and ignites anything up to

kindling (cloth, kindling wood, oil, etc.). The caster points at

the target materials and mutters "Fire" in an arcane tongue. If

cast directly on the clothing or hair of a person, it does 1d2

points of damage each round until put out. A particularly fun

use of this spell (and one the lady-like Katrine would never

consider) is to light the rope someone else is climbing.





Cat Spirit (Alteration)



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  5

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Unknown



Cat spirit grants many of the abilities traditionally associated

with cats, though it does not significantly alter the features

of the recipient. The spell grants a +2 bonus to stealth, as the

recipient's tread will be absolutely quiet for the duration. The

spell also halves all damage taken from falls and allows the

recipient to land on his feet. Finally, it grants the ability to

grow claws, allowing each hand to do 1d3 points of damage. It

does not, however, improve singing ability. The material

component is whiskers from a cat.





Catapult (Alteration)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  1

Area of Effect:  One object

Saving Throw:  None

Author:  Perry Horner 



By means of this magic, the caster causes any single, small

(i.e. of less than 30 gp weight) object touched to immediately

flash in a straight line along the caster's pointing finger to

a maximum of 15 yards (when it reaches that maximum, the object

will fall harmlessly straight down to the ground). Although this

spell is sometimes used to move harmful objects away or transfer

keys, coins, and the like to other beings, it is most often

employed as an offensive weapon. If any being is struck by the

flying object, it does whatever its normal damage would be (i.e.

normal sling stone, bullet, dart, or dagger damage, or 1d2 for

small stones, and 1d3 for larger stones) plus 1 point due to its

velocity. It strikes as a +3 magic missile weapon, considering

the base hit chance as equal to the spellcaster's when striking

directly. This spell can only affect one object. If the object

touched is heavier than the spell's limitations, it quivers, but

does not fly, and the spell is lost.





Change Sexual Preference (Enchantment/Charm)



Range:  120 yards

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  One person

Saving Throw:  Negates

Author:  The Carnal Knowledge Guide 



The victim of this spell receives a saving throw to avoid the

effect, with any adjustment due to Wisdom. If the person

receives damage from the caster's group in the same round the

spell is cast, an additional bonus of +1 per hit point of damage

received is added to the victim's saving throw.

If the victim fails his saving throw, his sexual preference is

changed to the opposite. Thus a man who liked women would now

prefer other men.

The duration of the spell is a function of the charmed person's

Intelligence and is tied to the saving throw. The spell may be

broken if a successful saving throw is rolled, and this saving

throw is checked on a periodic basis, according to the

creature's Intelligence (see the following table).



   Intelligence Score   Time Between Checks

         up to 3             3 months

           4-6               2 months

           7-9                1 month

          10-12               3 weeks

          13-14               2 weeks

          15-16               1 week

           17                 3 days

           18                 2 days

           19+                1 day



The DM must make sure that the spell recipient adheres to the

effects of the spell, but it isn't necessary to go into detail.





Charm Man I (Enchantment/Charm)



Range:  16 feet

Components:  V, S

Duration:  1d4+1 turns

Casting Time:  1

Area of Effect:  1d4 men per level of 3 HD or less

Saving Throw:  Negates

Author:  John Daniel 



This spell is used by witches and houri's, but other clever

wizards, including male ones, should be able to adjust the spell

for their needs. One must have a Charisma score of at least 11

to cast this spell.

The spell affects victims like a charm person. If there is a

leader with a group of men, he may negate the charm if his

Charisma plus a roll of 1d8 surpasses the witch's Charisma by

six points or more. If the spell is not dispelled by a leader,

each man within the area of effect must attempt a saving throw

versus spell. A successful saving throw negates the effect of

the spell for that man only. If there are more men within range

than the maximum number that can be affected, the spell is

directed against the lower-level men first. The spell won't work

on any man who has taken damage from any action of the caster

before: they automatically make their saving throw.





Chill (Alteration)



Range:  10 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell chills the victim, lowering its body temperature and

slowing reactions. Any creature that fails its saving throw

suffers a -2 penalty to initiative and a -1 to-hit. Any creature

without a normal, living body is immune to this spell (golems,

undead, elementals, etc.). Creatures immune or resistant to cold

are also immune to this spell.





Chip (Alteration)



Range:  30 feet

Components:  V, S, M

Duration:  Permanent

Casting Time:  1

Area of Effect:  One cubic yard of ice per level

Saving Throw:  None

Author:  Perry Horner 



This spell causes a volume of ice to crack and chip away. This

spell starts at the point closest to the caster, and chips one

cubic yard every half round. Note that the pieces remaining can

be rather sharp. The wizard can also use this spell to loosen

densely packed snow into powdery snow. The spell will affect one

five foot cube of snow per level, each cube taking half a round

to loosen. If used against an ice based creature

(para-elemental), it will do 1d3+1 points of damage per level of

the caster, save for half (duration instantaneous). Note that a

non-solid snow based creature would take only 1 point of damage

per level, save for half. Cold related creatures (white

puddings, white dragons, etc.) take no damage from this spell.

The material component is a hand sized ice pick, which must have

a metal head, which is unharmed by the casting of this spell.

Note that the Katti'n tribes had access to native copper, as

well as very basic metal working skills (they had copper swords,

axes, and arrow heads, so hand sized ice picks were available).

This spell is useful for creating a storage niche or even an

impromptu shelter in a large ice mass, but it does not guarantee

structural integrity. Still, a 10-foot cube hole in a one-mile

long glacier will generally be safe.





Clean [2] (Alteration)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Unknown



This particular version of clean was researched by Carlene the

Rose a few years earlier in her career, to maintain her

appearance with care.

When cast, the recipient is immediately relieved of any dirt or

filth from the body and clothes. The skin is softened as if

washed by the finest soap and spiced perfumes. The hair is set

back to a current fashionable style as envisioned by the wizard.

These effects normally last until nature takes its toll upon the

recipient.

This spell also has a 5% chance per level, applicable once, of

cleaning the recipient of any non-magical skin disease or

parasites.

The material components are a small piece of soap and a fairly

freshly plucked rose or similar flower.





Coloration (Alteration)



Range:  1 yard per level

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1

Area of Effect:  10 square feet per level maximum

Saving Throw:  Negates

Author:  Brian Dawson



This spell causes a chosen surface to change colour, glow, or

both, be it a section of wall, a box, a sword, or a creature (a

saving throw versus spell will negate the effect if the subject

is unknowing or unwilling). Multiple colours can be chosen (up

to 256 different colours and shades). If made to glow, the

object will emit light for a range of five feet. The material

component for colour is a small amount of die or ink of the

appropriate colour, and to cause a glow, the spell consumes a

bit of phosphorus or a glowworm.





Comeliness (Illusion/Phantasm)

Reversible



Range:  0

Components:  V, S

Duration:  1 hour per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Brian Dawson



A comeliness spell will increase a creature's Comeliness score

(or decrease it if the reverse, ugliness, is cast) by means of

illusion. The change in points depends on the recipient's

present Comeliness:



       Comeliness                   Ugliness

   Present   Change in        Present   Change in

    Score    Comeliness        Score    Comeliness

   up to 6      2d8           up to 6      -1

    7-12        2d6             6-7       -1d2

    13-15       1d6             8-9       -1d4

    16-17       1d4            10-12      -1d6

    18-19       1d2            13-16      -2d6

     20+         1              17+       -2d8



An unwilling victim receives a saving throw, which, if

successful, will negate.





Condense Water (Alteration)



Range:  60 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  10 square feet + 1 square foot per level

Saving Throw:  None

Author:  Ronald Jones (Greymoon) 



When casting this spell, the caster condenses water out of the

air, the water collects as dew on any appropriate surface or in

a specially prepared container. The water is not magical, it is

simply condensed out of the surrounding air the amount of water

condensed is related to the relative humidity. The centre of the

spell can be located at any point up to the maximum range of the

spell. The spell creates 2 ounces of water per 10 square feet of

the area of the spell, assuming up to 10% relative humidity (see

the table below for higher humidity). If the area of effect is

not at an even number such, as at fifth level (15 square feet),

the caster should get, at 10% humidity, 3 ounces of water, or

2.2 ounces at sixth level, etc., until you get 4 ounces with 20

square feet, at tenth level. Consult the following table:



        Humidity             Water Condensed

        up to 10%               2 ounces

         11-20%                 4 ounces

         21-30%                 6 ounces

         31-40%             8 ounces (1 cup)

         41-50%                 10 ounces

         51-60%                 12 ounces

         61-70%                 14 ounces

         71-80%            16 ounces (2 cups)

         81-90%                 20 ounces

         91-100%           24 ounces (3 cups)



The material component is a pinch of very fine river or sea

silt, tossed into the air when the spell is cast. The water

simply condenses on all nearby surfaces (trees, rocks, ground,

characters, and especially metal). At fifth level, the condensed

water can be directed into a specially constructed flask or jar.

The somatic component is tracing the square in the air and then

pointing toward where the centre of the spell will be.

This spell can only be cast once in any particular area as it

does drain the liquid out of the air. The air around the spell's

area of effect will decrease in relative humidity by 10%. It may

take two to eight (2d4) turns for the moisture level to return

to a level where the spell could be cast again.

Note: Athas is a very dry place, normal humidity runs at less

than 10%, Athas is similar to a high dry desert. A lucky

character might meet 20% to 40% humidity near a large river or

lake, not a well, stream, or even a geyser. The only place that

a character might find humidity over 50% would be in the

Halfling Jungle of the Ringing Mountains' forest ridge. Needless

to say if this spell was cast by a high level preserver in one

of these areas of high humidity, it could be dangerous.





Confuse Self (Charm)



Range:  0

Components:  V, S

Duration:  1d8 rounds + 1 round per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  None

Author:  The Wizard 



This low-level curse developed by the wizard Merlin, causes the

caster to be confused to the point of being incapacitated. This

prevents the caster from doing anything that requires conscious

thought during the duration of the spell, but also prevents

enemies from gaining any useful information from the caster.

Also, there is a 50% chance that the caster is rendered

unconscious for 2d8 rounds, following the spells completion.

This spell can only be removed by a remove curse followed by

dispel magic.





Conjure Drink I (Conjuration/Summoning)



Range:  10 feet

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell conjures beer or ale, the quantity being determined

by the caster's level. This spell will conjure one mug per 5

levels. The components are only the desire to have the desired

drink in the container in hand and a snap of the fingers of the

other hand.





Conjure Fundamental (Conjuration/Summoning)



Range:  60 yards

Components:  V, S, M

Duration:  30 rounds

Casting Time:  2 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  Kris 



With this spell the wizard brings forth the weakest kind of

elemental possible: the fundamental (see the D&D Creature

Catalog). Since it's a weaker version of conjure elemental,

everything else is the same except that the amount of material

to conjure the creature with is much less. A shovel of earth, a

bucket of water or a decent burning torch would suffice.





Cramps (Enchantment/Charm)



Range:  30 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell forces the victim to save versus death magic or

suffer from severe stomach cramps which will cut that creature's

movement rate in half and put it at -1 on all to-hit rolls.

Creatures without a normal metabolism (such as undead and

elementals) are not affected by this spell.





Create Outhouse (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  1 turn

Area of Effect:  6 square feet per 3 levels

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates a small wooden outhouse (including the walls,

floor, and ceiling) which can be used for the obvious reason of

- ahem, well, let's say disposal of bodily wastes. It is

furnished with a wooden sitting board, a small wad of

toilet-paper, a small bowl of water, and a small towel. Anything

which is usually deposited in an outhouse vanishes with it at

the end of the duration. This outhouse cannot be used to hide in

combat (whether hiding in or behind it is irrelevant); if tried

it will vanish with a puff of smoke. The same goes if someone

tries to sell it or if someone tries to take money for using the

outhouse.

The material component is a piece of wood taken from the usual

outhouses carved into a small heart shape (yes, your outhouse

has a small heart-shaped opening in its door).





Crier's Boon (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

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





This simple spell grants the recipient the ability to

effortlessly speak in a loud clear voice for the duration.

Persons as far away as 200 feet can hear the recipient of

crier's boon over a normal crowd as if they were standing next

to him. Exceptionally noisy areas can reduce the distance the

recipient's voice will travel, as determined by the DM.

Crier's boon has been used for countless years by town criers

and nobility alike to address large numbers of persons. Many

times, this spell is used in conjunction with power word,

attention (q.v.) to great effect. To cast this spell, the wizard

is required to take a piece of fine vellum and roll it into a

cone-like shape during the casting of the spell.





Cure Hangover (Abjuration)

Reversible



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  The Net Alcohol Guide Creator and E. Wade Bluebaugh





This spell enables the wizard to relieve a person of

intoxication. Once cast, a person does not need to recover from

intoxication or suffer the effects of recovery. Note: It may be

difficult for a wizard to cast this cantrip upon himself if

intoxicated, given the chance of spell failure.

The reverse of this spell is cause hangover. The wizard must

make a successful attack roll to touch a person in combat. If

successful, the victim gets a hangover. Roll on the Hangover

Effects Table in the Net Alcohol Guide, to get the effects of

the hangover.





Cyril's Attempted Enhancement (Alteration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  1 round

Casting Time:  5

Area of Effect:  One spell

Saving Throw:  None

Author:  Craig Allen Campbell 



With this spell, a wild mage can attempt to enhance one aspect

of the next spell he casts. This second spell must be cast in

the round immediately following the casting of Cyril's attempted

enhancement. However, due to the randomness of the spell, the

wild mage only has a 50% chance of enhancing the second spell.

The wild mage first casts this spell and states the aspect of

the second spell he wishes to enhance. Possible aspects include

the area of effect, range, duration, damage, or a -2 penalty to

targets' saving throws. At the end of casting, the wizard is

covered in a green glow. This glow is the latent energy he will

direct into the second spell to attempt to enhance it. On the

second round, the wizard casts his chosen spell. 

After Cyril's attempted enhancement is cast, the DM rolls 1d6.

On a roll of 4-6, the chosen aspect of the second spell is

doubled. On a roll of 1-3, the second spell still functions, but

the chosen aspect is halved (or a +2 bonus is applied to the

targets' saving throw) and a wild surge is generated from the

uncontrolled magical energies. Regardless of the 1d6 roll, the

level variation roll (see the Tome of Magic) must be applied

before modifying. If the second spell is not cast in the round

immediately after this spell is cast, Cyril's attempted

enhancement is wasted. If the casting of either spell is

interrupted, both spells are lost (the second spell is, in fact,

tied into the first one when casting the first spell). 

The material components for this spell are identical to the

spell to be enhanced. Note that this requires the mage to expend

two of each material component in order to cast both spells. For

example, to double the duration of a light spell, the caster

needs two fireflies or two pieces of phosphorescent moss. If the

second spell has no material component, no material component is

needed for this spell.





Dainty Screaming Wake-Up Call (Illusion/Phantasm)



Range:  10 feet

Components:  S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  Thomas Weigel 



This spell causes the target, and only the target, to hear a

piercing scream of utter terror and anguish for a split second.

The sound is sufficient to waken most slumbering pretties, or to

require a Wisdom check (roll under Wisdom -2 on 1d20) for

wizards casting a spell. A wizard failing the check will have

his spell casting interrupted. The caster must point his finger

at the target.

Katrine originally devised this spell for those party members

who weren't responding to buckets of water in the morning.





Darklight's Fashion Whim (Alteration)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Keith Taylor 



Created during the dark one's social days, it was designed to

relieve a budget strained by money spent on fashion changes.

This spell instantly transforms the clothes which the wizard is

currently wearing to another design of the caster's imagining.

However, low-price, shoddy raiment may not be transformed into

finery, but the opposite is possible (and the cheap rags

resulting may be reverted to their original, expensive state).

The clothes are also mystically cleansed and freshened with each

transformation. The clothes will maintain their altered state

while in the possession of the wizard or until dispelled. Each

new transformation requires a recasting of the spell.





Darklight's Illusion of Taste (Illusion)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  Meal touched

Saving Throw:  Special

Author:  Keith Taylor 



Designed to be used with Darklight's universal digestion (q.v.),

this spell creates the culinary illusion that the meal being

eaten is very tasty indeed. The nature of the taste mimicked is

up to the caster, so a nasty taste could be simulated, but in

practice is rarely done. The texture of the food is not changed

much, either, so the taste must be logically connected somehow.

If this spell is used to mask poison, the person eating gets a

saving throw versus spell to notice the taste of the poison. The


illusion may affect enough "food" to feed 1 creature per level

of the caster, and this effect lasts for 1 turn per five levels

of the wizard.





Darklight's Mystic Bolt (Evocation)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  10-foot per level long bolt

Saving Throw:  One-half

Author:  Keith Taylor 



This spell conjures a bolt of pure magical energy, which leaps

from the caster's outstretched hand out to the stated range

instantly. It is coloured as the wizard desires (normally the

wizard's chosen colour). It is impossible to damage inanimate

matter with this spell, as it can affect only two sorts of

targets: living beings and magical effects.

Living beings are automatically struck by the spell, but can

save versus spell for half damage. The base damage of this spell

is a flat 3 points per level of the caster. It does not leave a

physical wound, as it directly attacks the life energy of the

victim (not in a necromantic way, but through mystic energy

damage). In this regard, it ignores armour and shields.

Magical effects, including conjured matter, magical shields,

golems, and other magical effects with physical existence, can

be targeted. Golems and magically animated things can be dealt

damage directly, with no saving throws. Magical shielding spells

are reduced in duration by one-fourth per 10 points of mystic

bolt damage inflicted if no spell damage threshold is listed in

the description of the shielding spell.

This spell will not damage a wall of force or prismatic sphere.

Effects of a mystic bolt on lesser protective spells and magical

armour are left to the judgement of the DM.





Darklight's Mystic Shield (Abjuration)



Range:  0

Components:  V, S

Duration:  4 rounds per level

Casting Time:  1

Area of Effect:  6-inch per level radius

Saving Throw:  None

Author:  Keith Taylor 



This spell can be used to block magical attacks, being a shield

of pure protective energy. It is coloured as the wizard desires

(usually the wizard's chosen colour), and can be manoeuvred to

block any portion of the wizard's body.

Area effect spells cannot be blocked unless the wizard is at the

centre (targeted point) of the spell's area, in which case it is

treated as a normal spell. The shield can absorb up to 5 points

of magical damage per two levels of the caster before being

destroyed. Magical missiles, bolts, rays, and so forth can be

blocked with a successful Intelligence check, and do full damage

to the shield (any excess damage penetrates to the caster).

Other spells do 8 points of damage to the shield per level of

the spell (for example, a blocked flesh to stone does 48 points

to the shield; if such a spell penetrates with "excess damage",

the caster saves versus its effect with a +4 bonus).

The mystic shield will not block physical attacks at all. A

magical bolt of force, although it has a physical manifestation,

is magical energy, and would be blocked. An arrow enchanted with

flame arrow would not be blocked, but any targeting bonuses

gained from magical energy (including plusses on magical arrows)

are only half as effective when blocked by a shield (round

down).





Darkness (Alteration, Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  1

Area of Effect:  40-foot radius around one object touched

Saving Throw:  None

Author:  Jim Vassilakos 



This spell cay be cast upon an object to create a temporary

forty-foot sphere of darkness. Non-magical light will not

penetrate. Infravision will not work. Ultravision will work,

however. The spell may be used to cancel a light spell. The

material component for this spell is a red blindfold.





Darkray's Irresistible Tickling (Evocation)



Range:  20 yards per level

Components:  V, S

Duration:  1 round + 1 round per level

Casting Time:  1

Area of Effect:  One person

Saving Throw:  None

Author:  Dimitris Xanthakis 



Upon casting this rather humorous spell, a pair of disembodied

hands appear and are directed at the target. The hands start

tickling the victim around their waist. The victim must be

humanoid (undead excluded). No saving throw is allowed, but he

can make a Wisdom check to avoid the effect, with a -1 penalty

for every 2 levels of the caster. Failing that, the tickling has

the following effects:

On the first round the victim suffers a -1 penalty on his attack

rolls and saving throws and any magical concentration is broken.

On the second and third he has a penalty of -3. On the following

rounds, until the spell expires, he can do nothing but trying to

avoid the small hands that disturb him, laughing and crying at

the same time. Every three rounds the victim rolls another

Wisdom check to get rid of the spell.

If a person is affected for a number of rounds that exceed his

Constitution score, he must roll a Constitution check each round

or fall unconscious for 2d4 rounds. The caster can end the spell

at will.





Davenet's Seduction (Enchantment/Charm)



Range:  Special

Components:  V, S, M

Duration:  Permanent (until dispelled)

Casting Time:  1 hour

Area of Effect:  One person

Saving Throw:  Special

Author:  Dave



The spellcaster may affect one individual of the opposite sexual

orientation to become enamoured with the spellcaster and

willingly subject to all of his or her commands. That the victim

has been seduced (magically or otherwise) will be readily

apparent to those who make a successful Wisdom check. In order

to cast the spell, the spellcaster must extract a personal item

of the victim's, and then cast the spell onto the item in

solitude. When the item is given back to the victim and

recognized, the spell is complete. The material component is not

consumed, of course.

The victim is allowed a special Intelligence check: the roll is

modified by adding the victim's Wisdom and subtracting the

spellcaster's Charisma (Comeliness if that statistic is used).

The spell is effective until dispelled.

While under the enchantment, the victim will take as gospel

everything the spellcaster says, and will strive to protect and

defend the spellcaster at all times. If the spell is broken by

another magic or by the will of the enchanter, however, the

victim will remember everything and know that magic was

involved.





Deforest (Necromancy)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  Special

Author:  Keith C. McCormic (Darktooth)





This spell causes all normal, stationary plants in an area to

turn to grass. The affected area's topography remains unaltered,

and many stones still need to be removed before crops can be

planted.

Deforest can affect a region of up to 100 square feet or a

5-foot per level radius area. Thus, a 1st-level wizard can clear

a circle ten feet across, and so on. The dimensions of the area

can be altered to make elongated rectangles, so that straight

paths and roadways can also be cleared by this method. Any plant

whose roots are inside the area of effect are also considered

inside, so a well placed casting could actually clear several

large trees instead of one or two.

The spell, if used in radius format, centres on the caster, and

if in square or rectangular format, begins directly in front of

the caster and clears an area as wide as desired (up to the

limits) for as far as it can go in a straight line.

Mobile plant-like monsters, such as shambling mounds, are

unaffected by the spell. However, plant-like monsters which have

a root system, such as the snapper saw or tri-flower frond, must

save versus spell or receive 1d4 points of damage per level of

the caster. For every 8 points the plant loses, it also

permanently loses one Hit Die. If the plant is killed by the

spell, it is also turned to grass. If not, it remains and may

heal damage up to its new Hit Die total.





Destroy Barrier (Alteration, Metamagic)



Range:  120 yards

Components:  V, S

Duration:  Permanent

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell breaks a protection from evil or good spell, unless

the victim saves versus death magic at -1. If used against an

area protection (protection from evil or good, 10-foot radius),

it must be cast against the person who cast the spell. Any

protection spell broken is totally destroyed.





Detect Poisoning (Divination, Necromancy)



Range:  0

Components:  V, S

Duration:  1 turn

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



With this spell, the wizard can determine if a corpse has been

poisoned. One corpse can be checked each round. The wizard can

determine the means by which the poison was administered and the

place at which it entered the body, and he has a 5% chance per

level of being able to identify exactly the poison.





Detho's Delirium (Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 round + 1 round per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Perry Horner 



The caster of this spell touches a being who is drugged,

drunken, sleeping, or unconscious, while speaking the mystic

words and ringing a small silver or brass bell. The touched

creature receives a saving throw against spells at -2; if the

saving throw is failed, the creature will begin to speak (a

creature feigning drunkenness or unconsciousness will never be

affected by the spell). The affected being speaks at random, in

all languages known to it, and on random topics, rambling. It

cannot hear questions and cannot be forced by mental or magical

control to give specific answers - any attempt to use such

control is 96% likely to awaken the creature. While the creature

speaks, there is a 22% chance per round (not cumulative) that it

will reveal names, true names, passwords, words of activation,

codes, directions, and other useful information. Note that the

speaker will rarely identify such fragments of speech for what

they truly are, and hearers must speculate themselves on

meanings. Dreams, rumours, jokes and fairy tales may be mumbled

by a speaking creature, not merely factual information. The

spell will be broken before its expiry if the affected creature

is awakened.





Diminutive Darkness (Alteration)



Range:  1 yard per level

Components:  V, S

Duration:  2d4 rounds + 1 round per level

Casting Time:  1

Area of Effect:  2-foot radius sphere

Saving Throw:  Negates

Author:  Brian Dawson



This spell is very similar to the reversed 1st-level priest

light spell. It has only a 2-foot radius, however. This gives

the spell many different uses. For example, it can be used to

block the light of a torch, lantern, magic sword, etc. This

would prevent all sorts of vision only within the 2-foot radius,

so one could still see about with infravision or ultravision (or

normal vision, if there is another light source). It can blind

a creature as a light spell would without creating light that

could alert others, and also without obscuring the wizard's own

sight as would a normal darkness spell (if cast upon a creature

or its possessions carried, the creature gets a saving throw,

and if the throw is made, the darkness appears 5 feet behind

it). The spell can cancel a light spell, but has no effect on

continual light or ambient light.





Divine Sexual Orientation (Divination)

Reversible



Range:  10 yards

Components:  S, M

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Mario R. Borelli 



This spell reveals the hetero- or homosexuality of a given

creature of a species with two genders. The material component

is a clear, colourless gem, which is not consumed in the

casting, and changes colour as follows:



    Colour        Sexual Orientation

      red         totally heterosexual

    orange        strongly heterosexual

    yellow        bisexual leaning towards heterosexual

     green        50-50 bisexual

     blue         bisexual leaning towards homosexual

    violet        strongly homosexual

  ultraviolet     totally homosexual

Sage's note: this is simply the Kinsey scale of sexuality.



In normal daylight, of course, ultraviolet will not show

clearly, and will appear to anyone without infravision as

lavender. The creature being scried must be alive and visible to

the caster. The method of sight (infravision, scrying,

clairvoyance, etc.) does not matter. Portraits, illusions, or

statues, however, will not suffice. The gem will remain white,

indicating spell failure, if the creature is asexual, its

attractions are completely unrelated to gender, or is magically

protected, as by the reverse spell, hide sexual orientation,

which conceals sexual orientation from magical or psionic

detection for 24 hours.

Sage's note: although psionics are still a young discipline in

the Realms, it has been demonstrated that the psionic science of

aura sight can reveal sexual orientation, especially when the

subject has expended a great deal of psychic energy on sex or

sexuality.





Dog Call (Conjuration/Summoning)



Range:  30 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell summons a number of dogs to fight for the wizard. The

dogs summoned will only fight, they cannot be used for other

tasks. The wizard can summon 1.5 HD of dogs per level, selected

from the following chart:



Wizard's Level              Summoned Dogs

      1-4                 wild dogs (1 HD)

      5-7                  war dogs (2 HD)

      8+            blink (4 HD) or death (2 HD)



The wizard can always chose the dogs from a lower level. Only

one type of dog can be summoned, and any remainders are dropped.

A maximum of 10 dogs can be summoned.





Don Juan's Irresistible Kiss (Enchantment/Charm)



Range:  0

Components:  S

Duration:  Special

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Hugo M. Nijhof 



When a wizard casts this spell, he must kiss the intended victim

and the victim must be able to receive a kiss (cannot be in

combat). The wizard is in control and can decided how long to

kiss. After the kiss, both the wizard and the victim are stunned

for one tenth of a round per round of kissing.





Ecstasy (Enchantment/Charm)



Range:  5 yards

Components:  V, S

Duration:  1 round + 1 round per level

Casting Time:  1

Area of Effect:  One person

Saving Throw:  Negates

Author:  The Carnal Knowledge Guide 



The gestures of the wizard, along with his erotic incantations

causes the person to go into an enjoyable, screaming, orgasmic,

erotic fit.

The person receives a saving throw versus spell to avoid the

effect, with any adjustment to Wisdom. If the person fails the

saving throw, he loses all Dexterity bonuses to Armour Class.

Also, he cannot move from his current location. He cannot cast

spells, attack, use items, etc. Basically, the character is

caught up in a real pleasurable experience and can't function

properly.





Eldron's Secret Writing (Enchantment)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  One piece of paper

Saving Throw:  None

Author:  The Wizard 



Eldron's secret writing allows the wizard to enchant a piece of

paper with two key words. The wizard then writes a message on

the paper and evokes the first key word, rendering the papers

contents illegible even to the writer. The paper remains in this

condition until the second key word is spoken, either by the

caster or the paper's designated recipient. A comprehend

languages will not reveal the nature of the paper. Dispel magic

removes the second key word permanently and prevent decryption

forever.





Electric Blades (Evocation)



Range:  0

Components:  V

Duration:  Special

Casting Time:  1

Area of Effect:  Two blades

Saving Throw:  None

Author:  Unknown



This spell must be cast with a metal blade of some sort in each

hand. Both blades then acquire a flickering blue glow. When a

hit by either blade is scored it causes 1d4 extra hit points of

electrical damage. If both blades hit the same target in the

same round the victim must save versus petrification or be

stunned for one round. Each blade only shocks once and then is

normal again.





Energy Beam (Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Francois Menneteau 



This spell is a variation to the 1st-level magic missile.

Instead of magical energy, the missiles are made of pure light

drawn from the quasi-elemental plane of radiance. An attack roll

versus AC 10, adjusted for Dexterity and magical bonuses is

needed to touch the target. Undead creatures must save versus

rod to avoid taking maximum damage.





Far Sight (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Brian J. Toleno 



This spell allows the target's sight to be increased up to five

times (the target has control over this, and can change it

during the spell's duration). The spell can be cancelled at any

time. While the spell is in effect, the target cannot see

anything close; after the spell is cancelled, the target is

disoriented for 1d4 rounds and has a 5% chance per sight

multiplier used to fall unconscious for 1d6 rounds unless a

Constitution check is made. The material component for this

spell is a small round piece of glass which is consumed in the

casting.





Fascination (Enchantment/Charm)



Range:  12 feet

Components:  V, S, M

Duration:  20 turns

Casting Time:  1

Area of Effect:  One person

Saving Throw:  Negates

Author:  John Daniel 



The affected person will be unable to do anything at all except

follow the wizard wherever he (or she) goes, unable to take his

(her) eyes off him (her). If attacked, the affected will try to

beat off any opponents, including his (her) own comrades, in a

berserk fury (+1 to-hit, -1 to Armour Class) in order to

continue moving towards the wizard. The material component is a

lodestone, which is not consumed in the casting.





Fellstar's Flame Finger (Evocation)



Range:  25 yards

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  One-half

Author:  Fellstar



When this spell is cast, a thin bolt of searing flames shoots

forth from the caster's index finger. This bolt will

automatically hit a single target inflicting 1d10 points of

damage, plus 1 point per level of the caster, up to a maximum of

1d10+10. A successful saving throw versus spell reduces this

damage by half. If a saving throw is failed, possessions do not

have to make a saving throw, unless they were targeted

specifically by the spell, in which case the owner suffers no

damage, but the object must save versus magical fire (at +2) or

be destroyed (only one object may be targeted per casting).





Find the Chair (Evocation)



Range:  0

Components:  V

Duration:  instantaneous

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Nemesis 



When cast, this spell will help an intoxicated person to sit

steadily. When there is a brawl going on, it will automatically

summon the nearest chair within the area of effect so the wizard

may be comfortable in watching the battle.





Find Water (Divination)



Range:  1 mile, depth 10 feet per level

Components:  S

Duration:  2 rounds per level

Casting Time:  1 turn

Area of Effect:  One twig

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



When casting this spell, the diviner grasps two ends of a

Y-shaped twig. The remaining end twists around to point in the

direction of the nearest source of fresh water within the spell

range. The branch can twist but twenty degrees, and then the

diviner will feel a tug in the direction of the water. The

diviner can specify a minimum amount of water to seek (greater

than the amount in a human body, for example). Also, he can

restrict the depth at which to seek the water.





Fire Burst (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  24 hours

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  One-half

Author:  Joe Colleran 



This spell, when cast brings into being a protection field one

foot distant from the caster's body. When detonated, the spell

produces a burst of flame around the caster's body, doing 1d4+1

points of flame damage for every two levels of the caster (cf.

magic missile). The flame does not affect the caster, his items,

or any creatures immune to fire. The spell is set off when

something attempts to cover up, engulf, grapple, or other wise

engage the caster in unarmed combat (eg., green slime falling on

the caster). The spell is not set off by weapon attacks, be they

melee or ranged, nor is it set off by other spells (although it

can, of course, be dispelled or end up in an anti-magic shell or

the like). All damage from the fire burst is resolved before the

grappling attack is made, and the target gets a saving throw for

half damage. The material component is a pinch of sulphur.





Flash [1] (Evocation)



Range:  12 yards

Components:  V

Duration:  3 rounds

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Unknown



Victims failing their saving throw are blinded for the next

round due to a flash of light that appears in their eyes. All

to-hit rolls for the next two rounds are made at -2 due to spots

in their eyes.





Flash [2] (Enchantment)



Range:  10 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature per level of the caster

Saving Throw:  Special

Author:  A.C. 



In casting this spell, the wizard must expose a body part (knee,

thigh, shoulder, or something more sensitive, as the caster

desires) and call out something appropriate. It will only affect

members of the opposite sex or homosexuals. It will cause all

creatures affected to be stunned by the incredible

attractiveness of the body part they have just seen exposed. If

the victim makes its saving throw, the duration of the spell is

halved.





Flicker (Illusion/Phantasm)



Range:  60 yards + 10 yards per level

Components:  V, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature or object

Saving Throw:  Special

Author:  S. W. Marshall 



When this spell is cast, the target creature or object undergoes

a momentary flickering or blurring. This flickering is not

automatically noticed by observers and all creatures viewing the

target must make a saving throw versus spell. Those who make the

saving throw fail to notice the flicker and are unaffected by

the spell. Those who fail, however, must immediately make an

illusion disbelief roll with a +4 modifier.

Those passing this second saving throw think that the target is

probably illusionary and will react accordingly. For example,

those seeing a rolling boulder flicker might not move out of the

way, suffering full damage, or may ignore the illusionary thief

circling them for a backstab. While the flicker itself lasts for

but a moment, the belief that the target is an illusion

persists, until it behaves in a way that is evidentially

non-illusory, such as supporting weight or causing damage. This

instantly reveals the true nature of the target, but any damage

done in this manner cannot be saved against.

The target of the flicker must be a creature or object which

could fit in a 30-foot cube. Thus a castle or a great wyrm

dragon could not be flickered while a small tower or an ogre

could be affected. Any one target, up to the area of effect

restrictions, including (but not limited to) bonfires, pits,

monsters, and walls can be affected. The spell cannot be used to

affect purely magical effects such as a wall of force or spells

with an instantaneous duration, such as fireball. It does work

on real objects or creatures summoned or created by magic,

however.

Individuals that know or suspect that an illusionist is present,

or have recently encountered illusion magic, suffer a -2 penalty

to their initial saving throw versus the flicker. The material

component for this spell is a small lump of candle wax.





Flu (Alteration)



Range:  1 feet per level

Components:  V, M

Duration:  1d6 days + 1 day per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



This spell will cause the victim to get the flu, which will last

1d6 + the level of the wizard in days. Flu is very contagious:

anyone within 1 yard of the victim will also get the flu. With

subsequent victims, the flu is no longer contagious, however.

Flu reduces surprise by 5%, and combat attack and defense rolls

by 5% for the duration of the spell. The flu will start 1d4

hours after the victim has failed his saving throw. The material

component for this spell is a handkerchief.





Fools (Alteration, Metamagic)



Range:  0

Components:  S

Duration:  Special

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Phill Hatch 



A wizard can cast fools prior to casting any other spell in a

given round; it costs the caster a +1 to initiative. When the

spell's power is called upon, it makes the next spell cast by

the wizard appear to be another spell. An example: a wizard

casts fools followed by domination in a court of law. Since

other wizards are watching, he makes domination look like

comprehend languages. Only spell tell, or other dedicated

divinatory methods (detect lie) can detect the use of the fools

spell.





Force Bolt [2] (Invocation/Evocation)



Range:  40 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature or object

Saving Throw:  None

Author:  Jason Riek (Karaieth) 



This spell causes a small sphere of force to spring from the

caster's hand and fly toward any target desired. If used as a

weapon, it causes 1d6 points of damage. It has a Strength of

18/00 for purposes of breaking down doors, etc. It can also be

used to set off traps, or for many other uses: be creative.





Freeze [1] (Enchantment)



Range:  30 feet

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  8 cubic feet per level (2x2x2 feet cube)

Saving Throw:  None

Author:  Joseph Delisle 



This spell instantly freezes a quantity of water in any shape

the wizard desires. If a living creature has any part of it

inside the area of effect, it can make a saving throw versus

paralysation (with a +4 bonus) to escape, or be stuck in the

ice. The ice is non-magical and can be affected normally.





Freudian Thoughts (Illusion, Invocation)



Range:  Hearing

Components:  V, M

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  One person

Saving Throw:  None

Author:  Mario R. Borelli 



Sage's note: this is a great roleplaying vehicle for some

players, if one of their characters gets this spell cast on him

(or her). It could be real fun having a pervert for a character.

A person subject to this spell begins consciously and

subconsciously to interpret everything in sexual terms. For

example, the subject would perceive a sword attack not only as

melee but also as an attempted rape by a male, and would

experience eating a taco as... well, you get the idea. The

material component is a magic wand, and the verbal component is

a lewd innuendo.





Friendspeak (Alteration)



Range:  10 feet

Components:  V

Duration:  1 round

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Thomas Weigel 



This spell allows the caster to speak with one person at a time

completely understandable by subvocalizing (whispering under

your breath) the message. Who she is talking to can be changed,

as long as all of the talking takes place within the one-minute

time limit.

I recommend that DMs actually time the message to one minute.

This will eliminate hassles about whether or not there is enough

time or not to say something (like "the solution is...").





Frost Hands (Alteration)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell is very similar to the 1st-level wizard spell burning

hands (q.v.), except that ice is ejected. Damage is one hit

point per level of the wizard.





Frost Touch (Evocation)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Johnny Lydon 



This spell delivers 1d6 points of damage. In addition to this,

add 1 point of damage for every level above first. Cold based

creatures are immune to this spell, while fire based creatures

take double damage.





Fyltar's Pheromonal Force (Illusion/Phantasm)



Range:  10 yards

Components:  S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  10-yard radius

Saving Throw:  Negates

Author:  Mario R. Borelli 



This spell functions as the arousal cantrip, with two minor

adjustments. First, creatures which cannot smell are

automatically unaffected. Secondly, it raises the morale of all

affected creatures by 1d4. The material component is a rose

petal, crushed during the casting.





Gem Access (Divination)



Range:  10 feet per level

Components:  V, S, M

Duration:  3 turns per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell allows the wizard to read anything which is stored

within a single gem by another spell called gem write or gem

store. This spell allows the character access to one gem per 3

levels. The gems have to be determined during casting. This

spell may be made permanent with a permanency. In that case, all

gems which contain information or other material may be

accessed.

The material component is a single gem worth at least 100 gp per

level of the caster. This gem has to cut exactly in half,

hollowed out and then to be filled with a single drop of blood

from the caster per gem which is to be accessed (up to the

maximum of one per three levels).





Gizmo's Sticky Fingers (Alteration)



Range:  0

Components:  V, S

Duration:  1 turn + 1 round per level

Casting Time:  1 round

Area of Effect:  One pair of hands

Saving Throw:  None

Author:  ElvnShadow 



This spell makes the caster's hands very sticky, like being

dunked in honey and let dry. This stickiness will add a +10% to

climbing percentages and a +15% to pick pockets skills (this is

added to thieves only, it does not convey the ability to pick

pockets). The spell can be activated and deactivated through out

the duration of the spell. Uses for this spell include picking

up powders, palming small objects, and better grips on weapons.





Glow (Alteration)



Range:  2 feet per level

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  5

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



This spell causes the object or person affected to emit an eerie

glow. The colour ranges from blue to green. It cannot be

dispelled but it can be negated by a darkness spell. The saving

throw is made at +1 per level (or Hit Die) of the victim, but at

a -1 per level of the wizard. The glow is not bright enough to

read by, but is easy to spot in the dark. The material

components of this spell are some fireflies.





Glowstone (Alteration)



Range:  0

Components:  V, M

Duration:  1 hour

Casting Time:  1

Area of Effect:  Pebble touched

Saving Throw:  None

Author:  Thomas Weigel 



This spell causes any smoothed, ordinary pebble to glow with

enough light to see about 20 feet well. The spell requires a

pebble held in the caster's hand while arcane words are

muttered. Unfortunately, this spell works only on small, rounded

stones, which are consumed by the spell (imagine yourself in the

middle of a desert or sea and all you have is a small, uncut

diamond: agony).





Good Grooming (Alteration)

Reversible



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature touched per level

Saving Throw:  None

Author:  Barbara Haddad 



This spells cleans the individual and its clothing; it gives a

shave and trim (… la personal style), scenting them with the

scent agent used. The reverse, poor grooming, renders the person

filthy. The material components for this spell is some scent

agent.





Guilda's Treacherous Tripwire (Enchantment/Charm)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  Tripwire touched

Saving Throw:  Negates

Author:  Colin Roald 



One wire (up to 10 feet long) can be stretched across a hall, or

such. The wire becomes camouflaged - undetectable without find

traps. The first creature to attempt to pass must save versus

rod, staff or wand (adding its Dexterity defensive adjustment)

or be caught when the wire springs free. The wire will twine

tightly about the ankles of its victim, tripping him. It must

then be tediously untangled (or sawed loose) which takes at

least 30 seconds under ideal conditions. If hacked loose in

combat, it will take 1 round, and the victim will take 1d4

points of damage unless an enchanted blade is used (which will

cut without effort). Note that the wire is required, but not

consumed. The material component is a small spring.





Hallucinatory Steps (Alteration, Illusion/Phantasm)



Range:  10 feet

Components:  S

Duration:  2d6 rounds + 1 round per level

Casting Time:  1 turn

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



This spell, when cast, will cause the affected person to keep

thinking there is a just one more step (or stair) in front of

them, you know, like when you go up 10 flights and start

forgetting you have got to a landing and take that extra step.

It reduces movement rate by 5% and is extremely annoying. This

effect happens, even when the affected person is walking on flat

ground.





Harbald's Fire Arrow (Evocation)



Range:  0

Components:  S, M

Duration:  5 hours + 2 hours per level

Casting Time:  1

Area of Effect:  One arrow

Saving Throw:  None

Author:  Paul Ferron 



When cast on an arrow, this spell enables that arrow to ignite

itself as soon as it's in free flight (shot, thrown, fallen,

etc.). As soon as nothing is in touch with the arrow any more,

it will spring to fire and act like a normal burning arrow.

The arrow radiates light in a 30 foot radius, just like a torch

does. But when it hits a target, it delivers damage as an arrow,

+1 due to the fire.

After the arrow ignite, it will burn for 10 rounds, setting fire

to all combustible materials which come into contact with the

arrow, unless the fire is extinguished.

After the arrow is used, it is completely burned up. If it was

extinguished, it will disappear. If the arrow wasn't used, it

will become an ordinary arrow after the spell's duration

expires.

The fire is not magical and the arrow does not count as a +1


weapon when fighting against creatures that can only be hit with

a +1 or better weapon.

The material components for this spell are the arrow and a bit

of sulphur to be applied to the arrow.





Hesitate (Alteration)



Range:  120 yards

Components:  V

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell slows down the victim's reaction time, adding 1d6 to

the initiative roll of each round the spell is in effect. This

amount is rolled every round. A haste negates a hesitate, and a

creature under the effect of a haste (or a potion of speed) is

immune to hesitate.





History (Divination)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1 turn

Area of Effect:  One object or place touched (up to 1000

     square feet)

Saving Throw:  None

Author:  Jim Gitzlaff 



This spell allows the wizard to "tune in" to the psychic

impressions left on an object or small area. This power gives

the wizard the ability to divine hidden purposes, prior owners,

secret compartments, and powerful alignment bends.

The spell will not identify a magic item per se, but would for

instance tell the wizard that the ordinary looking golden ring

he holds is in fact the signet ring of a long deceased noble

house. Further, use of the history spell doubles the chance that

the value of an antique or relic will be correctly guessed.

This spell is usually used on non-magical plunder, books, and

items sold at auctions (to verify claims made about their

antiquity). Although the casting time is long, it is

unobtrusive, and only a single touch is required to make the

spell work. The material component for this spell is a page from

an encyclopedia.





Human Torch (Evocation)



Range:  0

Components:  V, S, M

Duration:  3 rounds

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  None

Author:  Unknown



This spell causes the wizard and all his clothing to become

engulfed in flames. These flames do not harm the wizard or his

equipment but cause 1d4 points of damage to anyone within 5 feet

and an additional 1d6 to anyone who actually touches him. The

flames themselves are only about as hot as a torch but the

surrounding area will feel like a blast furnace. The material

component for this spell is a burning torch, which is consumed

in the casting and must be used to set fire to oneself.





Illusory Wyvern (Illusion/Phantasm)



Range:  50 feet

Components:  V, S, M

Duration:  1 turn

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Thomas Weigel 



This spell generates the image of a large, brown scaled

dragon-like creature (about 15-20 feet long). The illusory

wyvern is realistic, but relies heavily on the wizard's

Dexterity. It fades away if moved more than 50 feet (yards

outdoors) away from the wizard, but will fade back into view if

moved back into range before the end of the spell duration.

After casting, the wizard must use his hands in order to

manipulate the motions of the Wyvern, and her Dexterity will

affect the believability of the illusion according to the

following chart:



           Wizard's         Bonus or Penalty

           Dexterity         to Disbelieving

             8-12                  +3

              13                   +2

              14                   +1

              15                    0

              16                   -1

              17                   -2

              18                   -3

              19                   -4

              20                   -5

              21                   -6



Casting requires a reptile scale (from any reptile) while the

caster mutters the arcane verbal component.





Imbue with Touch (Enchantment)



Range:  0

Components:  V, S, M

Duration:  2 rounds

Casting Time:  1 round

Area of Effect:  Object of size S or M touched

Saving Throw:  None

Author:  The Ghost 



The object that this spell is cast upon is imbued with the

ability to deliver the effects of one touch-based spell

subsequently cast upon it. The caster must handle the item

completely for the entire round this spell is cast, and must

then cast a touch-based spell and touch the item. This second

spell takes effect on the next creature to come in contact with

the object who is not already touching it.

Thus, a wizard could cast imbue with touch upon an arrow, hand

the arrow to his fighter companion, cast shocking grasp upon the

item, while the fighter holds his shot until after the wizard

has touched the arrow, thus imbuing it with the shocking power.

Then, when the fighter releases the arrow, the creature it

strikes receives not only arrow damage, but the effects of the

shocking grasp as well.

The material component for this spell is a specially prepared

oil, used to anoint the object being imbued with the touch

power.





Impotence (Enchantment/Charm)



Range:  5 yards

Components:  V, S, M

Duration:  10 rounds per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  John Daniel 



This spell enables the spell caster to render one creature,

himself or otherwise, impotent (incapable of sexual

intercourse). The material component is a bucket of cold water.

The incantation consists of a specific personality (such as

"Baba Yaga") who might be unappealing to the creature. The

saving throw is actually a check on the disgust the personality

generates in the creature. If the creature finds the person

repulsive, he fails the saving throw.

Optional effect: during the period of impotence, the creature

will attack at -2 and make morale and saving throws at -2.

Wisdom, Constitution, and Charisma scores are lowered by 1d3

points each for the duration of the spell. Also, during this

time the creature will feel downright miserable.





Inaudibility (Illusion/Phantasm)



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Thomas Watson 



By means of this spell, all sounds made by the recipient become

inaudible - breathing, talking, walking, and the like. Items on

the wizard's person are likewise silenced, but thrown or dropped

items may make noise once released. While under the effect of

this spell, the affected creature cannot cast any spells with a

verbal component. An unwilling victim receives a saving throw

against this spell.

Unlike a silence spell, inaudibility masks only the sounds made

by the recipient or items in his possession, so it provides no

defense against sound based attacks such as harpy singing, a

horn of blasting, etc. The spell remains in effect until it is

magically dispelled, until the wizard or the recipient cancels

it, or until its duration has passed; it is not dispelled by the

recipient attacking another creature. The spell can only be

cancelled by the recipient if the wizard has stated so when the

spell was cast.

The material component for this spell is a small wad of cotton.





Influence Other (Alteration)



Range:  1 feet per level

Components:  V, S, M

Duration:  1 round

Casting Time:  5

Area of Effect:  One person

Saving Throw:  Negates

Author:  August Neverman 



On success of the spell, the wizard may cause the victim to

produce any of the following bodily functions: giggle, belch,

hiccup, sneeze, wink, spit, pee, trip, fall, gag, congest,

choke, stumble, limp, nod, punch self, faint, nap, sleep, drool,

think, moan, screech, giggle, bark, hoot, caterwaul, shout,

yell, boo, whoop, cry, cheer, applaud, bawl, roar, whimper,

shriek, scream, hiss, heckle and any other you can think of.

Success of each is determined as 10% chance of failure for each

level the victim has higher than the wizard (maximum 99%,

minimum 1%). The material component is a genuine licence of some

sort, which is not consumed in the casting.





Ingold's Instant Insanity (Enchantment/Charm)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  5

Area of Effect:  The caster

Saving Throw:  None

Author:  Ingold 



When cast, this spell causes the caster to go completely insane

for one round per level. During this time, the caster is

incapable of doing anything but babble, giggle, and play with

his toes. But also during this time, the caster is completely

immune to any spell, power, or force that attempts to mess with

his mind: ESP, Charm spells, mind control, unspeakable elder

horrors saying "Boo!", and the like have no effect on the

character. Afterwards, the character is once again completely

normal, but has no recollection of what happened during the

period of insanity.





Ink Cloud (Alteration)



Range:  30 yards

Components:  V, S, M

Duration:  2d4 rounds

Casting Time:  1

Area of Effect:  20-foot radius

Saving Throw:  None

Author:  Steve Bartell 



Upon casting this spell, the wizard creates an ink cloud in the

water, similar to that which an octopus releases. The cloud

covers a 20-foot circular area, either at the casters position

or at any location within spell range. The ink cloud remains

stationary for the duration of the spell, unless cast in moving

water (such as a river), where it dissipates in one round. The

cloud will block all vision, including infravision. When the

spell expires, the ink cloud vanishes.

The material component of this spell is the eye of an octopus.





Insolence (Illusion/Phantasm)



Range:  2 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Brian Dawson



This spell causes its victim to sound and appear crude,

insulting and arrogant, in all that is said or done, to all

observers. The victim, however, will not be aware that anything

is amiss. While the general meaning of whatever is said will be

the same, the illusion causes observers to see and hear a

twisted version in which the speaker is so insolent that all

reactions are checked at -50%. Additionally, such speech might

not be tolerated at all in some situations (for example,

automatic dismissal from a king's court, or perhaps even

worse...). Even if the target makes his saving throw, the spell

will not be noticed (unless the somatic and verbal components of

the wizard are seen and recognised).

If an observer has reason to believe that something is amiss, he

gains a saving throw if an attempt is made to disbelieve. Such

a saving throw is made at +4 if the fact that it is an illusion

has been communicated. If these saving throws are failed, it

still appears real.

The material component is a bit of dung or spittle, which is

wrapped in the wizard's hand. The hand is then subtly waived at

the creature to be affected. The verbal component is a low

guttural sound made in the throat.





Intoxicate (Enchantment)

Reversible



Range:  100 feet

Components:  V, S, M

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  The Net Alcohol Guide Creator 



This spell allows the wizard to increase a person's intoxication

state by one. Thus, a sober person would become slightly

intoxicated, a moderately intoxicated person would become

greatly intoxicated, and so on (see the Net Alcohol Guide for

more information).

The reverse of this spell, lessen intoxication, will decrease a

person's intoxication state by one. The material component for

both versions is a pint of pure alcohol.





Jamye's Melodramatic Music (Alteration, Conjuration,

Enchantment/Charm)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  4 rounds + 1 round per level

Casting Time:  1

Area of Effect:  One intelligent creature

Saving Throw:  Negates

Author:  P.K. Whitehurst 



The spell causes the music to be played whenever the victim

performs certain actions; such as entering a room, charging into

battle, or making an announcement. The type of music is

determined by the wizard. The material components for this spell

are a miniature golden horn, mustache wax, a short length of

rope, and a lace handkerchief.





Kasegott's Chaotic Keenness (Alteration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Marc Sherman 



This spell grants the caster a +1 bonus to subsequent rolls on

the Wild Magic Level Variation table. This bonus remains in

effect for one round for every two experience levels of the

caster.

Wild surges are determined using the adjusted roll, and the +1

bonus is applied to the percentile roll for the surge as well.

The material component of this spell is a rabbit's foot, a four

leaf clover, or another good luck charm. The charm cannot be

purchased; the caster must create the charm on his own: by

killing the rabbit and procuring the foot, by finding a clover

on a patch, etc. Any charm may be ruled valid by the DM, though

it must be similarly difficult to come by. While this charm is

not consumed by the spell, the caster should take care that a

perishable charm like a rabbit's foot or a four leaf clover is

suitably preserved.





Katrine's Kitty Kat (Alteration)



Range:  0

Components:  V, S

Duration:  1 day

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Thomas Weigel 



This spell transforms the caster into a house cat for a day, or

until dispelled. The cat's fur will be the colour of the

caster's hair, and eyes will match eyes. As the cat is

considerably weaker than the caster nine times out of ten (the

tenth being what is known as dead), it is not suggested that

this be used as a combat spell. The caster must have a maximum

Strength of 10, and cannot weigh more than 150 pounds for the

spell to be able to affect her.

While a cat, the caster has a movement rate of 18, 1d2 claws,

night-vision, keen hearing, and keen smell. Her Strength is

lowered by -4 (to a minimum of Strength 1) and Dexterity is

increased by +2. Her hit points are decreased by -2 per Hit Die,

to a minimum of 1 HP per level.

While transformed, the caster is still able to speak, but not

very well, and any spells requiring a verbal component will have

a 50% chance of failure, -2% per level of the wizard. Somatic

components will be close to impossible for anything other than

cantrips. Material components, as long as they require little

manipulation, are simple enough.





Katrine's Blinding Beauty (Illusion/Phantasm)



Range:  0

Components:  V

Duration:  1 hour per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Thomas Weigel 



This spell is a minor illusion affecting small details of

appearance, for a better overall image. In game effects, it

increases the caster's beauty and, to a small extent, her charm

as well. Smiles seem to be lit up, eyes twinkle just a little

more, the face seems to have a little more definition, etc. The

bonus is normally +2 to Charisma, or +1 to Charisma and +1 to

Comeliness if that attribute is used. If the caster has a

non-weapon proficiency in a visual art (sculpture, painting,

etc.), then it is a +3 Charisma in the former case, or +1

Charisma, +2 Comeliness in the latter.





Katrine's Claws (Alteration)



Range:  0

Components:  V, S

Duration:  5 rounds + 1 round per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Thomas Weigel 



This spell causes a set of long claws to grow from the fingers

of both hands of the casting wizard. These claws do 1d4 damage.

This is a flexible spell, in that many different wizards may

tweak the initial pattern to get a "look" to their own claws,

such as cat-claws, bear-claws, gee-that's-a-neat-claws, etc. The

basic length and effectiveness of the claws is changeable,

however, so bear claws will seem small on a bear, and cat claws

large on a cat. Katrine always tweaked them to look like the

talons of a bird of prey, such as the owl.

To cast this spell, the caster snarls and pulls both hands into

a fist before releasing the fist as if popping claws.

These claws require a to-hit roll to be made to do damage, so it

is recommended that DMs allow wizards to take a weapon

proficiency in claws. This is easily justified as they take

little training. In general, either a wizard will pick up the

skill after finding the spell, or will start with both.





Katrine's Dart (Alteration)



Range:  20 feet

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Thomas Weigel 



This causes a small cylindrical object (splinter, dart, needle,

etc.) to become a flaming dart which will strike the desired

target. If the target fails the saving throw, the dart does 1d4

damage per level. This spell is overall weaker than magic

missile, but more versatile in that the caster need not see the

target in order to hit it. As long as the target is within

range, and the caster has some way of distinguishing it

(whatever's causing that smell around the corner, or the orc

guard behind the cracked door), the dart will strike the target.

This is particularly effective in sheer darkness. It is cast by

muttering arcane words while tossing the cylindrical object in

the initial direction the dart will take.





Katrine's Falcon (Alteration)



Range:  0

Components:  V

Duration:  1 hour

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Thomas Weigel 



This spell turns the caster into a pseudo-falcon. This form is

as close to being a real falcon as Katrine could manage at the

time, but is not entirely real. This spell can be overlapped

with Katrine kitty kat, which lasts for 24 hours, so that when

this spell wears off, rather than being a falcon, the caster

will be a house cat. In order to affect herself with this spell,

the caster must have a maximum of 10 Strength, and cannot weigh

more than 150 pounds.

The falcon form has a movement rate of 3 on ground, and 24 in

flight. Compared to the caster, its Strength is -4 (with a

minimum of 2), and its Dexterity is at +1. It has 1d4 talons,

keen sight, and -3 HP per Hit Die of the caster, with a minimum

of one-half HP per level.

While a falcon, the caster can still speak, but the voice is

strained and wild, like a falcon. Any verbal components other

than "shriek" have a 50% chance (-2% per level of the wizard) of

failing. Most somatic components are impossible while a falcon

(adjudicated by the DM). Material components, as long as the

material is easily accessible, are simple enough.





Katrine's Pleasure Touch (Charm, Illusion)



Range:  0

Components:  V, S

Duration:  1 hour

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Thomas Weigel 



This spell stimulates the pleasure centres of any one person

that the caster is in contact with. It is a combination of an

illusion of mild pleasure, and an enhancement of pre-existing

pleasure. It lasts for one hour, but is only active while she is

in contact with the person. The illusory pleasure is not very

intense, simply a thrill along the appropriate sense, but the

enhancement depends on the strength of the initial pleasure. For

example, the taste of chocolate, smell of old books in a

library, brush of skin on skin, sound of a symphony, or even

looking at a sunset. In casting it, the wizard forms a simple

pattern with her fingers while muttering arcane words. The

spell's target must be willing for the spell to function.





Katrine's Total Tent (Invocation/Evocation)



Range:  10 feet

Components:  V, M

Duration:  1 night

Casting Time:  1

Area of Effect:  One tent

Saving Throw:  None

Author:  Thomas Weigel 



This spell produces a small, one person tent composed of opaque

blue kinetic energy. The tent is capable of sustaining up to 80

pounds of force, or extremely strong winds (81 pounds of person

or object falling on the tent will collapse it, or someone

weighing at least 150 pounds kicking it will collapse it). The

spell fades into a fine mist when the first rays of the sun hit

it. The caster must grasp a pinch of the earth the Tent will be

on while muttering several arcane phrases.





Katrine's Winning Smile (Illusions/Phantasm)



Range:  0

Components:  V, S

Duration:  5 hours

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Thomas Weigel 



This is a spell similar to charm, but weaker, and more diffuse.

It tugs at the heartstrings of all who are close enough to speak

with her normally, and makes her look more helpless. Obviously,

this is not the spell for a Strength 14 male magic-user with an

imposing look and great staff. The casting is simply a few

arcane words and a pulling motion from the caster's heart, but

the effects won't build up for a full round. The spell

effectively adds +25% to the caster's reaction modifier (under

Charisma), and makes others more willing to believe a single

story she tells. Disbelieving simply means that they have shaken

off the idea that she is more helpless than she is, and will not

be more or less likely to react favourably. Only creatures

within a 10-yard radius are affected.





Kazago's Lock Pick (Alteration)



Range:  0

Components:  S, M

Duration:  1 day + 1 day per 5 levels

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Martin Ott 



This spell allows the bard to pick locks. The bard's pick

pockets chance becomes his open locks chance, and the bard is

treated as a thief in this respect for the entire duration of

the spell.

This spell is different from both the 2nd-level knock spell and

the unlock cantrip in that it can possibly affect much more than

one lock, and that its effects are far less certain. It is

especially useful on fact-finding missions where the bard is

worried about coming across many locked doors along the way.

The material components for this spell are a set of thieves'

picks and tools, which are not consumed in the casting.





Kiss of Sleeping (Enchantment/Charm)

Reversible



Range:  0

Components:  S

Duration:  10 rounds per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  John Daniel 



When a wizard casts this spell, he must kiss the intended victim

and the victim must be able to receive a kiss (cannot be in

combat). After the kiss, the victim goes into a deep comatose

slumber. Slapping or wounding awakens the affected creature but

normal noise does not. Awakening requires one entire round. The

reverse of this spell is kiss of awakening, which will awaken a

person who is magically asleep.





Kiss of Wounding (Conjuration/Summoning)



Range:  0

Components:  S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  One-half

Author:  The Carnal Knowledge Guide 



When a wizard casts this spell, he must kiss the intended victim

and the victim must be able to receive a kiss (cannot be in

combat). This kiss causes the victim to suffer 1d3 hit points of

damage, plus 3 points for each level of experience of the

spellcaster, to a maximum of 1d3+20 points.





Klaus' Krazy Kustard Pie (Conjuration)



Range:  40 yards + 5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Iain Clarke 



With this spell the caster conjures a gooey custard pie which he

can hurl at one creature within range. The caster must roll to

hit the creature, ignoring its armour, but Dexterity and magical

bonuses apply. If the caster hits, the pie has struck the

creature in the face, and the creature must make a saving throw

versus spell, or be blinded. The creature must spend 1d3 rounds

clearing its face.

The target is unlikely to appreciate this, especially if the

caster gloats. The material component for this spell is a small

amount of custard, which is consumed in the casting. Being hit

alone is enough to disrupt spellcasting.





Klaus' Kulinary Kustard Kreation (Conjuration)



Range:  1 foot per level

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One 4-inch cube per level

Saving Throw:  Negates

Author:  Iain Clarke 



This spell creates about 60 cubic inches of custard per caster

level - useful for getting hold of components for other Kustard

spells.





Klaus' Kustard Kleanup (Conjuration)



Range:  1 foot per level

Components:  V, S, M

Duration:  1 round

Casting Time:  1

Area of Effect:  5-foot per level radius

Saving Throw:  None

Author:  Iain Clarke 



This spell is cast on a container, and over the duration of the

spell all the custard within range of the container is drawn in

towards it. Custard securely contained elsewhere will not be

able to move, and custard behind solid objects may take some

time to get around them; otherwise all custard in range will

probably be in the container (space permitting) within twenty

seconds or so. The container can be moved around to pick up

custard from a larger area. This spell would be useful for

clearing up laboratories after failed attempts to research other

custard spells. The container used will disappear at the end of

the spell's duration, since it is the material component of the

spell.





Know Class (Divination)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  One creature or object per round

Saving Throw:  Negates

Author:  Al Singleton (Quasi Nogum) 



This spell enables the caster to know the profession (or class,

if there is no real profession) of a creature or object (this

applies to magic items that are class-specific). Concentration

for more than one round will reveal whether the target has more

than one class. The caster sees an aura as follows:



         Colour               Class

         Red                  Fighter

         Green                Ranger

         Brown                Druid

         Blue                 Paladin

         Silver               Wizard*

         Yellow               Priest

         Grey                 Monk

         Black                Thief

         Orange               Bard

         Violet               **

* Specialists appear as any other.

** This appears if the target is in an official position of

authority (not just party leadership or such).



Every round of concentration, the DM should roll randomly which

colour appears, if more than one is viable. The same colour may

appear more than once before all possible colours have been

noticed.





Korel's Last Word (Alteration)



Range:  10 feet per level

Components:  V, S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  20-yard radius sphere

Saving Throw:  Negates

Author:  Edward Keyes 



Korel the necromancer created this spell as a way to deal with

insults in taverns. Being Suloise, dressed in black, and not at

all personable tended to draw the hecklers. Unfortunately, there

was little for him to do short of killing the person, which

would be too much of a nuisance.

Thus he made this spell, which is essentially a "silence, 2-inch

radius" spell. Typical use is to cast it on someone's tongue,

rendering all articulated speech impossible (spellcasting too),

although deep-throat moans might still be possible. The victim

can still hear, though, a necessity in getting in your last

word. The sphere is mobile with the object it was cast upon.

The somatic component is a wave of dismissal in the subject's

direction, and the verbal component is some phrase like "be

quiet", "shut up", or some more colourful version. A successful

saving throw against spells completely negates the effect, but

the victim will not know that a spell was even cast, due to the

innocuous nature of the components. This was specifically

designed to prevent secondary insults regarding the failure of

the spell ("Hah! Your feeble magics cannot touch me!").

Magic using thieves can also use this spell by casting it on a

lock to cover up lock picking noises, while still keeping an ear

out for guards' footsteps. Creaking hinges are another good use.

It's also a good way to shut up the stupid Intelligence 8

dwarven battlerager in the party, although this may result in a

two-handed battle-axe between the eyes.





Last Image (Divination, Necromancy)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  1 round

Area of Effect:  One corpse

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



When the wizard casts this spell, he sees whatever the recipient

corpse saw at the very instant of death, with the intent of

learning the identity of the murderer, or at least the location

of death. If the recipient was killed by a gaze attack, the

wizard suffers this attack as well, but with a +4 bonus to his

saving throw.





Lesser Aura of Protection (Evocation)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Francois Menneteau 



This spell creates a bright aura around the caster, making him

appear more powerful and subtracting 2 from all attacks. It also

grants a +1 bonus to his saving throw for any targeting attacks.

Note that none of the aura spells are cumulative with one

another.





Lesser Invisible Object (Illusion/Phantasm)



Range:  1 yard

Components:  V, S

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  One object not larger than 3 cube feet per

     level

Saving Throw:  None

Author:  Brian Dawson



This spell causes an object to vanish from sight, much like the

2nd-level wizard spell invisibility (which affects only

creatures). The spell lasts only 2 rounds per level of the

wizard or until the wizard wills it to end. For example, a

quiver of arrows or a bow could be made invisible and carried,

and when desired, a moment's thought could make them appear.

Note that not even the wizard can see the invisible object, so

if he is to use it most effectively, it may be necessary to make

it visible.





Lhaeo's Distant Bandage (Abjuration)



Range:  5 yard + 5 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Paul Ferron 



When this spell is cast, the wizard is able to bind the wounds

of a creature up to 5 yards away plus 5 yard per level. This

spell is to be used together with the optional "hovering on

death's door" rule on page 75 of the Dungeon Master's Guide.

The bindings are only able to tend to someone's bleeding wounds.

They have no power to hinder a creature's movement. The creature

on which the bindings are used immediately stops bleeding from

serious wounds but does not recover any hit points. Hit points

must be recovered normally.

This spell is very useful if nobody of the party can reach the

character who just reached 0 or less hit points. Lhaeo (no, not

the Lhaeo) often meets this problem because he travels with a

bunch of suicidal maniacs who always manage to get themselves

below 0 HP and this always happens when that person is as far

away from the party as possible.

The material component of this spell is a piece of bandage which

must be thrown toward the injured creature. While the piece of

bandage flies toward the target it grows and grows until it

reaches the exact size needed to stop the wound from bleeding.

Then the bandage wraps itself around the wound and stays there

until someone removes it. The wizard does not need to

concentrate on this spell.





Little Death (Necromancy)



Range:  60 feet

Components:  V, S

Duration:  1d4+1 rounds

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jeff Vogel 



This spell may be cast on any living (not golem, undead, etc.)

creature native to the prime material plane and with 6+4 or less

Hit Dice. The victim must save versus death magic at -3 or fall

paralysed for 1d4+1 rounds.





Lohocla's Create Beer and Pretzels (Alteration)



Range:  10 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Reid Bluebaugh 



Lohocla didn't want priests to be the only spell casters able to

create food. Unfortunately, the results might not be as

nourishing as a priest's food and water. However, Lohocla's beer

and pretzels have their benefits.

When this spell is cast, the wizard causes beer and pretzels to

appear. For every level of the wizard, a quart of beer is

created and a half pound of pretzels. The pretzels come in a

wide variety of sizes and types. The beer is of excellent

quality and quite filling.

The beer becomes flat and the pretzels become stale in 24 hours,

although they can be restored for another 24 hours by a purify

spell of some sort.

The material components of the spell are a pinch of salt and a

pinch of hops.





Lohocla's Deadly Bottle Rockets (Evocation)



Range:  50 yards + 10 yards per level

Components:  V, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One 25-foot cube

Saving Throw:  None

Author:  Reid Bluebaugh 



This spell was created by Lohocla or at least commissioned by

him. Lohocla wanted to give a gift back to those wizards who

have supported him in the past. This spell is bizarre in that a

person must be intoxicated to use it. Lohocla has a unique

concept of magic and the best way to wield it. Yet, this may be

a benefit because this eccentric spell allows the wizard to cast

at low-level, a powerful and damaging (possibly dangerous)

rockets at its opponents even though his current ability is poor

because the intoxication.

The material components of this spell are a bottle of alcohol

(any type) and a 1-foot long smooth stick that can fit into the

bottle with one end sticking out.

An unusual spell indeed, this spell cannot be cast unless the

caster is under the influence of alcohol (i.e. in a state of

slight, moderate, or great intoxication). Of course, the wizard

generally doesn't go adventuring while drunk, so this becomes a

big hindrance if not useless. On the other hand, it can be a

real benefit when the wizard goes to a place knowing full well

that he will become intoxicated. Mainly, because there is no

chance of spell failure for this spell (note that the chance of

spell failure is still there for all other spells). This becomes

very valuable because the wizard can get intoxicated, with all

the problems it entails, and always have a memorised spell that

will work (especially when greatly intoxicated when the chance

of spell failure is 100%).

When the wizard casts the spell, he must take a swig of alcohol

from the bottle, place the stick in the bottle, and then aim the

bottle at its target which all takes place while saying the

magical words.

Once the spell is cast, 2 sparkling rockets of magical energy

per level fly out of the bottle with a ear piercing whistle to

unerringly strike their targets with a dazzling display of

colours (see below). This includes enemy creatures in a melee.

The target creature must be seen must be seen otherwise detected

to be hit, however, so near-total concealment, such as that

offered by arrow slits, can render the spell ineffective.

Likewise, the caster must be able to identify the target. He

cannot direct a rocket to "strike the captain of the guard",

unless he can single out the captain from the rest of the

soldiers. Specific parts of a creature be singled out. Inanimate

objects (locks and the like) cannot be damaged by the spell, and

the rockets disperse with no effect.

Very fascinating, the damage a rocket does is dependent on the

state of intoxication the wizard is in. If in a state of slight

intoxication, each rocket will do 1d4+1 points of damage. If in

a state of moderate intoxication, each rocket will do 1d8+1

points of damage. If in a state of great intoxication, each

rocket will do 1d12+1 points of damage. This is possibly the

only instance where being more intoxicated is a benefit in

combat.

When a rocket hits a target, a spray (5x10x10 foot wedge) of

vivid multiple colours spring forth from the impact spot.

Usually, the colour splash is harmless but dazzling. There is a

1% chance per level of the caster that the colour slash will be

harmful. If harmful, then from one to six creatures (1d6) within

the area are affected in order of increasing distance from the

target. All creatures above the level of the wizard and all

those of sixth level or 6 Hit Dice or more are entitled to a

saving throw versus spell. Blind or unseeing creatures are not

affected by the spell. Creatures not allowed or failing saving

throws, and whose Hit Dice or levels are less than or equal to

the wizard's level, are struck unconscious for 2d4 rounds; those

with Hit Dice or levels 1 or 2 greater than the wizard's level

are blinded for 1d4 rounds; those with Hit Dice or levels 3 or

more greater than that of the wizard are stunned (reeling and

unable to think or act coherently) for one round.





Lohocla's Enchanted Bartender and Staff

(Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1

Area of Effect:  40-foot radius

Saving Throw:  None

Author:  Reid Bluebaugh 



Lohocla created this spell for a tavern owner, who happened to

be a retired adventurer wizard, that was having business

trouble. Lohocla gave him 100 gold pieces, bestowed the

bartending nonweapon proficiency on him, taught him an abundance

of alcohol drinks, gave him the spell, and cast a permanency

spell on an enchanted bartender to serve the wizard as a main

bartender. The spell is not one normally studied by adventuring

wizards but is often used by retired adventurers and other

sedentary types.

This specialized version of the unseen servant was developed

with one particular task in mind - bartending and barkeeping.

The enchanted bartender and staff are magical forces under the

control of the wizard.

The main power of the spell creates an enchanted bartender. It

can perform simple barkeeping actions like making, serving, and

doctoring drinks, wiping the bar, cleaning dirty drinking

vessels, filling snack bowls, etc.

The enchanted bartender can only make mixed drinks that the

wizard himself has prepared at some point in his life.

Hopefully, the wizard has the bartending nonweapon proficiency

so that his enchanted bartender can make perfect drinks.

Every three levels, the wizard can create an enchanted barmaid

to assist the enchanted bartender. Thus, at level 3 the wizard

can create one barmaid, at level 6 he can create two barmaids,

at level 9 he can create three barmaids, etc. An enchanted

barmaid cannot mix drinks like the enchanted bartender. An

enchanted barmaid can perform simple barmaid actions like

serving drinks and snacks, wiping off tables, sweeping up

messes, etc.

Every six levels, the wizard can create an enchanted bouncer.

Thus, at level 6 the wizard can create one bouncer, at level 12

he can create two bouncers, at level 18 he can create three

bouncers, etc. An enchanted bouncer serves only one purpose: to

expel disorderly persons (with the exception of the wizard of

course) in a bar or tavern. An enchanted bouncer has a Strength

of 18/1d100, a Dexterity of 18, and a number of hit points equal

to the wizard's. If an enchanted bouncer is given resistance, he

proficiently attacks with non-lethal combat such as punching and

wrestling. DMs must be sure that a player does not abuse an

enchanted bouncer's power. It is only created to expel

disorderly people from a bar or tavern, not to enter the

wizard's combative battles while adventuring.

The enchanted bartender and staff with the exception of the

bouncers are no stronger then an unseen servant and no more

dextrous than its creator. The enchanted bartender and staff can

be left to do their duties on their own. If something disrupts

the smooth flow of their routine (such as the arrival of

Tiamat), the staff will go to the enchanted bartender who will

seek the advice of its creator.

All creations may be dispelled by the caster at will. Also, an

enchanted bartender or any staff other than the bouncers can be

dispelled by taking 6 points of damage from area of effect

attacks such as breath weapons, explosions, etc. A dispel magic

will get rid of everybody. The material components of this spell

are a block of birch wood and some string.





Magic Motes (Evocation)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Benjamin C. Ford 



Casting magic motes creates a number of motes of light around

the caster. One mote is created at first level with one

additional mote being created for every two levels of the caster

beyond first to a maximum of five (as per magic missile). Each

mote moves to intercept physical attacks or magical attacks that

have some physical or magical form. The motes reduce the damage

from such attacks by 1d4+1 points. Each attack causes one mote

to disappear, except for area effect spells, which cause all the

remaining motes to wink out of existence. If not used within one

turn per level of the caster, any remaining motes wink out.





Masturbation (Enchantment)



Range:  10 yards

Components:  S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Mario R. Borelli 



This spell causes the horniness of Arousal with the added

irresistible urge to masturbate with any and all external sexual

organs. This spell functions like a combination of an arousal

cantrip with a command to "masturbate!". If no appendages are

free for this purpose, the subject will rub the sexual organs

against any nearby functional object. The material components

are two pieces of cloth, rubbed quickly against one another.





Mental Notepad (Alteration)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  Special

Area of Effect:  The caster

Saving Throw:  None

Author:  Paul D. Walker 



This spell allows the wizard to store information in the unused

portions of his brain for later recall. The information thus

stored will be available for complete recall as if the wizard

was reading the information from a parchment in his hands.

The wizard is able to store up to two pages of information in

the brain through the use of this spell. If at a later time, the

wizard wishes to add more information, or change the information

that is current in his brain, then the wizard will be required

to recast the spell and memorise the information again. There

can only be one spell active in the wizards brain at anyone

time.

The material component of this spell is a lead crystal sheet of

no less than 50 gp value which disappears after the spell is

cast.





Mental Rejuvenation (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Brian J. Toleno 



This spell allows the caster to restore psionic strength points

to the target. The caster (who cannot be a non-psionicist) can

restore 1d6 PSPs per level to the target. The target must be

willing and the material components of the spell are a piece of

the target's hair or a bit of their scalp.





Metal Arm (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  The caster's arm

Saving Throw:  None

Author:  Al Singleton (Quasi Nogum) 



The spell causes the caster's arm to become equivalent to a

medium shield, +5. The material components are five platinum

pieces that must be balanced on the wizard's forearm. These

vanish into the caster's arm upon the beginning of the spell's

effect.



Mikkis' Appraising (Divination)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  1 round

Area of Effect:  Object touched

Saving Throw:  None

Author:  Samuli Mattila 



The value of gems and art objects can be determined by the means

of this spell. Objects must be well cleaned, which typically

takes 5 rounds per object. Up to 3 items per level of the caster

can be appraised. The chance of success is 50% + 5% per level of

the caster. The material component is a bit of powdered silver.





Minor Annoyance (Illusion)



Range:  5 feet per level

Components:  V, S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Martin Ott 



This spell creates the illusion (in both sound and feel) of a

mosquito flying into the victim's ear. The victim will then act

appropriately, which usually means stopping and trying to get

the illusionary mosquito out of his ear, until either a

successful saving throw versus spell is made, or the spell

expires.

The spell can be used to interrupt casting of a spell. It will

also increase the victim's chance of spell failure by 10% for

every round the spell is effective after the first.

The victim gets a saving throw at the time of the casting, and


at the end of each round thereafter. For every level the victim

is above the caster, it gets a +1 bonus on the saving throw. The

illusionary mosquito does not stop the victim from fighting, it

does give it a -2 to-hit, however.





Minor Mimicry (Illusion/Phantasm)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Brian Dawson



This spell allows the wizard to make the creature touched to

appear as something else for the duration of the spell. The

illusion has visual and minor auditory (such as crackling of

fire, mumbling, etc., similar to an improved phantasmal force)

components only. The form is chosen by the wizard, and unwilling

creatures gain a saving throw. The illusion can be as small as

half the size of the creature masked, and as large as something

that would fit within .25 cubic yards + .25 cubic yards per

level.

Once the form is taken, it remains almost stationary, with only

minor movement possible; for example, a troll illusion could

growl and make threatening motions but could not walk and

attack, and a fire could dance and crackle but could not spread.

For this reason, objects are the forms most often chosen.

Movement is not possible for the recipient creature if the spell

is to be maintained, as this would break the spell. If the

recipient remains still or nearly still, however, the spell will

last so long as the wizard maintains faint concentration (spell

casting and taking damage breaks the spell, but talking and

walking do not), and remains within 1 yard per level of the

location of the recipient (obviously not a problem if the wizard

and the recipient are the same person). If the spell is broken

for any reason, it will last a further 1d3 rounds + 1 round per

level of the wizard. The illusion does not follow any movement

made by its recipient.





Mist (Evocation)



Range:  20 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  Up to one 50-foot cube per level

Saving Throw:  None

Author:  Joseph Delisle 



Mist creates a huge fog cloud that can be seen through, but

reduces the range of vision greatly. In normal use, all sighting

distances (see the Player's Handbook) are halved. Vision can be

decreased to a third of its normal range by reducing the area of

effect to one cube (with a 25-foot side) per level.

The shape of the cloud must be rectangular. For example, a

2nd-level wizard could create a mist of 100x50x50 feet.





Morrison's Next Whisky Bar (Divination)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  One mile per level

Saving Throw:  None

Author:  Keith Taylor 



This spell is meant to be used by a wizard who is looking for a

good place to have a blast and get blasted. The spell seeks out

all establishments within range and instantly gives the caster

a mental impression of the best place, with regards to its

location, name, general appearance, and taste of the wizard. The

spell determines which is the "best" location by considering the

following factors, in descending order of importance: strength

and quality of drinks served, wildness factor, size of bar, and

inexpensiveness. If there is no such location (at all) within

spell range, the caster must save versus death magic or fall

into a 1d4 round coma, and emerges from it weeping but unharmed.

This spell is also known as Morrison's tavern locator.





Murder Weapon (Divination, Necromancy)



Range:  0

Components:  V, S, M

Duration:  1 turn

Casting Time:  1 round

Area of Effect:  Weapon touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



The caster of this spell can check one weapon per round to

determine if it was used to kill a specific corpse, of whom he

has a blood sample. A murder weapon is one that reduced the

victim to zero hit points, or delivered the poison which did so.

The material component of this spell is a drop of blood from the

caster.





Narhwal's Blistering Pain (Divination)



Range:  0

Components:  V, M

Duration:  Special

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  Eric Wayne Swett <4962@ef.gc.maricopa.edu>



This is a particularly annoying and potentially disgusting

spell. The caster places his hands upon the bare flesh of the

victim and immediately the victim takes 1d4-1 damage per level

of the caster (a successful saving throw negates the effect).

Large, pussy blisters grow from the place the victim was

touched. This can have any number of ill effects upon the victim

depending upon the location and the creativity of the DM.

The material component of this spell is some lamp oil rubbed on

the hands of the caster.





NightShade's Components (Conjuration/Summoning)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One component per level

Saving Throw:  None

Author:  Steve Bartell 



This spell was created by the wizard NightShade, after a prison

entrapment left her unable to cast spells because she lacked

components. A similar spell, conjure spell components (see the

Tome of Magic for details), was introduced a few years

afterwards. The two are very similar, but each have their

advantages and disadvantages. This spell causes the desired

spell components to appear directly into the wizard's hands. The

component cannot be man-made or exceed 1 gp value. The wizard

can call forth one component per level. There are no

restrictions in bringing forth animals or animal parts.





Orko's Initial Marker (Conjuration/Summoning)



Range:  5 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  One defeated creature

Saving Throw:  None

Author:  Orko



When this spell is cast, it creates a giant black (or other

colour) magic marker to appear and draw the wizard's initials on

a defeated victim. The marker will draw on any surface: water,

fire, magma, acid, etc. The wizard can choose to alter the

colour of the marker if he wishes. The material component for

the spell is a piece of black cloth.





P.M.S. (Conjuration)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  The Carnal Knowledge Guide 



P.M.S. causes the subject to experience an unceasing, agonizing,

dull throbbing pain throughout the groin and lower abdomen, as

though all the muscles in that area were clenched like a vice.

THAC0 and all saving throws are treated as if the subject were

one level lower (a 0th-level or 1st-level character

automatically misses or fails), and Constitution and Charisma

are reduced by one for the duration of the spell. A successful

saving throw results in a nagging headache reducing Constitution

and Charisma by one for the duration of the spell. The material

component is a clamp.





Painful Wounds (Necromancy)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  Robert A. Howard 



This spell causes any existing wounds (caused by bleeding touch,

or any blow of 4 or more points of damage, or when the victim is

at half its maximum hit points or less) to become excruciatingly

painful. Wizards do not need to hit their chosen victim. The

victim must make a saving throw versus paralysation or be unable

to do anything but roll on the ground screaming in pain. The

material component is a pinch of powdered quartz crystal.





Painting (Illusion/Phantasm)



Range:  12 feet

Components:  V

Duration:  Concentration

Casting Time:  1

Area of Effect:  2-foot long cube

Saving Throw:  Negates

Author:  Unknown



By the means of this spell the wizard can create an illusion of

whatever he wants, as long as he concentrates and the illusion

remains in the area of effect. It is usually easy to recognise

what the illusion is supposed to be of, but any creature that

can do so can also recognise that it is an illusion.





Personal Magnetism (Alteration)



Range:  5 yards + 1 yard per level

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  5

Area of Effect:  Special

Saving Throw:  Negates

Author:  William T. South 



By means of this spell, a wizard is able to endow a single

target creature with a magical field which causes all creatures

within the area of effect (of the same basic species) to be

drawn toward the target creature, much in the say way that metal

is attracted to a lodestone. The spell will affect target

creatures of up to 4+2 Hit Dice. A saving throw versus spell

will totally negate this spell, but the Hit Dice of the target

creature modify its saving throw in the following manner:



        Hit Dice       Saving Throw Modifier

       less than 1              -4

       less than 2              -3

       less than 3              -2

       less than 4              -1

           4+                    0



Creatures that have magical auras are totally immune to this

spell. This includes dragons, cockatrice, etc.

If the spell dweomer successfully affects the target creature it

will then attempt to attract all surrounding creatures of the

same species, causing them to move at their normal movement rate

(and locomotion) toward the target creature. The area of effect

is a sphere around the target creature which extends outward up

to 1 yard per level of the wizard, up to a maximum of a 10-yard

radius. The number of creatures within the area of effect which

the dweomer will attempt to attract is equal to twice the

current level of the wizard. The wizard is unable to change this

number in any way and may himself be affected by the dweomer (if

of the same species as the target creature) if caught within the

area of effect. For purposes of this spell, hybrids are

considered an individual species, so half-orcs would only

attract other half-orcs, not other orcs or humans.

The area of effect is stronger near the target creature and

therefore has more of a chance to attract a being toward the

target than at the outer limits of the sphere. The outer 1 yard

of the area of effect will always allow creatures a normal

saving throw versus spell against the attraction. But, for every

yard closer, the creature is penalised by a cumulative -1

modifier to its saving throw. Here are examples of a 1st-level,

5th-level, and 10th-level (or higher) wizard casting this spell:



1st-level wizard:

distance in yards     0  1

saving throw modifier -  0



5th-level wizard:

distance in yards     0  1  2  3  4  5

saving throw modifier - -4 -3 -2 -1  0



10th-level wizard or higher:

distance in yards     0  1  2  3  4  5  6  7  8  9 10

saving throw modifier - -9 -8 -7 -6 -5 -4 -3 -2 -1 0



A successful saving throw against the attraction means that the

spell is unable to attract this creature toward the target

creature.

Note that the wizard may reduce the size of the area of effect

to less than he is able to affect (in one-yard decrements) but

the saving throw modifiers are a product of the size of the area

of effect, not the level of the wizard casting the spell. This

means that if a 10th-level wizard reduces the area of effect to

a one-yard sphere it would only be able to affect creatures

within one yard of the target creature and they would receive a

normal saving throw, but he will still able to try to attract 20

creatures toward the target whereas the 1st-level wizard would

only be able to attract 2. Also, remember that the area of

effect is three-dimensional, and can affect creatures through

any material that does not shield against magic (lead, for

example). Creatures that are physically unable to become "stuck"

to the target will stick to whatever physical object is blocking

their path, such as walls, floors, doors, etc.

If any creatures become "stuck" to the target creature, it and

whatever is stuck to it become entangled with each other,

effectively reducing their normal movement rate to 0. Creatures

being drawn toward the target are totally unable to attack, but

may attack from the mass with one attack form per round if the

attack does not require melee combat (breath weapon, gaze,

etc.). If the combat form requires physical contact, a "stuck"

creature is only entitled to attack once per round and only if

it is first attacked by someone striking at it while it is

entangled. Attacks on entangled creatures are at +4 to-hit, and

the creatures are penalised -3 on the return attack. Also,

creatures so entangled lose all Armour Class bonuses for

Dexterity and cannot cast any spells requiring somatic

components.

The material component of this spell is a lodestone of at least

2 gp in weight. It will disintegrate if the target creature

successfully saves against the spell. Otherwise, it is reusable,

and only need be touched during the casting to act as a focus

for the wizard.





Pilpin's Mapper (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  6 turns + 1 turn per level

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Pilpin



This spell will create a map of the wizard's path for the

duration of the spell. The map will record basic features

(doors, stairs, windows, cliffs, rivers, etc.) on a piece of

vellum provided by the wizard. Unusual or special features

(statues, paintings, smells, and noises, for example) can be

added at the will of the wizard. The material components are a

piece of vellum (that the map is created on) and a vial of ink.

Neither is consumed in the casting, except for some drops of

ink.





Pilpin's Prompt (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  1 week per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Pilpin



This spell is used to remind the wizard of an appointment or

event. The wizard decides when and what to be reminded of

(within 1 week per level), and a voice only the wizard can hear

will deliver the reminder at that time. The reminding message

can be up to 20 words long. The material component is a small

piece of elephant hide.





Power Word, Attention (Evocation)



Range:  0

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  All creatures in a 50-foot radius

Saving Throw:  None

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





This is an ancient spell of unknown origins that has been in

common use for untold centuries. As the name implies, the

utterance of power word, attention will get the attention of any

and all creatures within a 50 foot radius, regardless of any

languages they may speak. It is the caster's responsibility to

make use of the temporary situation, for the creatures affected

by this spell will resume their normal activities within a

single round. Repeated use of this spell in a short time span is

poorly received in many (if not all) locales.

Creatures involved in spellcasting, combat, deafened, under the

effect of a silence spell or involved in any other pursuit

requiring concentration are not affected by power word,

attention.





Power Word, Rut (Conjuration/Summoning)



Range:  5 yards per two levels

Components:  V

Duration:  1 hour per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  The Carnal Knowledge Guide 



When this spell is cast, the recipient gains a condition of

sexual excitement and productive activity. This is reflected in

a +2 modifier for every three levels of the wizard to Dexterity

with respect to having sex. Thus, this spell won't affect any

other aspects of Dexterity: only sex. Also due to his hyper

state, the recipient gains a +1 to-hit. Furthermore, two points

of Intelligence and one point of Wisdom are lost and one point

of Charisma is gained. These bonuses end when the spell ends.





Projected Light (Alteration)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  50-foot long, 1-foot wide beam

Saving Throw:  None

Author:  Francois Menneteau 



A beam of light (equal in strength to a lantern) springs forth

from the caster's palm. This beam is not powerful enough to harm

or blind creatures. By clenching his hand to a fist, the light

can be temporarily extinguished.





Protection from Chaos [1] (Abjuration)

Reversible



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



This spell is very similar to protection from evil (q.v.) except

in its purpose and intent; it keeps out chaotic, as well as

summoned or enchanted creatures. It acts as magical armour on

the recipient; the protection encircles the recipient at a one

foot distance, thus preventing bodily contact by creatures of an

enchanted or summoned or chaotic nature. Summoned animals or

monsters are similarly hedged from the protected being.

Furthermore, any and all attacks launched by chaotic creatures

incur a penalty of -2 from dice rolls to hit the protected

creature, and any saving throws caused by such attacks are made

at +2 on the protected being's dice. This spell can be reversed

to become protection from law, although it then still keeps out

enchanted or summoned chaotic creatures as well.

To complete this spell, the wizard must trace a 3 feet diameter

circle upon the floor or ground with powdered obsidian for

protection from law and powdered glass for protection from

chaos; or in the air using burning incense or burning dung with

respect to law or chaos.





Protection from Chaos [2] (Abjuration)

Reversible



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Peter Gourlay 



This spell is basically identical to protection from evil, save

that, in addition to protecting against summoned and conjured

creatures, it protects against all chaotic creatures in the same

manner as the other spell protects against evil creatures.

The reverse of this spell is protection from law. To complete

this spell, the caster must trace a 3-foot diameter circle upon

the floor with powdered obsidian for protection from law and

powdered glass for protection from chaos.





Protection from Rain (Abjuration)



Range:  0

Components:  S, M

Duration:  1 hour per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



After casting this spell, the wizard will remain dry even if

standing in the midst of a torrent. The wizard is protected from

splashes and falling drops, but he is not protected from more

concentrated bodies such as puddles. The water will simply bead

and flow down an invisible field which surrounds the wizard and

his clothing at a distance of about one inch. An oiled leather

rag is the material component of this spell.





Quantas's Target Bow (Enchantment)



Range:  0

Components:  V, S, M

Duration:  2d4 rounds + 1 round per level

Casting Time:  2

Area of Effect:  Bow touched

Saving Throw:  None

Author:  Quantas



While this spell is in effect, any arrows fired from the bow

(which may not be a crossbow) are +2 to hit a specific target.

The wizard must be able to see the target, and call his shot.

The +2 only affects hits on the target, not on someone or

something that gets in the way.

If the target is in melee, the target gets a +2 to it's size

rating when the DM determines the odds of hitting the target as

opposed to those around it. For example, if firing on a size six

giant who is in melee with a size two elf, there would normally

be a one in three chance to hit the elf. With target bow in

effect, the giant would be raised to size eight, giving only a

one in four chance to hit the elf. Should the arrow go at the

elf anyway, it would not get its +2 to-hit (since the giant is

the target).

Note that the arrow fired from the target bow is in no way

magical. The material component is a feather from a bird of

prey, rubbed against the bow string.





Random Spell I (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 risky spell draws upon the chaos of magic to form magical

energy into a spell of more power than the wild mage could

otherwise be casting. Random spell, when casts, creates an

effect equal to a randomly selected spell of second or third

level. The wizard does not know what spell will be duplicated:

that is determined the instant the spell is cast. The casting

time of the second spell is one round, and it must be cast in

the round following the casting of random spell.

In that instant, the wizard learns the basics of how the spell

is to be targeted. The wizard might know to select a single

target, a centre point for an area effect spell, an object, a

direction (for a cone or similar spell), or whatever. If there

is no suitable target within range, random spell fails. If

appropriate, the duration is also determined this way. The

wizard learns nothing else, including whether or not the spell

is harmful or helpful.

Random spell should be rolled off of a fairly large list of

spells that includes both common and unusual spells. The lists

in the back of the Forgotten Realms book would work quite well,

but any other list will do. DMs should not include spells with

a normal casting time of one turn or more in this list.





Repel Lesser Quasi-Elemental (Abjuration)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  10-foot radius sphere

Saving Throw:  None

Author:  Francois Menneteau 



This spell prevent lesser radiance, lightning and mineral

quasi-elementals from entering the area of effect.





Reverse Sexual Orientation (Alteration)



Range:  10 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  Mario R. Borelli 



This spell temporarily converts a creature's sexual orientation

from hetero- to homosexual, or vice versa. A bisexual who

favours one gender will now favour the other, and a bisexual

equally disposed towards both genders is unaffected. Asexual

creatures or creatures of species with more than two genders

will be affected, if at all, by DM's discretion.

There is no saving throw per se against this spell. Rather, upon

first experiencing sexual attraction in the altered way, or upon

first questioning one's unexpected lack of accustomed sexual

attraction, the subject, if strenuously disapproving, is allowed

a Constitution check at -4. A successful Constitution check will

experience a strong but repressive erotic attraction towards a

single individual for 1 round per level of the spellcaster,

after which the effects permanently vanish. A new Constitution

check may be made once per day, but with a cumulative penalty of

-1 per day. A check of 1 always succeeds.

The material component is a concave lump of clay which the

caster remoulds into a convex lump.





Revulsion (Enchantment)

Reversible



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Mario R. Borelli 



Successful casting of revulsion leaves the recipient disgusted

to the point of nausea at any prospect of engaging in sexual

activities of any kind, no matter how minor. The reverse of this

spell, indifference, eliminates any negative thoughts or

feelings the recipient may have and replaces them with utter

indifference. The material component of this spell is a leech or

the eye of a tuna.





Roland's Disrobement (Conjuration/Summoning)



Range:  1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Magii-Milkman 



This spell allows the caster to remove all of his clothing and

replace it with another set of clothing in an instant. This

clothing can be normal or magical, metal armour or leather,

anything the wizard is currently wearing. However, the spell

cannot place armour onto the caster's body. The clothes to be

donned must be within the spell range. The material component

for this spell is a piece of parchment with the word "wardrobe"

written in elvish. The somatic and material components consist

of the cast pointing at himself and saying the magic word

"Hannskrischenandersun!".

Origins: a grey elf mage/thief once lived in Furyondy and was

apprenticed at his uncle's, the magister of a castle deep in the

heart of the country. He was always having to take off his

leather armour in order to cast spells, so he decided to

research a spell that would allow him to change out of it in an

instant.

Unfortunately for poor Roland, he was executed by the new

magister who hated elves. However, it was fortunate that he did

not research it because it wouldn't have worked the way he

wanted it to. You see, having a 4 Wisdom, Roland never figured

out that you can't ever cast this spell in armour.





Roteley's Wildbolt (Evocation, Wild Magic)



Range:  60 feet + 10 feet per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  Special

Author:  Michael Karapcik 



This powerful spell can inflict a great deal of damage, but it

harms the wizard in the process. With this spell, the wizard

himself becomes a channel for a bolt of raw, destructive energy.

The wizard, however, becomes greatly damaged by this

channelling; the more powerful the bolt, the more damage the

wizard takes. When this spell is cast, the wild wizard takes 1d3

points of damage per level he posses, plus an optional 1 HP per

level (the caster need not use all the optional damage). For

each point of damage the wizard takes, the bolt does 1d4 in

damage to the target. For example, a 10th-level wizard with

38 HP uses a bolt with an additional 7 points of damage (he is

guaranteed at least one hit point left). The wizard rolls

10d3+7, and gets a total of 29. The wizard takes 29 points of

damage, and the target takes 29d4 in damage. Note that there is

no saving throw for the wizard or target to reduce damage. The

wizard can cast this spell as if at a lower level in order to

reduce damage taken. Certain spells will offer some protection

against the bolt (for the target only): shield: absorbs one dice

damage per round duration left, rounded up, shield duration

reduced appropriately; minor globe of invulnerability: as above,

one round per 3 dice damage; globe of invulnerability: as above,

one round per 5 dice damage; brooch of shielding: one charge per

two dice damage absorbed.

Spells or prefixes (White Wolf Magazine) which augment damage

affect the damage the caster takes; the target, however, only

takes 1d2 points in damage for each augmented point the caster

takes. For example, if the caster above could do an extra point

of damage per die from another spell affect, he would take 39

points of damage, knocking him unconscious, doing 29d4+10d2 in

damage, raising the average damage from 73 to 88 HP, probably at

the cost of his life.

The damage incurred from a wildbolt, for both the caster and

target, can be healed normally.





Sand Glass (Alteration)



Range:  1 foot

Components:  V, S, M

Duration:  Permanent

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Marcos A. Avila (Mizar, the Brilliant)





This simple spell allows wizards to create small glass objects

(up to 3 pounds) out of sand. If used creatively, it is a handy

spell for many situations. The caster can shape the glass in any

way he wants, but trying to duplicate an existing object or

creating something complex or valuable will require the proper

artistic proficiencies. The caster can produce either

transparent or translucent glass. Common products of this spell

are cups, bowls, vials, small windows, crystal bullets, cutting

shards, and so on. The spell itself doesn't produce sharp enough

edges for cutting, but this can be done after the glass is made.

It takes at least one round to prepare the glass, plus a

variable time for the shaping, dependant on the object's

complexity (DM's discretion).

The material component of this spell is a small crystal lens to

concentrate any light source stronger than torchlight on the

sand. The lens is not expended.





Sand Skin (Conjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Unknown



By this spell, the wizard will cover himself with sand that will

repel damage. The wizard will be able to cover himself with

enough sand to block 8 HP + 1 HP per level of damage. The type

of sand used causes the body to be slightly shaded to that

colour. The spell lasts until all the points are used up.

Multiple casting only raise you back to the maximum of a single

casting.

The material components needed are: ground granite, sandstone,

or some other type of fine sand.





Sand Spray (Alteration)



Range:  20 feet

Components:  V, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



By means of this spell, the wizard sends out a spray of sand in

a horizontal arc of 90 degrees in front of himself. This attack

is resolved on the fighter's missile attack table. If

successful, it will blind 1d4 individuals in the field of fire

for one round. Those individuals blinded will suffer a -4

penalty to their attacks, while giving the wizard and his

companions a +4 gain to their attack rolls - for the remainder

of the round - or give them a 2-round head start to flee. The

material component is the sand to be sprayed.





Sangfroid (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Martin Ott 



This spell confers immunity to all "nuisance" cantrips and

1st-level spells cast upon the bard. In addition, it gives the

bard a +4 bonus to his saving throws versus such spells of

second level or higher. This spell is primarily used while

performing, as it keeps outside events such as hecklers and

taunt spells from interrupting the bard's performance. The

material component for this spell is a chip of granite.

"Nuisance" spells are those that do no damage, but are designed

to adversely affect the bard's concentration, train of thought,

or senses. Most illusion and charm spells fall into this

category, as do blindness, deafness, and other such spells that

otherwise cause blindness or deafness. All three variations of

the annoyance spell (q.v.) are included as well. There are more

such spells, but an exhaustive list here is unwarranted.





Sanh's Ray of Light (Evocation)



Range:  6 yards + 1 yard per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Max Becherer 



This spell is a more powerful version of Sanh's harmless ray of

light. If a saving throw versus death magic is failed, the

victim suffers 1d6 points of damage plus one per level of the

wizard. A fumbled saving throw results in the victim being

permanently blinded in one eye and dazzled for 1d6 rounds (-2 on

all rolls).

As per the cantrip, Sanh's ray of light is basically a laser

beam. The colour is chosen by the wizard, but multichromatic

light, such as sunlight, cannot be duplicated. Since the beam

itself is not magical, magic resistance has no effect against

this spell.





Sara's Searing Skean (Summoning)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Sara



Sara's searing skean summons a sprite from the elemental plane

of fire which is manifested on the prime material plane as a

flaming aura surrounding a silver dagger in the possession of

the wizard. To invoke the skean, the wizard points the silver

dagger at the intended target and speaks a command word. The

flame leaps off the dagger and unerringly strikes the target

indicated by the wizard. Even if the target is engaged in melee,

it need only be seen by the wizard in order for the spell to

succeed.

The attack of the skean results in damage of 2 HP + 1d3 HP per

level of wizard to a maximum of 9d3 at ninth level. Also,

flammable objects such as paper or wood will be ignited by the

flames, and undead receive normal damage from the attack. The

sprite will not travel through or over water, but does double

normal damage to creatures from the elemental plane of water

which are otherwise "standing" in open air. The dagger does not

harm fire-using creatures or creatures from the elemental plane

of fire.

After its attack, the sprite normally returns to the elemental

plane of fire, however, there is a 5% chance that the sprite

will remain, attacking the nearest creature (possibly even the

wizard) on the next round. The sprite must make this 5% roll

each round it stays away from the elemental plane of fire, and

for each round the sprite remains, the strength of its attack is

reduced by 1d3 until it dissipates. If the sprite's attack

strength falls below 1d3, it will automatically return to the

elemental plane of fire. For every level of the wizard's

experience beyond the first level, the probability of the sprite

remaining is reduced by 1%.

The material component of this spell is a silver dagger which

may be reused, and a pinch of sulphur which is thrown into the

wind. The results of this spell on planes other than the prime

material plane are currently undefined.





Seduce Undead (Necromancy)



Range:  10 yards

Components:  V, S, M

Duration:  24 hours

Casting Time:  1

Area of Effect:  One undead + 1 undead per 2 levels above

ninth

Saving Throw:  None

Author:  Mario R. Borelli 



This spell creates a standing order with one or more undead to

engage in sexual behaviour of the caster's choice with the

caster. The undead will make no effort to harm the caster,

although disease from a zombie's touch or mummy rot, for

example, may of course occur. Each orgasm achieved by the caster

causes 1d6 damage to the undead. The material component is a

drop of semen mixed with menstrual blood.





Seduction I (Enchantment/Charm)



Range:  1 yard

Components:  V, S

Duration:  1 turn

Casting Time:  1

Area of Effect:  One person of 4 HD or less

Saving Throw:  Negates

Author:  John Daniel 



This spell is primarily used by witches (some warlocks have

customized it for their use). This spell causes the affected

person to cast aside all weapons, armour, and clothing, in an

attempt to seduce the witch, leaving the victim virtually

defenceless against attacks from the witch or any other

character or creature. Immediately after seduction wears off or

is dispelled, the victim can retrieve one of his dropped weapons

on a roll of 11 or more on 1d20. If the roll is 16 or more, the

victim may also retrieve a shield or helmet. Rolls may be

repeated each round until successful, as long as the victim

stays within grasping range of the weapon or other object to be

recovered.

The saving throws is a throw versus spell, modified by Wisdom

only (no magical protection devices apply). Furthermore, the

victim must save at -1 for every two points of Charisma of the

caster above 12, rounded up (-1 at Charisma 13 or 14, -2 at 15

or 16, etc.).





Shadows (Illusion/Phantasm)



Range:  0 or 6 yards (see below)

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Brian Dawson



This spell has three different potential functions, the choice

of which may be made at the time of casting:

Hide. The wizard may cast shadows upon himself, with this

covering giving him a chance of hiding in shadows as that for a

thief of equal level. The wizard can take advantage of (or is

penalised by) Dexterity and racial adjustments. This form of the

spell is only shadow enhancing, so an effort must still be made

to hide. It can be cast only on the wizard's person (a range of

0 for this function), and the wizard must remain still and

concentrate faintly to maintain the shadows. This can only be of

use where shadows already exist. If the wizard is also a thief,

this spell can be used to either give the chance of hiding as

described above or add a 2% per level (wizard's level) to the

character's normal thief chances of hiding in shadows.

Distract. This version causes a number of shadowy forms to dart

about up to 6 yards distant in a 2-yard square area, until the

spell expires. This could be most distracting, for it appears as

though there are humanoid and possibly animal forms moving

about. These shadows cannot exist in sunlight or a continual

light, but could still be seen jumping between areas of cover.

Scare. This version creates the illusion of a number of humanoid

forms, appearing exactly as the undead shadow. Up to 1 form per

level can be made, appearing in a 10 feet + 1 foot per level

square area. The wizard has control over each form's actions.

While they may look like shadows, they are completely powerless

(with the exception, perhaps, of causing fear or uncertainty -

a normal reaction for one confronted with this situation). The

wizard must maintain concentration, and even then the maximum

duration of 3 rounds per level still applies. If he breaks

concentration, the shadows will last 1d2 rounds longer before

fading away.





Sharpen (Alteration)



Range:  0

Components:  V, S, M

Duration:  3 months per level

Casting Time:  1 turn

Area of Effect:  One weapon

Saving Throw:  None

Author:  Unknown



This keeps a sharp edge on any one weapon for at least the time

period specified, provided the weapon is used normally only

(i.e., in combat).





Shrapnel Shot (Alteration, Evocation)



Range:  120 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  One-half

Author:  Benjamin C. Ford 



This spell fires a burst of shrapnel at the target. The shrapnel

travels in a straight line towards the target. Any intervening

creatures must save versus dragon breath or be the spell's new

target.

The target is hit by 1d8 pieces of shrapnel, plus one piece of

shrapnel per level of the caster. Each piece causes 1 HP of

damage and counts as a separate attack (great for reducing

spells such as stoneskin). A saving throw versus spell reduces

the number of hits by half. The maximum number of hits is 1d8+8

at eighth level. The hits from the rocks themselves cannot be

countered by magic resistance, as they are natural rocks.

However, the enhancement that allows the rocks to damage magical

creatures is affected by magic resistance.

The material component of this spell is a stone that weighs at

least one pound.





Sigil (Conjuration/Summoning)



Range:  0

Components:  S, M

Duration:  Permanent

Casting Time:  1

Area of Effect:  Object touched

Saving Throw:  None

Author:  Jim Vassilakos 



The wizard may inscribe or write his personal sigil, emblem, or

seal over any non-magical item. The sigil will prevent the

opening of any door, chest, or lock until dispelled, and any

person touching the item inscribed with the sigil (other than

the wizard) will receive 1d4 points of damage. If a knock is

used to open the item inscribed, the item will open normally,

but the damage is still inflicted. The material component of

this spell is a key, which is consumed in the casting.





Simple Distillation (Alteration)



Range:  0

Components:  V

Duration:  Permanent

Casting Time:  1

Area of Effect:  5 gallons per level

Saving Throw:  None

Author:  Christopher A. Snyder Jr. 



No material components. No gestures. Just a complicated guttural

verbal component. Many wizards have tried to reduce this spell

to a cantrip. However, it doesn't seem to be possible to reduce

the verbal component enough to do this. Perhaps adding a small

somatic gesture?

Each casting halves the volume and effectively doubles the

percent alcohol in the liquid it is cast upon. The catch is that

the water goes first. Thus, if beer containing 10% alcohol is

placed in the pot, then it will lose half its volume, but will

now contain 20% alcohol. When all the water is gone, some other

liquid (juice, etc.) has to go next (DM's choice).

Effects are similar to Darkblood's travel size distillery (see

the Net Alcohol Guide for more information on this item). In

fact, this is one of the spells Darkblood used in creating his

distillery.

This spell has no effect on any living being, except (perhaps)

water elementals. This is up to the DM. For example, the water

elemental must save versus spell or lose half its remaining hit

points when struck by this spell. A successful saving throw

indicates half damage or loss of fourth of the remaining hit

points. This is clearly a very powerful spell against water

elementals, but how many times does one see water elementals? If

this is a problem than simply rule it doesn't affect water

elementals either, or lower the damage it causes.





Skank (Enchantment/Charm)



Range:  0

Components:  V, S

Duration:  5 rounds per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  James A. Hooper 



This spell turns an innocent, sweet person into a wild and crazy

nymphomaniac. The affected person will be struck by nymphomanic

insanity for the duration of the spell. This spell is very

popular with apprentices at school who like to cast it on

haughty, preppy girls.





Skeleton (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 hour

Area of Effect:  Corpse touched

Saving Throw:  None

Author:  Jeff Vogel 



With this spell, a necromancer can turn one humanoid corpse into

a skeleton. The skeleton may then be controlled as per animate

dead. A wizard may have only one skeleton per level in existence

through use of this spell. The material component of this spell

is a salve that requires 50 gp and 24 uninterrupted hours to

create.

Hit points of the skeleton are determined randomly. Disposing of

skeletons with insufficient hit points is possible, if

expensive. When a skeleton created by this spell is damaged, the

damage cannot be repaired.





Skip Object (Alteration)



Range:  60 feet

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  Special

Saving Throw:  Special

Author:  Joshua Rosenfeld 



This spell can be cast on any non-living object with a volume no

greater than 1 cubic foot per level of the caster. Magical items

and those items held or worn by an unwilling creature receive a

saving throw of 12. Magical items with plusses or minuses

receive a bonus to their saving throw equal to this modifier

(which means that a cursed -2 sword would receive the same bonus

as a +2 sword). Other magic items receive bonuses corresponding

to the strength of their magic (as determined by the DM): +1 for

weak magic, +2 to +3 for moderate magic, and +4 (or more) for

strong magic. Artifacts and relics are not affected by this

spell. For every third level of the caster, this saving throw is

further modified by a -1 (-1 at third level, -2 at sixth, etc.).

The effect of this spell is to cause the object in question to

be skipped forward in time a number of rounds equal to the

factorial of the caster's level, plus one (a 5th-level wizard,

for example, can skip an object forward 5+4+3+2+1+1=16 rounds).

During the time the object is being skipped, it ceases to exist,

and there is no way to affect it in any way. When it reappears,

if something has moved to occupy the space it previously was in,

it will move to the nearest open space. The caster can choose to

bring the object back any time before the expiration of the

spell, at which time the spell ends.





Skulkskin (Illusion/Phantasm)



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Brian Dawson



Similar to the effect of the skulk's renowned ability, this

spell enables the recipient to change colour so as to blend with

his background; however, unlike the skulk's ability, it changes

not only the skin colour, but the colour of any items worn or

carried also. The chance of successfully hiding depends on the

activity of the recipient, as shown on the following table:



      Movement Rate         Chance of Success

     0 (stationary)        80% + 2% per level

         Up to 1           60% + 2% per level

         Up to 3           40% + 2% per level

         Up to 6           20% + 2% per level

         Faster               2% per level



The recipient may attack without ruining the spell, and will

surprise on a 1-4 in 6 if successfully hidden from view. Once

seen, a creature cannot successfully hide from an observer until

first moving out of its line of sight. Note that chances to

detect invisibility (see the Dungeon Master's Guide, page 60)

apply against this spell. The material component is a bit of

skin from a colour changing creature (such as a chameleon,

troglodyte, skulk, pseudo-dragon, etc.).





Slivers of Stone (Invocation/Evocation)



Range:  30 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Peter Gourlay 



This spell creates a stream of sharp stone shards that

unerringly hit their target. The stones inflict 1d4 + 1 points

of damage. For every three levels gained, the wizard inflicts

another 1d4 + 1 points of damage. This spell is the earth

elementalist version of the magic missile spell, and protections

against that spell are also useful against slivers of stone.

Slivers of stone has the same limitations as magic missile. The

material component of this spell is a handful of stones, which

must be thrown at the target.





Small Fire Ball (Evocation)



Range:  5 yards + 5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One target

Saving Throw:  One-half

Author:  Unknown



This is similar to a normal fireball with the following

exceptions: only one target is affected (the wizard chooses the

target and the fireball expands until the target is engulfed),

damage is 1d4 HP per wizard's level (up to a maximum of 10d4),

and exposed items receive a +2 on their saving throws. The

material components for this spell are a bit of burning incense,

and a gem worth at least 5 gp; both are consumed with the

casting.





Smelt (Alteration)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  2 rounds

Area of Effect:  Special

Saving Throw:  None

Author:  Keith C. McCormic (Darktooth)





This spell reduces a quantity of metal ore to the pure metal it

represents. No slag is left, as it is consumed to provide energy

for the spell.

A wizard may reduce an amount of metal, per level, as shown by

the table below:



   Ore             Amount          Metal Resulting

  Lead            80 pounds           60 pounds

 Copper           50 pounds           30 pounds

 Bronze     40 pounds of copper +     30 pounds

              10 pounds of tin

  Brass     40 pounds of copper +     30 pounds

              10 pounds of zinc

   Tin            50 pounds           30 pounds

  Iron            20 pounds           10 pounds

  Steel     10 pounds of steel +      5 pounds

             1 pound of charcoal

 Silver           30 pounds           20 pounds

  Gold            50 pounds           4 ounces

 Mithril           1 pound             1 ounce

 Mercury           1 pound             1 ounce



By this method, low-level wizards should be able to smelt the

daily products of a small mine. DMs should assign values to

other metals based on their rarity, value, and usefulness as

above.

When the spell is cast, the caster must place a small amount (a

coin, drop, or small bar) of refined metal of the appropriate

type on top the pile of ore. Then, as he speaks the words and

makes motions of pumping a bellows or hammering, a bright light

surrounds the ore, blinding all who look at it and fail to save

versus paralysation for 1d6 rounds. No heat is produced by this.

When the light fades, a block of the pure metal of the indicated

weight is seen resting on the same surface the ore was on. In

the case of mercury, the caster must place the ore in a bowl

before casting, or the fluid runs off.





Smiley (Alteration, Evocation)



Range:  10 feet per level

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  One object

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates a smiley face which appears on the object to

be affected. This smiley is created from the same material as

the object on which it appears: if cast on a cloak it appears as

an ironed-on smiley, if cast on a shield it appears as a

painting, etc. The smiley face cannot be removed without the use

of dispel magic - and if this is tried it always works at one

hundred percent, but with the vanishing of the smiley the

material it was on also vanishes - so that you get a smiley

shaped hole in the object, which does not destroy the object nor


does it render it unusable, but you have a hole in it

nonetheless. Even a mug which had smiley cast on its bottom

which was removed by dispel magic will have hole in its bottom

but it can still be filled with liquid without the liquid

running out of the bottom.





Snapshot (Invocation/Evocation)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  0

Area of Effect:  One page

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



With this spell, the wizard causes an image of whatever he sees,

even thermal images and magical auras, to appear on a sheet of

parchment or vellum.





Spellcrystal I (Conjuration, Invocation)



Range:  0

Components:  V, S

Duration:  1 month + 2 months per level

Casting Time:  1 round

Area of Effect:  One crystal

Saving Throw:  Special

Author:  Kris 



With this spell, a wizard can harness and store the energy used

to cast spells for later use - to enhance other spells. This

requires a crystal of at least 100 gp worth. This crystal, once

forged, is far from stable, and if not handled carefully, it

will detonate in a wild surge. To determine whether a crystal

detonates, roll an item saving throw as for rock (crystal) with

a -4 and a +1 per two levels of the caster. If magic is released

(either by a casting or by another crystal that detonates), roll

a saving throw versus crushing blow for everything and everyone

within a 1-foot radius of the crystal.

If such a crystal is placed within the area of a stabilize spell

it gets a +4 on every saving throw. Also, if a crystal does

detonate it doesn't release a surge. Instead, the magic just

fizzles away (this is really handy because now a chain reaction

cannot be caused). Thirdly, the time spent within a stabilized

area doesn't count against the duration of the spell.

In a dead magic area the energy just fizzles away. When entering

the area, the crystal must save versus disintegration or be

rendered normal again. Detonating crystals just fizzle in this

area. Upon entering a wild area, a saving throw versus

disintegration must also be made or the crystal will detonate.

All saving throws within this area are at -4 (except the saving

throw made when entering the area).





Starshine (Illusion/Phantasm)



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  5

Area of Effect:  30-foot radius

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes the immediate area around the wizard to become

dimly illuminated as if by starlight, enabling clear vision of

up to thirty feet, with indistinct vision at up to sixty feet.

The spell will only work in near to total darkness, and will

cause the ceiling of indoor caverns to appear as a

constellation, taken conveniently from the wizard's memory. The

material component for this spell is a silver piece.





Static Charge (Alteration)



Range:  0

Components:  V, S, M

Duration:  4 rounds per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  August Neverman 



This spell causes the victim to have a serious static charge for

the duration of the spell. The static charge causes the affected

creature to be very edgy and irritable. The saving throw is at

+1 per level (or Hit Die) of the victim - but at -1 per level of

the wizard. The material components are a glass rod and wool.





Streams of Fire (Evocation)



Range:  10 yards + 5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  One-half

Author:  Peter Gourlay 



This spell causes a thin stream of fire to strike one creature

within range. The fire inflicts 1d2 + 1 points of damage per

level, with a saving throw allowed for half damage. The maximum

damage is 10d2 + 10.

The material component of this spell is either a burning torch

which the wizard holds, or a pinch of sulphur.





Swim [1] (Alteration)



Range:  0

Components:  V, S, M

Duration:  1d6 turns + 1 turn per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Max Becherer 



When cast on a willing creature who cannot swim, that being is

granted the ability to swim tirelessly for the duration of the

spell. If the recipient can swim, he tirelessly swims at double

his normal swimming speed for the duration of the spell. Note

however, that this spell does not grant the ability to breathe

underwater. The material component is the fin of any fish, or

the leg of any amphibian.





Swim [2] (Alteration)

Reversible



Range:  30 yards

Components:  V, S, M

Duration:  3 rounds per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Special

Author:  Peter Gourlay 



This spell gives the recipient the ability to swim with ease.

The character has a swimming rate of 12 and can carry his normal

load of equipment with no difficulty. A normally outfitted

character cannot drown while this spell is in effect. This spell

does not impart the ability to breath underwater.

The reverse of the spell, sinking, reduces the swimming ability

of the target by one class if it fails its saving throw versus

death magic. Thus natural swimming creatures are treated as land

creatures trained in swimming, characters with swimming

proficiency are treated as if they didn't have this ability, and

non-proficient characters sink like stones.

The material component of this spell is a scale from any fish

(and a stone for the reverse).





Targon's Accuracy (Enchantment)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  One weapon

Saving Throw:  None

Author:  Jeffrey William Carlson <5252@ef.gc.maricopa.edu>



When cast upon a missile weapon, the weapon becomes more

accurate. It gains a +1 bonus to-hit, and an additional +1 for

every 4 levels of the caster. For example, a 4th-level wizard

confers a +2 bonus. The maximum bonus is +5. It may only be used

on normal missile weapons. In the case of fired weapons, it is

cast on a single piece of ammunition. If the weapon can be used

as a melee weapon, it confers no bonus in melee combat. The

weapon gains no bonus to damage, speed factor, or ability to hit

creatures only hit by enchanted weapons. Once the weapon has

been shot, the bonus is lost, thus ending the spell.





Telltale Feet (Alteration)



Range:  Throwing distance

Components:  V, S, M

Duration:  1 turn per 2 levels

Casting Time:  1

Area of Effect:  One person

Saving Throw:  None

Author:  Eric Wayne Swett <4962@ef.gc.maricopa.edu>



This spell creates a glowing footprint to appear wherever the

victim steps. The footprints can only be seen by the caster

(there is also a fifty percent chance that creatures with

infravision may see them as well). The footprints will last for

the full spell duration (changing shoes doesn't help). A dispel

magic will remove the footprints.

The material component for this spell is a single berry. The

berry must be thrown at the victim immediately following the

vocal component for this spell. The berry must strike the victim

for the spell to work.





Time of Death (Divination, Necromancy)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  9

Area of Effect:  Corpse touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This spell allows the wizard to estimate the time of death of

the recipient's corpse to within 5% if the corpse has been dead

no more than one day per level of the wizard, to within 20%

otherwise.





Tree Swipe (Alteration)



Range:  3 yards + 1 yard per level

Components:  V, S, M

Duration:  1 round + 1 round per 3 levels

Casting Time:  1

Area of Effect:  One fully grown tree

Saving Throw:  None

Author:  Unknown



By use of this spell, the wizard can control a tree branch for

the duration of the spell. The wizard can make the branch wave,

attack, fan a small breeze, etc. If the branch attacks, it does

so as a fighter of the same level as the wizard and inflicts 2d6

points of damage. This spell works only on full size trees.

The material components needed are a handful of leaves, a verbal

"smack" and a swing of the arm.





Tricks (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  10-foot radius

Saving Throw:  Special

Author:  Jim Vassilakos 



The wizard creates a number of various minor illusions such as

coloured sparkles, puffs of smoke, or small floating objects

equal to his level. Creatures of low intelligence and

semi-intelligence (Intelligence scores of 2-7) must save versus

spell or become involuntarily fascinated for 1d6 rounds or until

attacked (whichever comes first). Even creatures of higher or

lower Intelligence may become distracted. Tricks is most

commonly used for the purpose of entertaining an audience. The

material components are some pebbles.





Turn Undead [1] (Necromancy)



Range:  0

Components:  V, S

Duration:  1d4 turns + 1 turn per level

Casting Time:  1

Area of Effect:  2d6 undead

Saving Throw:  Negates

Author:  Al Singleton (Isaac Winthrop) 



By means of this spell, a necromancer (and no other wizard) can

turn undead as a priest of equal level. If the caster uses holy

or unholy water, the undead are not allowed saving throws,

otherwise the turned creatures are allowed saving throws versus

spell to resist the urge to turn. Disintegration is also

possible, but an evil wizard cannot gain control over the undead

as an evil priest could: this spell always turns.





Twilight's Gag (Alteration)



Range:  20 yards per level

Components:  S, M

Duration:  3 rounds per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Robert A. Howard 



Twilight's gag is a specialized spell, similar to the priest

spell silence, 15-foot radius. Twilight's gag, however, affects

only one creature. The creature is unable to make any sounds,

although items around him can still be heard. Twilight's gag

also blocks out any sound to the victim, protecting him from

sound-based attacks. For every four levels the caster is at, the

victim receives a -1 penalty to his saving throw (so a victim of

a 17th-level gag would save at -4). The component for this spell

is a length of cotton cloth, in the form of a gag.





Undeath Friendship (Necromancy)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Peter Gourlay 



This spell creates an empathetic link with undead, allowing a

normal reaction roll to determine interaction between the undead

and the wizard. Obviously, if the wizard is hostile or a threat,

then the reaction roll is meaningless. The wizard receives

normal Charisma bonuses, plus an additional 5%. Generally, a

friendly reaction roll just means a wary acceptance.





Unguided Missile (Evocation)



Range:  6 yards + 1 yard per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  Special

Saving Throw:  Negates

Author:  Max Becherer 



This is a modified magic missile which flies in a perfectly

straight path from the wizard's fingertips. It does not home in

on its target, and therefore a saving throw versus spell is

permitted to avoid the effects of the spell (note: a separate

saving throw is required for each missile). In exchange for this

reduced effectiveness, the missiles are more damaging than

normal magic missiles, inflicting 1d6+2 points of damage per

missile. In every other way, this spell is identical to magic

missile.





Urlic's Unwholesome Meal (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 turn per level

Casting Time:  5

Area of Effect:  Two portions + one portion per level

Saving Throw:  Negates

Author:  Brian Dawson



This spell is used to disguise existing food or to create a

completely illusionary meal. The illusion will have full visual,

thermal, touch and smell components.

With the former usage, a bland meal can be made to appear in all

respects as a royal feast (or vice versa), and even spoiled food

or poison can seem irresistible. The serving vessels and

utensils can also be disguised. Spoiled foods will often cause

nausea, and as a general rule, if a saving throw versus poison

is failed, a character will be incapacitated for 3d6 rounds

following a 2d8 round onset time. Allow a 25% or greater chance

(depending upon what was eaten) for more serious poisoning

lasting 4d12 hours. Both slow poison and neutralise poison would

be effective in countering these symptoms). A saving throw

versus spell is not given until the creature actually begins to

consume the affected meal, and it is made at -4 unless a close

examination of the food is made. If failed, the diner will

believe the illusion to be real, and will have no cause for

alarm. If the saving throw is successful, the creature will see

the meal's true form, and will be aware of the presence of an

illusion.

If a complete illusionary meal is consumed, a victim will

believe that his hunger and thirst have been satiated, but only

for as long as the spell's duration. A saving throw is allowed,

being the same as that of the former application of the spell.

The spell requires the wizard to sprinkle a pinch of gold dust

over the food (or air) where the illusion is to be created.





Vanquil's Clinging Pockets I (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Joseph Delisle 



By casting this spell, the caster causes the objects inside a

small soft container carried by him (like a backpack or the

pockets in a piece of clothing) to stick together and to the

inside of the container. The caster is not affected by this

"clinging" (there is no resistance for him), but others must

give a strong pull to remove the items. The result is that a

thief's chance to pick pockets decreases by 5% per level of the

caster, but the caster's chance of noticing a pick pockets

attempt doubles (whether it was successful or not).

The material component is a bit of glue and some lint.





Weasel Wire (Enchantment)



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  One wire

Saving Throw:  None

Author:  Phill Hatch 



Weasel wire allows a character to surreptitiously open a lock

without having to vocalize a command. Anybody may use the

enchanted wire, not just the wizard. The base chance to open a

lock is 10% per level until tenth level. At tenth level and

above, the best chance to succeed can't exceed 99%. This can be

modified up or down by the quality or subtlety of the lock. This

spell won't find traps or tricks, nor disarm them. But if

performed successfully the traps won't be triggered, just as if

the actual key had been used and used properly. A failed roll

indicates the trap was sprung and the lock unopened. Only one

attempt per lock may be made. Failure means the character can't

open the lock with this spell. Weasel wire has no effect on

barred, bolted, or jammed objects, only on key-activated

systems.

To cast the spell, the caster holds a piece of brass wire, no

more than 6 inches in length and somatically gestures. This wire

can be used by others or even be moved by telekinesis to its

point of use. The wire is inserted in the lock and wiggled.

Note that transport or sale of an effective item is limited by

the spell's duration. It is also worth considering how legal

this spell is. While beneficial to locksmiths, its misuses are

obvious. If this spell is widely known, there is likely to be

government restrictions on weasel wire.





Web Strand (Conjuration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Ally's Spellbook 



This spell creates a single strand of web that enwraps the

target creature much like a spider wraps its prey. A successful

saving throw means the victim has dodged the web and is

unaffected. Enwrapped creatures may break free if they make a

successful bend bars roll (substract the caster's level),

otherwise they are held immobile. The material component of this

spell is a piece of spider web.





Werp's Unseen Escape (Illusion/Phantasm)




Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Brian Dawson



This spell is a weakened version of the 2nd-level wizard spell

invisibility (q.v.). For the chance to detect invisibility (see

the Dungeon Master's Guide, page 60), an observer is treated as

five levels higher than actual. In all other aspects, this spell

is the same as invisibility.





Whisper's Hands of Darkness (Necromancy)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Robert Johan Enters 



This spell is similar to a burning hands, save that it spurts

negative material instead of fire.





Whisper's Icicle Assault (Conjuration/Summoning)



Range:  20 yards + 5 yards per level

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Robert Johan Enters 



This is a different form of magic missile. Instead of firing

magic missiles, the spell conjures up non-magical icicles, which

are then directed to fly at the targeted opponents. The amount

of missiles summoned is the same as per magic missile. The

missiles can be targeted at multiple opponents (if the wizard

has two missiles, he can shoot at two opponents, one missile at

each). The icicles themselves are non-magical, thus magic

resistance and other protections against magical effects or

missiles are ineffective, though protection from normal missiles

will protect the shielded target. The icicles do damage for 1d4

per missile against normal opponents, but 1d6 per missile on

targets especially vulnerable to cold based attacks, such as

fire elementals etc.





Whisper's Magic Sacrifice (Necromancy)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Robert Johan Enters 



This spell can be extremely useful, but also extremely dangerous

to use. This spell opens up a link between the wizard's

lifeforce and his magic energy. Through the use of this spell,

the wizard can cast another spell without losing that spell from

memory. In stead, the energies for the spell are directly drawn

from the wizard himself. The wizard thus gets drained for an

amount of hit points equal to the square of the spell level of

the spell the wizard casts subsequent to the magic sacrifice.

This drain is irrevocable, and being drained directly from the

wizard's life force, there is no manner to shield the wizard

from this damage, magical nor mundane.

Also, the damage thus sustained cannot be healed in any other

way than by natural healing, thus the wizard will regain only

1 HP per day of rest. Note that if the caster so wishes, he

could cast a spell whose draining would kill him, in which case

only a resurrect, wish, or the like would bring him back to

life.

The spell opens this link until the next spell is cast, or until

an amount of turns has elapsed equal to the caster's level of

experience.





Whisper's Rune of Armouring (Alteration)



Range:  0

Components:  V, S

Duration:  1 week per level

Casting Time:  1 turn

Area of Effect:  Garment touched

Saving Throw:  None

Author:  Robert Johan Enters 



This spell is cast on a cloak or similar garment which is

embroidered with the personal rune of the wizard. This spell

transmutes the rune and garment in such a way as to bestow upon

the garment an Armour Class increase of one, provided the

garment was non-magical before. Thus a simple cloak would now

provide an AC 9. This is compatible with other magic items,

provided it is not the garment itself, nor may more than one of

the same garment be worn at the same time: wearing a cloak of

protection, and adding a cloak with the rune will not help, but

a rune-enspelled cloak would help if the wearer also wore rings

of protection and bracers of protection.

This spell can be cast on most cloth worn items, such as sashes,

robes, vests, tunics, pants, cloaks, mantles etc. It will not

work on shoes, boots, belts, gloves etc., even if made from

cloth. Furthermore, the magic is such that using the spell in

conjunction with more than three items at the same time does not

further increase the Armour Class of the wizard.





Wimbly's Wonderful Web (Conjuration, Evocation)



Range:  1 yard per level

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Paul D. Walker 



This spell, when cast, creates one strand of a very sticky web

material similar to the kind spiders use to wrap up their

captured prey. When the strand hits a creature, the creature is

immobilised for the duration of the spell. When the spell wears

off, the web-like material ceases to be sticky and the creature

can easily escape.

During the spell, the webs require at least a 21 Strength or

better to break free, or an edged weapon doing at least 2 points

of damage per level of the wizard. If this is not done carefully

then the entangled creature takes þ full damage if the would be

helper misses the webs or half damage if he does not. The webs

would take quarter or half damage respectively. The webs could

be more easily burned off but the entrapped creature would take

1d6+1 points of damage from the burning webs. For this case, the

strands are considered AC 0.

In order for the target creature to be hit, the wizard attacks

as a monster of equal Hit Dice. Dexterity bonuses are added to

the wizard's roll, if any.

If the spell misses the target creature, then an other creature

behind the target may be hit (the spell travels in a straight

line out to its maximum range or until it hits something).

The material components for this spell are some spider webs

which disappear when the spell is cast.





Wither (Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  100 square feet per level

Saving Throw:  Special

Author:  Geoffrey Edward Fagan 



This spell kills all normal vegetation within an area of 100

square feet per level of the wizard, who determines the shape of

that area at the time of casting. Trees receive a saving throw

of 11, and special plants such as treants suffer but 1d6 points

of damage. The material component is acid, sprinkled over the

whole area of effect. Casting time is exclusive of this

administration.





Wizard Glue (Enchantment)



Range:  0

Components:  S, M

Duration:  Permanent

Casting Time:  1

Area of Effect:  Surfaces touched, 20 square feet per level

Saving Throw:  None

Author:  Phill Hatch 



Wizard glue will hold one relatively flat surface to another,

such as a mirror to a wall. The strength of the bond is 10

pounds per level of the caster. Removing two objects separated

by this spell requires a dispel magic, or a Strength that,

multiplied by ten, is equal to or greater than the bond

strength. The material component of this spell is some honey

mixed together will tree sap (wizards call this mixture an

epoxy-resin).

	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
	

The Arcane Archive is copyright by the authors cited.
Send comments to the Arcane Archivist: tyaginator@arcane-archive.org.

Did you like what you read here? Find it useful?
Then please click on the Paypal Secure Server logo and make a small
donation to the site maintainer for the creation and upkeep of this site.

The ARCANE ARCHIVE is a large domain,
organized into a number of sub-directories,
each dealing with a different branch of
religion, mysticism, occultism, or esoteric knowledge.
Here are the major ARCANE ARCHIVE directories you can visit:
interdisciplinary: geometry, natural proportion, ratio, archaeoastronomy
mysticism: enlightenment, self-realization, trance, meditation, consciousness
occultism: divination, hermeticism, amulets, sigils, magick, witchcraft, spells
religion: buddhism, christianity, hinduism, islam, judaism, taoism, wicca, voodoo
societies and fraternal orders: freemasonry, golden dawn, rosicrucians, etc.

SEARCH THE ARCANE ARCHIVE

There are thousands of web pages at the ARCANE ARCHIVE. You can use ATOMZ.COM
to search for a single word (like witchcraft, hoodoo, pagan, or magic) or an
exact phrase (like Kwan Yin, golden ratio, or book of shadows):

Search For:
Match:  Any word All words Exact phrase

OTHER ESOTERIC AND OCCULT SITES OF INTEREST

Southern Spirits: 19th and 20th century accounts of hoodoo, including slave narratives & interviews
Hoodoo in Theory and Practice by cat yronwode: an introduction to African-American rootwork
Lucky W Amulet Archive by cat yronwode: an online museum of worldwide talismans and charms
Sacred Sex: essays and articles on tantra yoga, neo-tantra, karezza, sex magic, and sex worship
Sacred Landscape: essays and articles on archaeoastronomy, sacred architecture, and sacred geometry
Lucky Mojo Forum: practitioners answer queries on conjure; sponsored by the Lucky Mojo Curio Co.
Herb Magic: illustrated descriptions of magic herbs with free spells, recipes, and an ordering option
Association of Independent Readers and Rootworkers: ethical diviners and hoodoo spell-casters
Freemasonry for Women by cat yronwode: a history of mixed-gender Freemasonic lodges
Missionary Independent Spiritual Church: spirit-led, inter-faith, the Smallest Church in the World
Satan Service Org: an archive presenting the theory, practice, and history of Satanism and Satanists
Gospel of Satan: the story of Jesus and the angels, from the perspective of the God of this World
Lucky Mojo Usenet FAQ Archive: FAQs and REFs for occult and magical usenet newsgroups
Candles and Curios: essays and articles on traditional African American conjure and folk magic
Aleister Crowley Text Archive: a multitude of texts by an early 20th century ceremonial occultist
Spiritual Spells: lessons in folk magic and spell casting from an eclectic Wiccan perspective
The Mystic Tea Room: divination by reading tea-leaves, with a museum of antique fortune telling cups
Yronwode Institution for the Preservation and Popularization of Indigenous Ethnomagicology
Yronwode Home: personal pages of catherine yronwode and nagasiva yronwode, magical archivists
Lucky Mojo Magic Spells Archives: love spells, money spells, luck spells, protection spells, etc.
      Free Love Spell Archive: love spells, attraction spells, sex magick, romance spells, and lust spells
      Free Money Spell Archive: money spells, prosperity spells, and wealth spells for job and business
      Free Protection Spell Archive: protection spells against witchcraft, jinxes, hexes, and the evil eye
      Free Gambling Luck Spell Archive: lucky gambling spells for the lottery, casinos, and races