[originally downloaded in ASCII.zip from ftp://ftp.win.tue.nl/pub/games/spells/html/gnsb.html Second-Level Spells Acid Water (Alteration) Range: 20 yards Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One gallon per level Saving Throw: None Author: Johnny LydonThis spell turns water into an acidic substance. If a creature touches this stuff, it takes 2d4 points of damage. If the acid is drunk, it will take 4d4 points of damage. The wizard can do anything in or to the substance without taking any damage. The material component is a drop of the acidic substance to be created. Ahrvar's Instant Offensiveness (Enchantment/Charm) Range: 120 yards Components: V, S Duration: 2 rounds per level Casting Time: 1 Area of Effect: One person Saving Throw: Negates Author: Tim Prestero This spell affects any single intelligent being it is cast upon. By intelligent being, it is meant any creature with a rudimentary form of spoken language. This includes humans, demi-humans, humanoids, intelligent monsters, etc. The victim receives a saving throw versus spell to avoid the effect, with the appropriate adjustments due to Wisdom. If the victim fails his saving throw, the victim's speech immediately becomes offensive to all who can understand the language the victim is using. The victim, however, only hears what he thinks he is saying, and may become extremely curious as to why everybody is mad at him. The words of the victim become so offensive that, in fact, they act as a low-power taunt, with those hearing and comprehending the victim's speech making a saving throw versus death magic at +4, or else be consumed with a mindless desire to bash the victim's head in. Each person within hearing of the victim will hear whatever would be considered most offensive by them. The wizard is the only one able to hear what is actually spoken by the victim, and is thereby immune to the taunt effect. The components of this spell are the command word, and a subtle pointing motion by the wizard, at the target. Ahshay's Mystic Mutable Aura (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 round Area of Effect: Object or person touched Saving Throw: Special Author: Ahshay This spell creates a magic aura around an object similar to the one from Nystul's magical aura. However, it hides not the magic property, but the alignment of the target. The wizard can specify which alignment he wants the object to radiate as well as the strength of the radiation. The higher the level of the wizard the more radical alignment he could place on the object or person. Note that this aura does not change the alignment (if present) of a person or object. This spell foils such spells as detect good or detect evil, a paladin's detect evil ability and know alignment. It does not change the effect of the protection from good or protection from evil. Note that the priest's version of true seeing or a gem of seeing will see through this spell. If the object or person acts in a different way than is indicated by the aura, other people will get a disbelieve check. A wizard with true seeing will now get a true reading from a detect evil. The material component of this spell is a sheet of thin silk in an appropriate colour to the alignment being cast. It is consumed completely. Alkira's Fanfare (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 6 hours per level Casting Time: Special Area of Effect: Creature touched Saving Throw: Special Author: Coyd D. Watters When cast upon the target, the spell seems to have no immediate effect. When a simple condition is met (no ands/ors), a fanfare of no more than 40 beats is suddenly heard around the target. This fanfare can be as simple as a single trumpet blast, or as complex as an orchestral arrangement, depending on the components. The spell then "resets", and the next time the condition is met, the music will play, resetting to the duration of the spell. The condition must be a simple one, and when the condition is met, the fanfare plays. The condition must be a simple "true or false" condition, and must deal with the target, such as "passes through door", "falls down", or "draws weapon". Subjective conditions, such as "when a good blow has been given", won't work since the spell cannot determine the relative value. This spell may be layered, but the conditions must all be different, reusing a condition dispels the previous casting. Other magic may not be used as a trigger, so this spell cannot be triggered directly by a spell (i.e. "hit with fireball" won't work, but "catches fire" will). The material components are a cylinder made of wax, a needle, and a copy of the music, in the caster's race' standard musical notation. All are destroyed in the casting. This copy of the music is the key to the complexity of the fanfare. Up to 100 instruments may play at once, but the caster must use a separate sheet for each instrument. The caster states which instrument plays each part as the spell is cast. If the sheet music is not available, the caster may hum or whistle the fanfare when casting, but the fanfare is then limited to one instrument, which replays the caster's notes. The more complex the fanfare, the longer the casting time. The base casting time is 2, plus 1 for each instrument that will sound. Thus, a single instrument will have a casting time of 3, while a full 100 piece arrangement will require 102 (about 10 rounds). If the target is unwilling, then they may attempt a savings throw. If the throw is successful, the fanfare sounds once around the wizard, and the magic dissipates. Once cast, the sound will definitely be heard by those within hearing range. Alpha's Moonlight (Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 10-foot per level radius circle Saving Throw: None Author: Jason Nelson This spell creates an area of soft blue-grey light, apparently coming downwards from above. This light effectively washes out all colour, but clear vision is certainly possible within the area of effect. Vision is also possible out to 10 yards beyond the spell's radius, but such vision is dim and shadowy at best. The moonlight does not interfere in any way with infravision, but the nature of the light is such that creatures adversely affected by bright light suffer only half the normal penalties when within the moonlight and none when within its shadowy fringes. Moonlight may be centred on the wizard, in which case it moves with him. Otherwise, the spell must be cast on an area and is stationary. The material component of this spell is a moonstone that has been exposed to actual moonlight for a full night. Alpha's Rainbow Beam (Evocation) Range: 10 feet + 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Jason Nelson This spell draws upon the power of the quasi-elemental plane of radiance and brings forth a beam of pure light. The colour of the light making up the beam is normally randomly determined by a roll of a 1d8. However, the wizard has a chance equal to 5% per level of being able to select the colour of the beam (the wizard may not select a multi-hued beam. Such occurs only as the result of an aberration in the magic). The colours of the beams are as follows: D8 Roll Colour of Beam 1 red (cold) 2 orange (heat) 3 yellow (acid) 4 green (poison) 5 blue (electrical) 6 indigo (holy water) 7 violet (force) 8 multi-hued beam - roll twice, ignoring eights The beam does a base of 2d6, plus an additional hit point of damage for each level of the wizard (eg., a 7th-level wizard would inflict 2d6+7 points of damage). Any creature resistant to the attack form indicated by the colour of the beam takes no damage, while a creature vulnerable to the specific attack form (such as heat versus a yeti) will suffer double damage. A saving throw indicates that the beam has missed and the intended victim is unaffected. Note that the beam may hit a target other than the one intended. Once the beam hits a solid object, it stops, even if that object is transparent. Any creature suffering damage from the spell must make item saving throws if appropriate. The material component of the spell is a small clear gem or crystal prism worth at least 50 gp. Alpha's Spark Shower (Evocation) Range: 0 Components: V, S, M Duration: 1 round Casting Time: 2 Area of Effect: 20 feet long, 5 feet at base, 10 feet at end wedge shape Saving Throw: 1/2 Author: Jason Nelson The wizard extends his arms and speaks the spell, and a sheet of sizzling purple sparks shoots forth from the wizard's hands. These sparks cause 1d4 points of electrical damage per three levels of the wizard, rounded up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or wearing partially metal armour (ring, scale, chain) save at -2 and suffer +1 point of damage per die. Those wearing full metal armour (splint, banded, plate, etc.) save at -4 and suffer double damage. The material component is a bit of fur, glass, and copper. Alpha's Star Gaze (Evocation) Range: 60 yards Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: One creature per 2 levels Saving Throw: Special Author: Jason Nelson This spell causes a blazing white sheet of light to issue from the wizard's eyes. This sheet will envelop a number of creatures based on the wizard's level. Those who fail a saving throw versus petrification will be blinded for a full turn. Those who do save are merely dazzled (-2 to-hit bonus and +2 to Armour Class) for 1 round, having looked away just in time. Dark dependent creatures such as drow and grey dwarves save at -4, and the duration of its effects are doubled. Alpha's Starblades (Conjuration) Range: 10 feet + 10 feet per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 2 Area of Effect: One creature per 3 levels maximum Saving Throw: None Author: Jason Nelson This spell creates one magical star-shaped bladed weapon for each three levels of the wizard, up to a maximum of seven. The wizard may then throw these as weapons, out to the spell's maximum range. They are treated as slashing weapons with respect to effectiveness versus armour, and the wizard's to-hit rolls with them are at +3, in addition to any bonus for high Dexterity. Each starblade that strikes causes 2d4 points of damage, +2 versus creatures with powers drawing on the negative material plane or plane of shadow. The material component is a small silver star. Ambient Light (Alteration) Range: 60 yards Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: 20-yard radius globe Saving Throw: None Author: Brian Dawson This spell is in many ways similar to the 1st-level light spell (q.v.). With an ambient light, while there is a centre for its sphere of effect, there is no point of light at this centre - the intensity of the light is consistent throughout the entire globe. The light is even behind objects or walls, in a closed chest, in fact, everywhere in the area of effect. Therefore, absolutely no shadows exist. The spell has a number of interesting effects because of this; for example, if cast in a hallway, the light would extend through a door or wall into an adjacent room (or even into secret tunnels below the hall) up to the full area of effect. Just beyond the 20-yard radius globe, reflected light from the actual area of effect lights up 5 feet further. This is much dimmer than the globe, is very shadowy (if there is something to cast one), and fades off into complete darkness (assuming, of course, the area would be dark without this spell). One obvious advantage of the spell is to make hiding in shadows impossible within the area of effect. The material component of this spell is a live firefly. Anaemia (Alteration, Necromancy) Range: 0 Components: V, S Duration: Permanent Casting Time: 7 Area of Effect: Creature touched (up to 1 HD per level) Saving Throw: Negates Author: Al Singleton By means of this spell a wizard can cause the target creature to lose the majority of its blood, putting on the borderline of having bled to death. The creature immediately begins to feel incredibly cold and, if warm-blooded, lose three points of Dexterity due to shivering and general lack of energy. If cold-blooded, it will go catatonic as its body temperature sinks to room temperature (60 degrees F or 16 degrees C or less); the time this takes should be logically assigned by the DM given the prevailing conditions (windy, underground, etc.). In addition, the long term effects are that the target creature will suffer the loss of one point of Strength and Constitution for up to a full week after recovery (any Strength 18 score will drop to 17). Recovery will begin with the commencement of eating high iron, high protein foods. Recovery itself will take at least a week. Thus the effects of the blood loss will hang on for at least two weeks. Other immediate effects will be that all piercing and slashing damage taken will be at 1.5 times the value, this being due to the fact that these attacks cause the victim to lose more of what they don't have, blood. There is a minor difference between the necromantic and transmuter versions of this spell. Transmuters require a vampire tooth that they must touch to the spell's target. This tooth will only work for as many tries (not necessarily successful castings or attacks) as the level of the wizard when he acquired the tooth. Necromancers do not need a material component for this spell. Only necromancer specialists can learn the necromancer version. Annoyance (Illusion) Range: 5 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: Special Author: Martin Ott This is a more powerful version of the 1st-level spell minor annoyance (q.v.), in that it creates the illusion of a bumblebee flying into the victim's ear. The victim only gets one saving throw; if successful, the annoyance lasts for only one round. The spell's effects start at the beginning of the next round, just like minor annoyance. The material component of this spell is a dead insect. If an actual dead bumblebee is used, the victim's saving throw is made at -2. Anti "Anti Magic" Magic Shell (Evocation) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 round Area of Effect: Creature or item touched Saving Throw: Special Author: Rapheal Goots By means of this spell, an invisible shell of magic is created around a creature or item. The shell is easily detected or dispelled. In fact, it is there to be dispelled. If an item entreated with this spell is the recipient of a dispel magic, passes through a dispel magic zone, passes through an anti magic shell, etc., the anti "anti magic" magic shell is destroyed immediately. The item inside the shell, in essence, got a free saving throw. Any further attempts to dispel the item are treated normally. The spell will create one shell per 3 levels of casting ability, and up to 5 shells may be placed on any one item or creature, but only from the same casting. I.e., Melvin the mage, who is 6th-level and has 2 spells to cast, can place one shell on each of 4 items, or 2 shells on each of 2 items, but not 4 shells on one item. A shell placed on a magical creature protects that creature but not its possessions. In the event of an item or creature with multiple shells caught inside an anti magic shell, dispel magic zone or similar; each shell is stripped off at the very beginning of each round. Unwilling creatures or intelligent items are allowed a saving throw versus spell to negate the shell. The material component is a down feather inside as many small silk pouches as the caster can cast shells. A pouch disappears for each shell destroyed. Anvil Fall (Alteration) Range: 10 yards per level Components: V Duration: 1 round per level Casting Time: 1 Area of Effect: Special Saving Throw: Negates Author: Unknown When this spell is cast, the creatures or objects affected immediately assume the mass of solid lead. A falling or flying object or creature affected starts to plummet, and damage taken from falling is doubled, i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a height of 100 feet. Anvil fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum original weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the wizard. A feather fall cast upon a creature or object under the influence of an anvil fall will only negate the latter, and the creature then receives only normal falling damage. An additional feather fall would be needed to achieve the normal effect of that spell, and two such spells could probably not be cast in time by a single wizard. Like a feather fall, anvil fall works only upon free-falling, flying, or propelled objects, and cannot affect a sword blow or a charging creature. Arcane Bolt (Necromancy) Range: 60 feet Components: S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Jim Vassilakos This spell causes a bolt of magical energy to fly from the hands of the wizard and strike an opponent doing a damage of 1d6 HP + 1 HP per level. The material component for this spell is a drop of poison. Azalldam's Fabricated Boat (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Azalldam This spell is similar to Azalldam's fabricated bridge, except that it shapes a boat from the conjured shadows instead of a bridge. The wizard may create a boat of 50 square feet per level (up to a maximum of 1000 square feet). The boat will support 100 pounds per level of the wizard; any additional weight will cause the boat to capsize. The spell will last 1 turn for each level of the wizard, or until the wizard ends it. Similar to fabricated bridge, the boat may cannot be disbelieved, but may be dispelled. The material component for this spell is a small wooden carving of a boat; this carving is not consumed when the spell is cast. Bands of Mist (Abjuration) Range: 20 feet Components: V, S, M Duration: 1 turn Casting Time: 2 Area of Effect: One creature Saving Throw: None Author: Thomas Weigel This spell calls into existence misty rings around a single target of size M or smaller. These rings exert 640 pounds of force to keep the target still, including short range movements such as swinging a sword. Every time the target attempts to do something not requiring moving from her original position (walking is out) he must make a Dexterity check (roll under Dexterity on 1d20) in order to have a chance of success. In order to move from his original position, the target will have a harder time of it. If his Strength totals higher than 23, he can do it easily. Otherwise he must make a Strength check against opening magical doors in order to break out of the bonds. The caster tosses a looped copper wire at the victim while muttering the appropriate verbal components. This is a weakened version of hold person, which exerts physical force to hold the target rather than paralysing her. Bigby's Groping Fingers (Conjuration) Range: 30 yards Components: S Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: None Author: Unknown This spell allows the wizard to "grope" his target. This spell is usually used by mischievous apprentices in bars and such... Have fun (gee, I don't know if I'm hitting a copyright problem by using the name Bigby in here, but it just seems the most appropriate name to use, and for all I care, if TSR wishes to claim this silly spell as their own, so be it)! Bigby's Tickling Fingers (Evocation) Range: 1 yard + 1 yard per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: Special Author: Max Becherer When cast, this spell creates a pair of disembodied hands which proceed to tickle a victim of the wizard's choosing. Each round, the victim must save versus spell or suffer a -4 penalty to all rolls. If the saving throw is failed, the victim may cast no spells that round. The wizard may select a new victim each round. If the wizard's concentration is broken while the spell is in effect, the spell is terminated. The hands cannot be physically attacked, only dispel magic type attacks or breaking the wizard's concentration will destroy the hands. The material components are a pair of gloves and a feather. Bleeding Wounds (Necromancy) Range: 30 yards Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Robert A. Howard This spell causes any existing wounds (as in painful wounds) to start to bleed badly. Wizards do not need to strike their intended foe. If the victim fails a saving throw versus death magic, he will suffer 1 point of damage per round, not including any damage he may take in combat. The DM may choose to have the blood get in his eyes, make it difficult to keep a hold on a weapon, or possibly make the ground slippery, if he so chooses. The material component for this spell is a 10 or more gold pieces worth diamond. Blood Burn (Alteration) Range: 40 yards Components: V, M Duration: 4 rounds Casting Time: 2 Area of Effect: One creature Saving Throw: 1/2 Author: Bret Mikeal O'Neal By means of a blood burn spell the caster is able to make a creature's blood boil. Creatures without blood are immune to this effect. On the first round of the spell, the blood becomes warm and the creature feels uncomfortable and feverish. During the second through fourth rounds, the blood increases temperature until it is burning internal organs. Note this is treated as fire for resistance and regeneration purposes. Damage is as follows: round 1: no damage; round 2: 1d4 HP damage; round 3: 2d4 HP damage; round 4: 4d4 HP damage. The material components for this spell are a drop of blood and a pinch of sulphur. Boiling Globe (Evocation) Range: 5 yards per level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Steve Bartell This spell forces a 20-foot diameter circular area of water into an extreme boil. All creatures in the area of effect take 1d4 points of damage per level of the caster (maximum of 12d4 points). A saving throw indicates half damage. The water in the globe will drop to a tolerable level on the next round, and then slowly cool down to normal water temperature. Creatures not affected by heat or fire are immune to the effects. Ice will instantly boil under the effects of this spell, as well. The globe can be created anywhere within range of the caster. The material component of this spell is a piece of volcanic rock. Bolt's Background Bustle (Alteration) Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 2 Area of Effect: Special area around creature touched Saving Throw: None Author: Phill Hatch This spell is an offshoot of the silence concept. Instead of creating a specific zone of silence, this spell alters the sounds created within its area of effect to match the volume and types of sounds already present. Instead of clashing swords, dying screams and spell recitation, the sounds of wind, a passing wagon, a barking dog or whatever other ambient noise appropriate to the location is heard. By not silencing the area closely around the recipient, spells can be cast and conversations carried out as long as the people are within each other's zone and both have the spell cast on them. The area of effect is one person or person sized object plus the space within one foot of the target. A person or animal passing within the spell's zone would hear the noises truly associated with what is happening. For example, a guard leaning against a door would hear the efforts of a thief picking the lock on the other side of the door because the guard is within the thief's area of effect. The material component of this spell is a small paper cone, held to the ear. Bubble Screen (Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: 30-foot sphere Saving Throw: None Author: Steve Bartell Upon casting this spell, the wizard fills the area with bubbles. The sphere of bubbles is so thick and active that it seriously restricts vision, giving all within it a -4 to-hit. The action of the bubbles will also disrupt spellcasting unless the caster makes a Constitution check. The caster is not immune to the effects of the spell, and will suffer the same restrictions. Most sea life will avoid the sphere of bubbles when possible. The material component of this spell is a small tube, which the caster blows bubbles through while casting. Bucca's Noxious Exhalation (Alteration) Range: 25 feet Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: One 10-foot radius cloud Saving Throw: Special Author: Andrew Grichting As a wizard who enjoyed fermenting his own brews, Bucca was totally unaware of the odour of his own creations. Sam, as he was known to his friends, grew tired of complaints from his friends about the rank smell of his breath after taste testing his own brews. He designed this spell (popularly known as Bucca's Beery Breath) to make use of his foul exhalations, in the hope that his friends would stop complaining. In the casting of this spell, the wizard must consume at least 100 millilitres of an alcoholic beverage (the material component), the potency of which determines the efficiency of the spell (see below). In addition to drinking the alcohol, the caster leans forward and belches loudly and from his mouth issues a stream of putrid breath, which expands to fill a cloud of a 10-foot radius. All within the cloud must make a saving throw versus breath weapon or suffer 2d4 points of damage (1d4 if a successful saving throw is made) and the special effects listed below (or none, if a successful saving throw is made). The cloud swiftly dissipates, and is gone within þ round of its creation. All effects of the spell including drunkenness pass within 1 hour. Potency Saving Level Type Throw Special Effects 1 diluted beers, etc. +5 stinging eyes, coughing 2 ales, white wines +1 retching 3 red wines, cocktails 0 disorientation for 1d3 rounds 4 spirits -1 slight drunkenness 5 liquors -2 sickness, mild drunkenness 6 magical brews -4 severe drunkenness, comatose state Stinging eyes, coughing has little effect beyond a -3 penalty to missile fire. Retching means that any characters affected are delayed in attacking for half a round. Disorientation indicates the onset of drunkenness, if the character is left alone at the end of the period of drunkenness he will resume previous activities, if attacked, the character may respond in kind, with a -1 to attack rolls. Slight drunkenness means that the character is confused, no dextrous activities allowed, and a -2 to attack rolls. Sickness and mild drunkenness indicates that the character does not want to eat or drink for 1d12 hours, has a -2 to attack rolls, and inflicts -1 damage (with a minimum of 1). Severe drunkenness denotes that the character is totally befuddled, has a -5 to attack rolls, inflicts -3 damage (again, with a minimum of 1), and can barely walk in a straight line. Note that the effects of drunkenness are different then those in the Net Alcohol Guide. Because the effects are caused by magic, they are based on the Bucca's interpretation of alcohol and what he wanted the spell to accomplish. Byen's Arrow (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 6 turns per level Casting Time: 1 round per arrow Area of Effect: One arrow touched per 2 levels Saving Throw: None Author: Brian Dawson Several decades past, Byen, the famed assassin/illusionist of the City of Yorkad, created this spell so as to be able to execute certain "assassinations" which would seem completely real but in which the victim would (hopefully) not be killed. Byen's arrow creates a very powerful illusion that is modelled exactly after an actual arrow. The wizard must take a real arrow (the material component of the spell), of fine quality, and spend one entire round chanting and weaving his hands along the edge of the arrow. To complete the casting, the wizard must prick his finger with a splinter of wood and smear it upon the arrowhead. The arrow is then actually replaced by an illusion, that has full visual, audible, tactile, thermal, and olfactory components. An attempt to disbelieve can be made, but the saving throw is made at -2 (or +2 if informed of the illusion); however, in most circumstances, there will be no reason to suspect anything is amiss. The wizard can "enchant" up to 1 arrow for every two levels he possesses, each arrow taking one round of preparation. The arrows must be shot in a normal manner (i.e., the wizard must have someone of a class able to make use make use of a bow to shoot them). Such a user will in no way suspect that the arrows are illusionary from just examining them. If these arrows hit a target, the illusion continues so that the target will bleed illusionary blood, an will feel illusionary pain. Unless the victim for some reason attempted to disbelieve and this attempt was successful, the victim will take the full 1d6 points of damage from the arrow, plus any applicable bonuses for Strength, specialisation, a magic bow, etc. Only 25% of this damage is actual, but even after the illusion fades (which happens in 5 rounds + 1 round per level after being hit) the victim will still suffer from shock and a loss in confidence and composure. Hit points lost because of these arrows that were not part of actual damage will be recovered at a rate of 1 HP per round of rest or 1 HP per turn of mild activity, but not at all for strenuous activity. Creatures brought below zero hit point because of this illusionary damage will be unconscious and must make a system shock survival roll of else die of shock, losing 1 HP per round until reaching -10, unless they receive aid. Even creatures that can be hit by only by silver, iron or magical weapons will suffer from all the above effects unless they have some special resistance to illusions (or have reason to be suspicious and disbelieve). Note that Byen's arrow will work on light and heavy quarrels of high quality as well as on arrows. Carrion's Foul Stench (Evocation) Range: 30 yards Components: S, M Duration: 1 round per level above first Casting Time: 3 Area of Effect: 20-foot cube Saving Throw: Negates Author: Garinthrall This spell in many respects duplicates the effects of the 2nd-level stinking cloud. Except where noted, this spell duplicates the effects of stinking cloud. It has a slightly longer casting time and a duration which is shorter by one round, but it has the advantage of lacking a verbal component: the material components are waved in the air and the spell's gestures made, but otherwise the spell is utterly silent. It produces a thin grey cloud of vapour which reeks of rotting flesh and the odours of the tomb. The material component for this spell is a bit of zombie or ghoul flesh or a small strip of carrion crawler hide. If ghast flesh is substituted, saving throws versus this spell are at -1. Cause of Death (Divination, Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One corpse Saving Throw: None Author: Geoffrey Edward Fagan With this spell, the wizard can determine if the corpse has received damage from any of the causes listed in the table below, and which cause actually reduced him to zero hit points. This spell involves dissection of the corpse, and the material components are a magnifying glass and a set of scalpels. These are not expended by the casting. Cause Notes and Secondary Information Exposure exposure to cold, fire, heat, or lightning; drowning Falling or hanging height fallen from Disease or old age organs affected, parasites involved Magic applies only to magic missile or necromantic effects Wound wound inflicted by bludgeoning, piercing, or slashing The DM may introduce a chance of failure if the body is greatly decomposed, and he might give false information based on nature of the trauma. A corpse swatted by a dragon's tail, for example, might show the same indications as one which fell from a great height, and a poisoned corpse usually looks like one which died of disease. The prudent wizard always detects poison just to be sure. Centipede Call (Conjuration/Summoning) Range: 40 yards Components: V, S Duration: 2 rounds per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell summons a number of centipedes to fight for the wizard. The centipede can only be used in combat; they will resist doing anything else. The wizard can summon 1 HD of centipedes per level, selected from the following list: Wizard's Level Centipedes Summoned 3-4 huge (.5 HD) 5-8 giant (1 HD) 9+ megalo- (4 HD) The wizard can always select centipedes from a lower level. Only one type of centipede can be summoned, all remainders are dropped. A maximum of 12 centipedes can be summoned. Chameleon (Illusion/Phantasm) Range: 0 Components: V, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Jim Vassilakos This spell alters the coloration of the recipient's skin, clothes, and gear to match that of the surrounding background, so that he is difficult to spot and attack. The affected creature cannot normally be spotted at distances of further than 100 feet, and at closer distances, he is 20% unlikely to be seen when moving, and thieves are given a 20% bonus to hide in shadows if remaining still (even in sunlight). Further, missile weapons suffer a -4 penalty to-hit. The material component for this spell is some chameleon skin. Charm of Healing (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Unknown Charm of healing allows a wizard to convince the recipient of the spell that they have been cured of some damage. The spell "heals" 1d4 points of damage plus an additional point for every three levels of the wizard, this curing is in fact illusionary and only lasts for the duration of the spell. Note where the recipient of this spell has suffered illusionary damage then the hit points recovered are permanent (i.e., equivalent to priestly cure spells). The material components for this spell are a piece of coral, a bandage and a few drops of pure spring water. Chastity (Abjuration) Reversible Range: 0 Components: S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates Author: Mario R. Borelli This spell compels the affected creature to abstain completely from any and all forms of sexual activity, including looking appreciatively but with sexual undertones, going to whatever lengths necessary to avoid anything which might lead to lust. The reverse, promiscuity, compels the subjects to attempt to engage in their most preferred sexual activities as much and as quickly as possible. The material component of this spell is a small silver key. Cheffield's Major Feast (Alteration) Range: 30 yards Components: V, S Duration: Permanent Casting Time: 5 rounds Area of Effect: Four people fed per level Saving Throw: None Author: Paul D. Walker When this spell is cast into a large pot or onto an appropriate number of plates it brings into being enough food to feed four per level of the wizard for one meal. The food is nourishing and filling, the drink is cool and refreshing. The food may not taste the best in the world but it certainly fills the cracks. It also makes, when chilled and rewarmed, exceptional leftovers. This spell requires a handful of rice which is cooked over a low boil while the wizard mutters "cooks in just 5 minutes". The spell was created by a wizard whose abilities as a chef far surpassed those of his spell casting. He is known far and wide as a chef of great skill. Circle of Power (Evocation) Range: Special Components: V, S Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None Author: William T. South This powerful spell allows a group of wizards to work in conjunction to create a special area of effect (the circle) into which one wizard (or possibly two) may enter and have their working level of experience increased. A minimum of four wizards is required to initiate the spell, and the spell must be cast by the wizards of the circle, not read or used from any device. First, the wizards form a circle and begin casting the spell. The spells from each wizard must then synchronise into a rhythmic chanting effect. This means that it will take as many rounds as the highest-level member of the circle to make the circle synchronise and become operative. From that point on, a wizard may enter the circle and have his working level of experience increased by the total combined levels of the circle wizards minus one level for each member of the circle. Once entered, the central wizard may rest and study as a higher level wizard, but may not use new spell levels, just the higher memorisation capabilities, spell range, duration increases, etc. If the total number of levels bestowed reaches 20, another wizard may step into the circle and divide the increased level benefits between himself and the first wizard with all odd remaining levels becoming useless and therefore ignored. Any members of the circle who are injured immediately fall away from the circle's synchronisation and the central wizard(s) lose(s) the benefits of that member's levels one turn later. New wizards may join into the circle at any time (taking an equal number of rounds as their experience level to synchronise with the circle), though, and since the effects of being in a circle will not wear off for one full turn other circles may be formed which the wizard may enter to retain his current working level (or increase of decrease it according to the levels of the new circle). Members of the circle may chant (from the synchronisation point) for a period of turns equal to the combination of their Intelligence and Constitution scores divided by two and then added to their current experience level. The circle members (but not the central wizards) gain a magic resistance to any attacks against the circle which would silence the spell equal to the total experience levels of the circle members. The source of this spell is the Telnorne Mageocrat. Claws (Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: None Author: Max Becherer When cast, this spell causes a vicious set of serrated claws to grow on the hands of the recipient. The recipient must be willing, and a being not already possessing claws. These claws vanish in one round per level of the wizard. They double the number of attacks normally afforded, and damage is 1d6 plus any Strength bonuses. The recipient can use no other weapons, nor cast spells with somatic components. The material component is the claw of a griffin. Cloud Walk (Alteration) Range: 0 Components: V, S, M Duration: 1d6 turns + 1 turn per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None Author: Unknown This spell allows the recipient to walk on any form of fog, cloud, or smoke as if it were solid. The recipient may move at normal movement rate, plus the movement rate of the smoke (thus a rising column of smoke from a fire might carry the recipient up at 12 movement rate). The smoke must be reasonably thick, reducing visibility significantly. This spell will not allow walking on fine mist. The material component is a hair from a nightmare. Coin Toss (Alteration) Range: 30 feet Components: S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One metal coin (preferably gold) Saving Throw: None Author: Joseph Delisle Coin Toss gives an electrical charge to a single metallic coin, which is then thrown at the target. The casting of the spell appears to be rather innocuous, but a bit theatrical (i.e., taking approximately 10 seconds to take a coin out of a purse). Only a wizard who has this spell, someone actively using the spellcraft proficiency, or someone who has fallen victim to this spell before will recognize that coin toss is being cast. Upon completing the spell, the wizard throws the coin at the intended victim, requiring an attack roll. Treat metal armour as AC 10, but allow for any magical or Dexterity bonuses. If the victim is actively trying to catch the coin, consider it an automatic hit ("Take my last gold piece, thief!"). If the attack is successful, the victim takes 1 point of damage per wizard level (up to a maximum of 16 HP). If the coin is gold or another good conductor, add 1 to the damage roll. If the victim is wearing metal armour, add 1d4 to the damage roll. The material component is the coin being throw, which is consumed in the casting. Conjure Drink II (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 wine, the quantity being determined by the quality desired by the caster. If beer or ale is to be conjured, one keg per 5 levels appears. If wine is to be conjured, one mug per 5 levels appears. 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. Constant Orgasm (Evocation) Range: 0 Components: S Duration: 1 turn + 1 round per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Special Author: Mario R. Borelli This spell causes the recipient to begin to orgasm, repeatedly, and with great enjoyment, until the subject's body is no longer capable of sustaining orgasm. The duration is based on level, but medically speaking, it could end when the body collapses from exhaustion, or (for males) when the body can produce no more seminal fluid. The DM may wish to add possible negative modifiers for combat, movement, etc. because of the victim's excited state. A successful saving throw results in a single orgasm of normal duration. Constitution (Alteration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: Person touched Saving Throw: None Author: Benjamin C. Ford Application of this spell increases the Constitution of the character by a number of points. Benefits of constitution last for the duration of the magic. The amount of added Constitution depends upon the spell recipient's group and is subject to all restrictions on Constitution due to race and class. Multi-class characters use the best die. Class Constitution Gain Priest 1d6 points Rogue 1d4 points Warrior 1d8 points Wizard 1d6 points The spell cannot confer a Constitution of 19 or more, nor is it cumulative with other magic that adds to Constitution. All hit points gained are illusory hit points that disappear when the spell ends. Damage is taken from these illosory hit points first, and this damage is not transferred to the normal hit point total when the spell ends. Beings without Constitution scores gain one such extra hit point for each Hit Die. The material component of this spell is a few hairs, or a pinch of dung from an animal known for its stanima. Continual Drunkenness (Alteration, Enchantment/Charm) Range: 10 yards Components: V, S, M Duration: Permanent (until dispelled) Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Keith Taylor This spell can be directed at any creature who looks the caster in the eyes. The caster's eyes look watery and swirly at the completion of the casting, at which time the gaze can be used. The creature gets a saving throw versus poison at -3 to escape the effects (if so, the spell is not dissipated, rather, it remains active until one creature is affected). A creature failing its saving throw is made mystically drunk, and will remain so indefinitely; an analysis of the being's aura or any magic designed to detect charms reveals the spell's existence. The priest spell cure drunkenness negates it for as many turns as the casting priest has levels, but after this time, the effect returns. The creature's level of inebriation is determined by the caster's level (see the Net Alcohol Guide for more information): Wizard's Level Degree of Drunkenness 3-5 Slight 6-9 Moderate 10+ Great Gaze reflection or a mirror may be able to make the spell backfire on the caster. In this case, the degree of mystical drunkenness is one less than normal. For example, if the 10th-level wizard Farsharn has the spell reflected upon himself by Rath's nimble application of a mirror, then Farsharn won't be greatly drunk, but only moderately so. If this would reduce it below slight, then do not reduce it; it always has at least slight effects. To rid oneself of these effects, a successful dispel magic or remove curse is enough. The material component is a handful of hops and a chip of glass. Continual Sparks (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: One small object or area Saving Throw: None Author: Max Becherer A modified form of the continual light spell, continual sparks causes an object or area not greater than a few square inches to continuously emit electrical sparks. These do no damage, but are a tremendous source of ignition around flammable substances. A variant of the spell causes a spark to strike anything coming within 1 inch of the area affected. A small metal ball with both continual sparks and continual light cast upon it is a highly effective device for eliminating bothersome insects. Create Alcohol (Alteration, Conjuration) Reversible Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 2 Area of Effect: One pint per level Saving Throw: None Author: Philippe Goujard This spell alters the taste of and creates alcohol in any liquid. The caster chooses the flavour of the alcohol to be created. With this spell, the wizard also chooses the alcohol content of the liquid (equal to beer, ale, wine, mead, or liquor). There is always a 100% - 10% per level chance of the spell screwing up. In this case, the DM chooses the taste. Since create alcohol really creates the drinks, at least partially, the transformed liquid will appear somewhat the same as the original. Changing beer to wine looks more like wine, but it may still be a little bit frothy. The reverse of this spell, destroy alcohol, removes or lowers the quantity of alcohol and its taste in the drink. Create Dressing Room (Conjuration/Summoning) Range: 10 feet Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: 5 square feet per level Saving Throw: None Author: Kai Rottenbacher This spell creates the interior furnishings of a small dressing room. It cannot be used to create drinkable or consumable material unless it is used for the exact purpose it is intended for. Water or other material vanishes instantly if it is not used for the required purposes (tidying oneself up). This spell creates only the interior of the room; it doesn't normally create the walls, floors, or ceilings. If cast for women, it contains a mirror, a wardrobe, a small cushioned stool, a tooth brush, tooth paste (take your favourite bland), powder, lipstick, rouge, perfume of the desired type, soap, body lotion, oil, nail polish, a set of nail files and scissors, combs, brushes, wads of cotton, small towels, a small bowl of water (warm or cold as desired), cloths stands, a moveable Spanish wall, and some other small necessities normally used in a dressing room. If cast for men, it contains a mirror, a shaving mirror, a large bowl of warm water, a small bowl of water (warm or cold), a shaving razor, shaving cream, small towels, a brush, skin relaxant, eau de toilette, deodorant, a comb, a hair brush, a tooth brush, tooth paste (pick your favourite bland), a finger nail cleaner, a nail clipper, and some other small necessities normally used in a dressing room. The room stays only for 5 rounds per level while the effects of having groomed oneself (or someone else) with the kit from this room last for one hour per caster level (even in the worst weather or after the most horrible mud fight, one always comes out looking as one did after grooming in this dressing room). This effect does not offer any protection from any harm at all. The items cannot be used to harm anyone (not even the wielder). Thus, it would be impossible to cut oneself with the razor, the scissors or clip off someone's ear lobe with the nail clipper. If tried the item causes no damage at all (not even reducing stoneskins nor causing a caster to falter). The items cannot be sold: if tried, they vanish in a puff of smoke immediately. They can only be used for what they are intended (you could use them on your pets if you truly want to - DM's decision). They cannot be used for combat reasons: an archer could not hide behind the Spanish wall for soft cover, the wall would vanish instantly. The material component is either a tiny bottle of perfume for the "female", or a tiny razor for the "male" version (costing no less than 50 gp each). They can be used during the casting time (causing a casting time of 1 turn) or during the preparation, causing this time to increase to 45 minutes instead of 30 minutes. If used during preparation, the spell can later be brought up with a snap of the caster's fingers and nothing more. Cyril's Attempted Surge Mastery (Invocation/Evocation) Range: Special Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Craig Allen Campbell This spell allows the wild wizard to call forth a burst of energy which automatically results in a wild surge. However, the wizard has a chance of controlling the surge to a limited degree. After the spell is cast, roll on the wild surge table. The wild surge will happen, but the wizard has a 33% chance of controlling some part of the spell. First, determine what the wild surge will be. The player (or the DM) then rolls 1d6. On a roll of 1-4, the wild surge results as per the description of the surge. On a roll of 5-6, the wizard may control one part of the wild surge's effects. He may change the centring of the spell, the duration, the damage, etc. Exactly what can be controlled is left up to the DM (have fun with this). For example, if the wild surge resulted in a fireball centred on the caster, and the attempt to control the surge was successful, the wizard could move the centring of the fireball, he could decrease the damage, or cause it to be a delayed blast (again, this is up to the DM). If the wild surge is not detrimental to the caster, he may still attempt to alter the effects. He could move the flowers pouring from his mouth to pour from the mouth of someone else. An aside for the DM: have fun with this, but watch out. You'd be amazed how much a player can do with a single wild surge when he can control it a bit. Cyril's Surge Mastery (Invocation/Evocation, Wild Magic) Range: Special Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Craig Allen Campbell This spell is similar to the 1st-level Nahal's reckless dweomer, in that it releases the power of a wild surge, in the attempt to create a useful effect. Unlike Nahal's reckless dweomer however, this spell does not allow the caster to name an "attempted" spell. To balance this drawback, the caster has a 33% chance of controlling some aspect of the surge created. Since no spell is named as "attempted", there is no other effect than the surge. When this spell is cast, the caster should name a target. The DM then rolls up a surge, adding the caster's level as a modifier, and rolls 1d6. If the die rolled is 3-6, the surge proceeds as rolled. However, if a 1 or a 2 is rolled, the DM should announce the surge to the caster, and give the caster an opportunity to control some aspect of the surge. For example, if the surge "a fireball explodes, centred on the caster" is rolled, the caster could choose to exercise control by saying "the damage from the fireball is the minimum possible". Another example would be to set the duration of the surge "the target is slowed" to the maximum possible. Aspects that can be controlled include damage, duration, area of effect, range, and a +2 or -2 modifier to saving throw. Aspects that are given in random ranges (such as "2d6" or "1d6 + 1 round per level") can be altered to at best the maximum or minimum of the possible range. Aspects that are given in absolute numbers can be halved or doubled. If the surge rolled states that the "attempted" spell succeeds in some way, the DM should re-roll the surge, as there is no attempted spell with Cyril's surge mastery. Dallonous' Memorise Surge Actions (Alteration, Wild Magic) Range: 0 Components: V, S, M Duration: 2 hours per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Mark Layne If a wild mage casts a spell resulting in a wild surge during the duration of this spell he is given a 10% chance per level up to 90% change to memorise the actions that resulted in the wild surge. Once a wild surge effect is memorized the wild mage can them try to recreate the surge through the use of any reckless dweomer. Since the wizard is attempting to recreate a wild surge with the dweomer, he gets two rolls on the wild surge table with the addition of the wild mage's levels to the rolled surge. If neither surge rolled is an accomplishment of the spell it is the DM's discretion on which surge occurs. The material component of the spell is a sheet of paper and one vile of ink. Dancing Fire Light (Alteration, Evocation) Range: 60 yards + 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: Special Saving Throw: 1/2 Author: Unknown This spell - except as noted - is the same as dancing lights (from the Player's Handbook). The lights are orange-like in colour and give off heat. If the wizard concentrates on the balls, he can have them attack doing 1d3 points of damage per ball (4 balls maximum). All the balls must attack the same target in any given round. Optionally, the wizard can form a mass that looks like a fire elemental and can attack once per round doing 3d3 points of damage. The heat can set fire to flammables. The material components needed are a piece of flint and either a bit of phosphorus or witchwood. Dardan's Dryness (Evocation) Range: 30 yards Components: V, S, M Duration: 1 hour + 1 turn per level Casting Time: 2 Area of Effect: One cubic foot + 1 cubic foot per 3 levels Saving Throw: None Author: Craig Singsank This spell keeps one to several cubic feet of material (organic or inorganic) impervious to water and related liquids. The spell forms a minute film of air around the desired object that slowly denatures and collapses allowing water to seep in as the spell ends. This spell is useful in protecting valuable items like spellbooks and bows from liquids that could ruin them. This spell also reduces the amount of damage a character sustains from water elementals and water-based attacks. The film of air surrounding the character acts as a buffer protecting them from the full impact of the creature's blows. A character protected with Dardan's dryness receives a +1 on all saving throws (per 5 levels of the caster) from such attacks for the duration of the spell. The material component of this spell is a beetle's carapace. Darklight's Bending Bolt (Alteration, Metamagic) Range: Special Components: V, S Duration: Instantaneous Casting Time: 2 (but see below) Area of Effect: Special Saving Throw: None Author: Keith Taylor This Metamagic spell can be used in conjunction with any one bolt- or ray-class spell of less than seventh level, such as lightning bolt. It allows the wizard to specify "pivot points" at which the beam will change direction. Up to 1 pivot per 5 levels of the caster can be specified, and at each pivot, the bolt or ray can be made to alter its path up to 120 degrees. The casting time of the secondary spell is included in the "middle" of the bend bolt spell, so use the casting time of the affected spell plus 2 for the two halves of this Metamagic spell. It is possible to deceive targets as to the bolt's intended direction in this way, and many other such tricks are possible. Up to a -3 penalty can be inflicted on a deceived target's saving throw. It is also possible to hit multiple targets in this fashion. DM's option: it is entirely valid to require some sort of ability check to see how well the caster aims the beam's turning. Not every wizard is an automatic pool shark. Darklight's Fishing Rod (Conjuration, Evocation) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Keith Taylor This amusing spell calls into being a 4-foot long, faintly glowing rod of force, with a slim strand of energy hanging off the thin end. On the handle end is a crank-type apparatus, also constructed of this glowing energy. Typically, the line is cast into waters where one suspects interesting or valuable objects might be found. The caster then patiently waits for a "bite". Every turn spent fishing gives the caster a number of "bites" equal to one-third his level (or two, whichever is higher); roll 1d10 for each bite. If a "7" comes up, it is something along the vague lines of what the caster was seeking, based on what the DM decides is actually underwater. Note that the line does not have to be particularly near the object (thus the conjuration element), and that the line can lift objects as if it had an 18/00 Strength, regardless of the wizard's prowess. In especially treasure-thick water, there may be bonuses to the roll, left to the discretion of the DM. Objects sought for must actually exist and lie within a few thousand feet of the casting site. An alternate use of the Rod is for actual fishing, with chances as if the wizard possessed the fishing proficiency, with an additional 25% bonus if he actually does. No bait is needed for this use of the spell. Darklight's Gossiping Pen (Divination, Enchantment) Range: 0 Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Keith Taylor To use this spell, the wizard needs an ordinary quill pen and a piece of new parchment. When the spell is cast, the pen will rise up and hover for a few seconds, then begin writing in a compact, neat script. No actual ink is needed, as the marks are magically inscribed. The script repeats one local rumour (usually one which the caster has not heard, there is a 1-in-10 chance the caster has actually heard the tale). The pen relates one rumour for every two levels the caster possesses. The rumours are ones that are actually told locally, either openly or not-so-openly, and their veracity is not at all guaranteed. The pen will not respond to detect lies or such, as it is merely relating ambient bits of story, not solid facts. The rumours usually only consist of a couple of sentences, but these tell the main points of the story. The material component is the quill pen used. Darkray's Enhanced Daggers (Alteration, Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis With this spell the caster can turn ordinary daggers or knives or dirks into energy bolts. Each of them can then be thrown, to inflict 1d6 HP, plus one hit point per two levels. If not proficient in the dagger, he suffers the appropriate penalty. Strength bonuses do not apply to the damage roll but do apply in the attack roll. The substance of the weapon is consumed by the spell the round after the throw, regardless of success. The caster can turn into bolts a number of daggers equal to his level, up to ten. The casting time of the spell is three plus 1 for each dagger. The weapons can be made from wood, bone, obsidian or steel and after the casting are considered magical (no plusses) to determine what they can hit. The caster touches all the weapons, one after the other. Thereafter, if they are thrown at a target, they are transformed into white energy balls. The weapons can be thrown by the caster or any who can put a hand on them, for a period of time equal to the caster's level in rounds. After this time, the weapons melt with a sudden emission of heat. The casting of permanency or similar magics on the weapons, just after this spell, stabilizes the magic until they are thrown. Permanency can affect the whole result of an enhanced daggers spell. The material components of the spell are the weapons themselves, which are consumed at the end of the spell's duration or when thrown. Darksight (Alteration) Range: 0 Components: V, S Duration: 5 rounds per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: None Author: Nathan Sugioka This spell allows the creature touched to see clearly in any form of darkness, magical or not. It does not allow detection of invisible, out of phase, ethereal or astral creatures, nor does it compensate for any blindness due to natural or magical causes. Death Mask (Necromancy) Range: 0 Components: S, M Duration: 1 round Casting Time: 2 Area of Effect: 30-foot cube Saving Throw: Negates Author: Bret Mikeal O'Neal When this spell is cast, the caster's face momentarily bloats and rots. This putrid visage is not an illusion. Those within the area can smell the rotting flesh and hear the squirming grubs crawling from various orifices. Just as quickly as the face rotted, it repairs itself, grubs falling to the ground and skin growing back. Victims must be in front of the caster in order to be affected. This ephemeral spectacle is so horrifying that those seeing it must save or stand in shock for 1d3+1 rounds. Non-intelligent creatures those unable to see, undead, and opponents with more Hit Dice than the caster are immune. The material component is a live caterpillar. Death Star (Necromancy) Range: 60 yards Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 2 Area of Effect: 10-foot radius Saving Throw: None Author: Bret Mikeal O'Neal This spell creates a pulsating ball of light floating 5 feet off the ground that slowly drains the life from all within 10 feet. Those in the area of effect take 1d4 dam a round. The star will drain life from anything within its area of effect including plants, animals, even the spellcaster. This spell cannot damage creatures without life such as undead and automatons. The star cannot be damaged. It will only leave if dismissed by the caster or dispelled. Note it does not move. The material components are a drop of swamp water and a pinch of dirt form a fresh grave. Death's Dark Grasp (Conjuration/Summoning, Necromancy) Range: 10 yards + 10 yards per level Components: V, S, M Duration: 1 round + 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: Special Author: Garinthrall This spell is a variant of Maximillian's earthen grasp from the Tome of Magic. Except where noted, this spell duplicates the effects of Maximillian's earthen grasp. When this spell is cast, rather than producing an earthen hand, this spell causes many undead arms to spring from the ground underneath the target's feet. If the target's saving throw is successful, then the arms sink into the earth and the spell progresses as per the spell description. If the target fails his saving throw, undead forms resembling zombies burst up from the ground, lashing out at the target to grasp and hold him with unyielding strength. The Armour Class of the arms or creatures is 6 (as opposed to the AC 5 in Maximillian's earthen grasp). The hit points of the undead forms created are equal to twice the wizard's normal hit points up to a maximum of 40 HP. The undead forms created are unturnable, and at the end of the spell's duration will sink down into the earth from whence they came. If this spell is cast in a graveyard, the soil of the graveyard will be more likely to produce the undead forms in a quick, unexpected manner. Thus, saving throws against this spell would be at -1 and the chance that the undead hands or forms reappear under the target's feet after a successful saving throw is 10% per level of the wizard rather than 5% per level which is the usual chance for this occurrence if cast in other environments. Decastave (Evocation) Range: 0 Components: V, S, M Duration: 1 round + 1 round per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Perry Horner By means of a piece of wood and the gestures and phrases of casting, a magic-user can create a temporary "ten-foot pole" of force with this spell. The material component is instantly consumed, and from the caster's forefinger a two-inch radius, ten-foot long, faintly glowing beam of force springs into being. It moves as the finger is pointed, and lasts as long as the caster wills (or until the spell expires, whichever occurs first),or until the spellcaster casts another spell. The pole cannot be cut - any metal which passes through it will cause it to harmlessly wink out of existence - or bent, but will support any weight. It also cannot be shortened; if it strikes an obstacle, the caster must move it, or the obstacle, or will it out of existence, to proceed. It cannot be removed from the end of the caster's finger, although the caster (and other creatures) can grasp it. The staff can be used as a weapon, for 1d6 damage, by sweeping it from side to side, or jabbing it forwards, by movements of the caster's guiding finger. Normal to-hit rolls apply; it is considered a magical weapon with no plusses. Note that no shock or blow felt by the magical staff is felt by the finger. A creature grasping the staff must exert a total of 18 Strength to hamper its movements. Once only, if the caster wishes, a decastave can be used to rob a target of 1d4 HP and transfer them to the wielder of the staff. The target must be touched by the end of the staff (to-hit roll required) and the caster must will the staff to drain energy. It will vanish in a pulse of force, draining 1d4 HP (no saving throw) and transferring them instantly to the caster. If the caster is uninjured, excess hit points are lost after 1 turn. Any damage incurred by the caster during that time is first taken from these phantom hit points; if the caster is at less than full hit points at the end of the turn and phantom hit points remain, all remaining points are absorbed at that time as healing, any excess being lost. The excess hit points can never be transferred to any other creature. Such phantom hit points do not confer any higher-level or hit-dice saving throw bonuses on the caster. Detect Chaos (Divination) Reversible Range: 60 yards Components: V, S Duration: 5 rounds per level Casting Time: 2 Area of Effect: 10-yard wide path Saving Throw: None Author: Unknown This spell is similar in all respects to the 2nd-level wizard spell detect evil (q.v.), except that the wizard is detecting for chaos (or law, if the reverse, detect law, is being cast). Detect Component (Divination) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: 1-yard radius sphere Saving Throw: None Author: Joe Colleran This spell enables the spellcaster to recognize useful components for spells, spell research, and creation of magical items, potions and scrolls. These components may be natural ingredients for spells, parts of monsters useful for potions or other magical items, and so forth. If the spellcaster is able to cast the spell the components are necessary for, or has created the magical items that incorporate the components, or has similar specific information of what the components are used for, then the exact part needed will be illuminated and the spellcaster will recall the exact purpose of the component and proper methods needed to preserve and prepare it. Otherwise, vague feelings will be given about what parts are generally useful and whether a certain method of transporting them is bad or good. A sage or some other such person will have to be consulted for more specific knowledge. Detect Illusion (Divination, Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 3 rounds + 2 rounds per level Casting Time: 1 Area of Effect: Range of senses Saving Throw: None Author: Jim Vassilakos The wizard can see what is illusion and what is not, and can pass this ability to others by a joining of hands. The material component for this spell is a feather-duster, which is consumed in the casting. Detect Magic II (Divination) Range: 0 Components: V, S Duration: 3 rounds per level Casting Time: 2 Area of Effect: 60-yard + 20-yard per level long path, 20 yards wide Saving Throw: None Author: Unknown This spell is just like detect magic except that it is more sensitive, has a longer area of effect (60 yards for detect magic), and that the wizard is be able to determine accurately what kind of magic (alteration, divination, conjuration, etc.) is in effect if the magic is within 60 yards + 10 yards per level. This spell will not blind, hurt, etc., anyone. If in an area of extreme magic, the wizard will simply know that stronger magic is in effect. Detect Phase (Divination) Range: 5 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: The caster Saving Throw: None Author: Scott Neilly When this spell is cast, the wizard can see and perceive any creature that is out of or in a different phase than that of the wizard. This means that the wizard will see clearly such creatures with special defenses as displacement, blinking, duo-dimension, astralness or etherealness, and those who can shift out of phase, such as a phase spider. Furthermore, if the wizard has means to attack such creatures, he will suffer none of the ill effects that normally occur when trying to attack (i.e., the wizard would know the exact location of a displacer beast, or where the phase spider is etc.). The information cannot be communicated to his fellows by words. The material component of this spell requires a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell. Some wizards have made spectacles of calcite crystal so they would have there hands free to do other things after casting the spell. Detect Spirit (Divination) Reversible Range: 20 yards + 5 yards per level Components: V, S Duration: Special Casting Time: 5 Area of Effect: One creature or object Saving Throw: None Author: Unknown Detects the presence of a soul spirit or mentality in any body or object (enchanted swords and the like), and whether or not the mind controlling the body is its "native". Thus, it will not detect charming or hypnosis but will detect possession. Only the fact of a mind is detected, not its nature. If it is cast on a normally invisible spirit (such as an invisible stalker or unseen servant), the wizard can see the creature as a visible force for one turn per level. The reverse, obscure spirit, has a range of 0 and conceals a single mind or spirit from detection by this spell for 24 hours. Dexterity (Alteration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: Person touched Saving Throw: None Author: Benjamin C. Ford Application of this spell increases the Dexterity of the character by a number of points. Benefits of dexterity last for the duration of the magic. The amount of added Dexterity depends upon the spell recipient's group and is subject to all restrictions on Dexterity due to race and class. Multi-class characters use the best die. Class Dexterity Gain Priest 1d4 points Rogue 1d8 points Warrior 1d6 points Wizard 1d6 points The spell cannot confer a Dexterity of 19 or more, nor is it cumulative with other magic that adds to Dexterity. Beings without Dexterity scores receive a +1 bonus to Armour Class and to missile attack rolls. The material of this spell is a few hairs, or a pinch of dung from a particularly agile or quick animal. Disease (Illusion/Phantasm) Range: 30 yards Components: V, S Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Brian Dawson Similar to spells such as blindness and deafness, a disease spell will cause its target to believe that he has contracted a real (natural) disease. Even though the spell affects the mind, the victim believes so strongly in the disease that boils, pains and any other symptoms normally associated with the affliction will be imagined, putting the individual's health under considerable stress. If the target has recently been in a situation where contracting a disease is quite likely (such as living in filthy surroundings, falling into sewage or garbage heaps, attacks from giant rats or otyughs, etc.), a saving throw is made at a penalty of -4; on the other hand, if a character has recently had a cure disease cast upon himself, is immune to normal diseases, or has some other strong reason to believe that he could not possibly have contracted a disease, then a saving throw at +4 or higher (probably +8 if normally immune) is allowed. Once the spell takes effect, it is permanent until the victim receives a dispel illusion. The disease is determined randomly from the table in the Dungeon Master's Guide (q.v.), with the full effects described affecting the target. Dispel Silence (Abjuration) Range: 10 yards per level Components: S, M Duration: 1 round per level Casting Time: 2 Area of Effect: 15-foot radius sphere Saving Throw: None Author: Jason Nelson When cast, this spell automatically dispels any magical silence within its area of effect. Furthermore, no silence spell will have effect within the area of effect for the duration of the spell. The casting of this spell requires a small silver bell, chime, or gong, which must be struck twice, at the end of the casting. The device must be worth at least 50 gp, and is consumed in the casting. Disposal (Alteration, Evocation) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 2 Area of Effect: 12-inch circle Saving Throw: Special Author: Thomas Watson The casting of this spell evokes a hole, 12-inch in diameter, in the wizard's hand. The hole may be placed on any surface; anything subsequently dropped into it (an item must be smaller than the hole's diameter; since this is neither an extra-dimensional space nor a sphere of annihilation, items larger than that are not "sucked" into it) vanishes and is teleported to the bottom of the nearest sewage system (moat, sewer, large body of water, etc.). It is especially effective for disposing of garbage, kitchen waste, body wastes, etc., and may be used in the garderobe of an area otherwise devoid of plumbing. Magical and living items (of at least animal Intelligence; normal insects and non-sentient plant life are therefore not considered "living" for this purpose) receive a saving throw to resist the teleportation (there was no plumbing in Kestrel's tower, hence this spell saves on traipsing up and down all those stairs with a chamberpot). Dive (Alteration, Evocation) Reversible Range: 10 yards Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: One person Saving Throw: Negates Author: Steve Bartell This spell forces the recipient to sink to the bottom of a body of water at the rate of 20 yards per round unless they make a saving throw versus spell. No amount of swimming or struggling will stop the victims descent. However, a rope or other secured object that can hold the weight of the victim will stop the sinking. The spell recipient will sink for a number of rounds equal to the caster's spell level. If they touchdown at the bottom of the water before the spell duration expires, they will simply be unable to leave the ground until the spell wears off. When this spell is cast in the elemental plane of water, the victim will sink in whatever direction their feet were facing at the time of casting. This spell will also affect those that are swimming on the surface of a body of water. The reverse of this spell, surface, will force the recipient to float to the surface of the water for the duration of the spell. The material component of this spell is a small ball of lead. Dream Control (Enchantment/Charm, Phantasm) Range: 1 foot per level Components: V, S, M Duration: special Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: August Neverman This spell causes the victim to have dreams exactly as the wizard lays them out. Nightmares, messages, fantasies are all possible actions in the dreams. These dreams will seem real. If the person finds out about the source of the dreams it is likely that he will not take kindly to them. The chance of success is 5% per level of the wizard minus 10% per level of victim (less 5% per degree of extremeness of the dreams as determined by the DM). This spell can deprive the victim of a good night's sleep with the same chance of success, thus preventing him from regaining spells overnight. The victim must have been touched at some time by the wizard to use this spell. If the spell is negated, the wizard cannot try to control the dreams of the same victim again until he has gained a level. The material component for this spell is an ornamental cushion, arduously decorated, of at least 20 gp value. Dreamoore's Explosive Missile (Alteration/Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: Special Author: Jonathon Salazar (The Adept's Spellbook) This spell actually has two variations. The first produces a special dart which the wizard hurls toward its target. The dart has a +3 to-hit bonus at 10 feet or less, +2 at 20 feet, and +1 at 30 feet. A successful hit does 1d4+2 points of damage + 1 HP per wizard's level. The second version enchants an ordinary arrow or quarrel, making it magical for hitting purposes, and delivering double normal damage + 1 HP per wizard's level. Both versions also have a residual blast radius, inflicting 2d4 points of damage, or 1d4 on a saving throw versus death magic. Any item struck directly by an explosive missile must save versus crushing blow to avoid damage. The material components are sulphur, diamond dust, and the appropriate missile being enchanted. The first version requires a 10 gp silver dart as its missile. The explosive missile must be used within three rounds of creation, otherwise it detonates and does damage to those immediately around it. Dreamoore's War Disk (Evocation) Range: 60 yards Components: V, S Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) The war disk is a small, hand-hurled missile which the wizard throws toward its target. Its to-hit bonus is +3 at less than 20 yards, +2 from 20 yards to 40 yards, and +1 from 40 yards to 60 yards. The wizard must declare which version he is casting prior to the throw. The first type hits only once for 1d4 points of damage + 1 HP per level of the wizard. The second may be thrown once per round for 1d4+1 points of damage per successful hit and automatically returns at the end of the round. Its duration is one round per level. Duck! (Enchantment/Charm) Range: 10 yards Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Unknown By this spell, the wizard helps the defence out on himself or another creature. If the wizard sees an attack coming, the wizard can cause the creature to be suddenly moved out of the way so as to cause the attack to miss. This will only work against body (claws, bite, etc.) or hand-held weapons. The creature that has been moved must then take 30 seconds readjusting his position before it can attack again. The wizard must prepare for this spell, and must declare at the end of the previous round that he is casting this spell. The wizard then waits until the monster attacks, and throws the spell. Creatures that have never had this done to them before must make a saving throw versus petrification or be stunned for 2 rounds. Dumbness (Illusion/Phantasm) Range: 30 yards Components: V, S Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Brian Dawson This spell causes the recipient creature to become completely dumb, believing that he is unable to speak by means of voice in any way (cf. blindness, deafness). This effect can only be removed by dispel illusion, or by the will of the wizard, and is permanent until such time. The victim does get a saving throw versus spell to avoid the effect. Note: this spell could be very effective against creatures such as androsphinxes, dragonnes and harpies. Dust Warriors (Conjuration/Summoning, Necromancy) Range: 5 yards per level Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 20-yard long square Saving Throw: None Author: Unknown The material component for this spell is a full set of teeth from a man-sized or larger carnivore which must be cast on an area of earth, rock, raw stone, sand or gravel as the spell is cast. The spell generates 1 skeleton + 1 per 2 levels which rise from the area. They will fight for the wizard until they are turned or destroyed, the wizard is slain, rendered unconscious or moves out of spell range of the group, or the magic is dispelled. They last only while there is someone to attack (including each other, if necessary) - any round in which there are no targets available the skeletons will fade back into dust. If dragon's teeth are used as the material component, each skeleton will have bonus hit points equal to the age category of the dragon (count 4 HP = 1 HD for turning and attack purposes). Furthermore, they will be immune to the attack type of the dragon's breath weapon. Elemental Burst [2] (Alteration) Range: 60 feet Components: S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 10-foot cube Saving Throw: None Author: Jim Vassilakos This spell causes wood or stone to burst violently, fire to flare, or small volumes of water or air to become turbulent, possibly knocking people and objects over within a radius of twenty feet. Wood and stone will do 1d8 and 1d10 points of damage respectively to victims within ten feet of the burst. Fire will do 1d6 points of damage to victims within ten feet of the fire and 2d6 to those within three feet. When the fire version is used, there is a 50% chance of flammable objects within 10 feet of catching fire. The material component of this spell is a bit of sulphur. Euclarke's Cantankerous Clothing (Enchantment) Range: 10 yards per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: David E. Brooks Jr. and Elizabeth H. Brooks By use of this spell, the caster causes the target creature's clothing to animate and inhibit the creature's actions. Any clothing worn by the character will swirl, untuck, unbutton, unclasp, twist, fold, chafe or any other action that could disrupt the character's activity. A saving throw versus death magic negates the spell. In game terms, the target creature is at a -2 penalty on attack, defense, saving throws and initiative. Spellcasting is not ruined by this spell, but all casting gets an initiative modifier of 2, since the caster must slow down to avoid mistakes. Note that the target creature must be wearing some form of clothing for the spell to be effective. The spell lasts for one level for every two levels of the wizard casting the spell, up to a maximum duration of 10 rounds (1 turn). The material component for Euclarke's cantankerous clothing is a small square of cloth, which must be twisted, stretched and pulled during the casting of the spell. Expose Magic (Divination) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Unknown This spell will inform the wizard of all the details of a single spell cast within one round per level - including the destination of a teleport, the target of a charm, the name of a spell without obvious effect, etc. The spell does not invalidate illusion magic - the spell will return an answer consistent with the illusion (i.e., a fireball was cast rather than a spectral force), unless the wizard had already disbelieved successfully. Exterminate II (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: None or special Author: Unknown Exterminate II negates call insect, protects one person against insect plague, and gives +6 on saving throws versus summon insects. Dispel magic requires a wizard of twice the wizard's level. Magic resistance applies only to the creature touched. To negate this spell, both victim and insects have to make their saving throws. The material component of this spell is a bit of fly-paper. Fellstar's Flamehand (Invocation/Evocation) Range: 0 Components: V Duration: Special Casting Time: 2 Area of Effect: Creature touched Saving Throw: 1/2 Author: Fellstar When cast, this spell causes the wizard's hands to glow with a soft red light; if the wizard scores a hit in combat, his hand will discharge a sheet of flames that will engulf the target. The victim suffers damage equal to 1d10 HP + 1 HP per level of the wizard (a successful saving throw versus spell reduces the damage by one half). This spell may be used twice per casting (once for each hand); both charges must be used within 5 rounds plus 1 round per two levels of the wizard; after this time, any remaining charges are lost. Two attacks may not be made in the same round unless the wizard is normally capable of doing so; in this case, two separate to-hit rolls must be made, and each suffers a -2 penalty. The flames from this spell will ignite any combustible material; these flames may be extinguished the following round, if no other action is taken. Fiery Eyes (Enchantment/Charm) Range: 0 Components: V, S Duration: 3 rounds + 1 round per 3 levels Casting Time: 2 Area of Effect: The caster Saving Throw: None Author: Jim Vassilakos By means of this spell, the wizard causes his eyes to glow with an unnatural light, causing beams to shoot forth up to thirty feet, causing a single creature or object 1d4 points of fire damage per round when he focuses his eyes on it for more than three rounds. Further, all creatures in area of affect must save versus spell or be distracted and lose initiative for the first round. If cast in conjunction with hypnosis, hypnotic pattern, or mass suggestion, victims suffer a -1 penalty on saving throws if they are looking at the wizard. After the spell is effectuated, the wizard does not need to concentrate to maintain its effect. Fire Dart (Elemental (Fire), Invocation/Evocation) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Nathan Sugioka Similar to magic missile, this spell produces one missile per 2 caster levels, rounded up, with a maximum of 5. The difference is that these missiles are made of flames; thus, they can be directed against non-living targets, and also set any flammable materials they hit on fire. Flask of Light (Enchantment) Range: 0 Components: V, S, M Duration: Until released Casting Time: 2 rounds Area of Effect: Flask touched Saving Throw: None Author: The tiger This enables the caster to imbue a flask with an illumination spell. The first round of casting involves preparing the flask, the second round is for casting the illumination spell wished for into the flask. Thus the illumination spell must have a casting time of one round or less. This spell may only be cast on any given flask once; a second casting will result only in causing the same effect as if a dispel magic had been cast on the flask, which has a 100% chance of removing the casters current or previous enchantments. The material component is the flask into which the spell is cast. Flying Fist (Evocation) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Perry Horner Invented by the wizard Alcimer (and once known as Alcimer's flying fist, ere he died and his apprentices all made use of it), this spell enables the caster to create a "fist" of force. Forming at the end of the round in which the spell is cast, the hand is invisible to all but the caster. It can move 12 yards per round, but cannot pass beyond 10 yards per level of the caster away from the caster. The fist can hover in mid-air, swoop, swerve, and dart through openings as the caster directs, but it will disappear if the caster casts another spell or is rendered unconscious. Physical combat, speech, climbing, movement, and other activities on the caster's part will not destroy the fist. Although the fist can exist for one round per level of the caster, it can perform only three things. It can grab falling, floating, or levitating objects of hand-size or less, any 10 gp weight or less and carry them about for up to 2 rounds ere it drops them. Such objects (keys, ioun stones, etc.) may be in the possession of another creature, but the fist does not have the strength to tear weapons free of fastenings, material components or scrolls out of a being's grasp, etc. It can overcome magnetic pulls, but can only hold its own against a gust of wind or other severe opposing air disturbance. It can push or slap a single creature sufficient to cause a missile attack to be at -1 to-hit, a catching attempt by the being to be 20% more likely to fail than otherwise, and to delay (not ruin) spellcasting for one round. It can also attack, striking as a blow (not a missile, and hence unstoppable by a shield or any protection from missiles magic), as though it was the caster (but at +2 to-hit), and doing 1d2 points of damage. A successful punching attack by the fist ruins spellcasting during the round it strikes. A flying fist can be readily dispelled by a dispel magic cast on the fist or on its caster, and cannot penetrate walls of force, anti-magic shells, or more powerful magical barriers. It is AC 4 (AC 7 to opponents who can see invisible as an ability or by means of temporary magic), and can be destroyed by any attack that deals it 5 or more points of damage, or any combination of attacks dealing it at least 5 hit points of damage in a single round (cumulative damage does not apply to the fist). Fog Phantom (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: August Neverman This spell creates a vaguely human shaped pillar of fog. The fog phantom can do no damage, but it can be controlled remotely by the wizard. The fog phantom moves at 1 foot + 1 foot per level of the wizard. The wizard can "see" and "hear" through the fog phantom. This spell requires complete concentration: disturbances will cause the termination of the spell before the end of its duration. The fog phantom cannot pass through cracks or the like. Strong winds and intense heat or cold will cause the fog phantom to disintegrate. The material component for this spell is some smoke. Furball (Alteration, Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Negates Author: Brendan Knox Supposedly designed by a wizard by the name of Rakmos Shearlight for his friend's wool business, this spell causes fur or hair to grow on a living creature at a rate of 1 inch per round. It even affects creatures that do not normally have fur or hair (eg., one could create fur on an alligator). A saving throw is allowed and those that successfully save will not be affected by the fur or hair growth. Otherwise, the fur or hair will continue for the duration of the spell. The fur or hair will remain, even after the spell's duration expires, and it is not magical. A dispel magic will only halt the fur or hair growth. Partial areas of large creatures have been known to be affected by this spell (the face of the red dragon Scorch, for example). In itself, this spell is relatively harmless. The effects on the other hand can be quite interesting. Tight armour has been known to break and fall off, the fur or hair could catch fire (since hair is highly flammable), the fur can serve as extra insulation in cold climate, instant fur is provided for the lightning bolt spell, etc. The material component for this spell is a bit of fur. Garinthrall's Hideous Leech (Conjuration/Summoning) Range: 150 yards Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Garinthrall This is a variant of Melf's acid arrow. Unless otherwise noted, this spell mimics many of the properties of Melf's acid arrow (q.v.). When this spell is cast, a small black sphere a few inches across appears in the wizard's hand. The wizard then proceeds to hurl this sphere at the target of the spell. If it does not strike the target or is not thrown immediately after its creation the sphere fades into nothingness. If it hits successfully, on the spot which the sphere struck appears a huge, black, shiny leech-like creature which bites into the target and begins to drink the target's blood. This leech can even bite into creatures hit only by +1 or better magical weapons. The creature cannot be removed by anything short of a dispel magic or the wizard's own hand until it has had its fill of the target's blood and is sated, at which time the creature falls to the ground. The number of rounds this takes and the damage inflicted due to the blood drain are as per Melf's acid arrow. The creature's bite carries an anaesthesia which makes the target oblivious to its presence if it is struck by surprise. The target will, however, notice that it is growing progressively weaker and may make a Wisdom check every round to spot the creature. As previously mentioned, when the creature is satiated (or if the wizard removes it before this occurs), it will fall from its target where it may be collected later by the wizard. The creature will survive for up to one hour after being removed from the target during which time it retains its immunity to all attacks save dispel magic and the wizard's hand. After one hour it will dissolve into a small puddle of blood. Before the end of this hour, the wizard may force the leech to dissolve itself at any time or alternately bleed it slowly if he has a dagger or similar weapon on hand (again, only a weapon wielded by the wizard will be effective against this creature). The blood may be collected in whatever receptacle the wizard has available, for later use in poisons, potions, other spells, sympathetic magics, etc. If the target of the leech is not a creature of flesh and blood that would be harmed by the leech's blood drain, then the bite of the leech will inflict only 1d4 points of damage before the leech falls off the target. Although it should be obvious, it is worthy of note that this spell does not damage the target's items as it does not shower the target in acid as does Melf's acid arrow. Also, note the shorter range of this spell. The material component for this spell is a leech which has fed upon the wizard's own blood and has afterwards been lanced with a hot needle and killed. Ghost Stories (Enchantment, Illusion/Phantasm) Reversible Range: 0 Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Creature touched Saving Throw: Negates Author: The wizard casts this spell upon one speaker or storyteller before the creature touched begins telling a frightening story to an audience within hearing range and can hear the tale clearly. When the storyteller begins, the individual audience members must make a saving throw versus spell at -4. If they fail, they become caught up in the story and listen attentively, even "oooo"ing and "aahhh"ing with genuine feeling, while the storyteller's voice and movements direct the spell's effects, enhancing lighting and sound in the immediate area. Those who save wander off, disinterested. Those who cannot understand the speaker automatically save. After the story's conclusion, those who failed their saving throw are heartened by the exhilarating performance and receive a +2 initiative versus undead and +2 to save versus fear for the next 24 hours. Those who saved are unaffected and receive no such bonuses. The reverse of the spell, dishearten, causes those who failed their saving throw become depressed and receive a -2 initiative versus undead and -2 to save versus fear for the next 24 hours. Audience members must sit through the entire story to receive the bonuses or penalties. They do not wish to be interrupted, but attack or similar interruptions can break the spell. The same applies if the speaker stops for longer than one round. If the spell is cast on a bard, he has the conscious decision to allow or disallow the spell to occur. The caster performs only a small portion of the verbal and somatic components. The storyteller actually performs the rest through his voice and movements, thereby directing the spell effects himself. Ghoul Touch (Necromancy) Range: 0 Components: V, S Duration: 2 rounds + 1 round per level Casting Time: 2 Area of Effect: The caster Saving Throw: Negates Author: Bret Mikeal O'Neal Casting this spell changes the casters hands into ghastly clawed terminals, much like a ghouls. The wizard may then attack with these decayed hands. The damage is 1d3 per claw + Strength bonus. A saving throw versus paralysation must be rolled by the creature hit. Those failing the saving throw are paralysed for 1d4 rounds. Note that the caster can attack with both hands with appropriate penalties. Elves, slimes, undead, and automatons are immune to this spell. Spellcasters may cast other spells while this spell is going, but any other touch spell will negate the ghoul hands. Gold to Gems (Alteration) Reversible Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 200 gp touched per level Saving Throw: None Author: Thomas Watson By means of this spell, the wizard converts a number of gold pieces, minus some random percentage, into a single gem of equal value. The wizard places the gold pieces in the left pan of an ordinary balance, speaks a command word, and the coins vanish. A single gem appears in the right pan, equal in value to the amount of coins minus 1d10%. This extra amount is the material component. The wizard can convert up to 200 gold pieces per level per use of the spell. Thus, a 5th-level wizard could convert up to 1000 gold pieces into a single gem. The reverse of the spell, gems to gold, converts a single gem (subject to level limits), placed in the right pan of the balance, into gold coins of equal worth, minus 1d10% of the value of the gem. If too many coins, or a gem of greater value than the wizard can convert at his current level, are placed on the balance, the spell is lost but nothing is expended materially. The type of gem obtained cannot be specified by the wizard. Greysky's Improved Missile (Evocation) Range: 20 yards per level Components: V, S Duration: Special Casting Time: 2 Area of Effect: One or more creatures Saving Throw: None Author: Paul D. Walker This spell is exactly the same as the 1st-level wizard spell magic missile except for two changes: (1) the area of effect - everyone in spell range could possibly be hit with 1 or more missiles - and (2) the number of missiles that can be fired by the wizard - for every 3 levels of experience, the wizard can fire two magic missiles (i.e., level 1-3: 2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles, etc.). Grimly's Prehensile Feet (Alteration) Range: 0 Components: V, S, M Duration: 1 hour + 1 turn per level Casting Time: 3 Area of Effect: Humanoid touched Saving Throw: None Author: Joshua Rosenfeld This spell alters one person's feet so that they are able to grasp as well as his hands can. The recipient of this spell must not be wearing shoes, or 1d3 points of damage will be taken due to the lengthening of the feet in a cramped space (soft leather boots must save or rip apart). The recipient must also be human or humanoid for the spell to take effect, and unwilling victims are allowed a saving throw. The prehensile feet will add +30% to climbing rolls. If in a position to use feet to attack with weapons, this is also possible, though at a non-proficiency penalty if the attacker is proficient with the weapon, and double that penalty if the attacker is not proficient. Somatic components of spells of third level or lower may be performed with prehensile feet. The material component for this spell is a bit of monkey fur. Guilda's Sneakabout Light (Alteration) Range: 5 feet Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 2 Area of Effect: 5-foot radius sphere Saving Throw: None Author: Colin Roald This spell creates a dim, floating light of variable intensity that follows the wizard. At its brightest, it is enough to read with good eyesight, and it can be extinguished and restored at will during the duration. No light produced by the spell escapes the 5-foot radius, preventing the wizard from being given away by his light, so this spell is ideal for thieves. Note that background light penetrates the area of effect freely, so the wizard is in no way concealed by this spell. The material component for the spell is a silk black blindfold. Hailstones (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 5-foot per level radius (maximum 60 feet) Saving Throw: None Author: Peter Gourlay This spell summons a rain of stones in the area of effect. The spell causes 1d3 points of damage per level of the wizard to all within the area, to a maximum of 15d3. However, the wizard must make a normal to-hit roll versus each creature in the area to see if they are hit by the stones. If the to-hit roll is unsuccessful, the creature takes no damage. The material component is a handful of small stones. Hair Growth (Evocation) Reversible Range: 0 Components: S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates Author: M. Kinney This spell causes hair to grow (the reverse eliminates all hair) on the victim. The victim's hair will grow at a rate of one inch per turn for the duration of the spell. The material component for the spell is a hair, and a pair of scissors or a sharp knife for the reverse, hair razor (which belongs to the alteration school). Hand of Ithiqua (Illusion/Phantasm) Range: 30 yards Components: V, S Duration: 3 rounds per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Brian Dawson A target of the hand of Ithiqua, failing to save versus paralysation will be pinned to the ground by an invisible force. The force is illusionary, but will seem completely real to the victim, so that he will be unable to move. The victim will be pinned to the ground at a location of the wizard's choice, and despite any struggling will have a movement of 0 regardless of Strength. The subject will be very prone, +4 to be hit (with no Armour Class adjustment for Dexterity) and -4 to attack. Heat Feet (Alteration) Range: 20 yards Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: One creature per level Saving Throw: Special Author: Rob van Riel This spell causes the affected creatures' footgear to become very hot, blistering the victims' feet. Because of this, the target fights with a +2 bonus to-hit, a +2 penalty to its Armour Class, loses any Dexterity bonuses, and moves at 5/6 of its normal speed. The reduction in movement rate lasts until the blisters have healed. Creatures that are immune to fire don't suffer any of these effects. Flammable footgear must save versus normal fire or be ruined; footgear that saves is merely a bit charred. Alternatively, this spell can be used to counter the effects of natural cold. In this mode, the spell will keep the affected creatures' feet comfortably warm for 1 turn per level of the wizard, even in snow or ice. The material components for this spell are 2 leaves of stinging nettle. Heethem's Hydromorph (Alteration, Enchantment) Range: 10 feet Components: V, S Duration: 2 turns per level Casting Time: 2 Area of Effect: One cubic foot per level Saving Throw: Special Author: David E. Brooks Jr. and Elizabeth H. Brooks This somewhat frivolous spell allows the caster to create spectacular fountains and wondrous sculptures out of water (or water-like substances). For example, the caster can make a portion of a lake into a flowing fleur-de-lis or a courtyard pool into a shimmering fountain. There are no restrictions on what shape or form the water may take, save the artistic talent of the caster. This spell may only be cast upon still, or nearly still portions of water. Any attempt to use this spell on turbulent waters will fail. Heethem's hydromorph can be cast upon a creature from the elemental plane of water, but the creature is allowed a saving throw versus death magic (at +4) in order to avoid being reshaped by this spell. In any event, the creature is still allowed all of its normal attacks and may resume its natural shape at the beginning of the next round. If desired, a permanency or semi-permanency (see the Dragon Kings supplement) may be placed on Heethem's Hydromorph, although complete evaporation of the liquid will break the spell. This spell will not function on the elemental plane of water or its adjacent plane of ooze, but operates normally on any other plane that can contain a liquid. Homophobia (Abjuration) Reversible Range: 20 yards Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 3 Area of Effect: One person Saving Throw: Negates Author: Mario R. Borelli Homophobia causes a person, regardless of orientation, to become angry and nauseous at the concept or sight of any person or behaviour which might be construed as homosexual. The subject will attempt to evade and void any such thing and, if evasion proves impossible, hostile and even violent. Homosexuals affected by this spell will be constantly ill at ease. The reverse, heterophobia, has exactly the same effects, except that the aversion is towards heterosexuals and heterosexuality. The material component is a lump of mouldy cheese shaped like a triangle (or a square, for the reverse). Horizontal Rope Trick (Alteration) Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Jim Vassilakos When cast on the end of a length of rope, that end may be tossed away from the wizard (being subject to gravity), where it will remain hanging in midair at its furthest point from the wizard for the spell's duration. Five persons may climb the rope and hide at its end (in extra-dimensional space), unseen, drawing the slack with them as they go. Also, the spell may be used as a make-shift grappling hook when there is nothing for a hook to catch onto. The rope may be thrown upwards up to 3xStrength feet at most and generally less if accuracy is desired. Horizontal throws may be twice this number if there is a ten foot radius of swing room. The material components for this spell are a paper Moebius ring and a string of yarn. Imitation (Illusion/Phantasm) Range: 0 Components: V, S Duration: 2 turns + 1 turn per level Casting Time: 2 Area of Effect: The caster Saving Throw: Special Author: Brian Dawson This spell is similar in nature to change self (q.v.), but allows the wizard to assume the form of a specific creature. There is, however, a chance that the form will not be accurately imitated, with some inconsistency or fault being noticed by the observers. The chance of an observer detecting this ruse is as follows: Observer's Familiarity Base Chance of Modifier for With Assumed Form Detection* Wizard's Familiarity Very well known 25% -5% Seen often 15% +0% Seen occasionally 10% +10% Seen once 5% +20% Never seen 0% Not applicable * This is also the chance of a creature recognising a non-specific form as a false one. Additional Modifiers: * +5% per level of the viewer * -5% per level of the wizard * +20% if listener attempts to determine authenticity * +10% if only seen occasionally * +5% if seen once or never seen * -1% per one foot of distance The chance of detection should be rolled upon initial contact, once for every three turns of exposure or one turn of direct conversation, and once for an attempt to determine authenticity. The spell may not be immediately recognised as an illusion, even if a fault is detected, for it could be seen as a disguise or a physical change (as with a doppleganger). Note that strong physical contact could reveal the spell, as the illusion is only visual. Also, unless a voice spell is also used, observers could become very suspicious. The size of the alteration can be 50% of actual. Note that the change is entirely illusionary (unlike alter self) - no actual physical properties are gained whatsoever and special abilities (gaze attacks, horror effects, etc.) cannot be reproduced so as to have these special effects. Improved Audible Glamour (Illusion/Phantasm) Range: 10 feet per level Components: V, S, M Duration: Concentration or 2 rounds per level Casting Time: 2 Area of Effect: 1 foot x 5 feet per level x 1 foot per level cone of sound Saving Throw: Negates Author: Kai Rottenbacher This spell is an improved version of the usual audible glamour. It can be used to create understandable speech, but only those languages that the caster can speak. The volume of sound is the same as the normal version but it can reach the volume of up to 10 dragons roaring at the same time at the maximum of sixtieth level (not that many characters would reach that level, though). Reminder: a dragon roaring equals 24 men shouting at their loudest and a wizard gains the power to create sounds equal to four men per level. If the sound volume reaches 2 dragons, this spell starts to cause damage to characters: 12 hit points at 48 men volumes plus one hit point per 4 men volumes above that per round in the sound area. The cone extends directly from the point of origin which has to be within range. It causes structural damage in the following relation: 1 structural point per 10 hit points of character damage. The material components are a small silver horn plus a paper describing the sound in the most minute detail (it has to be understood by character who can read musical notes). Improved Detect Magic (Divination) Range: 0 Components: V, S Duration: 2 rounds per level Casting Time: 2 Area of Effect: 10-foot wide path, 300 yards long Saving Throw: None Author: Unknown This spell acts like detect magic except it works out to hundreds of yards range. Improved Find Familiar (Summoning) Reversible Range: 1 mile per level Components: V, S, M Duration: Special Casting Time: 1 up to 24 hours Area of Effect: One creature Saving Throw: Negates Author: Unknown This spell attracts a familiar to act for the wizard. The wizard may attract a familiar of up to half his Hit Dice. The wizard may specify the type of creature preferred but not the specific creature. Hence he could specify "a cat" but not "Mrs Pike's Ginger Tom". Furthermore, the wizard gains the ability to communicate mentally with his familiar and to use the senses of the familiar while this is being concentrated on. Hence, he can "see" through his familiar's eyes, "listen" with its ears, etc. No other actions are possible during this concentration. The range for this communication is 5 miles per level of the wizard. The wizard gains the hit points of the familiar when it is within 12 feet, and on its death (if not released beforehand), will permanently lose double the amount of these hit points (regardless of the distance to the familiar). If a familiar is in range, it must be of the same alignment as the wizard and will then willingly serve its master or mistress as long as it does not involve a threat to its life and as long as suitable rewards are given to the familiar at regular intervals (mice for cats, treasure or souls for more powerful creatures). Failure to provide such suitable rewards allows the familiar an additional saving throw versus spell (at +1 for each time rewards have been ignored). The DM determines the likelihood of the preferred creature being within range and determines all results including the type, size, Hit Dice and abilities of the attracted familiar. The range of the spell is one mile per level of the wizard. The material components of this spell include feathers, fur or skin etc. of the creature preferred and a total of 100 gp worth of incense and herbs per Hit Die of the summoned familiar. The familiar so attracted receives a saving throw versus spell to ignore the summons. The spell may be attempted only once every 6 months. This spell is a specialised version of charm person or mammal, and rewarding the familiar gives a strong chance of an individual offering his services to, for example, a wizard or dragon for quite a period. Both stand to benefit from the co-existence. By introducing this spell to a campaign, familiars should be more common to all wizards including dragons, drow, etc. It would be quite beneficial for a dragon to have a human familiar. The familiar is able to arrange delivery of suitable bribes, slaves, information, treasure or whatever else the dragon would require. It can always be useful to have such a spy in an enemy camp. On the same basis, it also means that a powerful witch is able to have a troll or doppleganger act as her familiar for several years. In return, the familiar gains treasure, knowledge or power or just food and security. The reverse of this spell, release familiar, has a range of 0, since the wizard must be able to touch his familiar to release it. This version of the spell has no material component and is permanent. Its casting time is 0, and the familiar is not entitled to a saving throw. Improved Identify (Divination) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: Special Area of Effect: One item per level Saving Throw: None Author: Unknown This spell is the same as identify except that the wizard gets a 20% per level chance of identifying the item and gets a +2 on any saving throws versus a cursed item. Improved Magic Missile (Evocation) Range: 60 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: One or more creatures in a 10-foot cube Saving Throw: None Author: Kenneth C. Jenks This spell is similar to the 1st-level magic missile spell, except as noted above and for the fact that each missile inflicts 1d6+1 points of damage. Improved Magic Missiles (Evocation) Range: 6 yards + 1 yard per level (see below) Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Max Becherer Improved magic missiles is actually a family of at least three discrete variants, each optimised to enhance one characteristic of the spell: number of missiles, damage, or range. If an improved magic missiles spell is found, roll 1d100 on the following table: D100 Roll Result 01-10 Range 11-55 Numbers 56-99 Damage 00 Two spells, roll again Range: this rare spell doubles the range of magic missile to well over 120 yards. Ideal for use against flying enemies. One in twenty copies of this spell inflict 1d6+1 points of damage. Numbers: range and damage are as per the magic missile. The wizard can evoke one missile per level, doubling the number of missiles created. A rare variant (5%) inflicts 1d3 points of damage, but grants the wizard two missiles per level. Damage: the spell is identical to magic missile, except that the missiles inflict 2d4+2 points of damage a piece. 30% of the copies of this spell are a weaker variant which inflict 1d6+1 points of damage per missile, but are otherwise identical to the 1st-level spell. Infected Wounds (Necromancy) Range: 30 yards Components: V, S, M Duration: 1 day Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Robert A. Howard This spell will cause any wounds to become infected, be they scratches or large wounds. Wizards do not need to hit their intended victims. The victim must make a saving throw versus death magic, and if he fails, his wounds will not heal naturally. Healing and herbalism will also fail to heal these wounds. The use of magical healing will heal the infection, at the cost of a cure light wounds - no damage will be healed, but the infected wounds will be negated. The material component for this spell is a powdered opal of 10 or more gold pieces value. Jealousy (Alteration) Range: 6 feet Components: V, S Duration: 2 turns + 1 turn per level Casting Time: 2 Area of Effect: 1d6 persons Saving Throw: Negates Author: John Daniel The affected people will become jealous of each other to the extent that they will ignore the wizard or any other source of danger present and quarrel amongst themselves. There is a chance equal to the wizard's Intelligence of such an argument leading to blows and, if it does, there is an additional chance equal to the wizard's Intelligence of the fight being to the death. If the fight is not to the death, then the combatants will come out of the spell when hit. Jet of Steam (Evocation) Range: 5 feet per level Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Max Becherer This spell causes a jet of superheated steam to shoot from the wizard's hand, striking one victim up to 5 feet away per level of the wizard. If a saving throw versus spell is failed, the victim suffers 1d4 HP + 1 HP per level of damage. Since the jet is quite narrow, a successful saving throw indicates that it missed, inflicting no damage. Kaldane's Drowse (Enchantment/Charm) Range: 30 yards Components: V, S, M Duration: 3 rounds per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Joshua Rosenfeld The victims of this spell must be within 30 feet of each other, with a centre determined by the caster. This spell affects 2d6 HD of creatures, affecting lower level creatures first, with partial effects ignored. Creatures of 6+3 HD or more are unaffected. The result of the spell is to make its victims feel sleepy, giving them a +2 penalty to their Armour Class, and a -2 penalty on their to-hit rolls, with all Dexterity bonuses for combat negated. If a creature that has been subject to the drowse has more than 4+3 HD, it can be subject to sleep (q.v.), although it is allowed a saving throw at -4). The material component of this spell is a pinch of fine sand. Kasegott's Neon Hit Points (Divination, Wild Magic) Range: 0 Components: V, S, M Duration: 1 round per 2 levels Casting Time: 2 Area of Effect: 60-foot radius circle Saving Throw: None Author: Marc Sherman This spell affects a number of creatures within the area of effect equal to half the casters level, rounded up. The creatures affected are randomly determined from all creatures in the area of effect, excluding the caster. Note that the spell does not discriminate between the caster's friends and foes. The spell causes the targets' hit points to flash in a bright neon colour above the targets' head. This number will appear in the native language of the caster; anyone who can read this language can read the hit point number as well. Creatures who are held, petrified, asleep, unconscious, or otherwise inactive are not included in the random determination. Creatures who are invisible, hiding in shadows, or otherwise unknown to the caster, are likewise not included. A creature under the effects of an illusion which the caster has not disbelieved will have the illusory hit points flash, rather than their actual hit point values. The above restrictions only apply to the initial random determination of targets. If a creature affected by the spell becomes unconscious, petrified, invisible, etc., the hit points continue to flash over their head. If one of the targets was under the effects of an illusion and the caster subsequently disbelieves it (or its duration expires), the neon hit points will update to show the new perceived value. Note that while the concept of hit points is one of game mechanics, and in actuality has no meaning the player characters observing this spell's effects, the number shown can be interpreted by the characters as a relative measure of strength and health of the creatures affected. The material component of this spell is a small piece of coloured glass. Kasemadchen's Improved Reckless Dweomer (Invocation/Evocation, Wild Magic) Range: Special Components: None Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: Special Author: Marc Sherman This spell is identical to the 1st-level Nahal's reckless dweomer, except that it has no verbal or somatic components. A wild mage creates a surge with this spell from the sheer force of his will. Because no time is spent gesticulating and chanting, as with the 1st-level spell, this version is quicker to cast, as well. This spell is very useful as a last resort in situations where the caster is bound and gagged, or otherwise unable to take any useful action. DMs might want to disallow this spell, since it upsets game balance by crossing the fine line between psionics, based upon one's inner force, and wizardry, which draws upon external forces. Katrine's Correspondence (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 month Casting Time: 2 Area of Effect: 20-foot long square touched Saving Throw: None Author: Thomas Weigel This spell is a delayed reaction spell which, under preset conditions of relatively simple nature (two dwarves and an elf enter room), generates an illusory skull head which delivers a message of up to 125 words. The spell can last up to a month before the message is lost. The spell requires a pinch of bone dust from a skull (the type of skull d