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Third-Level Spells


Acidball (Evocation)

Range:  1 yard + 1 yard per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to fireball except that it inflicts acid
damage instead of fire. The material component is a ball of bat
guano and caustic soda.


Air Mask (Conjuration/Summoning)

Range:  0
Components:  V, S
Duration:  2 turns per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Joseph DuBois (Scooby) 

This spell creates a small invisible mask of air that is
connected to the plane of air around the recipient's face. This
mask will allow the user to breathe normally in almost any
condition. In a stinking cloud, under water, or (in Spelljammer)
in wild space or Pholgeston. Talking is normal through the mask,
and allows for spell casting of spells that require verbal
components when in such conditions.


Albino Fruit Flies (Conjuration/Summoning)

Range:  30 yards + 10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  One 10-foot cube per level
Saving Throw:  Negates (but see below)
Author:  Unknown

This spell causes a great cloud of small, white, harmless but
annoying flies to spring forth. These bugs are so dense as to
obscure vision within the cloud to only 2 feet. These albino
fruit flies, while they do not bite, secrete a sticky, gooey
substance, so that anyone caught within the cloud and failing a
saving throw will be affected as if by a slow spell.
While the cloud itself will only last for 2 rounds +1 round per
level of the wizard, the effects of the sticky gunk on
characters will last until they manage to wash it off, a feat
which requires at least half a gallon of water for a man-sized
creature, and takes 1 turn. Using more water will reduce this
time, of course, and complete submersion in water will wash a
character in a single round. These flies have an even worse
effect on vegetation. Beings made from vegetable matter will
take 1d3 points of damage per level of the wizard for as long as
they remain within the cloud. Other vegetation will surely be
eaten within a few rounds, destroying gardens or forests, and
probably greatly angering any nearby druids!
The material component of this spell is a live ash-white fly or
any other kind of small, harmless, but extremely annoying
insect.


Alpha's Comet (Conjuration, Evocation)

Range:  10 feet + 5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Jason Nelson 

This spell creates a flaming missile with a trail of superheated
noxious gasses. The comet unerringly strikes one target, the
impact causing 3d6 points of damage and the flames an additional
3d6. Furthermore, any creature within 5 feet of the comet's path
will suffer 2d4 points of fire damage. All those within 5 feet
of the point of impact will suffer 3d4 points of damage. Anyone
who suffers damage from this spell is also considered to have
been engulfed in the noxious fumes, and will be at -2 on all
rolls (10% spell failure chance) for 1d6 rounds due to coughing,
choking, and blurred vision. The material component is a ball of
pitch mixed with sulphur and phosphorus.


Alpha's Darklight (Alteration)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  3
Area of Effect:  15-foot radius globe
Saving Throw:  None
Author:  Jason Nelson 

This spell is exactly the same as the 2nd-level wizard spell
darkness, 15-foot radius (q.v.), except in that the wizard can
see normally through the darkness so created as if in normal
lighting conditions. Alternatively, the wizard can bestow the
visual benefits to another character by crushing the material
component and sprinkling the dust into the eyes of the
recipient. The material component is a piece of coal or
charcoal, which must be crushed and applied as above. Note that
the spell only allows normal vision through the darkness caused
by the particular casting, and lends no benefit towards other
darkness, either normal or magical.


Alpha's Flames of the Faltine (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  2 rounds + 1 round per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Jason Nelson 

This spell sheathes the wizard in hot yellow flames and blurs
the wizard's features somewhat, causing them to assume a smooth
and somewhat indistinct shape, also turning a dark red colour.
The flames will appear to be present even coming out of the
wizard's eyes and mouth. These flames give the wizard no special
protection, but they do shed bright light in a 30-foot radius.
Furthermore, any creature striking the wizard with a claw, bite,
or similar attack or a hand-held weapon less than 5 feet long
will suffer damage as though contacting a wall of fire (q.v.) -
2d6 points of damage + 1 point per level of the wizard. Undead
suffer double damage, and creatures especially susceptible to
flame may also take additional damage.
The wizard may attempt a melee attack to burn others with this
fire, a successful blow causing 1d6 points of damage + 1 point
per two levels of the wizard. Creatures passing within a 5-foot
radius of the wizard suffer 1d4 points of heat damage. By
standing still and concentrating, the wizard may extend this
heat radiation, inflicting 2d4 within a 5-foot radius and 1d4
within a 10-foot radius, but this falls back to the usual level
if the wizard stops concentrating or resumes moving.
The wizard can attempt to destroy inanimate objects by touching
them, requiring a saving throw versus normal fire to avoid
destruction. This may be attempted once per round, at a -1
cumulative penalty for each consecutive round of handling. Items
on the wizard's person at the time of the casting of this spell
are unaffected by the flame. The wizard may end this spell
prematurely if desired. The material component for this spell is
a flask of oil, poured over the wizard's head during the casting
of the spell, and an open flame of any size.


Alpha's Heat Lightning (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Jason Nelson 

This spell calls down a bolt of reddish-purple lightning which
strikes a single creature within range. The bolt inflicts 1d6
points of damage per level of the wizard. Cold or water-based
creatures suffer an additional 1 points of damage per die, while
creatures resistant to heat or electricity suffer half normal
damage (1/4 with a successful saving throw). All non-magical
metal worn by the target must save versus lightning (at +2 if
the saving throw was made, but at -2 if the saving throw was
failed) or be fused to any nearby metal (sword fused to
gauntlet, pieces of armour fused together, preventing movement).
The material component of this spell is a short glass rod, a bit
of fur, and a bit of iron or lodestone.


Alpha's Ice Bolt (Conjuration/Summoning)

Range:  60 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Special
Author:  Jason Nelson 

With this spell, the wizard opens a small hole in the spatial
fabric into the supernatural cold of the para-elemental plane of
ice. It brings forth a shaft of solid para-elemental ice 6
inches thick and 10 feet long (the hole is opened for only a
very brief time). This missile hits with great force, causing
3d10 points of damage from the impact alone. If the target saves
versus petrification, only a glancing blow is dealt, and the
victim suffers only 1d10 points of damage.
An additional saving throw (also versus petrification, and at +4
if only a glancing blow was suffered) must be made, or the
victim will be stunned for 1d6 rounds from the force of the
blow.
The ice absorbs heat from the nearby air, and this causes 1d6
points of cold damage (no saving throw) to all within 5 feet of
the bolt's path, and within a 10-foot radius of the target
creature. The bolt shatters upon striking its target, and the
victim will suffer an additional 4d6 points of cold damage (2d6
if only a glancing blow was suffered).
Fire-using creatures take double damage from the cold caused by
the bolt, while those resistant to cold take none. Both types of
creatures suffer full damage from the bolt itself.
Water-based creatures in liquid form will suffer only 1d10
points of damage from the blow, and cannot be stunned, but they
will automatically be slowed for 2d4 melee rounds.
If the target creature is struck fully (i.e., fails the initial
saving throw), then exposed items on that side of the wizard
must make a saving throw versus crushing blow, and all items
carried by the wizard must save versus magical frost (note also
that items on the side struck by the bolt must save at -10, due
to the cold and the blow).
The material component of this spell is a clear gem worth not
less than 100 gp.


Alpha's Images of Ikonn (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  15-foot radius sphere
Saving Throw:  None
Author:  Jason Nelson 

This spell is similar to the 2nd-level mirror image spell
(q.v.). The wizard gains 1 mirror image for each level of
experience, rather than rolling randomly. These images can
appear anywhere within 15 feet of the wizard, and a blurring
distortion effect occurs in the casting of this spell and at the
end of each melee round which prevents isolation of the true
wizard in the new melee round, even if the wizard was
successfully attacked in the previous round. Area effect attacks
(fireball, for example) can still affect the wizard even if his
location is not known. As a final benefit, if one of the images
is struck by an opponent, the wizard may make an unmodified
saving throw versus breath weapon. If successful, the image will
not be dispelled by the blow. The material component of this
spell is a small carving or doll of the wizard and a broken
mirror.


Alpha's Lightwall (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  10-foot per level long square
Saving Throw:  Special
Author:  Jason Nelson 

This spell causes a wall of dazzling yellow-white light to come
into being at any point within the range of the wizard. Vision
through the wall by any means is quite impossible, though it is
negated by a darkness (q.v.) spell cast at it. When the wall
first comes into being, all those within 10 feet of it who are
not averting their eyes (thus a wizard could warn his companions
that he was about to cast this spell) must make a saving throw
versus petrification to avert their gaze from the wall in time
to avoid being dazzled by its brightness. This dazzling results
in a -2 penalty to-hit, a 20% spell failure chance for wizards,
and a -1 penalty on initiative dice rolls. These effects persist
for as many rounds as the difference between the victim's die
roll and the roll needed for him to save. These effects can
persist even after the duration of the spell has elapsed.
Naturally, blind or sightless creatures are unaffected by this
spell, but subterranean or dark dependent creatures (drow,
duergar, or svirfneblin, for example) suffer a -3 on their
saving throw. Further, they are not protected by their normal
magic resistance, as the spell is not cast directly at them.
They are as vulnerable to its existence as any other creature
would be.
The light given off is equivalent to a continual light (q.v.)
spell within 20 feet, and equivalent to a light spell (i.e.,
normal torchlight) in an additional 80-foot radius. The
lightwall, if cast outdoors, can be seen up to a mile away per
level of the wizard (reflecting the additional size of a larger
wizard's lightwall). The wall can, of course, be created smaller
than the maximum size for the wizard's level.
The wall itself causes no damage to creatures passing through
it. However, a character fighting someone with a lightwall
directly behind him suffers a -1 on his chances to-hit (note
that this is cumulative with the dazzling effects described
above). Similarly to the 1st-level wall of darkness (q.v.),
sound is blocked by the lightwall, assuming that it does not
allow sound waves to travel around the sides of it (as when cast
outdoors, for example). It does not absorb sound or prevent
spellcasting, it merely does not allow sound to pass through it
(even if such sound is from a horn of blasting or a shout
spell). The material component is a clear gemstone or a sunstone
worth no less than 100 gp.


Alpha's Lucent Lance (Alteration)

Range:  10 yards
Components:  V, S, M
Duration:  1 round
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Jason Nelson 

There must be some ambient light available in order for this
spell to work. The effectiveness of this spell is determined by
the amount of ambient light available. The wizard must
concentrate for a full round to focus the light into the lucent
lance, after which its energy may be released. The power of the
lance is such that it can carve through wood or soft metal up to
4 inches thick, stone up to 1 inch thick, or hard metal up to
.25 inch thick, this thickness multiplied by the appropriate
modifier on the table below. Items carried by a living creature
are partially protected by that creature's aura, and gain a
saving throw versus magical fire (modified as below) to avoid
being damaged by the lance. Living creatures suffer a base of
1d6 points of damage, modified as below, with a maximum upper
limit of not more than 1d6 per level of the wizard. The lucent
lance coalesces as a ball of light around the wizard's hand
holding the material component, and shoots forth until maximum
range is reached or until a sufficient thickness of material
blocks its progress. The Lucent Lance may be traversed over an
arc up to 1 foot per level of the wizard at its maximum range.
The wizard's hand glows brightly while the spell is being cast
and while it is active.

                                   Damage  Saving throw
Type of Light                     Modifier   Modifier
Candlelight                          .5         +3
Single torch or lantern               1         +1
Multiple torches, light, starlight,
    magical dagger                    2         +0
Large bonfire, bright moonlight,
    continual light, magical sword    4         -1
Multiple magical light sources,
   indirect or filtered sunlight      6         -2
Direct sunlight, sunray              12         -4

If the light source used is a fire of some sort, that fire has
a 50% chance of going out. A permanent light effect (a magical
sword or dagger, for example) will lose its power to shed light
for 1d10 rounds. A spell used as the light source will be
automatically dispelled if it's a spell of up to third level,
and will have its duration cut by 25% if it's a higher level
spell. The material component is a small, oblong corundum rod
worth at least 100 gp.


Alpha's Night of the Leonids (Conjuration/Summoning)

Range:  30 yards + 10 yards per level
Components:  V, S, M
Duration:  1 round
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Jason Nelson 

This spell can only be cast outdoors at night. It calls down a
number of flaming meteorites to strike unerringly any targets
within range. The wizard can call down 1d4 meteorites, plus
another for every five levels of experience (1d4+1 at 5th-9th,
1d4+2 at 10th-14th, etc.). Each meteorite strikes a single
target, though more than one may strike any given target. Each
of these "Leonids" comes blazing down from the heavens, striking
for 1d6+1 points of impact damage and an additional 1d6+1 points
of fire damage. The material component for this spell is a bit
of meteoric iron.


Alpha's Rolling Thunder (Evocation)

Range:  0
Components:  S
Duration:  Special
Casting Time:  1
Area of Effect:  5-foot per level radius circle
Saving Throw:  Special
Author:  Jason Nelson 

The wizard need but throw his arms heavenward and a great
rolling thunderclap will sound directly overhead. All creatures
within 10 feet of the wizard must save versus petrification or
be knocked prone, suffering 1d4+1 points of damage, and are
automatically stunned for 1 round and deafened for 1d4+1 rounds.
Those within one-half the radius of the spell (for example,
within 25 feet of a 10th-level wizard) but not within 10 feet
must save versus spell or be stunned for 1 round, and are
automatically deafened for 1d4+1 rounds. All others in the area
of effect must save versus spell or be deafened for 1d4+1
rounds.


Alpha's Silverlight (Evocation)

Range:  60 yards
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  30-foot radius sphere
Saving Throw:  Special
Author:  Jason Nelson 

This spell is similar to the 2nd-level continual light spell in
that it creates a very bright light (almost as bright as full
daylight). However, any creature within the area of light which
is vulnerable to silver (wights, wraiths, lycanthropes, or
devils, for example) will suffer 1d6 points of damage every
round that it remains in the area of effect, and will be at -2
to on to-hit rolls and +2 to be hit due to the intense
discomfort felt by such creatures while within the Silverlight.
Alternatively, the wizard may throw the spell directly at a
single target. Such a creature must save versus spell or be
blinded for the duration of the spell. If the saving throw is
made, the spell forms as per usual about one foot behind the
intended target, and its duration is halved. A creature
vulnerable to silver who is thus targeted need not save versus
blinding, but will instead suffer 1d6+1 points of damage per
level of the wizard, up to a maximum of 10d6+10, and will be
stunned for 1d4 rounds. A successful saving throw versus spell
at -2 will halve the damage and reduce the duration of the stun
to a single round. If thrown thus at a creature vulnerable to
silver, the spell will not form normally, regardless of the
saving throw, as its magic is used up in the attack on the
creature. The material component is a bit of pure silver.


Alpha's Starfire (Evocation)

Range:  30 yards
Components:  V, S, M
Duration:  1 round
Casting Time:  1
Area of Effect:  5-foot diameter column, 30 feet high
Saving Throw:  Special
Author:  Jason Nelson 

This spell creates a column of brilliant, blazing silvery-white
flames. All within 10 feet of the column not looking away must
save versus petrification or be blinded for 1 round and dazzled
(-2 to-hit, +2 to be hit) for an additional 1d3 rounds.
Creatures adversely affected by bright light (drow, duergar,
etc.) save at -3 versus this effect. Any creature within the
narrow column of fire (most likely only a single creature) is
automatically blinded and dazzled as above, and additionally
suffers 1d6 points of damage per level of the wizard, up to a
maximum of 10d6. A saving throw versus spell will halve this
damage. If the spell is cast outdoors under a night sky, a bonus
of +1 per die of damage is added. The material component for
this spell is a bit of silver and a shard of crystal.


Ape Call (Conjuration/Summoning)

Range:  30 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell is similar in effect to the other call spells. With
it, the wizard can summon up to 1 HD worth of carnivorous apes
to fight. The apes will only fight, they cannot be used for
other tasks. Each ape has a Hit Die cost of 5, and all
remainders are dropped. This spell can only be cast in tropical
areas, and is a favourite of tribal spellcasters and witch
doctors in these areas.


Apparition (Illusion/Phantasm)

Range:  0
Components:  V, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  Creature's face touched
Saving Throw:  Negates
Author:  Jim Vassilakos 

This spell transforms the recipient's or victim's face into a
horrible and terrifying mask of the wizard's own imagination.
The spell will not duplicate the face of any known creature, but
the characteristic of a number of creatures can be mixed. The
magic used is highly volatile, and often takes on a life of its
own, adding emphasis to the ideas of the wizard. Creatures of
1 HD or less who are surprised must roll a saving throw versus
spell or flee for 1d3 rounds. If the spell is cast on an
unwilling victim, the victim is allowed a saving throw versus
spell to avoid the affects. The material component is some
rouge.


Armeth's Sand Dome (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour + 1 hour per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Michael Kenyon 

This spell cause sand, earth, loose gravel, topsoil, etc. around
the wizard to form into a hollow dune. The dune is one foot
thick and large enough to hold 10 people, their gear and
sufficient air for them to breathe comfortably for the duration
of the spell. Note that the spell is sufficient for a certain
number of life forms, so pets and the like take up just as much
room for the spell's effect as a hill giant does and if a life
form is more than 10 feet distant from the rest of the
creatures, it is excluded from the spell. The dune is hard
enough that it may be walked over by any creature of Medium size
or less, without a chance of it collapsing. Should a creature of
Large size walk on it, it holds for 1 round + 1 round per level
of the caster, assuming that creature is not actively attempting
to enter the dome. Larger creatures crush the dome in one round.
From the outside, the dune appears to be part of the natural
landscape and unless the person in question knows the terrain
intimately, they will not suspect that there is anything afoot
with the terrain. The dune cannot be seen through from the
inside and it requires a hear noise roll to perceive sound
through the earth.
Common uses of this spell are to give the party a convenient
place to sleep to avoid encounters or to protect the party from
either sand storms or the beating mid-day sun.
The material component is a glass dome, half filled with fine
sand and a miniature silver replica of a campsite attached to
the base. The item is worth 100 gp and is not destroyed with the
casting of the spell. The sand, however, must be replaced with
each casting, through the corked hole in the base. Upon casting
the spell, the globe is shook, while the words "there's no place
like home" are said in Svirfneblin.


Astral Wall (Abjuration, Conjuration)

Range:  1 yard per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  100 square feet per level, 5-foot radius at
first level
Saving Throw:  None
Author:  Unknown

This creates a wall (which can have any shape the wizard
desires, including a sphere) which prevents physical effects
which would pass through normal walls, such as teleport, astral
projection, monkish "phase" ability, etc. Any such attempt by a
character will fail, leaving the character on the same side of
the wall. It is, however, possible to simply walk through an
astral wall. If the spell is linked to an existing physical wall
(including one created by wall of stone or wall of iron), the
duration becomes one hour per level. The astral wall can be
disrupted by dispel magic cast from either the physical or
astral plane. The material component is a piece of parchment.


Aura of Protection (Evocation)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  None
Author:  Francois Menneteau 

This spell is a more potent version of lesser aura of
protection, subtracting 3 from all attacks.


Azalldam's Waterspray (Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  50-foot long, 5- to 15-foot wide cone
Saving Throw:  1/2
Author:  Azalldam

This spell causes a high-pressured cone of water to stream from
the wizard's hand; this cone is 50 feet long, 5 feet wide at the
wizard's hand, and 15 feet wide at the base. The majority of
damage is caused by the high pressure of the stream; anyone
caught inside the area of effect suffers 3d8 points of damage;
a successful saving throw versus spell will reduce this damage
by one half. Those who fail their saving throws must roll saving
throws versus crushing blow for all their possessions to avoid
their destruction. In addition, victims who fail their initial
saving throws must make a Dexterity check; if this check fails,
the target is pushed backwards 1d20 yards, and is knocked prone.
The water from this spell will extinguish any normal fires, but
has only a 50% chance to put out magical fires. This spell will
inflict double damage on fire elementals or similar creatures.
The material component for this spell is a large beaker of water
which is used up when the spell is cast.


Backstab Backlash (Abjuration)

Range:  0
Components:  V, S
Duration:  1 turn per level or until activated
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Russian Wyatt 

This spell creates an invisible magical field covering the back
of the spellcaster from head to toe. Should a thief attempt to
backstab the wizard, or anyone else who attacks the mage's rear,
the wizard will take full damage from the attack. But the
attacker will be hit with a blast of pure force which does twice
the damage of the attack, with no saving throw. Each casting
creates a one-shot field. This spell will only be activated if
the wizard is attacked by a hand-held weapon at close range;
thrown weapons will not activate the spell (as there is no one
to blast). The spell effects are non-cumulative, only one spell
in affect at anytime.
This spell was created by a wizard who had one too many spells
disrupted by a thief's backstab. Whenever there is a combat
situation where the wizard is surrounded or he sees a thief,
this is usually the first spell he casts.


Ball Lightning (Evocation)

Range:  1 yard + 1 yard per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to fireball except that it inflicts
electrical damage instead of fire damage. The material component
is a ball of bat guano and iron filings.


Bigby's Bitchslap (Evocation)

Range:  1 yard per level
Components:  V, S
Duration:  1 round + 1 round per 2 levels
Casting Time:  1
Area of Effect:  One bitch
Saving Throw:  Negates
Author:  

This spell is the lesser known cousin of the Bigby's fist
spells. It, upon casting, causes the victim (one bitch per level
of the caster) to be struck by a stinging slap, disrupting any
and all actions that were going to be taken by said bitch for
that round, plus one round for every two levels of the caster.
It also causes 1d4 points of ego damage to the bitch per every
three levels of the caster. The verbal component of this spell
is the uttering of the word, "Bitch" while enacting the somatic
component of the spell, which is a strong forehanded swing (or
backhanded, or both, all at DM's option).
This spell got its start when the apprentice Bigby and his close
friends Bryan and Seth were all three simultaneously seriously
peeved at several bitches (note: the lack of gender attached to
the term "Bitch" is intentional. Yes, I'm covering my tail,
but...) and concocted this spell as a revenge method. Bryan and
Seth went on to become boot salesmen, and Bigby went on to
become the seriously bad news that he is today. This spell has
several serious uses, especially when dealing with any drow
priestess, any elf or dwarf, and any ex-significant other.
Finally, the only thing that is known to stop this spell is a
wall of force, which only halves the effects.


Bilador's Spellshape (Alteration)

Range:  10 yards per level
Components:  V
Duration:  Special
Casting Time:  3
Area of Effect:  Up to 20 cubic feet per level
Saving Throw:  None
Author:  Gregory R. Block 

When cast, this spell allows the altered spell to affect the
area the wizard desires, up to 20 cubic feet per level.
For instance, a 19th-level wizard (that's Bilador) could make a
wall, 1x19x19 feet in any orientation which would be "filled"
with the area of effect, a solid dome in a spherical shape 6
inches thick and having a radius of 15 feet, or flood a
hemisphere with a radius of 6 feet. A hemispherical dome would
have a radius of 22 feet at 6 inches thickness, and a cube 7
feet on a size could also be shaped.
Any spell can be shaped, as long as the shape has a thickness at
the axis of at least 6 inches. For instance, a teleport can move
anything "encompassed". Lightning bolts become fields of
lightning affecting all those encompassed. Abjurations can
enclose areas or surround people.


Bind Warder (Alteration, Charm)

Range:  0
Components:  V, S
Duration:  1 round
Casting Time:  Until death of subject or caster
Area of Effect:  Person touched
Saving Throw:  Negates
Author:  Robert A. Howard 

Bind warder will allow the wizard to pass some of his mystical
energy to another person (usually a fighter), giving that person
enhanced endurance, the ability to sense magical creatures, and
enhanced senses; allowing the target to sense where the caster
is at all times (within a mile), and allowing him to know the
condition the caster is in. The caster can sense where the
warder is at all times (again, within a mile) and what condition
he is in. Warders usually tend to defend the spell casters,
though this doesn't have to be true. This depends on the person
who was bound and on the binder himself. Any wizard can only
bind one Warder at the same time. This spell cannot be ended
voluntarily.


Bleed (Alteration)

Range:  5 feet + 1 feet per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  1/2
Author:  August Neverman 

When cast, this spell causes the victim's nose to bleed for the
duration of the spell. The victim will loose one hit point every
turn of the spell. The spell will also cause the victim to be
highly uncomfortable and therefore fight at only 95% of
efficiency (add 1 to the victim's THAC0). The damage can be
negated by a cure light wounds, or having the nose completely
bound and having the victim to lay motionless for the duration
of the spell. The material component is a drop of blood.


Bloodfire (Invocation/Evocation)

Range:  30 feet
Components:  V, S, M
Duration:  Special
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Ally's Spellbook 

This spell engulfs the target creature in a black and crimson
glow that causes 1d4 points of damage per level (as magic
missile) on the first round, diminishing 1d4 per round until
reaching 0d4. The victim may make a saving throw every round,
and if it makes its saving throw, it takes only half damage that
round. The material component is a black onyx stone.


Bolt of Stone (Evocation)

Range:  40 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One 2-foot bolt
Saving Throw:  1/2
Author:  Peter Gourlay 

This spell creates a powerful bolt of stone, approximately two
feet long, which strikes its target without fail up to the
maximum range. The bolt inflicts 1d6 points of damage per level,
to a maximum of 10d6. As well, any creature struck by the bolt
must save versus petrification or be stunned for one round per
two levels of the wizard. A separate saving throw is also
allowed for half damage. The bolt can be used to open doors as
a frost giant and inflicts damage to structures as a large
catapult. Objects struck by the bolt may have to make a saving
throw versus crushing blow to avoid being destroyed, at the DM's
option. The material component of the spell is a polished piece
of marble.


Boot-to-the-Head (Abjuration)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  One creature
Saving Throw:  None
Author:  Unknown

Boot-to-the-head causes a large boot to appear near the head of
the spell recipient and kick him in the head. The spell
recipient must save versus spell (with modifiers) or be stunned
for 1 round. Modifiers are: -2 per level below caster, +2 per
level above caster. For each hit, the boot does 1d4+2 stunning
damage. If the stun damage total matches or exceeds the total
hit points of the target, the target falls unconscious for 1d4
rounds +1 round per level of the caster. Note: no actual damage
is done by boot-to-the-head. The target of the spell may not be
changed once the spell is cast; the boot will continue to kick
unconscious creatures until the spell expires. Concentration
need not be maintained once the spell is cast.
The spell caster must be wearing a boot. The spell is invoked by
pointing to the creature to be affected, making a kicking motion
with the booted foot, saying "boot to the head". The boot on the
caster's foot does not disappear with the casting of the spell.


Bovart's Right Touch (Enchantment)

Range:  0
Components:  V, S, M
Duration:  1 year per 3 levels
Casting Time:  1 hour
Area of Effect:  Limb or item touched
Saving Throw:  Negates
Author:  Ken Forslund (Bovart Seeslom)


This spell was designed to work with Janx' artificial control to
enable recipients of artificial limbs to have normal feeling
sensation in their mechanical parts. It conveys a sense of touch
and texture, but not temperature or pain. The material component
is a bit of glue. This spell is cast immediately after the limbs
are attached.


Brains (Alteration)

Range:  0
Components:  S, M
Duration:  6 hours per level
Casting Time:  1 hour
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

The recipient of this spell gains a temporary increase in
Intelligence as follows:

   Normal Intelligence    Extra Points
           1-4                  4
           5-8                  3
           9-11                 2
          12-13                 1

These bonuses are not cumulative. The material component of this
spell is the brain of a small rodent.


Burning Hands II (Alteration)

Range:  10 feet
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  1/2
Author:  Unknown

This spell is exactly the same as its namesake except that it
does twice the amount of damage and reaches 10 feet out.


Burning Hands of Savanthalas (Alteration)

Range:  0
Components:  V, S
Duration:  1 round
Casting Time:  1 (if using both hands: 5 if not)
Area of Effect:  5-foot long cone
Saving Throw:  1/2
Author:  Savanthalas 

When the wizard casts this spell, flames shoot out of his hand
(he has a choice of using one or both of his hands). This spell
is meant to be versatile and as such it also allows one to still
use a throwing weapon if the character has a Dexterity of 18 and
uses only one hand for the casting (anything less than 18
receives a penalty to the to-hit roll equal to its difference
with 18; 18 only hits on a normal roll with no bonuses). The
damage is 1d4+2 HP for each level of experience.
Creatures who make their saving throw versus spell receive only
half damage from the spell but can still be nailed by the thrown
weapon.


Bushwack (Alteration, Evocation)

Range:  120 yards
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  One to 4 creatures in a 20-foot cube
Saving Throw:  Negates
Author:  Ally's Spellbook 

This spell holds up to four humanoid creatures completely
immobile for five or more rounds. Bushwack affects any humanoid
of man-sized or smaller including; brownies, dryads, dwarves,
elves, gnolls, hobgoblins, nixies, troglodytes and others.
The spell is centred on a point selected by the caster and
brings into existence sturdy vines which spring from the floor
(or mid-air if no surface is within the area of effect) and
attempt to wrap the target creature in a cocoon-like entrapment.
If the spell is cast at three or four creatures, each gets an
unmodified saving throw. If only two creatures are targeted,
each makes its saving throw with a -1 penalty. If the spell is
cast at only one creature, the saving throw suffers a -3
penalty. Those creatures failing their saving throws are
unaffected by the spell.
Creatures failing their saving throws are fully enwrapped in the
vines, whisked off their feet and held upside down approximately
one foot off the ground. Held beings may not move nor speak, nor
may they see or hear what is happening around them. The held
creatures may be freed if the vines sustain damage equal to one
half the caster's total hit points but any damage applied to the
vines is equally applied to creatures held within them.
The caster may end the spell with a single utterance at any
time. The material component for this spell is a piece of
creeping ivy.


Cavevision (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  None
Author:  Ally's Spellbook 

This spell enables the recipient to see in total darkness as if
there was torchlight, up to the 10 feet per level. Magical
darkness will still appear as complete darkness. The material
component is a live firefly.


Channel Item (Enchantment, Invocation)

Range:  Special
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 hour
Area of Effect:  One rechargeable magic item
Saving Throw:  Special
Author:  William T. South 

This spell is used to recharge any item which was initially
created by the use of an enchant an item spell, such as magical
rings, gems, rods, staves, and wands; but not limited to such.
The wizard must be fully rested and not engaged in any physical
activity to cast this spell. Usually, most wizards try to find
a secure area since the result of spell failure can be deadly.
He first cast this spell over the item, in the process opening
up a channel between him and the magic item to be recharged,
taking one round to initiate the channel. At this time, the
total possible charges an item may contain may be discerned by
casting identify at this time with a modifier of +10% added onto
his normal chance of success. Then, the appropriate spells must
be cast into the item to bring about its recharging. While the
spells needed for various items are too large to be listed, it
can be assumed that a spell which the item imitates is able to
recharge the item (spell research can aid in gaining more
knowledge of this subject).
At the end of the recharging session (or at least before the
channelling effect ends due to the casting time limitations) the
wizard must "close" the item's channel. This requires a
successful saving throw versus spell modified by +1 for every
level of the wizard and -1 for every spell cast into the item
which did nothing to recharge it. A failed saving throw means
that none of the spells cast into the item had any recharging
affect. If the wizard is physically attacked or the spell
disrupted during the recharging period the wizard must make an
unmodified successful saving throw versus spell, with a
successful saving throw indicating the entire process has been
merely cast for naught and a failed saving throw indicating that
the magic item explodes for a magical blast effect in a 10- to
60-foot radius doing damage equal to 1d4 points of damage per
charge the item currently contains (save versus spell for half
damage). The item in question (unless of artifact or relic
status) is irrevocably ruined in the explosion. The material
component of this spell is a small gold funnel worth at least
100 gp value, which is destroyed in the casting of the spell.
The source of this spell is the Telnorne Mageocrat.


Charm Mammal (Enchantment/Charm)

Range:  10 feet per level
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  One mammal
Saving Throw:  Negates
Author:  Ally's Spellbook 

This spell is exactly the same as the 1st-level wizard spell
charm person except that it affects only non-humanoid mammals.
The material components are a few holly berries.


Charm Man II (Enchantment/Charm)

Range:  16 feet
Components:  V, S
Duration:  1d6+4 turns
Casting Time:  1
Area of Effect:  1d6 men per level of 4 HD or less
Saving Throw:  Special
Author:  John Daniel 

Except as noted, this spell is the same as the 1st-level spell
charm man I. If a successful saving throw is made by a group's
leader, the effects of this spell are reduced to those of charm
man I (make another saving throw for the leader). If a leader of
a group fails his saving throw, the spell works on him, but all
other members of the group still get to make a personal saving
throw to negate the effects.


Charm Undead (Enchantment/Charm, Necromancy)

Range:  30 yards
Components:  V, S
Duration:  Special
Casting Time:  3
Area of Effect:  One or more creatures in a 20-foot radius
sphere
Saving Throw:  Special
Author:  Unknown

This spell works just like the Player's Handbook's spell charm
monster, except as noted above and that it only works on undead.


Chime (Alteration)

Range:  30 feet
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  One object
Saving Throw:  None
Author:  Unknown

This spell enchants an object such that, when a condition is met
(specified as in magic mouth), a reasonably loud chime, bong or
ring will sound from the item. This chime is loud enough to wake
a nearby sleeper or be heard from a nearby room. This behaviour
will continue, functioning at most once per round, until the
condition ceases, the item is destroyed, or the dweomer
dispelled.


Cobaltas's Infraflash (Evocation)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  20-foot radius half circle
Saving Throw:  Special
Author:  Bladehawk 

This is a less powerful form of thunderflash, which only affects
those using infravision, blinding them in all types of light
however. Those not using infravision will feel a wave of heat
wash over them, but will be otherwise unaffected.


Conceal Magic (Divination)

Range:  0
Components:  V, S
Duration:  4 hours per level
Casting Time:  3
Area of Effect:  Object touched
Saving Throw:  Negates
Author:  Paul D. Walker 

Cast this spell on a magic item and it renders that item
undetectable by detect magic (great for hiding magical traps).
The wizard will not know if the object has made its saving
throw, though he can of course check this by casting a detect
magic...


Conjure Drink III (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 alcoholic drinks, the quantity being
determined by the quality desired by the caster. If beer or ale
is wanted, 1 tun per 5 levels will appear. In the case of wine,
1 keg per 5 levels is conjured. If spirits are desired, 1 mug
per 5 levels will appear. The components are only the desire to
have the desired drink in the container in hand and a snap of
the fingers of the other hand.


Conjure Lesser Radiance Quasi-Elemental
(Conjuration/Summoning)

Range:  30 yards
Components:  V, S
Duration:  1 turn + 1 round per level
Casting Time:  3 rounds
Area of Effect:  Special
Saving Throw:  Special
Author:  Francois Menneteau 

With this spell the caster may freely summon one or more lesser
radiance quasi-elementals (see the table below). The creatures
will do anything within their power to aid the caster.
The lesser elementals can be sent back by the caster, one at a
time or all at once, at any time. They automatically return to
their home plane after the duration of the spell. Conjured
lesser elementals must be controlled by the caster. Otherwise,
they simply assume a defensive posture until they return to
their native planes. Lesser elementals will not attack the
caster when uncontrolled. They may be controlled up to 30 yards
away per level of the caster.
Note that radiance elementals cannot be summoned at night.

  D100 Roll    Creatures
    1-10       Two 2 HD lesser quasi-elemental
    11-50      Three 2 HD lesser quasi-elemental
    51-80      Two 4 HD lesser quasi-elemental
    81-00      One 6 HD lesser quasi-elemental

Lesser Quasi-Elemental

Intelligence: semi- (2-4)
Alignment: neutral
Armour Class: 3
Movement: flight, 18 (A)
Hit Dice: 2, 4 or 6
THAC0: 18, 16 or 15
Number of attacks: 1
Damage per attack: 1d6+1 point per Hit Die
Special attacks: see below
Special defence: needs +1 or better weapon to hit
Magic resistance: nil
Size: S (1-foot sphere)
Moral: elite (14)
XP value: 270, 650 or 1400

Lesser radiance quasi-elementals inflict 1d6 points of energy
damage + 1 point per Hit Die (double damage to creatures
directly affected by sunlight), and all within 10 feet must save
versus petrification or be -1 to hit from the blinding light.
Light and energy attacks do not harm them. Fire and heat do only
half normal damage. Cold and water attacks do double damage.
Darkness keeps them at bay.


Contain Area of Effect (Alteration, Metamagic)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3 rounds
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell gives the creature touched one spell level per caster
level with which spells may be cast. The freely chosen spells
are then changed in their aspects so that stay within a certain
area of effect the caster specifies at the casting of these
spells. This prevents the spells from expanding in their effect
into undesired areas as it so often happens with these unruly
fireball spells.
This spell may be layered up to a maximum of 2 spell levels per
caster level. As it works by touch it can be given to anyone who
casts spells or uses items which duplicate spell effects (or
spell-like effects). These creatures can use up the spell levels
at their leisure: This spell lasts until all spell levels have
been used up.
The material component is a small silver box encircled with a
paper strip inlaid with a strip of hammered platinum which costs
no less than 500 gp (the whole arrangement).


Control Normal Fires (Alteration)

Range:  1 foot per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  1 cubic foot per level
Saving Throw:  None
Author:  Brock Neverman 

This spell enables the wizard to cause fires as small as a torch
or lantern to become as large as a 6-foot diameter bonfire or to
cause a bonfire to shrink to the size of a torch or explode into
a fire with a diameter of 18 feet. In this process fuel is
burned according to the size of the fire. Also heat dissipation
can be adjusted which will also affect the amount of fuel used.
The amount of change a wizard can bring about in a fire is
determined as follows: take the wizard's level divided by 2 and
round it down. This is the maximum multiplier or divisor for the
size (in volume) and effects of the fire.
The material component differs for the two different uses of the
spell: if the spell is used to increase a fire, the material
component is a tinderbox, which is not consumed in the casting.
If the spell is used to shrink a fire, the material component is
a drop of water.


Create Bedroom (Conjuration/Summoning)

Range:  10 feet
Components:  V, S, M
Duration:  2 hours per level
Casting Time:  1 turn
Area of Effect:  30 square feet per level
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell creates the interior of a bedroom. It contains one or
more beds (5 square feet per level maximum), covered in sheets
(rheumatic covers), a thin layer of covers (in summer) or
succeedingly thicker for other temperatures (up to and including
Arctic temperatures), one pillow per two levels, one night table
per 5 levels, one shuttered oil lamp (with oil) per table, a bed
warming pan, some bed rugs, a small sparker set (to light the
lamps), a small wardrobe with sleeping gowns (male or female),
a night cap for men, one beard holder per level (any size), soft
night slippers, and a covered bed pot. This spell creates only
the interior of the room; it doesn't normally create the walls,
floors, or ceilings.
As with the other room spells, no items can be used to cause
harm, help in combat; nor can they be sold. If tried, they
vanish in a puff of smoke.
The material components: a small bit of cloth or fur (for the
covers, gowns, and slippers), a drop of oil (for the oil lamps),
a tiny piece of flint (for the sparker set), and a tiny piece of
any kind of metal (for the pot, pan, and lamp).


Create Kitchen (Conjuration/Summoning)

Range:  10 feet
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 turn
Area of Effect:  10 feet per side per level area (any shape)
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell creates a complete set of kitchen utensils,
including: a small icebox (large enough for approximately 6 to
8 gallons of fluid), 2 large fireplaces including a spit each,
a stove with 8 fire places, an oven with three large
compartments, 4 pots (large enough to contain enough stew for a
very hungry halfling each), 8 small stirring dishes, 4 pans, 5
stirring pots, 3 hot water baths (for the pots), 3 cold water
baths (again for the pots), 10 small but very sharp knives, 10
small spoons (for tasting), 5 large forks (for turning meat), 3
small hammers (for softening meat), 5 cutting boards, 2 egg
cutters, a salad dryer, 3 large mixing bowls, a large sink, 3
waste baskets, 10 wooden stirring rods, 10 pan scrubbers, 10
wooden turnabouts, 3 corkscrews or one elaborate bottle opening
set, and 3 serving dishes per level. This spell creates only the
interior of the room; it doesn't create the walls, floors, or
ceilings.
The utensils cannot be used for anything but cooking or the
preparation of food (and I mean normal food, not what goblins
consider food). Thus, the knives cannot be used to attack
someone (or even to defend oneself with), the water in the water
baths cannot be drunk or be used for washing or anything else
but heating or cooling food still in the creation process, the
waste basket cannot be used for anything but storing the remains
of cooking the food, etc. If it is tried the appropriate utensil
vanishes with a small puff of smoke. The whole set of utensils
also vanishes at the end of the duration including anything
still in the waste basket or the sink unless it is normally not
put into these containers (thus, this spell cannot be used to
escape a hopeless situation or to create utensils for an escape
or something else). The utensils cannot be sold (if tried they
vanish as above). They can only be used to prepare food. They
will even vanish if they are used to block someone's way during
combat.
The material component depends on the quality desired: the
caster needs a small model of a kitchen knife, a pot, a pan, a
tiny stove, a tiny bit of ice (if the icebox is desired), a tiny
splinter of wood, and a small spark. These miniatures can be
from almost any material (except the wood and the spark as they
are necessary for the fire). The utensils will be of the same
material as the miniatures were made from. The caster can either
use these material components during the actual casting or he
can use it during the preparation. If it is used in the actual
casting, the casting time is one turn; if it is used during the
preparation time, the preparation (memorisation) time increases
to one hour (instead of 45 minutes), but the caster can then
summon the kitchen utensils at any later time with a snap of his
fingers - ready to be used.


Curse Weapon (Enchantment)

Range:  5 feet per level
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  3
Area of Effect:  One weapon
Saving Throw:  Negates
Author:  Unknown

This spell is used to curse the weapon of an opponent. When it
is cast, the wizard chooses which weapon to curse. Unless the
owner of the weapon makes a successful saving throw versus
spell, that weapon will have a penalty applied to all to-hit and
damage rolls for the duration of this spell. The penalty is
equal to 1 for every four levels of the wizard, to a maximum of
-5. This penalty only applies to the chosen weapon, not to other
weapons carried by the owner.
This spell will negate magical bonuses (only for the spell's
duration); if a weapon's magical bonus is reduced, its current
value is used for determining which types of creatures may be
hit by it (i.e., if a sword, +4 sword is reduced to +1 by this
spell, it cannot be used to hit elementals for the duration of
the spell).
The material component of this spell is a small replica of the
weapon to be cursed; it is consumed with the casting.


Cyril's Bungee Snap (Evocation, Wild Magic)

Range:  30 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One 10-foot per level long magical cord
Saving Throw:  Special
Author:  Craig Allen Campbell 

This unique spell allows the wild mage to pull wisps of raw
magical energy directly from the astral plane to create a
magical "bungee" cord. The term "bungee" was chosen by Cyril. He
had heard the word long ago and didn't know what it meant, but
has always liked the sound. He believes it to be from a
long-forgotten language. Two loops on the ends of the cord are
then looped over two items or creatures. After the wizard has
looped the cord and released control of the magic, the raw
magical energy in the cord collapses in upon itself, pulling the
two items or creatures together at a magnificent velocity. Only
creatures who are magically anchored or objects that are
securely attached to something else are immune, although the DM
may allow a "bend bars" roll for a character who reacts quickly
to grab onto something.
Note that there must be some way for a magical cord to fasten
itself to each item. For example, a tree can be easily looped,
but a wall can only be looped if there are protrusions or other
fastening points for the cord.
The two items or creatures are drawn together and will hit each
other. Items drawn against items must save versus crushing blow
or be broken into no less than 50 pieces. An item drawn against
a person need not save, but the person will take falling damage
in accordance with his previous distance from the object (1d6
per 10 feet with a maximum of 10d6). If the item is particularly
small, the DM may impose less damage. Cyril prefers bouncing
people off of walls with this spell. If two people are drawn
together, each takes falling damage for half their previous
distance apart.
In all cases, the DM may call for Strength or Dexterity checks
to hold onto items and saving throws versus fall to check for
item damage. In the case of a creature drawn to an item, a
saving throw is allowed for half damage. No saving throws are
allowed for two creatures drawn to each other.
The material component for this spell is a piece of string,
looped at both ends.


Dancing Lights II (Evocation)

Range:  Special
Components:  S
Duration:  1 day
Casting Time:  1
Area of Effect:  One globe per level
Saving Throw:  None
Author:  Jim Gitzlaff and Jim Sisolak


This spell creates up to one globe of light per level of
experience of the caster. Each globe may be controlled
separately and individually, and can float, bob, and otherwise
behave rather like the lights from the 1st-level wizard spell
dancing lights. The globes must either remain in sight of the
caster or stay within a 30-foot per level radius lest they
instantly vanish. They can move as fast as 200 feet per round.
The globes may be given a variety of simple commands by the
caster. These commands may be individual (eg.: "globe 6 stop
there in the centre of the intersection") or global (eg.: "all
globes spin around the head of that figure"). The globes are not
intelligent, hence cannot be given commands that require more
discernment than a magic mouth could handle.
The globes are 1 foot in diameter and can be varied in colour
(any) and brightness (anywhere from a guttering candle to a
light spell for each globe).
This spell has several major uses:
*  An improved, more eerie version of the 1st-level spell.
*  To provide portable illumination. The lights can brighten things
on ledges, in rooms, in pits, etc., without risking any party
member's health. Since each globe can be the equivalent of a
light spell, this illumination can be quite significant.
*  To try to distract opponents in long range combat. Folks in
melee usually dodge, jump, and otherwise dance about too much
for this spell to affect them. Archers and spellcasters, on the
other hand, need to be still and concentrate in order to be
effective. For every three globes spinning or flashing around
the eyes of a single archer, missile attacks are made at a -1
penalty to-hit. For example, if Zarg tries to shoot his crossbow
while 8 globes whirl and oscillate around his head, he will get
a -2 penalty to-hit. Spellcasters must make a Wisdom check at a
-5 bonus to the roll in order to keep their concentration &
avoid botching the spell. For every globe after the first, the
caster gets a +1 penalty to the Wisdom check. For instance,
Abulator is trying to disintegrate Malithe while 4 globes spin
in front of his eyes. Thus, he must make a Wisdom check at a -2
bonus to the roll or his spell fails.
The globes may be destroyed in two ways. A successful dispel
magic cancels every globe in its area of effect. The alternative
is to destroy the globes physically. They may be hit by magical,
silver, or iron weapons (but not steel or wooden ones), have
AC 0, and can take as many points of damage as the caster has
levels of experience. Damage from spells will also harm the
globes, though they are immune to fire and electrical damage of
any sort.


Darklight's Field of Infeasibility (Enchantment, Illusion)

Range:  0
Components:  V, S
Duration:  2 turns per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This spell was created by Darklight when he was captain of a
spelljamming vessel crewed by a mix of plasmoids, lizardmen,
xixchil, and hurwaeti. It was designed in an attempt to keep
local populations from being thrown into chaos at every landing.
The spell creates a subtle field of illusion and enchantment
around 2 HD of creatures per caster level, which lasts for two
turns per caster level. This field clings to each being touched,
whether they remain in a group or not, and radiates an insidious
message to all who encounter or view the affected beings. This
message reassures onlookers that there is nothing out of the
ordinary about these beings. Thus, the most bizarre of beings
may enter crowded groundling cities and not be subject to undue
attention or attack. A side effect of this is that all reaction
modifiers are nullified, negating Charisma and related bonuses.
When an observer is questioned later about a being under the
field's protection, they will remember the event precisely, and
may become puzzled retroactively at their lack of reaction
beforehand. The magic of the field tends to prevent this
realization from becoming traumatic, however. Certain very
powerful or extraplanar beings may not be affected by this
spell: especially dragons, demons, devils, daemons, etc.
generally will not sustain such a subtle camouflage, as their
natural aura negates the feeble cloaking of this spell.


Darklight's Haywire Hands (Conjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  1 yard per level
Saving Throw:  Negates
Author:  Keith Taylor 

This spell causes multiple twisting strands of thin wire to
project from the caster's hands. Each strand consists of around
ten wires, all tangled around each other. Up to ten strands can
be conjured, one per three levels of the wizard, and each can be
directed at individual targets within range and all within an
arc of 60 degrees in front of the wizard. A strand will fan out
upon striking a target, whipping and twisting around any solid
objects to entangle the victim. Multiple strands can be targeted
on the same victim as well. A target gets one saving throw
versus breath weapon per strand, and if it succeeds, they manage
to leap free or remain basically unhindered. A failed saving
throw results in the victim becoming horrendously tangled in the
strands. A bend bars roll (at +10%) is needed to escape, but
multiple strands incur a -10% penalty per extra strand upon the
roll. The strands can be cut with difficulty, each strand
requiring 2d4 rounds in order to be sawn in two. The wire lasts
until cut, at which point it winks out of existence with a
"sproing" sound.
The material component is a highly twisted bit of steel or iron
wire.


Darklight's Inexplicable Image (Enchantment)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  Object touched
Saving Throw:  None
Author:  Keith Taylor 

This spell is cast upon an inanimate object so that when a being
next touches it, they receive a clear and perplexing mental
image of the caster's choosing. The mental image can be of
anything the caster desires, but not of any concept requiring
more than three words to describe, or of any object or creature
specifically. The image could be, for example, a white rose, but
could not be a red and blue paisley silken smock manufactured in
Calimshan. The image does not have to be a picture, but can be
a simple concept or feeling, for example: "Doom lurks here", or:
"Big apples yonder". Any sufficiently simple concept can be set
into the spell. The dweomer remains passive within the object
until a creature touches it, at which point the image manifests
in their mind. Their reaction may vary: although they may not
associate the image with the thing touched, they are aware that
a distinct "something" has happened to deliver this mental
message. The nature of the image also affects their reactions:
the image of a pink bunny rabbit is less disturbing than that of
a looming skull.
This spell is often made permanent for various reasons. First,
so that every creature touching an object receives the same
image. This is accomplished by simply laying a permanency upon
inexplicable image. Secondly, it is often incorporated into the
enchantments of a magic item (often a sword) to give the item
personality.


Darklight's Ring 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 will alter the course of a single bolt- or
ray-class spell of up to seventh level into the shape of a ring.
The casting time of the secondary spell is added to the 2
required to frame the Metamagic spell. When the bolt is cast,
the caster chooses the point of origin as usual, and the bolt
then arcs outward in a circular path. If the bolt's length is
sufficient, it will form a circle with a radius of at least 20
feet. The caster has several choices when framing the magic: if
the bolt's length allows for a circle of with a circumference of
more than 20 feet, then it can either be made to loop several
times in this 20 feet circumference path or it can be made to
form a larger ring. The DM may require that the ring's radius be
made an even 10-foot multiple or the bolt will take the standard
radius.
Also, the caster must decide the orientation of the ring. In
outdoor conditions, many interesting vertical or diagonal
possibilities exist, but the ring should not be made to bounce
off walls - this would break the metamagic's control, and the
bolt will careen in random directions, picking a new direction
every 20 feet as per the grenade scattering chart.
If the bolt is cast in a manner similar to lightning bolt, then
the ring can start anywhere within range of the normal casting.
However, some bolts begin from the caster's outstretched hand;
in this case, the metamage can delay the ring's firing by 1d4,
enough for the caster (only the caster, other creatures should
have no idea what he is doing) to jump back out of the ring's
ending point.
Note that this spell cannot extend the normal length of such a
bolt. If a bolt's length is not sufficient to finish a 20-foot
circumference path, than it will not loop completely around.


Darklight's Universal Digestion (Alteration)

Range:  0
Components:  V, S
Duration:  24 hours
Casting Time:  5
Area of Effect:  One creature touched per 2 levels
Saving Throw:  None
Author:  Keith Taylor 

This spell is a last-ditch survival tactic by which the affected
person may obtain balanced nourishment from anything which can
be safely swallowed, including dirt, small rocks, leaves,
sticks, coins, etc. It confers a +3 bonus on any saving throw
versus ingested poisons during its duration, as a side effect.
In addition, potions imbibed by the affected have only a 50%
chance of actually working. The duration is one day; the
recipients are advised not to eat any more "junk" after the
first 12 hours without a re-casting of the spell, as the "food"
might not have had time to digest. The rather ugly consequences
that undigested rocks or coins in the bowels might have is left
up to the DM's own imagination. The spell does not help the
taste of the things eaten, however, and is designed to work with
the Darklight's illusion of taste spell (q.v.). Scrolls have
been found with only one or the other, however.


Darkray's Strangling Rope (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One person
Saving Throw:  Negates
Author:  Dimitris Xanthakis 

Using this spell, the caster is able to hold motionless a
human-sized or smaller creature. It affects humanoids and
thri-kreen but not half-giants.
The caster must use a piece of rope as the material component.
He casts the spell on the rope and then he throws it to the
target. The rope is turned into a yellow energy cord during the
flight, then without error wraps around the target. The victim
must save versus spell with a -2 penalty (but adjust for
Dexterity), or be tied and held by the rope.
When held, the victim cannot move any part of his body. The rope
inflicts 1d4 points of damage each round, due to strangulation.
If the victim wants to use psionics or magic (with verbal
components only), a separate initiative must be rolled to
determine when the damage occurs.
The caster can end the spell at will.


Daylight (Invocation/Evocation)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  5
Area of Effect:  120-foot per level radius sphere
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell invokes a sphere of daylight that passes through
creatures, walls or even the ground as if they did not exist.
Thus, there are no shadows within the sphere, which denies
thieves their hide in shadows ability - and a shadow (the
monster) is easily detectable. A shadow will try to flee the
area as quickly as possible as it is completely against its
nature. Daylight causes a little harm to several other undead.
It causes spectres to become powerless as within full daylight
but they can still flee from its effects. It causes vampires no
harm but makes them quite irritable. Liches sneer at such a
feeble attack. Some other undead might be affected (DM's
judgement). It might also be damaging to some fungi.
The material component is a continual light scroll plus oil of
bioluminescence (gained from glow bugs).


Death Dance (Enchantment/Charm)

Range:  40 yards
Components:  V, S, M
Duration:  1 round + 1 round per 3 levels
Casting Time:  3
Area of Effect:  One creature per 3 levels in a 20-foot cube
Saving Throw:  Negates
Author:  Bret Mikeal O'Neal 

Victims of this spell are forced to dance uncontrollably, much
like stringed puppets. This jerking movement is so unnatural
that creatures are prone to hurt themselves. For each round
under the influence of this spell the creature takes 1d6 damage
from torn ligaments and wrenched muscles. Creatures affected by
this spell are unable to take any action other than dance, but
this requires the complete concentration of the caster, so the
wizard can do nothing but control the dancers. If concentration
is broken the caster can regain it anytime the dancers are
within 40 yards. This spell will effect undead but not oozes or
automatons.
The material components of this spell are 4 pieces of string
attached to 2 small sticks.


Deaudionoyance (Alteration)

Range:  120 yards
Components:  S, M
Duration:  3 rounds per level
Casting Time:  6
Area of Effect:  One creature per 3 levels
Saving Throw:  None
Author:  Ally's Spellbook 

This spell is similar to silence, 15-foot radius but instead of
silencing an area, it affects singular creatures and their
equipment. Note that this spell must be cast upon living
creatures (including plant-life) only and has no effect upon
non-personal equipment. Thus if the spell were cast upon a
guard, and that guard struck a gong, the gong would sound, while
if the guard where to try blowing a horn, no sound would issue
forth. The caster may end the spell any time prior to the
duration. The material component of this spell is two small
pieces of cotton.


Decay (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  Negates
Author:  Bret Mikeal O'Neal 

When this spell is cast, the wizard collects and controls a
powerful negative energy force that will decay flesh upon
contact. This force will be seen as a shadowy darkness
enveloping one hand. The spell remains in effect for 1 round per
level or until the caster touches someone. The victim must save
or watch a random limb wither away. creatures with decayed limbs
are unable to use them for 1 hour per caster level. It is not
possible to kill a creature with this spell since it will not
decay the head or torso. Undead, automatons, jellies and
anything without limbs are immune to this spell.
The material components are a poisonous mushroom and a pinch of
mould.


Detect Charm (Divination)

Range:  30 yards
Components:  V, S
Duration:  1 turn
Casting Time:  1 round
Area of Effect:  One creature per round
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

This spell will reveal whether or not a recipient is under the
effect of a charm spell, provided that the recipient fails his
saving throw. Up to ten persons can be checked before the spell
wanes. The wizard has a 5% chance per level of determining the
exact nature of the charm spell (or spells) which affect the
recipient.


Detect Shapechanger (Divination)

Range:  10 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  One creature per level
Saving Throw:  Negates
Author:  Peter Gourlay 

By means of this spell a wizard can see the true form of any
shapechanging creature. On the first round of viewing, the
victim is allowed a saving throw versus spell. If this saving
throw is successful, the wizard will think that the creature
cannot shapechange. If the saving throw is failed, the wizard
will know whether the creature has the ability to change form.
On the second round of viewing, the wizard then sees the true
form of the creature. There is only a saving throw on the first
round, not on the second. Note that a wizard who knows polymorph
self or shape change will be detected as a shapechanger, even if
neither spell is currently memorised (the same goes for druids
in their true form). This spell will not detect or see through
illusions.


Detect Teleport (Divination)

Range:  0
Components:  V, S
Duration:  Concentration
Casting Time:  3
Area of Effect:  240-yard radius sphere
Saving Throw:  None
Author:  Unknown

After casting this spell the wizard gets an impression whenever
anyone arrives via teleport, enters or leaves the prime material
plane in the area of effect. The spell lasts only while the
wizard concentrates on it. The impression will not reveal the
location within the range in which the effect occurs.


Determine Prowess (Divination)

Range:  10 feet per level
Components:  V, S
Duration:  1 round
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Special
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This spell allows the caster to determine the approximate power
of the target creature in relation to the caster. When cast, the
DM responds by telling the player the target creature's relative
power by using phrases such as "about the same", "a little
worse", "vastly inferior" or "much more powerful".
If a saving throw is made by the targeted creature, the wizard
casting determine prowess will always feel as if the target
creature is "much more powerful" or "vastly inferior". The DM
can determine randomly or choose as appropriate.
Deity-level creatures automatically make their saving throw
against this spell, and are allowed to choose the reading given
to the casting wizard.


Detonate (Enchantment, Invocation/Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  One 5-foot per level cube
Saving Throw:  None
Author:  Jason Riek (Karaieth) 

This spell allows the caster to charge an item with magical
energy and cause it to explode. The item must fit within the
area of effect. It the item is larger, only one 5-foot cube per
level is affected (part of a wall could be blown out, for
example). The spell does not affect living creatures, but it
does cause 1d6 points of damage per level to a maximum of 10d6
to all creatures within 10 feet of the object. The material
components of this spell are burning coal and an eagle's
feather.


Dheryth's Tomelore (Divination)
Reversible

Range:  0
Components:  V, M
Duration:  instantaneous
Casting Time:  15 rounds
Area of Effect:  Book or scroll touched
Saving Throw:  None
Author:  Jim Gitzlaff 

With this spell, the wizard may detect whether or not a book or
scroll is cursed, what language it is in, whether or not its
contents are encoded or enciphered, and other general
information about its contents.
None of the following things will be revealed by the spell,
though:
   1.Absolutely nothing will be told about the special books listed
in the Dungeon Master's Guide (a libram of ineffable damnation,
a manual of puissant skill at arms, etc.). Likewise, very
powerful books (artifacts or relics) will be utterly out of this
spell's power.
   2.Specific spells and scrolls will not be revealed ("secret page
spell on page 2", "fire trap cast on cover", "explosive runes on
binding", etc.), nor will the exact nature of a curse, if
present, be told.
   3.If the book or scroll contains spells, the wizard will not be
told precisely which spells are there, although the DM might
allow weak statements like "20 pages are devoted to spells", or
"a few weak spells seem to be inside this tome".
The reverse of this spell, tome shield (abjuration), must be
cast on a particular book or scroll, which is thenceforth immune
to Dheryth's tomelore for one month. It further resists the
operation of the history and identify spells, granting the
protected book a saving throw versus spell as if it were a
wizard of the same level as the one who cast tome shield.
The material component for this spell is a magnifying glass, for
the reverse it is a blank page. Both are consumed in the
casting.


Dispel (Abjuration)

Range:  30 feet
Components:  V, S, M
Duration:  Permanent
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Jim Vassilakos 

By use of this spell, the wizard can attempt to negate the
effects of any other single spell providing that at least some
part of that spell's area of effect is within thirty feet of the
wizard. The base chance for success is 50% modified upward or
downward by 5% per level the wizard is above or below the caster
of the spell being negated. This spell can also be used to
negate the magical effects of potions (either before or after
ingestion), with the level of the potion maker being generally
treated as twelfth. The material component of this spell is a
piece of gum.


Dispel Shield (Abjuration)

Range:  0
Components:  V, S
Duration:  Until dispelled
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Russian Wyatt 

When this spell is cast, a double layer of magical energy
surrounds the caster at approximately 1 foot from the caster's
body. This field's only function is to stop any two dispel magic
spells cast at the wizard.
This spell was created by a wizard for his human (actually a
polymorphed dragon) apprentice, who believes it is actually a
protection from polymorph other. The objective is that enemy
mages can't turn him into a dragon and use him against his
allies.


Disrobe (Alteration)

Range:  60 yards + 10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Kenneth C. Jenks 

The target of this spell must make a saving throw versus magic.
Success indicates that the spell has no effect; failure means
that all magical and non-magical items worn by the creature,
excluding items held in hands, are stripped from the creature
and strewn in a 3-foot radius. Items magically blink from the
creature to the ground and will not be harmed by the fall unless
the creature is flying more than 3 feet from the ground.
This spell was researched by Insley Hofton. Insley has a kinky
streak. This was invented partly as an amusement, and partly to
strip all those nasty magic items from the bad guys. It's best
combined with unseen servant, telekinesis, or light-fingered
friends which can pick up the items thus removed.


Disrupt Spellcaster I (Alteration)

Range:  5 yards per level
Components:  V, S
Duration:  2d4 rounds
Casting Time:  3
Area of Effect:  One spellcaster
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell makes the victim incapable of casting spells for 2d4
rounds. There is a saving throw versus death magic to avoid
this. This spell actually makes spellcasting impossible by
disrupting the magical energy of memorised spells. Thus, the
victim could still cast a spell from a scroll, and innate
spell-like abilities are not affected.


Distract (Enchantment/Charm)

Range:  60 feet
Components:  V, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One wizard
Saving Throw:  Negates
Author:  Jim Vassilakos 

This spell is specifically designed toward distracting wizards
before they can unleash their magic. The victim must save versus
spell at -5 or lose spell concentration. Note that this spell
has absolutely no effect against non-wizards. All it does is
interrupt the flow of magical information between the wizard's
conscious and subconscious. The material component for this
spell is a pair of scissors, which is consumed in the casting.


Ditan's Decorating Hands (Conjuration/Summoning)

Range:  Special
Components:  V, M
Duration:  Special
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Ditan

This spell creates one pair of magical hands per three levels of
the caster. These hands are skilled artisans at half the
caster's level, and will decorate any room to the fashion
designated by the caster. After the room is redecorated the
hands will disappear. The material component for this spell is
a single pair of white leather gloves.


Dragon's Breath (Invocation/Evocation)

Range:  20 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  1/2
Author:  Brian J. Toleno 

With this spell, the wizard is able to imitate a single type of
dragon breath for the duration of the spell, doing his hit
points in damage. During the spell's duration and an equal
number of rounds afterwards, the wizard cannot speak due to the
strains this spell makes on his throat. The material component
is a piece of dragon hide of the type of dragon the wizard is
trying to imitate.


Dreamoore's Eldritch Sphere (Evocation)

Range:  20 yards + 10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  3
Area of Effect:  1-foot diameter sphere
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

This potent spell launches a mentally guided 1-foot diameter
globe which travels up to 60 feet per 6 seconds and turns up to
90 degrees per round. The sphere strikes as a monster of the
wizard's Hit Dice, but even on a missed roll, the missile may
return the following round as long as the wizard concentrates.
Once it hits, the globe disperses and inflicts 2d6 points of
base damage + 2 points of damage per level of the wizard to the
first creature touched, up to 2d6+20 maximum potential.
The sphere harmlessly vanishes if the wizard's concentration is
broken or the globe exceeds maximum range. Despite its limited
area of effect, the eldritch sphere's true advantage is its
damage potential and ability to pursue and possibly corner
single foes.


Drowse (Illusion/Phantasm)

Range:  3 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Brian Dawson

This spell creates the illusion in the victim's mind of extreme
exhaustion, and in fact he is on the verge of collapsing and
falling asleep. The victim suffers a -4 to-hit, a +2 penalty on
Armour Class, 50% vision reduction, and half his normal movement
rate for the full duration of the spell. Wizards have a chance
of spell failure equal to 100% - 5% per point of Intelligence.
The spell can be negated by dispel illusion, but not by dispel
magic.


Dwindle (Alteration)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  None
Author:  Jim Vassilakos 

The wizard is able to shrink himself to as small as one inch in
height for the duration of the spell, during which time all
items carried are also shrunk. This spell may be cancelled at
any time by the wizard. Effects on combat mechanics are left
undefined and to the DM's discretion.


Eldarr's Spell Conversion (Alteration)

Range:  0
Components:  V, S, M
Duration:  3 turns per level
Casting Time:  1 turn
Area of Effect:  The caster
Saving Throw:  None
Author:  Eldarr

This spell allows its wizard to convert one spell into another
of the wizard's choice. As long as the spell conversion is in
effect, when another spell is cast, the wizard may choose to
cast it normally, or alter it into another spell. The spell to
be altered must be of third level or lower, and the spell to be
converted to, must be of second level or lower (the additional
level of power is expended in the conversion process) and must
be a spell the wizard already knows, although it does not have
to be currently memorised.
This spell is usually cast at the beginning of a day or before
a known encounter, to give the wizard ample time to replace it
in his memory with another spell. Only wizard spells may be
converted by this spell - priest spells are not affected by it,
and only the wizard's own spells are affected. Range, duration,
area of effect, and saving throws are as per the spell being
converted to; the spell being converted determines the spell
components and casting time (however, in order to convert a
spell, a few additional incantations are necessary, and the name
of the new spell must also be uttered; this effectively
increases the casting time of the original spell by one).
As an example of the use of this spell, let us assume Biff the
wizard has cast this spell before a large battle; during the
fight, Biff finds himself levitated by an enemy wizard and to be
dropped from a great height. Unfortunately, Biff has nearly used
up his complement of spells in the battle, and has a single
fireball left - not much use in this situation. However, since
spell conversion is in effect, Biff starts the incantations of
the fireball anyway; when he is dropped, Biff casts the fireball
but uses spell conversion to convert it to a feather fall,
floating softly to the ground unharmed.
The material component for this spell is the pelt of any
were-creature; the pelt is consumed with the casting.


Eldritch Fire (Invocation/Evocation)

Range:  60 feet
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Jim Vassilakos 

The wizard hurls a magical bolt of flame which does 1d6 points
of damage on impact and has a 50% chance of catching the
target's combustibles on fire (burning clothes do 1d6 to 2d6
points of damage depending on how heavy they are). Victim may
make a saving throw versus spell for half damage. Fire-based
creatures take no damage; cold-based take double.


Energy Bolt [2] (Invocation/Evocation)

Range:  40 feet + 10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Special
Saving Throw:  1/2
Author:  Francois Menneteau 

This spell functions almost identically to the 3rd-level
lighting bolt. However, as it is a pure beam of light energy
drawn from the quasi-elemental plane of radiance, undead
creatures must save versus spell twice to take only half damage.
The material component is an ebony rod of at least 1 foot
length.


Enhance Illusion (Alteration)

Range:  30 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One illusion
Saving Throw:  None
Author:  Mark A. Robinson 

This spell is one way for wizards to add actual substance to
their illusions. Up to two rounds before casting an illusion
(notably phantasmal force, improved phantasmal force or spectral
force), the wizard casts this spell on the area in which the
illusion is to initially appear. Once cast, the illusion then
does 10% of the actual damage that it would do if it were real
if the victim made a saving throw against it, and is treated as
normal with respect to Armour Class, attacks, etc., if the
victim failed the saving throw and doesn't recognise it as an
illusion. The illusion also becomes AC 10, and gains 10% of the
hit points it would normally have; however, illusionary
creatures may never have more combined Hit Dice than the wizard.
If the illusion is not cast in the enhanced area within 2 rounds
the former spell will be wasted. Multiple enhance illusions on
one illusion will cancel each other. This spell can also be used
in conjunction with shadow monsters, demi-shadow monsters or
shades, adding 10% more realism to that already inherent in the
spell, and lowering the perceived Armour Class by 1.
Enhance illusion is attributed to the deceased wizard Scaurlin
Oberlin, who died in a magical duel with a grey slaad he
summoned and subsequently released. This is reputedly the only
spell Scaurlin ever wrote in his once promising career.


Enhance Poison (Alteration, Invocation/Evocation)
Reversible

Range:  1 foot
Components:  V, S, M
Duration:  1 hour + 1 hour per level
Casting Time:  7
Area of Effect:  One dose of poison per 5 levels
Saving Throw:  Special
Author:  Kris 

With this spell, a wizard can temporarily enhance the power of
a poison, either making it more deadly, debilitating or potent,
such as adding a -1 to the saving throw of the subject. This
spell can only be used once on a given dose of poison. Multiple
castings of this spell don't work.
The reverse of this spell, dilute poison, makes a poison less
lethal, granting a +1 to the subject's saving throw or making it
less effective. If cast on a subject already having poison in
his system, this spell grants a new saving throw. If cast to
dilute the poison of a monster, the monster must be touched to
be effective. Secondly, the monster gets a saving throw versus
spell.
The material component of this spell is either a dead black
widow spider, or a dove's feather for the reverse.


Enhanced Armour (Abjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Unknown

This spell is identical to the 1st-level armour spell except
that it confers 10 points of Armour Class reduction instead of
4. Note that it is not cumulative with the 1st-level armour
spell, i.e., the two spells cast together do not confer 14
points of Armour Class reduction.


Erelas's Curious Surge (Alteration, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  1d4 rounds + 1 round per level
Casting Time:  5
Area of Effect:  20-foot + 2-foot per level radius sphere
Saving Throw:  Special
Author:  Dave Michaels 

This spell can be very complicated in combat involving numerous
creatures within the area effect. All sorts of simplifications
may be applied at the DM's discretion, but be consistent. The
example given covers all basic possibilities.
The casting of this spell causes an unusual wild-like surge in
the area. Creatures within this area have their saving throws
versus other effects altered as per the following table (roll
once for each saving throw to determine adjustment).

Caster            D20 Roll
Level 1   2    3   4    5    6    7    8   9   10
1    -1  -1   -1   -    -    -    -    -   -    -
2    -2  -1   -1  -1    -    -    -    -   -    -
3    -2  -2   -1  -1   -1    -    -    -   -    -
4    -3  -2   -2  -1   -1   -1    -    -   -    -
5    -3  -3   -2  -2   -1   -1   -1    -   -    -
6    -4  -3   -3  -2   -2   -1   -1   -1   -    -
7    -4  -4   -3  -3   -2   -2   -1   -1  -1    -
8    -5  -4   -4  -3   -3   -2   -2   -1  -1    -
9    -5  -5   -4  -4   -3   -3   -2   -2  -1    -
10   -6  -5   -5  -4   -4   -3   -3   -2  -1    -
11   -6  -6   -5  -5   -4   -4   -3   -2  -1    -
12   -7  -6   -6  -5   -5   -4   -3   -2  -1    -
13   -7  -7   -6  -6   -5   -4   -3   -2  -1    -
14   -8  -7   -7  -6   -5   -4   -3   -2  -1    -
15   -8  -8   -7  -6   -5   -4   -3   -2  -1    -
16+  -9  -8   -7  -6   -5   -4   -3   -2  -1    -

Caster            D20 Roll
Level 11   12   13  14   15   16   17   18  19   20
1      -    -    -   -    -    -    -   +1  +1   +1
2      -    -    -   -    -    -   +1   +1  +1   +2
3      -    -    -   -    -   +1   +1   +1  +2   +2
4      -    -    -   -   +1   +1   +1   +2  +2   +3
5      -    -    -  +1   +1   +1   +2   +2  +3   +3
6      -    -   +1  +1   +1   +2   +2   +3  +3   +4
7      -   +1   +1  +1   +2   +2   +3   +3  +4   +4
8      -   +1   +1  +2   +2   +3   +3   +4  +4   +5
9      -   +1   +2  +2   +3   +3   +4   +4  +5   +5
10     -   +1   +2  +3   +3   +4   +4   +5  +5   +6
11     -   +1   +2  +3   +4   +4   +5   +5  +6   +6
12     -   +1   +2  +3   +4   +5   +5   +6  +6   +7
13     -   +1   +2  +3   +4   +5   +6   +6  +7   +7
14     -   +1   +2  +3   +4   +5   +6   +7  +7   +8
15     -   +1   +2  +3   +4   +5   +6   +7  +8   +8
16+    -   +1   +2  +3   +4   +5   +6   +7  +8   +9

The creature may attempt a normal saving throw versus spell
against this spell 50% of the time each round. In other words,
there's a 50-50 chance the creature may attempt a saving throw
(if so desired - this spell could benefit the creature) each
round. Magic resistance, wild magic immunities or resistances,
or other surge protections (such as chaos shield) negate or
resist the spell for that creature for the duration of this
spell (if the necessary checks are successful).
The material component of this spell is a silver piece.
An example: if Erelas, the 10th-level wizard, casts this spell
in the heat of combat, every creature within a 40-foot radius
sphere flips a coin. If the coin lands heads, the creature may
make a saving throw to negate the effects of this spell for the
first round. Every round a creature is in the area effect
(including the caster), a coin is flipped for that creature (if
the creature so wishes - if it opts not to make the saving
throw, it is automatically affected by this spell). If the coin
lands tails, the creature is not entitled to a saving throw, and
is affected by this spell as per the table below. If the coin is
heads, the creature makes a saving throw. If the saving throw is
failed, or if the creature declines the right to a saving throw,
or if no saving throw is permitted, then every time that
creature needs to make any other saving throws of any kind
during that round, the creature must first roll 1d20 and
consults the table below to see how his saving throw is
affected.
Instead of flipping each round, the first flip may be used to
determine the resulting effects for the duration of the spell.
For instance, if the flip lands tails, the creature is
absolutely affected by this spell for its duration. If it lands
heads, the creature may save against this spell every round for
the spell's duration. This will greatly simplify the accounting,
and reduce the number of flips required for the battle.
If a creature leaves the area effect, the creature is no longer
under the influence of this spell. If a creature enters the area
effect during the duration of the spell, that creature is then
subjected to the flips and rolls mentioned above, again if so
desired. If a creature not originally affected by the spell
enters the active area effect, that creature is subject to the
spell as per the example above.
Any creature with magic resistance makes the check only once,
when the spell is first cast. Any creature not in the area
effect, but who later enters the sphere, may make a magic
resistance check. If a magic resistant creature leaves the area
effect and re-enters it, it is up to the DM to decide if the
creature gets another magic resistance check or not, regardless
of whether it made the first one (the author suggests the
creature would not, since the creature has already demonstrated
its resistance to this particular spell, positive or negative).
Example continued: there's a dragon (or part of one anyway) in
the area effect when Erelas casts this spell. The dragon first
makes a magic resistance check. It fails. It then flips a coin.
The coin lands heads, so the dragon may make a saving throw. The
dragon makes its saving throw. That same round, shortly after
Erelas's spell goes off, another wizard casts a lightning bolt
at the dragon. The dragon makes a completely normal saving throw
versus that spell, as it is not affected by Erelas's spell this
round.
The next round, before any other actions, the dragon again flips
a coin. It again lands heads. The dragon rolls a saving throw,
but fails. Erelas casts a fireball at the dragon. The dragon
rolls his magic resistance, and fails. The dragon rolls 1d20,
and consults the table. He rolls a 7. The table indicates the
modifier, at Erelas' level of 10, to be -3. The dragon then
again rolls 1d20 for a saving throw. He rolls a 12. This would
normally make it for this particular dragon, but the -3 penalty
applies for this roll, which brings it down to 9. He thus fails,
taking full damage from the fireball.
On the third round, the dragon flips a coin. The coin lands
tails, indicating that the dragon may not make a saving throw
this time. Someone casts charm monster on him, he rolls his
magic resistance, and fails. He rolls a 15 on 1d20, and consults
the table: +3. He rolls a saving throw: 9. The modifier is
applied, bringing that 9 to 12, which is enough for the dragon
to save, so he is not charmed.
On the fourth round, the dragon flips a coin, which lands heads.
The dragon makes a normal saving throw (no chart check needed,
as this throw is against the spell itself), and succeeds, thus
not having to worry about this spell this round.


Exploding Coins (Enchantment)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  One coin touched per level (10 maximum)
Saving Throw:  None
Author:  Unknown

This spell allows the wizard to enchant one or more coins with
an explosive charge; the more valuable the coin, the more potent
the explosion (see table below). The coins will retain their
enchantment until used or dispelled; the explosion will be
triggered when the wizard utters a command word chosen during
the incantation. Alternately, the wizard may choose a delay,
after which time the coin will explode; the length of this delay
may be up to 1 turn per level of the wizard (measured from the
time the wizard speaks the chosen command word).
The following table gives the amount of damage for each type of
coin, along with the burst radius, and what level is required to
enchant a particular type of coin:

Type      Damage       Level      Radius
copper      1d3          5        2 feet
silver      1d4          8        2 feet
electrum    1d6         11        5 feet
gold        1d8         14        5 feet
platinum    1d10        16       10 feet

A maximum of 10 coins may be enchanted per casting of this
spell; also, no more than 20 of these coins may be brought
within 30 feet of each other safely; if this occurs, each owner
must make a saving throw versus spell for each coin. If a coin
fails its throw, it explodes normally; if the throw succeeds,
the coin simply vanishes in a puff of smoke. This spell has the
additional limitation that it may only be cast once per two day
period.
The only material component for this spell is the coin to be
enchanted; the coins are consumed in the explosion.


Falerin's Irresistible Charm (Charm)

Range:  0
Components:  V, S
Duration:  1d4 rounds + 1 round per level
Casting Time:  1
Area of Effect:  10-yard cube
Saving Throw:  Special
Author:  The Wizard 

Developed by the evil mage Falerin while taking a trip through
limbo, this spell is not evil in and of itself. Similar to charm
person, this spell creates a 10-yard cube, extending from the
caster. All creatures within the area of effect that are equal
to or exceeding the level of the caster must make a saving throw
or be charmed. Creatures of lower level than the caster may also
make a saving throw, but at a -4 penalty. Creatures which
normally have a resistance to charm spells have no resistance to
this spell, nor do any Wisdom bonuses apply.


Feldegast's Mana Shield (Abjuration, Metamagic)

Range:  0
Components:  V, S
Duration:  4 rounds
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Ron 

This spell prevents a caster's spells from affecting himself,
resulting in illusionary harm only. It likewises shield the
caster from harm caused by inferior foes (whose level or Hit
Dice are lower). Also, this spell grants a saving throw against
spells for which there is normally no saving throw, or a +4 if
there was a saving throw.


Fellstar's Flaming Vortex (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  8x2 feet vertical cone
Saving Throw:  1/2
Author:  Fellstar

This spell calls into being a spinning vortex of flames that
resembles a burning dust devil; the vortex is 8 feet high and 2
feet wide at its widest. The caster may direct the movement of
the vortex in any direction desired, but it may not be moved
across a body of water. The vortex moves at a rate of 10 feet
per round, and the caster must maintain full concentration in
order to direct its movements; if the caster loses
concentration, the vortex will move in a straight line at full
movement rate until the caster can again gain concentration. The
wizard may not move the vortex further away than 10 yards per
level of the caster, or the spell terminates.
The caster may use the vortex to attack a single victim per
round; he may attack the same target in following rounds, or may
elect to move the vortex to attack a different one. Anyone
struck by the vortex suffers 1d4 points of damage per level of
the caster (up to a maximum of 10d4). A successful saving throw
versus spell reduces this damage by half. The flames from this
spell will ignite flammable materials on contact, but will not
harm most other materials, unless exposure is prolonged. That
is, if a creature is attacked by the vortex for only a single
round, non-flammable possessions are not affected; if attacked
on two consecutive rounds, all possessions must save versus
magical fire normally (but only if the target fails his saving
throw). Each additional round of exposure inflicts a -1 on all
possessions' saving throws (no penalty in added to the target's
saving throw).
The material component for this spell is a piece of flammable
material suspended from a string; the caster lights the material
on fire and twirls it in a circle while casting the spell. He
must continue doing this throughout the duration of the spell,
and the material must remain lit; if it does not, the spell ends
prematurely.


Fireball from the Plates (Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Perry Horner 

This is essentially the same fireball as in the Player's
Handbook, but with a slight change in the material component.
Since bats are almost unknown in the Arctic, this spell was
developed using whale oil. Note that like the paper in fire aura
(q.v.), the whale oil is a replacement worked into the spell,
not an optional substitution. A wizard learning fireball from
the plates would need a supply of whale oil, although perhaps
another organically produced oil could substitute. In the
tropics, dolphin oil should work fairly well, say -10% to -20%
on range and -1d6 damage. At that point, the wizard simply needs
to convince the local sailors (preferably Greek) to go kill a
few dolphins and bring back their carcases. Spell research into
even other components is of course also an option.


Flaming Sphere (Invocation/Evocation)

Range:  10 feet
Components:  S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One 5-foot radius globe
Saving Throw:  Negates
Author:  Jim Vassilakos 

This spell causes a burning globe of 5-foot radius to come into
being up to ten feet distant from the wizard and roll in the
direction the wizard points at a rate of ten feet per round
inflicting 2d4 points of damage to all creatures with which it
comes into contact unless a saving throw versus spell is made
thus negating the flaming sphere. The sphere may roll over low
barriers not over four feet tall, or through all flammable
barriers. It may even roll uphill (as long as the slope is no
greater than 45 degrees) and may be extinguished by water or by
lack of oxygen. The material component for this spell is a bit
of sulphur.


Force Shield (Abjuration)

Range:  0
Components:  V, M
Duration:  5 rounds per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Jim Vassilakos 

This spell creates a magical shield of force around the wizard
at a 6-inch radius, which absorbs damage at a rate of one point
per round plus one point per two additional levels per round.
The shield also protects the wizard from biting insects, foul
weather, and poisonous gases. However, the wizard is unable to
make physical contact with anything outside (but not under) the
shield for the duration of the spell. The spell may be broken at
will. The shield provides total invulnerability to magic
missile, power bolt, word of power, magic darts, mystic bolt,
and arcane bolt. The material component for this spell is a
small shield.


Forceball (Evocation)

Range:  1 yard + 1 yard per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to fireball except that it inflicts
damage with an expanding globe of magic missile-like force. The
material component is a ball of bat guano and sawdust cut from
a giant's club.


Forget Spell (Alteration, Metamagic)

Range:  100 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One spell-casting creature
Saving Throw:  Negates
Author:  Phill Hatch 

When casting this spell, the metamage tries to make another
wizard, priest, or spell casting monster forget a single spell.
The target must save versus spell at -5. If the saving throw is
successful, nothing happens. If the saving throw fails, the
target loses a random spell. The metamage does not steal the
spell; the spell is simply forgotten. The material component of
this spell is a bit of gum arabic.


Free Action [1] (Abjuration)

Range:  0
Components:  V, S
Duration:  5 rounds per level
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

This spell grants the recipient the benefits of protection from
paralysis, and the additional benefits of being able to function
without penalty in a constricting environment (such as water,
web spells, entangle spells, etc.). It does not affect paralysis
already existing, unless it is cast specifically to counter such
in which case it gives no further benefit.


Free Action [2] (Alteration)

Range:  0
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kenneth C. Jenks 

This spell enables the recipient to move and attack freely and
normally whether attacked by entangle, web, hold, or slow spell,
or when underwater. In the former case, the spells have no
effect, while in the latter, the recipient can combat normally
with hand-held combat (not missile) weapons. The material
component is a drop of oil or a dab of grease.
If the recipient has a familiar, it is affected as well for the
duration of the spell, so long as it remains in contact with its
master.


Free Elemental (Abjuration)

Range:  10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell can be used to free one creature summoned from the
inner planes from the control of its summoner. Typically, it is
used on elementals summoned by a conjure elemental spell or
device, but it also works on such creatures as aerial servants
and invisible stalkers. The spell is cast on the summoned
creature, and unless the wizard who summoned it makes a saving
throw versus death magic that creature is freed from control.
The freed creature may return to its own plane (25%) but usually
turns on the summoner and his companions (75%). This spell has
no effect on creatures from the ethereal plane.


Frost Breath (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  1 day
Casting Time:  1 turn
Area of Effect:  The caster
Saving Throw:  None
Author:  William T. South 

This spell allows the wizard to create a breath weapon similar
to a cone of cold. Once the dweomer is cast the wizard may
breath up to twice per day as if the breath weapon were an
innate ability, causing no harm to himself. The area of effect
for the breath weapon is a cone area 20 feet long with an ending
base of 15 feet. The damage is 1d4+1 for every two levels of
experience the wizard possesses, up to a maximum of 5d4+5 at
tenth level. Attack creatures may save versus breath weapon for
half damage. Any creature, including the caster, cannot have
more than one of this spell active at any given time.
The material component of this spell is a pinch of powdered
marble blown into the wind when the spell is cast. The source of
this spell is the Ranger/Mage Aramor.


Gaseous Form [1] (Alteration)

Range:  0
Components:  V, S
Duration:  1d6 rounds + 1 round per level
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Tim Prestero 

This spell allows the wizard to turn the creature touched into
a pink cloud of gas, for the duration of the spell. If the
creature touched is an unwilling recipient of the spell, he gets
a saving throw, with a successful saving throw negating the
spell.
The spell's effects are identical to that of the potion of
gaseous form, with regards to movement rates, and the effects of
a gust of wind spell. However, the wizard - if he casts the
spell on himself - can turn non-gaseous at any time.


Go-Behind (Alteration, Illusion/Phantasm)

Range:  30 yards
Components:  S, M
Duration:  1 round
Casting Time:  2
Area of Effect:  Special
Saving Throw:  Negates
Author:  Brian J. Toleno 

The wizard casts this spell by snapping his fingers. After doing
this, the wizard is instantly transported behind his opponent
(the wizard must be able to see this area). When this happens,
an image of the wizard remains behind and imitates the actions
of the wizard for two rounds, then disappears. The foe receives
a saving throw versus spell to believe the image is unreal. The
material component for this spell is a bit of sulphur.


Godly Chaos (Invocation, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 hour
Area of Effect:  The caster
Saving Throw:  None
Author:  James Fischman

This spell, when cast while a wizard is memorising his spells
for the day, calls upon the gods of chaos to grant the wild mage
a small amount of priestly power. The wizard can substitute one
or more of his spells to be memorised for priest spells of the
sphere of chaos, albeit two levels lower. For example, the
wizard can memorise the spell random causality (a 3rd-level
priest spell of the sphere of chaos) instead of a 5th-level
wizard spell.
This spell can only be cast if the wizard is in good standing
with the local gods of chaos. If the wizard has fallen out of
favour with these gods, or has never been religious in the first
place, no god will hear the request, and the casting of godly
chaos will be wasted.
Note that the chance of spell failure for low Wisdom must be
rolled when the granted spells are cast, if applicable. Failure
indicates that the spells are lost, without replacement.
The material components of this spell are offerings of incense,
and other valuable items, worth no less than 200 gp per level of
priest spell requested, which are burned in prayer during the
casting of this spell. Any material components of the granted
priest spells must be available when those spells are cast,
while an inscription of the wizard's sigil can substitute for a
holy symbol.


Gopher (Conjuration/Summoning)

Range:  40 feet
Components:  V, S, M
Duration:  2 hours per level
Casting Time:  2 rounds
Area of Effect:  One creature
Saving Throw:  Negates
Author:  August Neverman 

When cast, this spell causes the victim to be followed by a
crazed man who is convinced that the victim is a gopher. The man
has a magic wand that shoots magic missiles as projectiles.
However, the man always misses but he shows up at the worst
times, for example when sneaking up on a sleeping dragon. Even
though he misses he will continue to attempt to shoot the victim
succeeding in destroying the area where the victim is.
The man has AC -2, 200 HP, regenerates 2 points of damage per
melee round, has an Intelligence of 5 and a Wisdom of 3. He just
loves to yell "freeze gopher!" at the top of his voice. While
this spell is in effect, the victim has a -95% to his chance to
surprise. The material component of this spell is a gopher tail.


Gorann's Rapid Intoxication (Alteration)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Keith Taylor 

This spell causes the creature touched during the spell's
casting to instantly fail its Constitution checks for
intoxication during the next 12 hours. A creature in this state
will become rapidly drunk no matter what strength of alcohol
they are drinking. The victim is generally not aware of the
spell's existence on itself and may be puzzled by its lack of
tolerance. The duration of the spell is one turn or until used,
whichever comes first. The somatic component is a friendly pat
on the back, and the verbal component is a cheery "Drink up!".


Grand Unified Blast (Invocation/Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  Special
Area of Effect:  20-foot radius sphere
Saving Throw:  1/2
Author:  Ken Arromdee 

This spell is actually a class of spells, which have been
researched in many forms by many different wizards. The spell
creates a blast in a 20 foot radius, which does 1d6 per level
damage, with a saving throw for half damage. In the invocation
versions, the spell creates a condition in the area of effect;
this version does not expand to its full volume in confined
spaces. The evocation version creates a small point of fire,
cold, or whatever, which instantly explodes to full radius.
The most basic form of the spell is the fireball. Other versions
include iceball, steamball, etc. A wizard who knows any one
version of this spell can research any other version at 50% of
normal cost; he may also research, for free, versions of the
same spell that differ only in the kind of damage done, after
experience in the appropriate elemental plane. If you use
"maximum number of spells known per level" in your game, extra
versions of this spell of the same level as versions already
known do not count towards the limit.
The basic version of the spell is third level and does a maximum
of 10d6 points of damage. Versions of this spell above third
level exist, the spell's level being determined by the following
additions:

    Cost    Effect
    Free    Different damage type (iceball, steamball, etc.).
     +1     Invocation version (does not expand in confined
            spaces).
     +1     Spell does 1d6+1 or 1d8 damage per level (same maximum
            number of dice).
     +1     Can be reduced to half radius at casting time, which
            adds an additional +1 point per die damage and gives
            -2 on saving throws.
     +2     Spell does a maximum of 15 dice of damage.
     +3     Delayed blast for up to 5 rounds (cannot be used with
            invocation version, since there is no explosion to
            delay).

For instance, a delayed blast fireball that did 1d8 damage per
level would be a 7th-level spell (+1 for damage, +3 for delay).
The material component is a small ball made of bat guano and a
relatively common substance associated with the type of damage
caused by the spell: sulphur for fireball, salt from boiled
water for steamball, etc.


Grasping Hands of Horror (Necromancy)

Range:  10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One arm per level
Saving Throw:  Negates
Author:  The Jade Piper 

This spell causes a number of arms equal to the level of the
wizard to reach out of the ground and grab at the target. The
hands themselves do no damage, but when they pull a victim
under, that victim begins to suffocate.
Victims have to make a saving throw every round they are in the
area of effect and for every extra hand they have a -1 on their
saving throw. In a graveyard or similar corpse-infested area
there is an additional -2 to the saving throw. If a victim fails
its saving throw, it is dragged underground and starts to
suffocate. Others can dig the victim out, mundanely or
magically. He will be found two feet or so under the ground,
paralysed, but quite aware of what happened. A really high-level
wizard could cast this spell and affect many people by giving
five arms to this target, four to that one, and so on.


Grimly's Outstretched Arms (Alteration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  Person touched
Saving Throw:  None
Author:  Joshua Rosenfeld 

This spell allows one person the ability to stretch either or
both of his arms up to 1 foot longer per level of the caster.
The outstretched arms may be lengthened or shortened as often as
desired while the spell is in effect, although they may not be
shortened more than they were to begin with. The person affected
may fight with outstretched arms at -1 to-hit. Thieving
abilities involving the hands may be performed with outstretched
arms, although with a -5% penalty for every 2 feet the arms are
outstretched. If an outstretched arm takes more than 15 points
of slashing damage in one blow, it is severed. This spell can
only be cast once per person while the spell is in effect (that
is, a caster may not cast this spell on the same person twice
before the duration of the first spell is finished, and neither
can another caster). The material component is a bit of gum
Arabic.


Gymlainac's Lightbend (Alteration, Wild Magic)

Range:  0
Components:  V, S
Duration:  1d4 + 1 round per level
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Joseph Delisle 

This wild magic spell bends light waves around the recipient,
creating an effect similar to the 2nd-level spell blur and a
cloak of displacement. The recipient's form is both blurred and
sways (regardless of movement), making him much more difficult
to hit. When the spell is cast, roll 1d4 to determine the Armour
Class and saving throw bonus.
This spell was developed by the wild mage Gymlainac, in an
effort to create a wild magic version of invisibility.


Hang (Alteration)

Range:  0
Components:  V, S
Duration:  3 days
Casting Time:  Special
Area of Effect:  The caster
Saving Throw:  None
Author:  Unknown

By casting this spell, the next spell the wizard casts will be
held (will not take effect) until either the duration ends or
the wizard says a keyword that will set off the spell. The spell
that is held must be third level or lower, and a wizard can only
have one spell hung at any given time. For those spells that
require a direction or a special action (like pointing a finger
for lightning bolt), the wizard will have to say the keyword and
point at that time. It takes 6 seconds for the held spell to go
off (no casting time, just a delay in going off), and the wizard
should be given a bonus of 3 to initiative. When the keyword is
spoken by the wizard, it is only letting go of stored energy.
The wizard still has 80% of his activity left in the round: the
wizard can make one attack or cast one 1st- or 2nd-level spell
late in the round.
The spell to be held must be cast with extreme caution. It will
take twice the casting time and twice the components it would
normally take to cast that spell. If the wizard tries to cast
another spell while another spell is hung, the hung spell will
fizzle.
No material components are needed to cast hang, but those needed
to cast the next spell after are doubled.


Harbald's Fiery Boomerang (Evocation)

Range:  60 yards
Components:  S, M
Duration:  5 rounds + 1 round per two levels
Casting Time:  1
Area of Effect:  3-foot + 1 foot per 5 levels radius
Saving Throw:  Special
Author:  Paul Ferron 

Upon casting this spell, the wizard causes a burning boomerang,
of approximately 2 foot, to appear in his hand. This boomerang
can be thrown on any target the spellcaster desires and explodes
the moment it makes contact. If the target is missed the
boomerang will return to the caster. Once the boomerang reaches
the caster he can try to catch it.
The caster is immune to any fire damage the boomerang causes,
but not to the explosion.
The caster can throw the boomerang over a range up to 60 yards
(60 yards is long range; 40 yards is medium range; 20 yards is
short range). Apply the appropriate to-hit penalties for the
range.
The wizard is able to, mentally, guide the boomerang, for which
the caster receives a +5 bonus on his attack roll. If the wizard
is not proficient with the boomerang, the bonus will negate the
penalty for not being proficient. The target must be in a line
of sight.
If the caster uses the boomerang as a club, it will only do 1d6-
2 damage and the caster will receive a -2 to-hit because the
weapon simply is not designed to be used as a club.
The boomerang inflicts 1d6+1 points of damage when it hits the
target. This damage is bludgeoning damage and not fire damage.
If the wizard misses his target, but still hits the unmodified
Armour Class of the opponent (the Armour Class without the
protection from shield and armour), the opponent will only
receive the fire damage and not the bludgeoning damage.
After the initial hit, the boomerang explodes in an outburst of
fire, delivering another 1d6 fire damage per 3 levels of
experience (up to a maximum of 5D6). The explosion fills an area
of 3-foot radius which is enlarged by another 1 foot for each 5
levels of the caster. Combustible materials are set afire when
they do not save. Creatures in the area of effect also receive
a saving throw versus spell for half damage.
There is no saving throw, because, once hit by the boomerang, it
is impossible to jump out of the area of effect of the
explosion. Magic resistance will negate the fire damage (if
successful checked) but not the bludgeoning damage. As long as
the caster holds the boomerang in his hands, it will not
explode. To catch the boomerang, the wizard must make a
Dexterity check with a penalty of -2 or -3 if the boomerang was
thrown on medium or long range. If the boomerang is caught, the
wizard can throw it again and again, up to 5 rounds +1 round per
two levels of experience (provided he catches the boomerang each
time). He can only throw it once per round with a weapon speed
of 4. The boomerang can only be caught if it didn't hit the
target and returned to the wizard.
There is a chance that someone or something tries to intercept
the boomerang. If this someone or something tries to intercept
the boomerang, roll on the following table:

   D8 Roll  Result
      1     Interceptor becomes target and boomerang explodes:
            roll for damage.
     2-3    Boomerang bounces off the interceptor and falls 1d6
            foot from the interceptor after which it explodes.
            Damage to everyone in the area of effect.
     4-5    Interceptor intercepts and the spell wears off.
            Boomerang vanishes.
     6-7    Interceptor misses the boomerang. Boomerang returns to
            the caster. Roll to catch.
      8     Interceptor manages to get the boomerang off course.
            The wizard must make a Dexterity check with a -4
            penalty (cumulative to range modifier) to catch the
            boomerang.

If the wizard did not catch the boomerang, it will fly randomly
through the area in which it was thrown for 1d4 rounds. The
cater cannot mentally guide the boomerang any more. If the
boomerang was thrown at short range, it flies through an area of
20 yards. Every creature (including the caster) should make a
Dexterity check to avoid the boomerang. The boomerang has no
target any more thus it will explode against the first object or
creature it hits. So that object or creature becomes the target.
If the boomerang reaches the caster after a complete circle
through the area, the caster cannot catch the boomerang any
more, he now has to make a Dexterity check to avoid the
boomerang, just like any other creature.
The material components are a bit of sulphur and a boomerang
worth at least 50 gp.


Heal Frostbite (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  The caster or creature touched
Saving Throw:  None
Author:  Perry Horner 

This minor healing spell heals frostbite and minor amounts of
damage caused by cold, as well as any minor infections caused by
frostbite or cold. The damage healed is 1d4 HP plus 1 point per
2 levels of the caster. Note that the damage must have been
caused by cold, or by weapons such as a frost brand, and that
only the extra damage caused by the cold is healed. The material
component is a clear or white gem worth at least 10 gp.


Heavy Magic Missile (Evocation)

Range:  12 yards + 2 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Max Becherer 

This is the most powerful of the common enhancements of the
magic missile, combining the best of all three classes of
improved magic missile. The wizard is able to call forth one
missile inflicting 2d4+2 points of damage per level, at double
the range of a normal magic missile. A variant which evokes 2
missiles inflicting 1d4+1 exists, but it is rare (5% of copies)
and difficult to control (10% chance of failure per Intelligence
point below 18).


Hobar's Nasty Shards (Invocation/Evocation)

Range:  60 feet + 10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  One creature per 3 levels
Saving Throw:  1/2
Author:  Sol Sukut 

Hobar created this spell for use on creatures immune to fire and
cold. Upon utterance of this spell, metal shards fly from the
casters fingertips to the target doing 10d4 points of damage. An
additional target may be selected for every 3 levels of
experience the caster has (damage done is still 10d4 per
target). Therefore, a 10th-level wizard can hit 3 targets. The
target may save for half damage. Material components are a
porcupine quill and a lodestone. The quills are destroyed during
casting, but the lodestone remains intact.


Hold Spirit (Enchantment/Charm)

Range:  120 yards
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  One to 4 spirits in a 20-foot cube
Saving Throw:  Negates
Author:  Unknown

This spell paralyses creatures which do not come from the plane
they are on, including conjured spirits and spirits possessing
another creature. If the spell is cast at 3 or 4 spirits, each
gets an unmodified saving throw. If two are being enspelled,
they save at -1. If there is a single target, it saves at -3.
Held beings remain aware of events around them and can use
abilities which do not require motion or speech. The material
component for this is a straight piece of cold iron.


Hypnosis (Enchantment/Charm)

Range:  Sight (reciprocal)
Components:  V, S, M
Duration:  24 hours
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Jim Vassilakos 

The victim of this spell must save versus magic or be hypnotized
by the wizard, thus obey all commands of the wizard, except
those that are self-destructive or radically against his
alignment. While under the "unclosed" spell, it will be somewhat
apparent that the victim is under a charm (Intelligence and
Wisdom checks apply), however, the spell may be "closed" by the
wizard until the duration expires. To do this, the wizard may
give the victim a set of instructions to obey under a specific
set of circumstances. Until those circumstances arise, the
victim will act normal not realizing that he is under the spell.
After the spell has elapsed, the victim will have no
recollection of any events while under hypnosis unless the
wizard has instructed him to remember. In this way, the victim's
long-term memory for the hypnosis period can also be programmed.
To effect the hypnosis, the wizard must use a small shiny object
to catch the victim's attention. This object is not consumed in
the casting.


Iceball (Evocation)

Range:  1 yard + 1 yard per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to fireball except that it inflicts cold
damage instead of fire. The material component is a ball of bat
guano and powdered glass.


Ignite Metal (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  4 rounds + 1 round per 2 levels
Casting Time:  5
Area of Effect:  One weapon
Saving Throw:  Special
Author:  Patrick M. Phalen 

By means of this spell the caster is able to ignite a single
metal weapon. The weapon must be either a special constructed
blade of mithril or adamantite or a regular (steel) blade which
has been consecrated in a special rite using a ceremony and
bless spell and holy or unholy water. This confers an additional
2d6 points of damage on a successful hit by the weapon.
Creatures especially vulnerable to fire take an additional 4
points of damage. Conversely, creatures that are normally immune
to non-magical fire suffer 4 HP less. A successful saving throw
versus magical fire halves damage. Note that attacks which hit
the creature, but don't do damage (i.e., didn't penetrate armour
or hit a stoneskinned or similarly protected creature) will do
half or no fire damage depending in the saving throw.
If someone besides the caster wields the weapon, the following
penalties apply:
*  The spell duration is halved
*  The wielder takes 1d6 points of damage per round (save for no
damage)
At the end of the spell's duration, the weapon has to make a
successful saving throw versus magical fire with the following
modifiers or be destroyed:

consecrated steel blade                         0
mithril blade                                  +2
adamantite blade                               +4
consecrated mithril blade                      +6
consecrated adamantite blade                   +8

If the weapon fails this saving throw the caster takes 4d6
points of fire damage (no saving throw).
The material component is a bit of sulphur and oil which is
sprinkled on the blade.


Improved Armour (Conjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3 rounds
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Arrvid Carlson 

This spell is identical to the 1st-level armour, although it
provides its wearer AC 2. The improved armour lasts until
dispelled or until it has received 16 HP + 2 HP per level of the
wizard worth of damage.
Note: The armour does not absorb damage nor is it ordinarily
visible. It will work with a shield (fighter/mages only),
Dexterity bonuses, and other magical protection devices, like
rings of protection and cloaks of protection, although it will
not protect a creature wearing artificial armour. Artificial
armour includes all manufactured armours, but does not include
skin or hides that are a natural part of the creature to be
protected.
The material component is a small piece of finely cured blessed
leather which the wizard must rub all over his body while
casting. Note: the leather is reusable.


Improved Continual Light (Alteration)
Reversible

Range:  60 yards
Components:  V, S
Duration:  Permanent
Casting Time:  3
Area of Effect:  60-foot radius
Saving Throw:  Special
Author:  Brock Neverman 

This spell is similar to continual light (q.v.) except that it
can be controlled to move and can be formed by the wizard into
nearly any shape. The light is stronger than that of the
continual light spell. It can blind easily (with an effective
power of 1/4 power word, blind (q.v.), in duration as well as in
levels or Hit Dice affected). The chance of being permanently
blinded is only 5% - otherwise, the blindness is only temporary.
The light can be aimed as a sort of "flashlight". This spell can
be reversed to improved continual darkness (which will negate
the spell). A continual darkness (the reverse of an ordinary
continual light) will not affect this spell.


Improved Know Alignment (Divination)

Range:  10 feet
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature per level
Saving Throw:  None
Author:  Jim Vassilakos 

This spell enables the wizard to sense the alignments of one
creature per level. Diviners of fourth level and above may sense
the degree of commitment versus flexibility various individuals
hold with respect to these alignments, and a diviner of seventh
level and above may gain insights into recent transgressions and
into the relationship these individuals have with their chosen
deities.


Intelligent Mist (Alteration)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell is an extension of the 2nd-level talking mist spell
and can be "triggered" to appear under certain circumstances.
The spell can summon a Class I type of intelligent mist from the
elemental plane of air. Once it appears, the mist delivers an
introductory message, but doesn't dissipate immediately after
delivery. It can then stay for its duration and converse with
anyone in the area.
The mist is actually a being from the elemental plane of air
(albeit a low powered one). The difference between intelligent
mists and other summoned creatures is that the mists actually
have access to the knowledge of their summoner. This includes 1
language (chosen by the wizard) and information (not spells)
dictated by the casting wizard.
For a detailed description of the different types of intelligent
mists, see the monster description provided with the 5th-level
magic mist. As with the talking mist spell, the material
component is the smoke of a burning piece of paper with the
initial message written on it.
Once the spell duration ceases, the mist returns to the plane of
air, but if the spell is "re-triggered" before this happens, the
same mist is summoned again, with knowledge of previous
encounters.


Iron Mask (Conjuration/Summoning)

Range:  10 yards
Components:  V, S, M
Duration:  8 rounds
Casting Time:  7
Area of Effect:  One person
Saving Throw:  None
Author:  Boudewijn Wayers 

This spell creates a full-face helmet on the subject's head. The
helmet thus created is in all respects a +1 magical helmet, thus
granting the subject all advantages and disadvantages from
wearing such a helmet. For example, a wizard would no longer be
able to cast spells, a psionicist could no longer use his
powers, but both would be protected against called shots against
their head and receive a +1 to their Armour Class.
If the wizard is of at least eleventh level, there is an
additional effect: the helmet has a lock that will lock in the
round following the casting. This can be avoided by removing the
helmet before the lock closes (make a Dexterity check). If the
helmet is not removed before the lock closes, it can only be
removed by a Dispel Magic or similar magic. The helmet will
disappear when the duration expires.
Note that since the target is not himself affected (the helmet
is only created around his head), he receives no saving throw.
The material component for this spell are a piece of leather and
at least two square inches of cast iron.


Jam Radio (Alteration, Divination)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  3
Area of Effect:  100-foot radius sphere
Saving Throw:  None
Author:  Unknown

This spell prevents all magical communication spells of first or
second level from crossing the boundary of its area of effect.


Jamye's Prismatic Snowball (Alteration, Conjuration,
Enchantment)

Range:  0
Components:  V, S, M
Duration:  1 round + 1 round per 3 levels
Casting Time:  3
Area of Effect:  One snowball + one snowball per 3 levels
Saving Throw:  Special
Author:  D.J. McCarthy 

When cast, this spell creates a pile of coloured snowballs at
the wizard's feet. The number of snowballs is equal to the
duration of the spell in rounds - 2 at third level, 3 at sixth
level, 4 at ninth level, etc. The wizard can throw one snowball
per round as if he were proficient in snowball throwing. Other
characters can also throw snowballs, but they will suffer a
non-proficiency penalty for it (unless they have taken a
proficiency in snowballs). The snowball has a range of 30 yards,
plus 10 yards per Strength point of the thrower over 12.
The snowballs do no physical damage when they hit; however, they
have powers that vary with the colour of the snowball according
to the chart below. In order for the snowball's magic to work,
the target must be hit with it (a successful to-hit roll
required). The snowball's power only affects the creature hit,
even if the spell it duplicates has a greater area of effect.
The snowballs are always picked up and thrown in the order
given, starting with red and ending (assuming the wizard is high
enough level) with violet.

Number   Colour   Saving Throw vs.     Effect
   1     Red          Spell            Charm Person
   2     Orange       Spell            Faerie Fire
   3     Yellow       Poison           Taunt*
   4     Green     Paralysation        Spook
   5     Blue      Paralysation        Glitterdust
   6     Indigo       Spell            Bind
   7     Violet       Wand             Tasha's Uncontrollable
                                       Hideous Laughter

The material component for the spell is a small rainbow-coloured
marble.
* If the yellow snowball hits on an unmodified die roll of 20,
the victim has been hit in the face and has eaten some of the
snow. It must then make an additional saving throw versus poison
at a -4 or be violently ill (no attacks, Armour Class worsens by
4) for a number of hours equal to the wizard's level.


Janx' Binding (Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Object touched
Saving Throw:  Negates
Author:  Ken Forslund (Janx Jelantru)


This spell is used to attach artificial limbs to their
recipients. The spell is permanent, as it is magically fused to
the body. It can only be removed if specifically dispelled or
the recipient wills his limb to fall off. The spell must be
recast to reattach the limb. The material component of this
spell is a small ball of pitch or honey.


Kaldane's Instant Burden (Enchantment/Charm)

Range:  30 yards
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  One person per 2 levels
Saving Throw:  Negates
Author:  Joshua Rosenfeld 

The victims of this spell will instantly feel twice the load
that they thought they were carrying, slowing their movement and
increasing encumbrance. If a character is suddenly burdened with
one and a half their maximum encumbrance, there is a 50% chance
that damage will be taken. Damage incurred is 1d6 per 50 pounds
above the maximum. If a character is suddenly burdened with
twice maximum encumbrance, damage will automatically be taken,
with a 30% chance of causing a permanent limp or back injury.
The material component is a piece of lead.


Kaldane's Instant Fatigue (Enchantment/Charm)

Range:  20 yards
Components:  V, S, M
Duration:  Special
Casting Time:  2
Area of Effect:  1d3 creatures per 4 levels
Saving Throw:  Special
Author:  Joshua Rosenfeld 

Similar to Kaldane's other spells, the victims of this spell
must be within 30 feet of each other. For every four levels of
the caster, 1d3 creatures can be affected. Each victim is
allowed a Constitution check with a -4 penalty to try to negate
the effects. This roll is further modified by a +1 bonus for
every four levels of the victim (thus, a 9th-level fighter with
a 16 Constitution would have to roll a 14 or lower to negate the
spell). The result of the spell is that the victim suffers
immediate fatigue, as described in the Wilderness Survival Guide
(q.v.). This means a loss of 2 points in every ability score,
along with any bonuses gained by a higher score (to-hit and
damage adjustments for Strength, bonus spells for Wisdom, bonus
hit points for Constitution, etc.); plus a further -2 on all
attack rolls (to-hit and damage). Note that these effects are
temporary. After one hour of rest the victim is allowed another
Constitution check (with no modifiers, using his lowered score).
If the check is successful, then the fatigue has worn off, and
all ability scores are again back to normal; otherwise, the
fatigue lasts for another hour, at which point another check is
made. If a fatigued character continues to do strenuous
activity, he must make a Constitution check once every turn or
become exhausted. The instant fatigue won't last longer than
three hours. The material component of this spell is sweat from
some human or humanoid being (excluding that of the caster).


Kaldane's Peaceful Rest (Enchantment/Charm)
Reversible

Range:  10 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  One person per level
Saving Throw:  None
Author:  Joshua Rosenfeld 

This spell allows any type of rest to be more beneficial. Those
affected can rest or sleep for an amount of time, and when the
time is over, for all purposes, it will seem as though they have
rested for three times the amount that they really did. For
example, someone under the influence of Kaldane's peaceful rest
can sleep for 2 hours, and when he awakes, it will seem as if 6
hours of rest have passed. Hit points cannot be gained faster,
but spell casters can benefit by sleeping shorter amounts of
time than it normally takes before new spells can be memorised.
Likewise, the effects of fatigue and exhaustion will wear off
faster. The material components of this spell are a feather from
a duck and a live cricket.
The reverse of this spell, Kaldane's turbulent rest, makes it so
that any amount of rest will not be beneficial (that is, spells
cannot be memorised after such a turbulent night's sleep).
Victims are allowed a saving throw, and the spell only affects
the next night's sleep (provided the victims fall asleep within
6 hours) or the next period of rest (provided it occurs within
the next 6 hours). The material component for the reverse is a
pea.


Kalim's Staff Swinger (Alteration)

Range:  3 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  The caster's staff
Saving Throw:  None
Author:  Sam Goutsmit 

With this spell, the caster enchants his own quarterstaff into
a special "throwing staff". He can then swing it over his head
and hurl it at his opponents at great speed. The staff is
considered magical (+1) to determine what can be hit. The
quarterstaff strikes with a THAC0 equal to that of a fighter of
equal level (plus any Strength bonuses and magical bonuses). So,
a +1 staff enchanted by a 5th-level wizard with normal Strength
would strike at THAC0 15, damage done is 2d6 + 1d6 per 2 levels
over 3rd (3d6 at 5th; 4d6 at 7th; and a maximum of 5d6 at 9th).
When the staff hits something, or when it would leave the
spell's range, it returns in the direction of the caster. The
wizard then has to make a Dexterity check with a bonus of 2, to
avoid dropping the staff and losing a full round recovering it.
This staff-hurling is strenuous business, and the wizard can
only do it for (Constitution DIV 3) rounds. After that, he
cannot engage in any too strenuous activity (no spellcasting,
nor combat; movement is halved) for 1d4 rounds. Also, at the end
of the duration, the staff disappears, since it is the material
component of the spell.
This spell was developed by the Perendor Kalim, a well-known
Transmuter, who lives in the Waterdeep area (Forgotten Realms).
He is still adventuring and has been known to work on a new,
defensive, spell, something that involved air shields.


Kallum's Cold Frost (Evocation)

Range:  100 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  30-yard radius sphere
Saving Throw:  1/2
Author:  Paul D. Walker 

This spell creates a ball of extreme cold and sharp ice
particles which expands outward from its detonation point. All
creatures in the area of effect will take 1d6 points of damage
per level of the wizard from the cold (save versus spell for
half damage). All objects in the area of effect will be frozen,
and a layer of frost will cover the surface of everything in the
area of effect. If a creature fails its saving throw then all of
his items must make a saving throw versus frost or be destroyed
by the extreme cold.
Because of the sharp particles of ice created in the detonation,
the explosion will still cause damage to those who are immune to
cold. If a creature is immune to cold, then the damage will be
1d2 points of damage per level of the wizard with a saving throw
for half as normal.
The spell does structural damage to wooden structures as does
the fireball spell. Otherwise, this spell is the same in all
respects as fireball.
The material components for this spell is a handful of glass
crystals or any kind of crystals which is thrown in the
direction that the wizard wishes the Iceball to go.


Karthas' Vest (Invocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Kurki Risto 

The shimmering field of force that is created by this spell will
act as an armour for the spellcaster. It appears as a
transparent shirt worn by the caster and seems to be radiating
some light. It gives that recipient an Armour Class of 0 against
all physical attacks, from all directions. In addition, it gives
a bonus of +2 to saving throws against spells and breath weapons
during the duration of the spell. The material component of this
spell is a 10x10 inch piece of fine silk.


Kevin's Holy Rain (Invocation)

Range:  20 yards
Components:  S, M
Duration:  1 round per level
Casting Time:  Special
Area of Effect:  3-foot diameter per level
Saving Throw:  Special
Author:  Paul Ferron 

This spell creates a small cyclone that moves from the wizard's
finger and grows into a billowing white cloud from which a
steady downpour of holy water falls.
The cloud can be directed and controlled as long as the wizard
concentrates on the spell. The cloud can move with MV 6. Undead
creatures suffer 1d6+1 points of damage per round that they are
in contact with the rain. Intelligent undead may save versus
breath weapon for half damage.
If the saving throw is successful, it means the undead has
managed to avoid some of the rain. The cloud's area of effect
grows bigger as the wizard advances in levels, up to a maximum
of 30-foot diameter. As the area of effect grows bigger, the
casting time gets longer: 1 per 2 levels with a maximum of 5.
The rain from the cloud keeps falling for one round per level up
to 10 rounds at most. The wizard can stop the rain at any time
by ceasing to concentrate on the cloud. The cloud can be moved
by any wind with a force up to 30 miles per hour; if the force
exceeds this limit the cloud disperses.
The rain remains holy only long enough to do damage; after it
has made contact with any other matter, it becomes ordinary
water.
The material components for this spell are a drop of holy water
and a hair from a priest of any good alignment.


Kiri's Force Bolts (Evocation)

Range:  20 feet + 10 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  One person or object
Saving Throw:  Negates
Author:  David Kelk 

This spell empowers the caster with the ability to throw
powerful bolts from his hands at a rate of up to 3 per round.
The maximum number that can be thrown is equal to the caster's
level divided by 2. Any not used when the spell ends are wasted.
The number of bolts thrown in one round must be declared before
initiative is rolled. If none are thrown in a round, the caster
may weave another spell without losing this one.
The bolts have an initiative modifier of 2. The wizard must roll
to-hit for each missile - hits with this spell are not automatic
(Dexterity bonus applies). If the bolt hits, the target (if
human size or smaller) must make a saving throw versus
paralysation or be knocked over by the force of the spell.
Called shots can be made with this spell, knocking items out of
people's hands for example. The saving throw versus paralysation
remains unchanged but the target may not necessarily be knocked
over also.
The material components are a number of gold rods, 6cm long,
worth at least 30 gp each.


Kiri's Giant Strength (Alteration)

Range:  0
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  1 round
Area of Effect:  Person touched
Saving Throw:  None
Author:  David Kelk 

The person this spell is cast upon gains superhuman (giant)
Strength for the duration of the spell. The new Strength score
is 18 plus the level of the caster divided by 3.
The material component is giant hair or sinew from the giant
type which strength is to be gained by the spell.


Kiri's Guardian Sigil (Evocation)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  One object touched or 10 square feet per
level
Saving Throw:  None
Author:  David Kelk 

This spell is in many ways similar to sepia snake sigil in the
Unearthed Arcana in that it traps people in a shimmering field
of force. The spell can be cast upon an item or upon an area of
up to 10 square feet per level. When casting the spell, the
caster must specify the conditions that will set the spell off.
Examples of possible conditions are for example: "anyone who
touches my spell books besides me", or "anyone who walks on my
welcome mat without first saying arador".
One person per level can be named in the casting of the spell.
When the spell is discharged, the target is trapped in suspended
animation inside a impenetrable field of force. There is no
saving throw against this spell. The only way to remove the
field is to dispel it (against the caster's level), or wish it
away.


Kiri's Mystical Coat of Armour (Abjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Person touched
Saving Throw:  None
Author:  David Kelk 

This spell creates a shimmering field of force that completely
surrounds the recipient and all of his equipment. The magical
armour absorbs 2 points of damage per level of the caster. The
spell protects against physical and elemental attacks but not
against falling damage, gas, or mental attacks.
The field offers other benefits:
*  Immunity to vorpal, sharpness, or assassination attacks if the
field still stands after the attack.
*  No need to save for items against breath weapon or the like, if
the field still stands.
*  Pick pockets, poisoned attacks, and touch spells will have no
effect with the field in effect.
These benefits and others like it exist due to the fact that the
body cannot be reached until the field is destroyed.
The material component for this spell is a gilded piece of full
plate armour of no less than 1000 gp value.


Kiri's Mystical Screen (Abjuration)

Range:  0
Components:  V, S
Duration:  3 turns per level
Casting Time:  3
Area of Effect:  Person touched
Saving Throw:  None
Author:  David Kelk 

When this spell is cast, the recipient is surrounded by a grey,
repulser like field. The effects of this field is a bonus of 1
to the person's Armour Class per 2 levels of the caster and 1 to
the person's saving throws per 3 levels of the caster.


Kiss of Intoxication (Enchantment/Charm)

Range:  0
Components:  S
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  Person touched
Saving Throw:  None
Author:  A.C. 

This spell causes the victim to become completely drunk. He
enters a state of great intoxication.


Kiss of Slavery (Enchantment/Charm)

Range:  0
Components:  S
Duration:  Special
Casting Time:  1
Area of Effect:  Person touched
Saving Throw:  None
Author:  John Daniel 

When a wizard casts this spell, he must kiss the intended victim
and the victim must be able to receive a kiss (cannot be in
combat). This is actually a charm person without saving throw.
Checks to break such a charm are made after twice the normal
duration. The victim of this spell will obey any order
unquestioningly.


Klaus' Katastrophic Kustard Kascade (Conjuration)

Range:  30 yards + 5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  1-foot per level radius, 5 feet high cylinder
Saving Throw:  Special
Author:  Iain Clarke 

With this spell a portal to the prime custard plane is briefly
opened, causing a cylindrical volume of custard, 5 feet deep, to
fall onto the targets. At the time of casting the wizard must
specify at what location the portal will open. Anyone caught in
the cascade takes 1d3 damage per 10 yards the custard falls, and
suffers the blinding effects of Klaus' krazy kustard pie. The
targets must make a saving throw versus spell to protect
themselves for half damage and prevent being blinded. Each 10
yards above the targets that the portal appears adds +1 to the
saving throw roll, and if the modified roll is a 20 or higher,
they escape entirely. Anyone in the custard has their movement
rate divided by 4 for the first round and 2 for the next three,
assuming the custard is free to flow away. The material
component is a pinch of custard powder (dried milk and eggs)
thrown in the air. It must be completely dry.


Klaus' Killer Kustard Koypu (Alteration)

Range:  15 yards
Components:  V, S, M
Duration:  4 rounds + 1 round per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Negates
Author:  Iain Clarke 

This spell requires enough custard - which need not be fresh -
to fill a small bowl. The custard is expanded into 2d6+1 per
level custard-coloured coypu (large beaver-like South American
rodents). They will rapidly attach themselves to the nearest
humanoids (within 5 yards if possible, but probably only up to
3 coypu per person) and mill inquisitively around them wherever
they go saying "Nyip!" repeatedly in a most annoying fashion.
Victims who fail to save versus spell attack the coypu in
preference to the real targets, unless the real targets are
attacking them as well. Spellcasters who fail an Intelligence
roll are distracted. Coypu harassing a person will impede them,
reducing their movement rate by 3 per coypu. If they try to move
faster there is a 30% chance per round (for a medium-sized
creature) of tripping over a coypu, 15% for large and small
creatures. If any coypu are attacked, harmed or have someone
trip over them, all coypu attached to the person in question
will promptly become slavering killer coypu and attack them
until slain or the spell expires. They have 1 HD, AC 8 and a
THAC0 of 18 with one bite attack for 1d4 points of damage. When
the spell expires, they dissolve into gooey custard.


Klaus' Kontagious Kustard Kough (Necromancy)

Range:  Special
Components:  V, S, M
Duration:  1 day
Casting Time:  2 hours
Area of Effect:  Special
Saving Throw:  Negates
Author:  Iain Clarke 

When this spell is cast on a small amount of custard or custard
powder, it becomes infected with a mildly contagious cough
capable of affecting one humanoid (not the spellcaster) on
contact within the spell's duration. The custard can be
delivered by any means including using it as the material
component for another kustard-type spell. The victim must save
versus poison (at +2 if none of the custard is at all ingested)
to resist the effects. The illness causes frequent but mild
coughing fits which expel small amounts of custard instead of
phlegm. Humanoids near the victim must also save at +2 when
coughing is going on. Anyone who saves is immune to that
particular casting of the spell. The illness has a short
duration of only 6d8 hours and an incubation period of 1 hour.
Every round there is a 50% chance that a victim will be
affected, unable to cast spells and with a -4 penalty to-hit.
The material component is a bit of rotten custard.


Klaus' Kreeping Korroding Kustard (Alteration)

Range:  2 feet per level
Components:  V, S, M
Duration:  10 rounds
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  1/2
Author:  Iain Clarke 

From a small dollop of custard (the material component of this
spell), this spell creates a mobile blob of corrosive,
slow-moving custard about two feet in diameter. It can change
its form and move at a speed of 4. It has 5 HD, AC 8 and a THAC0
of 16, and corrodes things it comes into contact with (see
Puddings, Deadly for other general details). This effect is weak
and will not take effect until the end of the round after
contact. The affected area will smoke (if metal), sting (if
skin), etc., giving warning and time to try and remove the
remaining custard. Damage to creatures is 2d6, halved by a
successful saving throw versus acid. The blob is unlikely to
destroy a heavy obstacle such as a thick metal door or stone
slab during the spell's duration. The blob is controlled by the
caster, but does not need to be actively concentrated on to
continue with its tasks and can be instructed during the round
of casting. After the spell expires, the custard reverts to a
normal dollop.


Klaus' Kustard Kounteracting Kloak (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  Cloak touched
Saving Throw:  None
Author:  Iain Clarke 

When this spell is cast on a cloak, then that cloak cannot be
affected by custard (magical or non-magical) except that
resulting from spells of fourth level and above, and will move
to protect its wearer. For example, if a large amount of custard
lands on the wearer's head, the hood (if down) will lift up and
the custard will run off. None of the effects will penetrate to
the protected person. If necessary, the cloak can totally seal
up over the wearer's face to prevent them being drowned by
custard or blinded by a pie. It is advisable to use a hooded
cloak with this spell. The cloak turns custard-coloured for the
duration and returns to normal afterwards. The material
component for this spell is a miniature umbrella.


Know the Size of the Hidden (Divination)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  3 rounds
Area of Effect:  Substance touched
Saving Throw:  None
Author:  Keith Taylor 

Occasionally, when one comes across a partially buried object or
a deposit of some substance, it would be beneficial to know the
general size and shape of the thing. When a wizard casts this
and touches a continuous substance or artifact, he obtains a
clear idea of the thing's size and shape. Continuous mineral
deposits, buried buildings, continuous wall systems, and other
such objects of uniform make or substance can be subjects for
this spell. Their extent is revealed to the wizard instantly,
but if the sheer size of the object is greater than 2 miles per
level along any axis, or if the object is extradimensionally
active, then the casting wizard must save versus paralysation or
fall unconscious for 1d10 rounds, after which their idea of its
extent can be summed up as "pretty darn big!".


Kuglan's Key Warden (Conjuration/Summoning)

Range:  40 feet
Components:  V, S, M
Duration:  1 turn + 2 rounds per level
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  Kuglan

Kuglan's key warden is usable only by conjurer specialist
wizards. It enables the conjurer to summon a seven-foot tall,
shadowy humanoid - known only as a key warden or key master. The
key warden (HD 4+4, AC 2, Strength 18/51, 1 AT, damage 1d6+3,
THAC0 14) will fight only to defend itself. The creature, whose
essence comes from the plane of shadow, wears a belt pouch
(under its dark cloak) containing duplicates of all of the keys
the wizard has seen, at a maximum distance of 20 feet, or
touched within the last one day per level of the wizard.
The warden is summoned to assist in opening doors, chests, and
other locked objects. The conjurer may command it to unlock or
open doors (etc.), within spell range, by employing either the
keys or its strength. If none of the keys unlocks the object,
the Warden, which never speaks, will bow to the wizard and wait
for the conjurer's command to forcibly open the portal or
object. If the conjurer so bids the warden, it will attempt to
break down or break open the door or object, employing its
strength (Open Doors: 13 in 20, 25% Bend Bars/Lift Gates).
The key warden's body and keys vanish if the creature is slain;
the Warden and its keys vanish at the end of the spell's
duration, otherwise. The key warden will not give the keys to
anyone, including the wizard, and, if someone is somehow able to
steal any keys, the stolen keys will immediately vanish. The
warden may be commanded to unlock or open as many doors and
objects as the conjurer desires, within the spell's range and
duration - taking one round per opening. The warden will only
respond to commands by the wizard that involve unlocking or
opening.
Material components for the spell are five keys: one of gold,
one of silver, one of iron, one of brass, and one of mithril.
The components are not consumed by the casting, and may be used
again.
This source of this spell is the Kuglan Shadowgate of Melvaunt,
an industrious mid-level conjurer who enjoys good relations with
the Zhentarim.


Lava Bolt (Conjuration/Summoning, Elemental (Earth, Fire))

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous (see below)
Casting Time:  3
Area of Effect:  One creature or object
Saving Throw:  None
Author:  Nathan Sugioka 

This spell conjures a bolt of molten lava which the caster may
throw as if he were a fighter of equal level (Dexterity bonuses
apply). If it hits a creature, it takes 3d6 impact damage plus
3d6 fire damage; unless the lava is somehow removed, the target
will take another 3d6 each round, for 1 round for every 3 levels
beyond fifth of the caster (1 extra round at eighth, 2 extra at
eleventh, etc.). The material component is a piece (at least 2
ounces) of pumice, volcanic glass, or other lava-based rock.


Leap (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 turn per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  August Neverman 

When this spell is cast the individual is empowered with the
ability to leap. The distance the individual is able to leap is
a total of 20 feet per level forward, backward or straight up.
A number of jumps up to the level of the wizard can be made.
Also, at the end of the leap, the individual will always land
without taking falling damage. Leaps must be completed within 1
turn plus 1 turn per level after the spell is cast.
An example: given a 7th-level wizard, the individual affected
can jump up to a total of 140 feet in up to a total of seven
jumps, i.e., seven times a 20 feet jump.
The material components for this spell are the legs of a
grasshopper or of a frog.


Legolath's Weird Wildball (Invocation/Evocation, Wild Magic)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Tim Larson 

Legolath's weird wildball is identical to a fireball in all
respects, except that the elemental type it is based on is
different with each casting. Those creatures that are
particularly susceptible to the various elemental types take
double damage; normal damage if they make their saving throw -
those that are particularly resistant take half damage, none if
the saving throw is successful (unless the monster description
suggests another method for handling attacks like this). Roll on
the following table for elemental type. Remember to roll for a
wild surge besides any strange effects that may happen due to
this spell.
For the wildball's results, roll on the following table:

  D20 Roll  Wildball Result
      1     Fire.
      2     Magma (use only half the # of dice, but the magma
            sticks: each round it does one less die of damage
            until it is at 0) - this is nasty versus things that
            don't like fire or heat, taking an extra hit point of
            damage each round.
      3     Earth (-1 to all dice of damage, but it also knocks
            the victim prone: must spend next round getting up and
            re-oriented) - nasty versus air elemental creatures.
      4     Ooze (victim cannot breathe normally the next round,
            not harmful but prevents spellcasting that requires
            verbal components) - only particularly nasty versus
            breathing creatures (this is not a double damage case.
            Like many of the others this will generally only
            affect creatures that breathe but does not do double
            damage).
      5     Water (use only half the number of dice, the victim is
            drenched afterwards if he fails his saving throw:
            watch those paper items) - again, only particularly
            nasty versus breathing or fire-based creatures
            (imagine casting it at people in a pit and getting
            this) - this is a double damage case, versus fire.
      6     Ice (normal damage, but of course the specifics will
            differ) - nasty versus things that don't like cold.
      7     Air (use only half the number of dice, victim is
            knocked prone and must spend next round getting up and
            re-oriented) - nasty versus earth elemental creatures.
      8     Smoke (no damage, but it is hard to breathe: -2 to
            attack and damage, spells with verbal components have
            30% chance to fail - the smoke stays in the area like
            a stinking cloud, 1 round per level) - only nasty
            versus breathing creatures, really.
      9     Radiance (not as hot as fire, it does only 1 point of
            damage per level of the caster - those that save are
            outlined as by a faerie fire, those that do not are
            blinded as by a light spell) - nasty versus sighted
            creatures.
     10     Ash (not as hot as fire, it does only 1 point of
            damage per level of the caster - same affect as smoke
            otherwise but only for that round and the next - the
            ash falls off) - nasty versus breathing creatures
            (fire elementals take normal damage as their very
            fabric is weakened by exposure to this, 1% chance per
            5 levels of the caster that the elemental will be
            drained 1 HD).
     11     Minerals (normal damage, all metallic weapons and
            armour are raised by +1 for 1 turn by the temporary
            exposure to the pure element).
     12     Dust (does only 1 point of damage per caster level,
            all metallic weapons and armour are drained by -1 for
            1 turn by the temporary exposure to this plane, also
            affects as smoke for the remainder of this round) -
            nasty versus breathing creatures (earth elementals
            take normal damage, as their very fabric is weakened
            by exposure to this, 1% chance per 5 levels of the
            caster that the elemental will be drained 1 HD).
     13     Steam (-1 to all dice of damage, the victim is
            drenched afterwards if he fails his saving throw, but
            in this case the residual heat makes it evaporate
            quick).
     14     Salt (use only half the number of dice, all liquid
            items on the victim must save whether he does or not
            or be dried up) - nasty versus water-based and moist
            creatures (especially amphibians) (water elementals
            take normal damage as their very fabric is weakened by
            exposure to this, 1% chance per 5 levels of the caster
            that the elemental will be drained 1 HD).
     15     Lightning (does normal damage).
     16     Vacuum (does half damage) - nasty versus breathing
            creatures, others still take damage because of the
            slap when the air rushes back in (air elementals take
            normal damage as their very fabric is weakened by
            exposure to this, 1% chance per 5 levels of the caster
            that the elemental will be drained 1 HD).
     17     Positive Energy (heals the amount of damage rolled) -
            hit points can go to up to twice the maximum
            (temporary gain, 1 turn, damage comes from these hit
            points first), but if the victim exceeds this he
            explodes.
     18     Negative Energy (does double damage to all but undead,
            save for only "normal" damage) - if victim is slain by
            this he turns into a free-willed ju-ju zombie with
            3+12 HD.
     19     Roll again ignoring 19's and 20's - the spell effect
            takes a 10-foot radius (not 20-foot) on victim and
            caster - both suffer only half damage.
     20     Spell affects random person (if cast on a person) or
            object (if cast on an object) within 50 yards of the
            caster (roll again to determine exactly what kind it
            is, ignoring 19's and 20's).

The material component is a wonderstone (a stone of many colours
all mixed together, probably sedimentary, and not really all
that wonderful).


Leomund's Tiny Brothel (Alteration)

Range:  0
Components:  V, S, M
Duration:  5 hours + 1 hour per level
Casting Time:  3
Area of Effect:  15-foot diameter sphere
Saving Throw:  None
Author:  The Carnal Knowledge Guide  and Lonadar the Wanderer


When this spell is cast, the wizard creates an unmoving, opaque,
soundproof field of any desired colour around his person. Up to
7 other man-sized creatures can fit into the field with its
creator, and these can freely pass into and out of the brothel
without harming it, but if the spellcaster removes himself from
it, the spell dissipate.
The temperature inside the hut is a cool 60 degrees F, if the
exterior temperature is between 0 degrees F and 100 degrees F.
An exterior temperature below 0 degrees F and above 100 degrees
F lowers or raises, respectively, the interior temperature on a
1-for-1 basis. The tiny brothel also provides protection against
the elements, such as rain, dust, sandstorms, and the like. The
hut can withstand any wind of less than hurricane force without
being harmed, but wind force greater than that destroys it.
The interior of the hut is a hemisphere; the spellcaster can
illuminate it dimly upon command, or extinguish the light as
desired. The floor of the hut is soft and springy. Nice big
cushy pillows are also in the brothel. The spellcaster can cause
the brothel play soft romantic music upon command. Note that
although the force field is opaque from the outside, it is
transparent from within. Missiles, weapons, and most spell
effects can pass through the hut without affecting it, although
the occupants cannot be seen from outside the hut. The hut can
be dispelled.
The material component for this spell is a small crystal bead
that shatters when the spell duration expires or the brothel is
dispelled, the hair of a prostitute, and a feather (duck
feathers work best).


Leomund's Tiny Tavern (Alteration)

Range:  0
Components:  V, S, M
Duration:  5 hours + 1 hour per level
Casting Time:  3
Area of Effect:  One 20-foot diameter sphere
Saving Throw:  None
Author:  The Net Alcohol Guide Creator 

A spell similar to Leomund's tiny hut, this spell was probably
not made by Leomund. Speculation gives credit to one of
Leomund's apprentices. In any case, this is a weaker spell but
with extra niceties. Another strange relative to this spell is
its sister spell Leomund's tiny brothel (definitely not from
Leomund, thus adding evidence to the originals of these copies).
When this spell is cast, the wizard creates an unmoving, opaque,
soundproof sphere of force of any desired colour around his
person. Up to 6 other mansized creatures can fit into the field
with its creator, and they can freely pass into and out of the
tavern without harming it. If the spellcaster removes himself
from it, the spell dissipates.
The temperature inside the tavern is a cool 60 degrees F, if the
exterior temperature is between 0 degrees F and 100 degrees F.
An exterior temperature below 0 degrees F and above 100 degrees
F respectively lowers or raises, the interior temperature on a
1 degree for 1 degree basis. The tiny tavern also provides
protection against the elements, such as rain, dust, sandstorms,
and the like. The tavern can withstand any wind of less than
hurricane force without being harmed, but wind forces greater
than that destroy it.
The interior of the tavern is a hemisphere; the spellcaster can
illuminate it dimly upon command, or extinguish the light as
desired. A sturdy wooden table and seven chairs sit in the
centre of the tavern. On the table are three bowls. One contains
pretzels, one contains potato chips, and one contains peanuts.
The bowls magically fill themselves with the snacks. Alongside
the table is a chest filled with a neverending supply of ice and
bottles of alcohol. The type of alcohol is dependent of the
wizard's wishes. Each bottle may contain a different type of
alcohol but no alcohol may be better than normal in quality. An
illusion of a lovely, big-breasted, blonde wench and a handsome
young gigolo will mingle around the tavern and serve the
occupants' needs.
Note that although the force field is opaque from the outside,
it is transparent from within. Missiles, weapons, and most spell
effects will pass through the tavern without affecting it and
its occupants, although the occupants cannot be seen from
outside the tavern. The tavern can be dispelled.
The material component for this spell is a small crystal bead
that shatters when the spell duration expires or the tavern is
dispelled, a glass bottle, and an oak stick (at least one foot
long).


Lesser Wildfire I (Invocation/Evocation, Wild Magic)

Range:  0
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One spell
Saving Throw:  None
Author:  Peter Gourlay 

Lesser wildfire I allows the wizard to duplicate the effects of
any one 1st-level wizard spell. The wizard does not need to know
the spell being duplicated, but must have a general knowledge of
the spell   and its effects. Any saving throws versus the
spell's effects are made at a +1.


Life Transfer (Necromancy)

Range:  0
Components:  V, S, M
Duration:  3 turns + 1 turn per level
Casting Time:  1 turn
Area of Effect:  1-yard per level radius
Saving Throw:  None
Author:  Matthew Charlap 

By use of this spell, the preserver drains the life force of
plants in the area of effect to one third of their full life
force. Thus, plants will weaken, but they will regain their
strength in a relatively short time. This energy is then stored
in the preserver that has cast the spell, and can be used to
revitalize a section of defiled soil of an area one ninth the
size of the area of effect. The energy can be stored for 3 turns
plus one turn per level of the wizard, during which period he
cannot cast any other spells.
The material component for this spell is a drop of water. This
spell can - of course - only be cast by a preserver.


Lohocla's Aqua Vitae (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  9
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Reid Bluebaugh 

The great magic of healing is not limited to those medic priests
that roam with adventuring parties. Lohocla bestows the art of
healing to wizards through this spell.
Known to some as the water of life, this spell's healing powers
begin once the wizard anoints the injured person with alcohol.
The alcohol may be of any type (beer, wine, liquor, etc.) but
must be a minimum of 100 years old (created at least a century
ago). When anointing the injured person, the wizard must have
physical contact with the victim (touch him).
After the spell is cast, it causes 1d8 + 1 per level points of
damage to the creature's body to be healed. This healing cannot
affect creatures without corporeal bodies, nor can it cure
wounds of creatures not living or of extraplanar origin. Curing
is permanent only in so far as the creature does not sustain
further damage; caused wounds will heal - or can be cured - just
as any normal injury.
This spell, along with permanency and a few other enchantments,
can be used to make a healing potion. Unlike the priest's
healing potions, this wizard's potion has the taste and effects
of wine. An exciting concept indeed.


Lohocla's Fire Flow (Alteration)

Range:  Special
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Reid Bluebaugh 

After the wizard casts this spell, a stream of flaming alcohol
shoots out in a straight line from his clenched fist. The wizard
can move the stream 90 degrees per round. Thus given 4 rounds,
the wizard can cover 360 degrees, thus engulfing his
surroundings.
The amount of flaming alcohol is dependent of the wizard's
level. A 5th-level wizard casts a stream: a 5-foot long stream,
at a rate of 5 gallon per round. A 7th-level wizard casts a
fountain: a 10-foot long stream, at a rate 10 gallons per round.
A 9th-level wizard casts a geyser: a 20-foot long stream, at a
rate 25 gallons per round. A wizard has the option of producing
a less potent flow. For example, a 9th-level wizard is able to
cast a geyser but may opt to cast a fountain or stream.
When any creature comes in contact with the burning alcohol, it
suffers 1d4 points of damage, plus 1 point of damage for each
level of experience of the wizard. The liquid will remain for
the duration of the spell doing 2 points of damage each round.
Flammable materials touched by the liquid burn. Things burning
can be extinguished in the next round after the spell ends if no
other action is taken. "Stop, Drop, and Roll".
The wizard's movement is quartered for the duration of the
spell. Also, he may not perform any other actions except aiming
the flow. The wizard may not stop the flow of the flaming
alcohol, only the ending of the spell will do this.
The material components of the spell are a bar of lye soap, a
pint of pure alcohol, and a flame from any source.


Lohocla's Tipsy Turvey Teleport (Alteration, Wild Magic)

Range:  10 feet per level
Components:  V
Duration:  Special
Casting Time:  2
Area of Effect:  Special
Saving Throw:  Special
Author:  Reid Bluebaugh 

Lohocla wanted to help wizards escape from dire situations or
get rid of their enemies very quickly. Unfortunately, the spell
tries to do both which lends itself to chaos and tends to
accomplish the wrong solution. The disorder of this spell
presents itself in many ways, as most of Lohocla's spells do.
This spell isn't the most powerful spell (although it may seem
so), mainly because it has a big chance of backfiring. It might
get the wizard and his comrades out of trouble, but it could
give them some new problems.
When this spell is used, the wizard is able to teleport a
maximum weight of 250 pounds, plus additional 150 pounds for
each level of experience above tenth (a 13th-level wizard can
teleport up to 700 pounds), to a randomly selected place. If the
optional saving throw is successful, the wizard and any comrades
are teleported instead as long as everybody's weight is under
the maximum weight able to be teleported. It is the DM's
decision who gets teleported with the wizard if not everybody
can be teleported because of the weight restriction.
Roll on the table below to see where the victims are teleported.
The information is provided to assist DMs in a running a clever
and humorous scenario. The places presented here are ideas and
suggestions from fiction and non-fiction of the past, present,
and future. The DM should feel to modify the locations as he
sees fit to better suit his knowledge (some suggestions are give
in the description).
The duration of the spell is 1d30 hours + 2d30 minutes + 2d30
seconds + 1 hour per level. DMs may opt to decide the duration
based on his plans for the characters in the strange locations.
DMs are encouraged to make these encounters exciting and unique.
If the DM thrusts the characters into an exciting plot in a
bizarre environment, then the DM should not be constrained by
the spell's duration. The spell is intended to add thrills to a
PC's adventuring career and a little fun for the DM's hard work.

Table A: Locations (1d20).

   1.Dodge City Saloon in Dodge City, Kansas (1874, real world). The
characters find themselves just outside the swinging doors of an
old west saloon in Dodge City, or an old west city the DM likes.
Great scenarios exist in the root-and-tooted wild west.
Hopefully, the character's arrival will stir up a lot of trouble
with the outlaws, sheriffs, and other interesting folks. The DM
is referred to the Complete Guide to AD&D Technology and the
Boot Hill roleplaying game to assist in handling old west
situations.
   2.Miriam's Place in Nepal (1936, Raiders of the Lost Ark).
Miriam's Place is a dive nestled deep in the cold mountains of
Nepal. Miriam, inherited it from her father Abner, an
archaeologist. The adventurers can appear in the establishment
before Indiana Jones or the Nazis show up OR any time the DM
wishes. Hopefully, the characters will tag along with Indiana
Jones as he searches for the Ark of the Covenant (treat as a
powerful artifact). If DMs want to allow characters to adventure
with Indiana, then he should watch the movie and take some
serious notes. It will be worth it, even though the players have
probably seen the movie. DMs may want Indiana to go back to the
characters' world as an exciting NPC or new PC.
   3.Rosie's Bar or The Officer's Club at MASH 4077 in Korea (1950-
1953, MASH television show). The characters find themselves in
one of the local bars of the MASH 4077. The DM can put them in
any time with the old or new cast. Many exciting scenarios exist
with this mad-capped crew. Frank Burns can capture the
characters as the enemy. Hotlips could be attracted to one of
the more charismatic characters. The DM should consider picking
his favourite episode and drop the characters in the middle of
it. "5:00 Charlie".
   4.Schott's Brewing Company in Milwaukee, Wisconsin (1950s, Laverne
and Shirley). The characters find themselves in the middle of
the Milwaukee Brewing company surrounded by bottles travelling
on conveyor belts and lots of other machinery. Two young
workers, Laverne and Shirley, are nearby working. Of course,
Laverne and Shirley will have to get involved with the
characters, possibly even asking one of them out for a date (a
good way to see the 20th-century city). DMs should watch the
television show to see some of the mad-capped adventures they
can get into if they stick with Laverne, Shirley, Lenny, and
Squiggy.
   5.The Regal Beagle in Los Angeles, California (1980s, Three's
Company). The characters find themselves in a corner booth of a
small pub. Sitting nearby by are Jack, Janet, and Chrissie (or
Terry). Across the room is Larry, picking up women. The Ropers
(or Mr. Firley) are also in the pub. Many exciting plots can
develop if the characters interact with the people. Of course,
it should be based on a huge misunderstanding, DMs should watch
the television show to see how goofy everybody acts. Hopefully,
DMs won't go crazy watching the show.
   6.The Pacific Princess cruise ship somewhere on the Pacific Ocean
(1980s, the Love Boat). Possibly one of the worst encounters,
the characters find themselves at the bar by the pool or in the
Pirate's Cove on the Pacific Princess cruise ship better known
as the Love Boat. Of course, the first person they meet will be
big-grinned Isaac Washington, the chief bartender. Other ship's
crew are Julie McCoy, Gopher, the good doctor, and the captain.
Hopefully, the characters won't be considered stowaways and can
interact with everybody. All kinds of people can be passengers
on the ship so the DM may go nuts with interaction. Please don't
let Charo on.
   7.Alcohol Anonymous Meeting, anywhere (present, real world). The
characters find themselves outside a door which has "A.A." on
it. If they enter, the characters see a bunch of people who are
discussing their alcohol problem. They openly welcome the
characters who must have a problem given their strange
appearance and behaviour.
   8.The Boar's Nest in Hazard County, Georgia (present, The Dukes
of Hazard). The characters find themselves outside of a grey wood
building with a Boar's Nest sign. There are some interesting
motor vehicles in the dirt parking lot: an orange "racing" car
with a 01 on the side and a confederate flag on top, a long
white convertible with a bull horn on the hood, a nice-looking
jeep with a golden eagle on the hood and "Dixie" written on the
side, a old white pick-up truck, a tow-truck, and two beat-up
police cars. If they enter the building, the characters find a
country bar. Among the patrons are Uncle Jesse, Bo and Luke (or
sadly Coy and Vince), Crazy Cooter, Enos, Cledos, and the sexy
long-legged Daisy waiting tables in her oh-so-tight shorts. In
a back room can be found Boss Hogg and Roscoe. Oh boy, the many
scenarios in Hazard is unreal. The characters could get hired by
Boss Hogg for a mischievous task. They could help the Dukes stop
Boss Hogg and Roscoe do something terrible. They could get the
Duke Boys out of trouble. And of course, everybody will want to
become Daisy Duke's love interest. Personally, somebody should
beat up Enos, that sissy hillbilly. Whatever scenario the DM
creates, it should be based around the moonshine business. The
DM should definitely have a hide speed car chase with all the
jumps. The DM should also watch the show over and over again to
really get the feel of Hazard County.
   9.Bush Gardens Amusement Park in Williamsburg, Virginia (present,
real world). The characters find themselves riding on the Loch
Ness Monster Roller Coaster, or another exciting ride.
Hopefully, the characters can survive the ride and tour the
amusement park and the brewery. The characters, dressing as
adventurers usually do, will find themselves be approached by
the tourists thinking that they (the characters) are part of the
attraction ("Look honey, get a picture of little Albert with the
medieval mage"). The only way the characters can get American
currency is to sell their gold, silver, copper, and platinum
pieces to the tourists (DMs should be stingy in this regard, as
the tourists would be). Hopefully, the characters will buy some
souvenirs after obtaining some cash. As the advertisement
states: "Come. See. Conquer!".
   10.Cheers Bar in Boston, Massachusetts (present, Cheers). "Where
everybody knows your name, and your friends they're glad you
came...". That's right, the characters are in the famous Cheers
bar with all the staff and patrons: Sam Malone, Norm, Cliff,
Frazier, Carla, Rebecca or Diane, Woody or Coach. A DM should
pick a favourite episode of the television show and thrust their
characters in the middle of it. Many possible scenarios can take
place in the bar. Their clothes alone allow Carla to insult the
characters' wardrobe, Diane to believe the characters are a
theatre group and request a performance, Frazier to try to help
them mentally, and Norm and Cliff to accept them as long as they
get a beer from them.
   11.The Corner Cafe in Lavale, Maryland (present, real world). The
Corner Cafe is in the Country Club Mall. This is a typical mall
bar and DMs should feel free to change this to a bar in a
familiar mall. The main point of this encounter is to get the
characters into a mall. If they can get a hold of some money and
try to fit in, then they can have tons of fun shopping. Of
course, interaction with the mall rent-a-cops would be fun as
well.
   12.HammerJacks in Baltimore, Maryland (present, real world).
The characters pop in amongst a large wild crowd in the ultimate
heavy metal bar. The characters will mostly go unnoticed because
everybody here is weird. Cans of warm beer for only $3.75 and
drinks in plastic cups (glass is dangerous) for even larger
prices can be bought. Overflowing toilets, sinks, and garbage
cans are in the bathroom. But most importantly, the DM should
have his favourite heavy metal (or close to heavy metal) group
on stage with more groups to come. If the DM can't come up with
one, have Guns N' Roses preforming when the characters arrive.
Then Metallica and then Skid Row can perform. What a night, as
long as the characters don't get drunk and pass out. This can
lead to many exciting encounters, especially if the characters
can get a hold of 20th-century technology, for example an
electric guitar.
   13.Improv Comedy Club, Los Angeles, California (present, real
world). The characters find themselves in the back of a dark
bar. There is a stage in the front on which is a person
performing comedy. A waitress asks the characters if they would
like to be seated now and then takes there drink orders. This
encounter is a great place for the DM to do a comedy routine if
that is his forte. Hopefully, the DM will at least put well
known comics on stage like Dennis Miller.
    14.Mo's Tavern in Springfield, U.S.A. (present, The Simpsons).
The characters find themselves in the cartoon world of The Simpsons.
What can be more exciting then being a cartoon. They get to me
Mo, Homer, Barney, and the rest of the drunks. The DM is
referred to the Toon roleplaying game to make this experience a
memorable one.
   15.The Nudy Bar in Paw Paw, West Virginia (present, real world).
The DM can make this a strip bar nearest (and maybe even
familiar to) the DM. If the DM is not familiar with such things,
then the characters will find themselves in the back of the Paw
Paw, West Virginia Nudy Bar. The bar is packed with loud,
obnoxious hillbillies whaling and slobbering over naked,
tattooed, scarred, somewhat attractive women. Very few people
will notice the oddness of the characters due to the floor show.
   16.The Safehouse in Milwaukee, Wisconsin (present, real world,
James Bond movies). The characters find themselves outside a
fairly non-descript cream brick building. The Safehouse is just
south of the Windham hotel on Water Street. There is a deli on
the north side of the building, and a restaurant on the west
side overlooking the Milwaukee river. This is a secretive bar
visited by men of government and specifically spies. Walking up
to the east side of the building, there is a stairway leading up
to a very simple door. The characters would assume that it is
just a warehouse door, except for the sign which says
"International Exports" (the name of the cover-company James
Bond worked for). There is the main bar, and the "American Bar"
in the Safehouse, along with a restaurant. Message tubes pass
orders from the bars to the restaurant. The food is excellent,
so popular the owners decided to open the deli on the north side
of the building (which is an alternative entrance) which serves
the same food during the day. There is a hologram "kissing
booth" where a animated hologram woman blows a kiss for a
quarter, an immense sliding wall puzzle in the restaurant, and
a few other surprises. There is many exciting arcade games like
Strategic Nuclear War, Star Wars, Spy Hunter, etc. Waitresses
tend to be in elaborate states of dress and undress. The
specialty drink of the house is Spy's Demise. DMs are encouraged
to load up the Safehouse with spies and government men from
television, movies, or the real world.
   17.Cantina on the planet Tatooine (future, Star Wars). The
characters have entered a bar in a galaxy, far, far away. They
are in the bar made famous in the Star Wars movie. DMs can have
the characters enter the bar at the same time Ben Kanobi and
Luke Skywalker are trying to get Han Solo to fly them off the
planet or the DM can have them appear at any time during the
Star Wars Trilogy (or anytime during a Star Wars roleplaying
game campaign). No character, no matter how odd-looking, will be
out of place in a location filled with a multitude of strange
races. They could mistake everything for some spelljamming place
(if familiar with spelljamming) until they see all the
non-magical technology (laser guns, space ships, etc.). Great
interaction can exist with interaction between the characters
and the Star Wars personalities. Clever DMs can redo the Star
Wars movies, the characters tagging along with Han and Luke.
   18.Paul Masons Winery, San Jose, California (present, real world).
The characters get stuck in a tour group at the winery. During
the tour they see modern wine making in action and then get sent
to the wine tasting room for a little nip.
   19.Ten Forward on the Enterprise (future, Star Trek: The Next
Generation). The characters find themselves in Ten Forward on
the starship Enterprise. Unfortunately, the "Intruder Alert"
alarm has been set off by the characters. At this time, the
characters will surrounded by ship's security. Possibly, Guiana
may realize that the characters are from another time and place
(possibly another dimension) and will interrupt to save their
hides. For high-level characters, the DM may want to have the
Borg attacking the ship at the time of their arrival. The DM is
referred to the Complete Guide to AD&D Technology and the
Complete Guide to AD&D Star Trek to assist in helping with this
place.
   20.The Promenade on Deep Space 9 (future, Star Trek: Deep Space 9).
The characters find themselves on the promenade of the Deep
Space 9 space station. Quark, the local proprietor of Quark's
Place in the Promenade, greets the characters and tries to sell
them many goods and services. Visit the holo-suite? Interact
with the Starfleet officers? Maybe the borg are attacking the
station? The DM is referred to the Complete Guide to AD&D
Technology and the Complete Guide to AD&D Star Trek to assist in
helping with this place.


Magic Missile II (Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One or more creatures in a 10-foot cube
Saving Throw:  None
Author:  Unknown

This improvement on the 1st-level magic missile allows the
wizard to fire 1 missile per 2 levels of experience. Each bolt
can be individually targeted and does 1d8 points of damage. The
spell fires that number of missiles every round until the wizard
is hit or ends the spell. After the initial casting the missiles
have a speed factor of 1 each and the wizard may move, or engage
in any other action besides spellcasting after the missiles
fire.


Major Annoyance (Enchantment/Charm)

Range:  5 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Martin Ott 

This is an even more powerful version of minor annoyance and
annoyance (q.v.). It makes the victim's leg hurt, exactly as if
he has barked his shin on something. Although causing no damage,
it is painful enough to disrupt spell casting in the round it is
cast in, as well as subsequent rounds, to the limit of the
spell. The victim also suffers combat penalties: Armour Class
bonuses due to high Dexterity are negated, and attacks are made
at a -2 penalty.
A successful saving throw versus this spell reduces the duration
of the spell to one round per two levels of the wizard, and
reduces the attack penalty to -1.
The material component is a coffee bean, carved to look like a
miniature table.


Maladweomer (Alteration, Metamagic)

Range:  10 yards per level
Components:  V, S
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

Maladweomer causes all the spells and spell-like powers of the
victim to function at the nadir of their effectiveness. Any
damage caused by offensive magics will be the minimum possible,
saving throws versus the victim's spells are at +4, and any
ongoing spells are altered (for example, a creature previously
charmed by the victim would receive another saving throw).


Malta's Pattern Transport (Alteration)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Dean Dretske 

With this spell, the wizard can move himself and other materials
from one pattern to another pattern. The two patterns must have
the same image and the destination pattern must be at least as
big in radius as the source pattern. Both patterns must be known
to the wizard (current locations) and they must be laid flat.
The destination pattern must not be supporting any object (even
partially). The destination pattern must also be uncovered such
that there is room for the incoming creatures or objects.
If all of the above conditions exist, then casting the spell
will transport the wizard and any objects or creatures which are
completely supported by the source pattern to the destination
pattern. All objects transported will end up on the destination
pattern at the same ratio of distance to the edge as on the
source pattern. That is, if an object is halfway from the centre
to the edge on the source pattern, then it will be halfway from
the centre to the edge on the destination pattern (regardless of
the size of the destination pattern).
An object is considered to be completely supported by the
pattern when its weight is supported by the material inscribed
in the outer circle of the pattern or by something which is
itself completely supported. That means that a person held in
the air by another will be transported only if the holder is
completely supported. Flying creatures must not be flying at the
time of transport.
To cast the spell, the wizard must stand in the centre of an
undamaged pattern and cast the spell. In the first round of the
casting, the pattern will begin to glow (each colour of the
pattern will emit its own colour). Over the next eight rounds,
the pattern brightness will increase to approximately the same
as outside on a sunny day. As the last word of the spell is
stated, the brightness of the pattern doubles and all completely
supported objects or creatures are transported to the
destination pattern.
If the destination pattern is not available (see above), then
the transported objects or creatures are returned to the source
pattern after one second (and the source pattern's saving throw
is at -4). The source pattern is subjected to some heat and
other energies in the course of the transport. These energies
cause the source pattern to make a saving throw or be damaged (a
single crack or burn mark will alter the pattern and render it
unusable). The destination pattern is not subjected to the same
amount of energy, so it does not need to make a saving throw.
The lighting conditions at the destination pattern do not
change, so the transported creatures will have to adjust to the
current lighting (1d2 rounds, depending on lighting).
Some notes:
*  Tossing a rug over an inlaid pattern prevents incoming
transports.
*  Rolling up a rug or cloth pattern prevents incoming and makes it
easier to transport the pattern.
*  The only bi-directional patterns are exactly the same size
(hence the pattern Image spell).
*  The wizard must remain in the middle for all of the casting, but
creatures or objects also transported only have to be on the
pattern in the last seconds.


Marty's Magic Bow (Evocation)

Range:  0 (arrow range as per normal bows)
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  Caster
Saving Throw:  None
Author:  Marty

Marty's magic bow causes a magical force to propel objects from
the wizard's fingers much as a bowstring. With arrows, the
effect is to allow the wizard to release one arrow per round,
each arrow attacking as a fighter of half the level of the
wizard. The advantage of this spell is the fact that the arrow
attacks are not magical: thus there is no magical saving throw
involved for the target, so if the wizard makes his to-hit roll
(at half his level on the fighter table) he hits, even if the
target is, say, in an anti-magic shell, or in a cube of force,
or if the target is magic resistant.
There's probably a material component (say, a length of string
made of silver thread, or something like that) but the arrows
are not components - i.e., they're not consumed, and you might
be able to reclaim some of them. Also, magical arrows would
provide the appropriate bonuses to-hit and to damage.


Mask Inebriation (Illusion)
Reversible

Range:  0
Components:  V, S
Duration:  3d6 turns
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  Special
Author:  Keith Taylor 

This spell creates a shell of illusion focused upon one drunken
(but conscious) creature. Its purpose is to cause all observers
to look upon the affected creature as entirely sober. It
insidiously affects their perceptions so that they will
interpret the person's actions and statements as those of a
rational, sober individual. Any slurring of the speech,
inconsistencies in statements, wobbling, or weaving will be
overlooked or ascribed to some other factor. True seeing or
other means of bypassing illusions are effective in countering
this spell.
The reverse, unbelievable sobriety, will convince observers that
a sober creature is hopelessly drunk, and works on their
perceptions in similar (but opposite) ways. In all other
respects it is as the former application.


Mass Bane (Necromancy)

Range:  30 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Up to 6 creatures
Saving Throw:  Negates
Author:  Robert A. Howard 

This spell duplicates on a grand scale the effects of a bleeding
touch - 1d6 points of damage for every two levels of the caster.
It affects 1d6 victims that the caster can choose. The victims
must make a saving throw versus death magic, and if they fail
their saving throw, suffer bleeding wounds which appear randomly
on their bodies. The material component of this spell is a
handful of metal shards.


Mental Calm (Enchantment/Charm)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Special
Author:  Brian J. Toleno 

When cast, the target receives a saving throw to avoid the
effects of particular psionic effects. The target gets a saving
throw versus ID insinuation, psionic blast, attraction and
aversion for the duration of the spell. The saving throw is a
saving throw versus spell with a +1 bonus for every 5 levels of
the caster. This spell will not work on psionicists, but it will
work on non-psionicists and those with wild talents.


Merkridan's Misplayal (Alteration)

Range:  2 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  1 round
Area of Effect:  One instrument
Saving Throw:  Special
Author:  Merkridan

This spell causes music emanating from a musical instrument to
become twisted and harsh. The musical notes effectively become
interchanged. The target instrument may be either magical or
non-magical. Only magical instruments gain a saving throw (as if
the attack were magical fire) to avoid the spell effects. If a
bard is playing an affected instrument, all bard abilities
directly resulting from the playing of his instrument are lost
until the spell expires (or the bard uses a new instrument). The
spell has no effect on sounds from living creatures, although it
could effectively garble communication through instruments
(i.e., signalling drums). It only works on items which are
emitting music at any time while (or up to one round after) the
spell is being cast.
The origins and history of the spell Merkridan's misplayal are
unknown. This spell was discovered in a lost laboratory complex
on the deserted island of Arremara.


Mikkis' Energetic Missile (Conjuration, Invocation/Evocation)

Range:  30 yards + 5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Up to 5 creatures
Saving Throw:  None
Author:  Samuli Mattila 

This spell is similar to magic missile, except that it uses
positive energy instead of normal magical energy. As many
missiles are created as in magic missile. Normal living
creatures do not suffer damage from these bolts, but must roll
a saving throw versus paralysation or be stunned and blinded for
1d4 rounds. Undead and creatures from the lower planes struck by
this spell take 2d4+2 points of damage per bolt. The material
component of this spell is a platinum needle tipped with a
diamond (together worth at least 150 gp).


Mikkis' Tracking (Divination)

Range:  0
Components:  V, S
Duration:  1 hour per level
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Samuli Mattila 

By means of this spell, the caster is able to see the tracks of
a desired creature. Even the tracks of flying creature, a druid
or a person using pass without trace can be followed. The caster
cannot, however, follow very old tracks. Normal tracks, older
than 1 day + 1 hour per level, and tracks made by flying
creatures, druids, or creatures using pass without trace, older
than 1 turn per level, cannot be tracked. The spell will also
reveal the approximate speed of the creatures followed.


Mikkis' Trollkiller (Invocation/Evocation)

Range:  5 yards per level
Components:  V, S, M
Duration:  1 round + 1 round per 3 levels
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Samuli Mattila 

This spell creates a magical cloud above the desired target. It
will follow the target at speed of 24 and rain acid upon it
causing 4d4+4 points of damage per round. The victim is allowed
saving throw versus spell every round and, if this is
successful, he takes only half damage that round.
The spell can be negated by dispel magic, or by an ice storm or
similar spell which freezes the cloud. A very strong wind can
lead the cloud away from the target. The material component of
this spell is a spoonful of acid.


Minor Weaving (Alteration)

Range:  0
Components:  V, S
Duration:  1 round
Casting Time:  Special
Area of Effect:  The caster
Saving Throw:  None
Author:  Kris 

With this spell, several wizards can combine their magical
abilities and powers to create greater spells. If several
casters want to combine their efforts, they must first decide
who will be the head weaver. This person is the centre of the
spell: without him, the entire spell structure collapses. Also,
if he loses concentration all the efforts are lost and the
spells as well. Next, they must decide which spell they are
going to create. To create this spell, they may use several
different or all the same spells of weaker levels which,
combined, give the desired spell. These spells must in some way
be related to the desired spell. The DM should rule what spells
can be combined.
To participate, all members of a "spellcloth" must roll their
chance to learn spells: if they miss it, they lose the spell and
their effort isn't counted into the whole of the spell. If the
head weaver misses his roll, he made a mistake in the weaving of
the spells into the new one and everything is lost.
To calculate how much energy is created, take the number of
mages involved (specialists count as 1.5 if they cast a spell
within their specialty but as half if not) and divide this
number by the total number of mages involved (specialist now
count as one). If the resulting figure is larger than 1.25, make
it equal to that number. Multiply this number by the total
number of spell levels involved (i.e.: add all levels of the
individual spells). Round down. If the energy created by the
cloth is not enough to form the desired spell, the next spell in
line is created instead.
The experience level at which the spell is cast is the head
weaver's level plus half the level of every other wizard
involved. If this is lower than the minimum needed to cast the
final spell then the spell is still cast, but at the casting
level of this imaginary lower level wizard.
Because spell weaving takes a lot of time, spellweavers always
lose initiative. Also, the weavers cannot be separated by more
than 10 feet, and no barriers may be between any individual and
the head caster. The number of mages involved is also limited:
5 for a minor weaving. Minor weavers count as 2/3 when included
in a major weaving and as 1/3 if included in a master weaving
(q.v.) for the purpose of calculating the maximum number of
mages.
Minor weaving can only take 3rd-level spells or lower to weave
successfully (the desired spell can be of higher level).


Mirror Escape (Illusion/Phantasm)

Range:  0
Components:  S, M
Duration:  3 rounds
Casting Time:  1
Area of Effect:  Caster
Saving Throw:  None
Author:  Unknown

This spell is a modified mirror image spell. When it is cast,
1d4+1 images of the wizard appear in various places around him
(in a 20-foot radius). Within seconds, they all start running in
different directions. They are basically unseen servants that
have an illusion upon them of the wizard. They will run until 4
points of damage have been inflicted upon them or 3 rounds have
expired. The material component of this spell is a small smoke
bomb that is cast down as the wizard's feet.


Molten Ground (Alteration)

Range:  20 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  2-foot per level radius circle
Saving Throw:  None
Author:  Vernon Lee 

This spell causes an area of the earth to bubble up molten lava
in its area of effect. After the wizard spends one round
casting, using up the material components of sulphur and lava
rock, the spell begins. In the first round the ground tremors
slightly, and those not wearing heavy feet covering such as
metal boots can feel a slight warmth.
In the second round of the spell the heat becomes very
pronounced, and will ignite paper, cloth, and dry vegetation
touching the ground. If the people in the area of effect did not
announce that they were moving in this round, they are going to
be injured.
In the third round the ground becomes molten lava, wooden
furniture bursts into flames, and metals with low melting points
start to soften. Anyone in the area of effect takes 3d6 points
of damage, 2d6 this round only if wearing thick shoes. In each
additional round spent in the area of effect a person takes 3d6
points of damage, and any items carried by the person must safe
versus fire or be destroyed.
The intense heat of the lava may cause structural damage to
walls that are near or in the area of effect. Wooden walls will
be destroyed by fire just like wooden furniture. Protection from
Fire will protect a person but not his items from this spell.
Note that lava rock is hard to obtain in most medieval settings,
and that the lava generated by this spell will not work as a
component for later casting (it's marked by magic).


Mylzek's Werechange (Alteration)

Range:  0
Components:  V
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Mark the Malkavian 

Mylzek's werechange alters the form of the caster to a half-man,
half-monster killing machine. For the duration of the spell, the
caster gains 2 extra hit points per level to a maximum of 20 at
tenth level. The spell allows a +1 to the caster's THAC0 roll
and he gets 3 attacks doing 1d4+2/1d4+2/1d10.
When casting a spell in this form, the caster must first make a
learn spells check to do so. If this roll is not successful, the
caster may try again in the next round.
When a wizard casts this spell for the first time, his
non-proficiency penalty to his THAC0 roll is applied with the
spell's bonus of +1 (i.e., -5+1=-4 to-hit). Multi-classed mages
use their best non-proficiency penalty for this. For every ten
castings of Mylzek's werechange after that (count only the ones
in which combat occurs), the caster gets a +1 to-hit.
Eventually, this will make up for the penalty and even go beyond
to an overall bonus of +2 (maximum).
The caster must choose the appearance of his were-form the first
time he casts this spell. Any appearance will do as long as half
of it is animal- and the other half is human-like. A wizard may
only have up to 2 were-forms. He may only use one form each time
he casts the spell. Note: a wizard must become proficient in
each form separately.
Note: The caster controls which animal he will simulate and the
colour of his body during the change. He receives the movement
rate of the animal type and possibly the ability to breathe
water (but not air) if it is a water-bound form.


Narwhal's Infectious Wound (Divination)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  Weapon touched
Saving Throw:  Negates
Author:  Eric Wayne Swett <4962@ef.gc.maricopa.edu>

This spell works as a sort of slow poison or disease or curse.
The caster casts the spell upon the damaging portion of a
weapon, and when the weapon does damage to someone the spell is
used. The victim takes 2 HP of damage for every three levels of
the caster every round. The wound stays open and festering no
matter how much dressing or medical care is given to it. While
a cure spell will heal the damage, the wound is still there and
will continue to plague the victim. The only way to get rid of
the effect is to first cast remove curse and then cure disease
on the victim.
The material component is a piece of rotten meat rubbed on the
weapon as the spell is cast.


Natasha's Nasty Wildmine (Invocation/Evocation, Wild Magic)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  Object touched
Saving Throw:  None
Author:  George Bounoutas 

When this spell is cast, a chosen object held by the caster will
radiate wild magic. The next time the object is touched (even by
the caster), a wild surge is triggered. The effective level of
the caster is added to the percentile roll, as per Nahal's
reckless dweomer, but no luck magic such as Hornung's surge
selector applies to this surge (as the caster may not be present
to select the surge). Any surge that indicates that the intended
spell takes effect will not have any effect. The object or
creature that touched the object is treated as the target of the
surge, while the object itself is treated as the caster. 


Natasha's Wildarmour (Invocation/Evocation, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  1d6 + 1 round per level
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  None
Author:  George Bounoutas 

This spell causes the caster's body to radiate wild magic.
Whenever the caster is hit for damage in melee, a wild surge is
rolled. The effective level of the caster is added to the
percentile roll, as per Nahal's reckless dweomer, and any luck
magic such as Hornung's surge selector or a stone of wild luck
(see the Net Libram of Wild Magic) active on the caster at the
time of the surge may be applied. Any surge that indicates that
the intended spell takes effect will not have any effect. The
material component is a small piece of metal. Note that this
spell only affects melee attackers: ranged attacks will not
cause a surge.


Necromantic Bolt (Necromancy)

Range:  60 yards + 10 per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Christopher R. Invidiata  and
John Kirk

When the wizard completes this spell, a blue glow encompasses
his hand and then shoots forth, unerringly striking its target.
This energy attacks the life force of any living creature. The
creature must roll a successful saving throw versus spell or
suffer 1d4 points of damage per level of the wizard and lose 1
point of Strength per level of the wizard. If the saving throw
is successful, the creature remains unharmed. Creatures not
rated for Strength suffer a -1 penalty to their attack rolls for
every two wizard levels. Lost Strength returns at a rate of 1
point per hour. Damage must be cured magically or healed
naturally over time.
This spell has a special effect on undead creatures. Undead
struck by the bolt suffer no damage or Strength loss, but they
must successfully save versus spell or flee for 1d4 rounds + 2
rounds per level of the wizard.


Niiraloth's Random Sobriety* (Alteration)

Range:  0
Components:  V, S, M
Duration:  1d4x100 rounds
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  None
Author:  Keith Taylor 

This spell is unusual even for a wild magic dweomer, and is cast
by taking a huge swig of liquor (the material component) after
saying the magic words. It causes a strange type of drunkenness
to overwhelm the caster. The wizard's state of intoxication is
randomly determined every round, as per the table below:

     D100 Roll          Intoxication Level
       01-25              Sober (normal)
       26-50          Slight (double effects)
       51-75         Moderate (triple effects)
       76-95         Great (quadruple effects)
       96-00      Incoherent (casting impossible)

Note that the chance of spell failure inherent to these states
of drunkenness (see the Net Alcohol Guide for more information)
is changed by the spell's magic to mean "chance of wild surge"
instead. Spells which surge because of the random sobriety will
have the enhanced effects noted above. A wizard who is sober
will act and cast normally that round. A wizard in slight
intoxication will have a 25% chance of surging any spell, but
suffers all other side effects of drunkenness. Moderate
intoxication means a 50% chance of surging, with other side
effects retained. Great intoxication will cause all spells cast
to surge (rather than making casting impossible), but has severe
side effects otherwise. Incoherent means that the wizard is in
danger of passing out - if this is rolled twice in a row, then
the wizard will fall unconscious for 1d4 rounds. The caster will
not know his level of intoxication, unless he is sober or
completely unable to act due to incoherentness.
A side benefit of this spell is that the wizard has a chance
equal to the chance of surging to be able to escape (usually by
stumbling, otherwise by colourful chaos-interference) any
negative side effects of his wild surges during that round.
Also, Nahal's Reckless Dweomer has triple chance to cast the
desired spell normally during rounds in which the caster is
either slightly or moderately intoxicated.


Noska Trades' Ghoul Arrow (Evocation, Necromancy)

Range:  70 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One creature per bolt
Saving Throw:  Negates
Author:  Noska Trades

Ghoul arrow brings into being one bolt of negative energy for
every 5 levels of the wizard. Each bolt can have a different
target. Each bolt forms into three vaguely arrow shaped
projectiles that hurl towards the wizard's opponent. The arrows
never miss their target and inflict 1d6, 1d3, and 1d3 points of
damage respectively. The affected creature must save versus
paralysation or be paralysed in the areas hit by each of the
arrows. Roll 1d6:

     D6 Roll          Area Hit
        1             left leg
        2             right leg
        3             left arm
        4             right arm
      5 or 6          body

Limbs paralysed are rendered useless. Body paralysis eliminates
any Dexterity bonus and results in the victim always acting at
initiative 10. The paralysis lasts for 1d6+1 rounds.
The material components are a handful of ghoul flesh and a drop
of humanoid blood.


Obsession (Enchantment)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  3
Area of Effect:  Person touched
Saving Throw:  Negates
Author:  Mario R. Borelli 

A person under the effect of obsession is overwhelmed by the
erotic desire for some animate creature chosen by the
spellcaster. A "crush" does not even begin to describe the
effect. The creature must be such that the affected person might
feel some attraction towards it under normal circumstances, and
the affected person will not act contrary to alignment or
personal ethics. The material component is a crushed walnut.


Open Book (Alteration)

Range:  0
Components:  V, S, M
Duration:  Variable
Casting Time:  1 hour
Area of Effect:  Tome touched
Saving Throw:  Special
Author:  Jim Vassilakos 

This spell may be worked upon a single, magically-sealed tome,
causing the tome in question to open at the final utterance of
the spell's verbal components: "Edro!". Note that a name which
the book recognizes as its own must be known by the wizard in
order to effect this spell. Generally speaking, a book which
wants to stay shut may save versus spell at the level of its
writer to avoid being opened, but special conditions may apply
to this, furthermore, very special books may be equipped with
more magical protection, such as the sigil of the author or
powerful runes and wards. Some diamond dust must be sprinkled on
the book for the spell to take effect.


Orko's Lubricity (Alteration)

Range:  3 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Special
Author:  Orko

When cast on an individual creature, this spell gives the same
effect as an ointment of slipperiness. If cast on a single
object of 10 cubic feet volume of less, the object becomes
impossible to grasp. Items held by creatures gain a saving
throw. If cast on a floor it will make a 2 x 2 yards square area
extremely slick: there will be a 95% chance per round that any
creature standing in the area will slip and fall. Fallen
creatures must save versus spell to regain their footing or
crawl out of the area at 1 yards per round.
The material component of this spell is powdered graphite.


Pain (Necromancy)

Range:  50 feet
Components:  V, S
Duration:  3 rounds per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Jim Vassilakos 

While under the effects of pain, the victim suffers from
excruciating pain and is unable to cast spells or to move at
greater than half speed. The wizard must concentrate on the
target for the spell to remain in working.


Pander's Improved Identify (Abjuration, Divination)

Range:  10 feet and 0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  Special
Area of Effect:  One item per level
Saving Throw:  Special
Author:  Pander Pillma

When Pander's improved identify is cast, magical items
subsequently touched by the wizard can be identified. The eight
hours immediately preceding the casting of the spell must be
spent purifying the items and removing influences that would
corrupt and blur their magical auras. If this period is
interrupted, it must be begun again with a new casting of the
spell and the current spell is lost since this higher level
version requires intense concentration. When the spell is cast,
each item must be handled in turn by the wizard. Any
consequences of this handling fall fully upon the wizard and may
end the spell, although the wizard is allowed any applicable
saving throw. However, immediately before handling each item the
wizard may scan the items for any cursed properties from a
distance of 10 feet without touching the item. The wizard has a
5% chance per level of determining if there is a curse and also
the exact nature of the curse, to a maximum of 90%, rolled by
the DM. Each try is treated as one reading and the wizard need
not use a slot to determine the exact nature of a curse unless
he wishes. This part of the divination can only detect curses,
not traps. It should be noted that the wizard may not add to the
list of original items that were to be examined once this
condition is established. If the act of detecting for a curse
actually triggers one that affects the wizard he may make a
saving throw versus spell to avoid the curse in question.
The chance of learning a piece of information about an item is
equal to 10% per level of the wizard, to a maximum of 90%,
rolled by the DM. Any roll of 96 up to 00 indicates a false
reading (91 up to 95 reveals nothing). Only one function of a
multi-function item is discovered per handling (i.e., a
5th-level wizard could attempt to determine the nature of five
different items, five different functions or a single item, or
any combination of the two). If any attempt at reading fails,
the wizard cannot learn any more about that item until he
advances a level. Note that some items, such as special magical
tomes, cannot be identified with this spell.
Exact attack or damage bonuses, charges of an item may be
determined; one per reading. A longsword, +1/+4 versus undead
has two individual functions.
After casting the spell and determining what can be learned from
it, the wizard loses 8 points of Constitution. He must rest for
one hour to recover each point of Constitution. If the 8-point
loss drops the wizard below a Constitution of 1, he falls
unconscious. Consciousness is not regained until full
Constitution is restored, which takes 24 hours (one point per
three hours for unconscious character).
The material components of this spell are a crushed pearl and
jet gemstone (of at least 100 gp value each), and an owl feather
steeped in wine, with the infusion drunk prior to spellcasting.
If a luckstone is powdered and added to the infusion, the
divination becomes much more potent and the functions of a
multi-function item can be learned from a single reading. At the
DM's option, certain properties of an artifact or relic might
also be learned.


Pilpin's Infatuating Greed (Enchantment/Charm)

Range:  60 yards
Components:  V, S, M
Duration:  1 day + 1 day per level
Casting Time:  1 round
Area of Effect:  One person
Saving Throw:  Negates
Author:  Pilpin

This spell causes a person (as defined in charm person) to be
overcome with tremendous greed. If the person fails a saving
throw versus spell, he will want the first thing of value that
he sees, and if refused, will become very angry. They will not
act against their alignment or foolishly risk their life to get
what they want, but will not give up until they own the item or
one just like it. The person will sell or trade anything they
possess to get the item. Once in possession of the item or a
replica, the affected person will want the next item of value
that they see, and this will continue until the spell duration
expires.
For example: Mel, a lawful good ranger affected by the spell,
becomes infatuated with a beautiful carriage he sees in the
street. Mel attempts to buy the carriage from its owner, but the
owner refuses to sell the carriage on the grounds that it's from
a far away kingdom. Mel denounces him as greedy and
inconsiderate. Mel then starts to journey to the distant kingdom
to get one for himself. Eleven days later the spell wears off
(if cast by a 10th-level wizard) and he finds himself 11 days
away from home attempting to buy a carriage he has no use for.
Shandar, a chaotic evil fighter affected by the spell, spies a
golden crown she just has to have. Unfortunately it belongs to
her boss, a High Priest of Hisisi. Realizing that she can't just
take it, she spends all the money she has to hire an assassin
for the job. The mission is successful and she gets the crown.
When the assassin hands her the crown, Shandar's attention is
suddenly focused on the exquisite ring the assassin possesses.
Quickly deciding that the assassin is no match for her in open
combat, she immediately attacks the assassin. Not very smart:
the assassin kills her.
The spell can be negated by a heal, wish, or a successful dispel
magic. The material components are a gold piece and a small
piece of lodestone.


Pobithakor's Tracer (Divination, Evocation)

Range:  Special
Components:  S
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Paul D. Walker 

This spell was created by an archmage known as Pobithakor the
Powerful, a wizard who was better known as Pobithakor the
Paranoid. His fear of absolutely everything around him drove him
to take extreme measures to protect himself.
This spell is cast when the wizard is being scried upon (see the
Dungeon Master's Guide on Detection of Scrying, page 141).
If a wizard detects that he is being scried upon, by any means,
then the spell can be cast. This spell causes the scrying device
to become two-way. Not only does the scrying creature see the
wizard, but the wizard can see the scrying creature. Also,
whatever powers the scrying device has, such as clairaudience,
the spell also gives the wizard such powers. The range and area
of effect are those of the scrying device itself. The duration
is that of the scrying device. Once the wizard breaks off
contact the spell ends. If the scrying creature breaks off
contact, the wizard can still scry up to the maximum duration of
the scrying device. The wizard will receive all the information
inside his head.
If the scrying creature becomes aware that he is being scried
upon and then casts a dispel magic, the spell will end, but his
own scrying device will become unusable for one day. If the
scrying creature casts Pobithakor's protection, Pobithakor's
tracer will end and the creature's scrying device will be
usable.
This spell can be a useful device for long range communication
for prearranged meetings between two people.


Project Sensory Effects (Illusion)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  20 yards
Saving Throw:  Negates
Author:  John M. Martz 

With this spell, the wizard projects certain sensory effects
onto another target, making it appear that the target is
actually the person casting the spell (sensory effects of
spellcasting are discussed in the Dragon Kings source book,
pages 46-52). The wizard must first cast project sensory effects
normally (note: this spell does not project its own effects when
cast, only the effects of subsequent spells, including
subsequent project sensory effects spells). Then, for the
duration of this spell, the sensory effects of every spell that
he casts have a chance of being projected onto a randomly
determined target within the area of effect.
Each time the wizard casts a spell while project sensory effects
is in effect, simply count all possible targets within 20 yards
of the caster (do not count the caster - do count the caster's
companions and any other humanoid within the area of effect) and
roll the closest die to determine which one is the target. For
example, if there are seven possible targets, roll 1d8,
rerolling any rolls resulting in eight. The target is allowed a
saving throw versus spell, including the -1 penalty when this
spell is cast by an illusionist. If he fails, he appears to be
the source of the sensory effects that normally emanate from the
caster. If he succeeds, the sensory effects appear to originate
from the caster, as normal. A wild mage has a 50% chance of
selecting the target, as long as the target is within the area
of effect; if the roll is above 50%, determine the target
randomly.
The spell affects visual, aural, olfactory, taste, and tactile
effects; "additional" effects are included at the DM's
discretion, but grand effects are never affected. The somatic
concealment proficiency has no effect on whether or not a target
is perceived as the source of any projected effects; however,
the sensory alteration proficiency can be used to increase or
decrease the intensity of the sensory effects regardless of the
perceived source of the effects (see the Dragon Kings source
book, page 48). The material component is a pinch of silt,
collected during a silt storm.


Protection from Chaos, 10-foot Radius (Abjuration)
Reversible

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  10-foot radius sphere around creature touched
Saving Throw:  None
Author:  Unknown

This spell is the same as the 1st-level spell protection from
chaos (q.v.) except with respect to its area of effect.


Protection from School of Magic (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 turn per 3 levels
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This spell will grant the recipient a +2 bonus to saving throws
against spells of a specified school of magic. If this spell is
cast by a specialist mage and is used to protect against one of
his opposition schools, the recipient gains an additional +1 to
his saving throw versus spell.
Chrysolite is necessary for the spell regardless of the school.
Other material components differ for each of the schools of
magic. They are:

   School                Materials
   Abjuration            No other material component necessary
   Alteration            Diamond
   Conjuration           Iron shavings
   Divination            Opal
   Invocation/Evocation  Miniature brazier
   Illusion/Phantasm     Fleece
   Necromancy            Rosemary

This spell does not apply to spells cast by a wild mage or by an
elemental mage, nor to any spell cast by a priest. Also,
psionics and other spell-like abilities are not affected by this
spell.


Protection from Stoning (Abjuration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  One creature per 3 levels within a 20-foot
radius
Saving Throw:  None
Author:  Ally's Spellbook 

This spell completely protects the affected creatures from all
forms of attack that change flesh to stone for the duration of
the spell. Once cast, the affected creatures may leave the
20-foot radius and still be protected from stoning. The material
component is a basilisk's tail.


Prowess (Alteration)
Reversible

Range:  0
Components:  S, M
Duration:  24 hours
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Mario R. Borelli 

This spell impressively enhances the size, shape, technique,
stamina, and eroticism of the affected creature with respect to
organs and matters sexual. Affected creatures are treated as
having a Charisma of 18 by anyone they cruise or flirt with,
they become stunningly well endowed, and they are capable of
engaging in extremely hot sex without rest (add a bonus of 1d4
x caster's level to all sexual rolls).
The reverse, impotence, makes the subject flirt like a clod,
dance like an orc, and seduce like a used chariot salesman. The
subject will experience appropriate withering, shrinking, and
sagging, and will be unable to achieve erection or lubrication.
Affected creatures are treated as having a Charisma of 3 by
anyone they cruise or flirt with. Orgasm is either impossible or
else premature and highly unsatisfying.
The material component is a leaf of mint.


Quiz's Deathbow (Conjuration/Summoning)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  Special
Saving Throw:  1/2
Author:  Brian A. Weibel 

At the completion of casting, a magical short bow is created in
the spell caster's hand. This bow allows the wizard to use it as
if he were a fighter of the same level, proficient in the short
bow. The wizard also gains any missile attack adjustments for
Dexterity. The bow itself has a +1 to-hit. It damage varies on
the amount that you pull the string back. Maximum damage is
equal to 1d6 per level. Different combinations of arrows can be
created. Two arrows per round can be fired, as long as the
maximum damage has not yet been met.
For example, if the caster is of eighth level, he can fire eight
1d6 arrows over the course of 4 rounds minimum, a single 8d6
arrow, or any combination between the two. The bow remains in
the caster's hand until all of the magical energy is used up, to
a maximum of 1 round per level, until the caster decides to cast
another spell, or until the caster is hit with a successful
dispel magic. At the completion of the spell, the bow vanishes.
The range of the bow is 5/10/15.
The material component for the bow is a miniature gold short bow
of great artistry worth at least 1,000 gp. For every 1d6 of
damage fired from the deathbow, the material component drops in
value by 5 gp. Note that this is fired damage, not potential
damage. If the caster can fire 8d6 worth of arrows, but chooses
to use only 4d6, the gold bow's value decreases by 20 gp.


Quiz's Nullifying Magic (Illusion/Phantasm)

Range:  30 yards + 10 yards per level
Components:  V, S
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One magic using creature
Saving Throw:  Special
Author:  Brian A. Weibel 

When this spell is cast, the wizard creates the illusion of one
of the most fearsome things imaginable to the victim, simply by
forming the fears of the victim's subconscious mind into
something that his conscious mind can visualize. In this case,
the fear is that the victim can no longer cast spells.
The only defense against Quiz's nullifying magic is an attempt
to disbelieve, which can be tried as many times as desired. To
disbelieve the phantasm, the subject must specifically state
that he is making the attempt and then roll a saving throw
versus spell. For each attempt of a saving throw after the first
there is a -1 to the roll. For example, attempting a fourth
saving throw would have a -3 penalty to the dice roll.


Random Spell II (Invocation/Evocation, Wild Magic)

Range:  0
Components:  V
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One spell
Saving Throw:  None
Author:  Peter Gourlay 

This spell is identical to the 1st-level random spell I, save
that it duplicates the effects of a 4th- or 5th-level spell.


Rathe's Trigger (Conjuration)

Range:  3 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  One cube foot per level maximum
Saving Throw:  Special
Author:  Aaron Sher 

The trigger spell is designed as a defensive spell. When it is
cast, the wizard defines a volume which must be at least half a
foot in every dimension. This area begins to glow faintly. The
wizard then casts another spell directly upon the trigger's area
of effect. It must be touched by the wizard when applying the
second spell. The glow then vanishes, but both spells remain.
The second spell is held by trigger until someone enters or
touches the spell's area of effect. At this time, the second
spell will go off.
If it is an area effect spell (fireball or web, for example) it
will be centred on the centre of the trigger area. Other
considerations (the dimensions of the web, for instance) must be
specified at the time of casting the second spell.
Person-affecting spells (hold person or charm person, for
example) will be applied to the person who triggered the spell.
A saving throw is applicable only if allowed by the second
spell. If the wizard is in or touching the trigger's area of
effect, it will not go off. This allows the wizard to escort
others safely through the trapped area.
One possible use for this spell is two triggers overlaid in a
corridor, one with a fireball, and the other, placed slightly
behind the first, with a wall of force. If a person enters the
regions from the wrong direction, the fireball will go off, and
the wall of force will instantly restrict the blast to one
direction. If a person enters the regions from the other
direction, the wall will trigger first and shield him from the
blast. The spells will last until triggered, but if the second
spell is not applied immediately, the trigger will only last one
turn per level of the wizard. The material component is a black
pearl of not less than 500 gp value per level of the second
spell.


Reconstruct (Divination)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  One pound per level
Saving Throw:  None
Author:  Paul D. Walker 

This spell temporarily resurrects an item that was shattered,
burnt, or disintegrated, so that the forensic wizard may study
it. He must gather as much of the debris as possible, for
otherwise the object can be but partially reassembled, in which
case it may be illegible or unidentifiable. The object will be
very fragile, but it may be the subject of various divination
spells such as identify or reveal owner. The material component
is a drop of honey.


Resist Electricity (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

Except as noted above, this spell is identical to the 2nd-level
priest spell resist electricity (q.v.).


Resist Fire (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

Except as noted above, this spell is identical to the 2nd-level
priest spell resist fire (q.v.).


Rhuva's Spellscan (Divination)

Range:  0
Components:  V, S, M
Duration:  4 hours + 10 minutes per level
Casting Time:  1 minute
Area of Effect:  10-yard per level radius sphere
Saving Throw:  None
Author:  Colin Roald 

Provided the wizard is conscious and within the area of effect,
he will be made aware of any spellcasting conducted in that
area. The particular spell cast is not made known, but the
location of the wizard is, precisely if the wizard is familiar
with the area, generally otherwise. The notification is
sufficient to disrupt casting in progress, unless it is
consciously suppressed before casting (if suppressed, the wizard
does not realise the scan was triggered). Material component is
a handful of crystal dust.


Roland's Wondrous Wardrobe (Alteration)

Range:  0
Components:  V, S, M
Duration:  5 rounds + 1 round per level
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Magii-Milkman 

This spell allows the caster to change the cut and design of the
target's clothes and armour as he sees fit during the duration
of the spell. This spell may be used to alter the caster's
clothing into armour and change them back again at will during
the duration of the spell. If the target is not the caster then
the recipient is allowed to make a saving throw each time his
outfit is changed or altered. The material component for this
spell is a miniature wardrobe carved out of wood. The verbal and
somatic gestures consist of dancing around in a little jig and
saying "Seven with one blow!".
Origins: Roland thought that this spell would be more useful
because he would be able to change in and out of armour at will.
In addition he thought that if anyone were to annoy him or try
casting spells he could make their clothes ill-fitting or clad
them in heavy armour, making spell casting difficult if not
impossible. However, he again never saw his short-sightedness
and never foresaw the possibility of having to take his armour
off in the first place in order to cast this spell.


Sacremon's Emperor's New Clothes (Illusion/Phantasm)

Range:  5 yards per level
Components:  V, S
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  One person
Saving Throw:  Negates
Author:  David Kelman 

This spell, devised by my gnome illusionist primarily as a good
prank spell, causes all of the target's clothing and bodily
possessions to become invisible, but not the target itself. The
target sees his or her clothes as they normally are. Swords in
scabbards are considered bodily possessions, but not if in hand.
Any clothes put on after the spell is cast do not become
invisible. Invisible items remain so for the duration of the
spell or until dispelled.


Sand Storm (Alteration)

Range:  60 yards
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  4
Area of Effect:  50-foot radius
Saving Throw:  Special
Author:  Michael Kenyon 

This spell creates a sand storm from any convenient source of
sand, gravel or loose topsoil in the area of effect, which may
be used either defensively or offensively. In its defensive
capacity, the sandstorm may be used as a cloak for an escape or
as a means of blocking pursuit. In an offensive capacity, it may
be centred on one or more persons and have effects on them. The
degree of the storm created is variable, based on a 1d20 roll on
the table below. For every 3 levels of the wizard casting the
spell, the wizard may add or subtract a 1 modifier. Unless noted
as such, there is no saving throw for effects.

D20 Roll  Type of Storm    Effects
 01-04        Light        Obscured vision, 3/4 movement rate
 05-12      Moderate       Obscured vision, 1/2 movement rate, 1 HP per
                           round damage
 13-17        Heavy        Obscured vision, 1/2 movement rate, 1d4 HP per
                           round damage
 18-19      Turbulent      Obscured vision, 1/4 movement rate, 1d6 HP per
                           round damage, save versus death magic +2 or
                           choke on dust, etc. for 1d10 damage extra (roll
                           each round until the saving throw is made)
  20         Extreme       Obscured vision, 1/8 movement rate, 1d8 HP per
                           round damage, save versus death magic or choke
                           on dust, etc. for 1d10 damage extra (roll each
                           round until the saving throw is made), save
                           versus spell or be blinded (save once)

Note that any man-sized or smaller flying creature is downed by
a heavy storm, large creatures are downed by a turbulent storm
and gargantuan creatures are downed by an extreme storm.
The material component of the spell is a handful of fine sand
which is blown off the hand in the direction in which you wish
the sand storm to rise.


Sanh's Laser Bolt (Evocation)

Range:  6 yards + 1 yard per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Max Becherer 

Sanh's laser bolt is the most powerful of Sanh's simpler light
ray spells. It inflicts 1d6 hit points per level of the wizard.
A fumbled saving throw results in permanent blindness in one
eye, followed by 1d6 rounds of total blindness and 2d6 rounds in
a dazzled state. As per the earlier spells, the light is both
monochromatic and non-magical.


Sanh's Slippery Surface (Alteration, Evocation)

Range:  1 yard per level
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Special
Author:  Max Becherer 

When cast, this spell covers a surface (usually a floor) with an
unstable, rapidly shifting force field, rendering it extremely
slippery. Anyone within the spell's effect must roll a Dexterity
check for every action taken to avoid slipping and falling. The
following penalties apply:
*  Standing: -1
*  Walking: -3
*  Running: -5
*  Fighting: -9
Anyone who falls will slide toward the edge of the area
affected. Creatures with magic resistance roll each round to be
unaffected for that round only.
The area of effect is one 10x10 feet square per level (100
square feet), and the duration is one round. If the wizard
wishes, area may be traded for duration, for instance, a
10th-level wizard may affect 1000 square feet for 1 round, 500
square feet for 2 rounds, 250 square feet for 4 rounds, etc. The
area affected must, however, be at least 10 square feet (that
would be 10 square feet for 100 rounds for our 10th-level
wizard).
The surface the spell is cast on must be relatively smooth. A
wooden floor with a loose board or two, or a slightly bumpy
stone surface is OK, gravel, however, is not. It is also
possible to cast Sanh's Slippery Surface on a wall (rendering it
impossible to climb on) or a ceiling.
The material component for this spell is a small vial of oil, or
a fresh banana peel. Using oil of slipperiness (one tenth of an
ounce) doubles the effect of the spell and adds an additional -1
penalty to all Dexterity rolls.
Note: Using oil of etherealness as a material component is an
invitation to disaster. If this is done, roll 1d100 on the
following table:

  D100 Roll  Effect
    01-85    Opens a rift to the ethereal plane, see below
    86-95    Spell fizzles
    96-99    Spell functions at half the wizard's level
     00      Spell functions normally

The wizard must save versus death magic or be destroyed. All
within 20 feet of wizard save versus death magic or be thrown
into an ether cyclone. The wizard is automatically sucked in. 20
feet diameter rift to ether lasts 1d6 turns + 1 turn per level
of wizard. There is a 1% chance per level of the (very foolish)
wizard that the rift will be permanent.


Sarius' Golden Circles of Protection (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  3
Area of Effect:  One floating 2-foot diameter circle plate per
level
Saving Throw:  None
Author:  William T. South 

This spell creates golden, shimmering circular plates of force
which move around the wizard in a constant motion, deflecting
any missile, hand, or weapon attacks directed at the wizard. The
Armour Class of the wizard is improved by a factor of 1 for
every three circles still active and any successful physical
melee attack (other than boulders, ballista, or attack forms
similar to a dragon's belly-flop manoeuvre) will be deflected
automatically. Non-missile attacks by creatures with an
effective Strength of 21 or greater require a saving throw
versus breath weapons to deflect.
Each circle is able to sustain 6 points of damage before being
disrupted, so if a deflected attack does not cause enough damage
to disrupt a circle (chosen randomly) the circle will remain
active. For every five circles active, the effects of breath
weapons directed at the wizard will be reduced by 1 HP per
damage die, with 1 HP per level being the maximum reduction
allowable. But, unless the breath weapon causes less damage than
the current hit points of a circle, it will assuredly disrupt
the entire field of circles in the process.
While the circles orbit the wizard he is at a -1 to-hit penalty
for every circle active whenever a to-hit roll is needed,
including spells. The wizard may create fewer circles than the
maximum possible. The material component of this spell is a
single gold piece for every circle created. All pieces are
thrown into the air where they disappear and are replaced by the
floating circles.


Selective Defiling (Alteration, Necromancy)

Range:  20 yards
Components:  V, S
Duration:  Special
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Negates
Author:  Matthew Charlap 

As a preserver is avidly against defiling, the typical
preserver, after sufficient experience, will realize what causes
defiling, and why preserver spells don't defile. As such, he can
learn to use this knowledge for his own good.
This spell may emulate any cantrip-like effect, the energy for
the spell being drained from a specific plant source. The spell
can be used for two specific purposes - any other use is
strictly prohibited to one who wishes to preserve the land.
*To kill a carnivorous plant that is a threat. Because of the
selective nature, the preserver can drain the plant's life
without affecting the non-hostile plants around it, and will
thus leave the soil nutrient rich.
*To neutralize organic poisons. Organic poisons, since they are
made from the basic elements of life, are also affected by
defiling spells, but only if specifically targeted. Note that
with this use, another spell effect should not be allowed.
Any other use of this spell condemns the wizard to the penalties
normally associated with a preserver casting a defiling spell.


Sex Slave (Enchantment/Charm)

Range:  10 yards
Components:  V, S
Duration:  1 day per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Mario R. Borelli 

This very powerful spell reduces a living, intelligent person
into a lascivious, nymphomaniac sex slave whose only interest is
bringing the caster to orgasm after creative orgasm. Once the
spell has transpired, the former slave remembers everything that
has happened. However, the subject while enslaved will not only
not object but will enthusiastically agree with every sexual
suggestion made short of death. This spell is unequivocally
evil.


Shadow Bridge (Illusion/Phantasm)

Range:  20 feet
Components:  V, S
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  5-foot wide, 5-foot long per level rectangle
Saving Throw:  Special
Author:  Aaron Wigley 

This brings into being a shadowy construct that people who
believe in it can see clearly. The wizard automatically believes
in the spell, others have to save versus spell to do so.
The bridge will support any weight put upon it, as long as that
weight is put there by people who believe in the spell (physical
objects dropped onto the bridge will fall through), even if
there is no apparent support. The bridge can take on the form of
a bridge, staircase or ladder.
The bridge lasts for the duration, but only as long as the
wizard concentrates on it and has line of sight with it. The
wizard can discontinue the spell at any time.


Shadow Stave (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  8
Area of Effect:  Special
Saving Throw:  None
Author:  Aaron Wigley 

This spell brings into being a dark, hardwood quarterstave, that
gives off a slight, dark glow. The stave is woven from wisps
from the plane of shadow, and remains in existence for the
duration of the spell.
The weapon is considered to be magical, with a +1 rating per
every 5 levels of the wizard (+1 to-hit, +1 damage, -1
initiative). The wizard has the weapon ready to parry or attack
at the end of the casting, (somatic components allow the action
of a normal quarterstave attack).
Only the wizard can use the weapon. If the staff is dropped,
only the wizard can pick it up. To all others it is
insubstantial. The wizard can phase the weapon in and out of
reality (this action is considered to be at speed 1, and can be
combined with a normal attack, for example, to phase the staff
into reality, and perform a normal attack, the weapon speed is
1 higher than normal). While it is phased out of reality, the
staff is only solid in the wizard's hands, it appears to be a
shadow of its normal form, and it can pass through physical
objects. While phased, it can hit incorporeal objects that are
involved with the shadows.
The weapon does 1d6 + the plusses listed above points of
temporary damage (that lasts for an hour) to physical beings.
Illusionary beings and beings made from shadows take permanent
damage.
Material components are powdered carbon, and at least a splinter
of hardwood.


Shadowfire (Alteration, Invocation/Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  Special
Author:  Peter Gourlay 

Shadowfire combines fireball and darkness, 15-foot radius. The
spell creates an immobile area of darkness, 20 feet in radius.
The instant after the spell is cast, the darkness is filled with
rippling black fire, doing 1d4 points of damage per level of the
wizard, to a maximum of 10 dice. A saving throw is allowed for
half damage, but not to ignore the darkness. The damage only
occurs on the first instant, not in subsequent rounds. Unlike a
fireball, the flames do not adjust to fill thier maximum
potential volume. The material component is a lump of coal.


Shailar's Spell Concealment (Illusion)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  Special
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


By use of this spell, it becomes possible for a wizard to
conceal the motions and sounds used to cast spells. Essentially,
an illusion of the caster performing mundane activities
applicable to the current situation is created, i.e., eating
food if at a banquet or browsing through goods at a bazaar.
Viewers that suspect that something is amiss are allowed a
saving throw versus death magic at a -2 to negate the effects of
the spell in so far as the viewer is concerned. Viewers that
make their saving throw are allowed to communicate the truth of
the fallacy to others, thus allowing them one additional saving
throw with a +2 on the die roll. The reaction of the viewers is
entirely dependent upon the situation at hand (peasants and
serfs might become frightful, while regents and royalty could be
infuriated, for instance).
If desired, the Wizard may cancel the spell at any time. The
spell lasts for 1 turn per level of the caster or until the
wizard character has cast any quantity of spells equal in level
to the experience level of the wizard.


Shut Up (Alteration)

Range:  60 feet
Components:  V, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Jim Vassilakos 

This spell causes the mouth of the victim to disappear (only
skin will be present) for the duration of the spell. The victim
may not talk (except in muffled noise), nor place any objects in
his mouth. When cast against a wizard, a dispel magic will
negate shut up; however, concentration of any previous spell in
the works will be broken. The material component is a plaster.


Snowball (Evocation)

Range:  10 yards + 1 yard per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  2-yard radius sphere
Saving Throw:  1/2
Author:  Unknown

A snowball is an explosive burst of cold gas, which comes into
being with a loud "whoosh" and delivers damage proportional to
the level of the wizard who cast it, i.e., 1d6 points per level
of the wizard. The snowball doesn't expend a considerable amount
of pressure, and it will generally conform to the shape of the
area in which it occurs, thus covering an area equal to its
normal spherical volume (the area which is covered by the
snowball is a total volume of roughly 33000 cubic feet).
Besides causing damage to the target, the snowball freezes all
liquids within its radius. Items exposed to the spell's effects
must make a saving throw to avoid being affected. Items with a
creature which makes its saving throw are considered to be
unaffected. The wizard points his finger and speaks the range
(distance and height) at which the snowball is to come into
being. A streak flashes from the pointing digit and unless it
impacts upon a material body prior to attaining the
pre-described range, blossoms into the snowball.
If creatures fail their saving throws, they all take full hit
point damage from the spell. Those who make their saving throw
manage to dodge, fall flat or roll aside, and thus take only
half damage from the effect of the spell. The material component
of this spell is a hollow crystal filled with water; suspended
in the water are tiny white quartz flakes (cf. fireball).


Sonoric's Magic Tracker (Divination)

Range:  Special
Components:  V, S, M
Duration:  1d4 rounds + 1 round per level
Casting Time:  3
Area of Effect:  20-foot radius sphere
Saving Throw:  None
Author:  Tim Prestero 

With this spell, the wizard is able to illuminate the tracks of
any being of which he has a some item that was in contact with
the being a number of turns equal to the wizard's level
previously. The item could be anything from a shirt, to a scrap
of hair, or drop of blood. The tracks are only visible to the
wizard, and only tracks within the area of effect are visible.
The spell only illuminates tracks within the spell's area of
effect (which moves with the wizard), and will only illuminate
tracks made on a solid surface (i.e., if the being being tracked
took to flight, or dove into water, the trail would end there).
However, if the wizard is able to reach the spot where the trail
was resumed (i.e., the being being tracked wades out of a river
at a certain spot), the wizard may resume tracking.
It is up to the wizard to determine which direction leads to the
most recent tracks (i.e., which are coming and which are going),
although the spell does illuminate a "footprint" of the being
which is being tracked. The spell will allow the wizard to track
the being if it climbed walls, and even if it tried to obscure
its path, by throwing dirt over it. Objects over 3 inches thick
covering the path, however, do obscure it.
The material component of the spell is some thing which had been
in contact with the creature to be tracked, up to the wizard's
level in turns previously. Once the spell is cast, the wizard
need not carry the item with him.


Sonoric's Trance (Divination, Enchantment/Charm)

Range:  Special
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  10-foot radius sphere
Saving Throw:  None
Author:  Tim Prestero 

This spell allows the wizard to mimic the actions of a creature,
provided the actions occurred within a number of turns equal to
the wizard's level. During the casting of the spell, the wizard
must touch some object which the target creature was in contact
with for at least a round, and that contact must not have
occurred more than the wizard's level in hours previously (this
object is not consumed in the casting).
Upon casting the spell, the wizard goes into a trance, during
which he loses all control of his actions (save versus spell at
-4 to break spell), and begins mimicking the most recent actions
of the target, provided the actions occurred within the area of
effect. The spell does not allow the wizard to mimic actions of
which he is incapable, such as climbing walls, or broad jumping
20 feet, and the wizard merely imitates any spells the target
may have cast, and doesn't actually cast the spell (although
observers may recognise the spell he is attempting to cast). If
the target did something which would take it outside of the area
of effect, such as rapid movement beyond the abilities of the
wizard, or teleportation, the spell is broken.
The wizard must decide how far back in time he would like to
begin mimicking the actions of the target. The actions of the
target may take the wizard beyond the original area of effect,
but there is a 10-foot radius sphere over which is determined
whether or not the target left the area of effect.
The wizard has the option of casting such movement spells as fly
and feather fall, prior to trance, to facilitate movement such
as climbing, and even flying, and to take the pain out of such
actions as falling (if the target was a clutz). The target must
be man sized, and humanoid.
The wizard's trance will be broken by such things as damage,
slapping, and other unpleasant stimuli.


Soul Safe (Abjuration, Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 turn
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Geoffrey Edward Fagan 

With this spell, a necromancer stores the soul of the recipient
in a piece of jet, the material component. While his soul is
thus protected, a character suffers a penalty of -2 to attack
rolls and saving throws, he does not heal naturally, and magical
healing functions on him at only half normal efficacy. If the
character is slain by undead while under the effects of this
spell, however, his soul cannot be corrupted and forced to rise
as undead itself (though the body can still be animated as a
zombie or skeleton). If the soul safe is destroyed, or if the
spell expires, the soul will return (across any distance) to its
body, unless that body is dead, in which case it will journey to
its final resting place. This spell affects only races with
souls: dwarves, halflings, and humans.


Speak with Dead (Necromancy)

Range:  1 foot
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  One creature
Saving Throw:  Special
Author:  Peter Gourlay 

This spell is similar in operation to the 3rd-level priest
spell. The wizard must have the majority of the remains of the
body, including the head or skull. The dead are as evasive as
possible when questioned. Though the dead cannot tell outright
lies, they will tell half-truths or be very cryptic. The dead
will have great though not total knowledge of the wizard and his
goals (the DM should assume that whatever he knows, the dead
person also knows). This spell is more powerful than the priest
spell, but the dead tend to be as unhelpful as possible. Even
dead people who agree with the necromancer will dislike being
summoned. This spell cannot be cast more than once per month on
any single creature, and any creature summoned more than once in
any given year by the same necromancer receives a +3 to its
saving throw.

 Wizard's   Maximum Length      Time      Number of
  Level      of Time Dead    Questioned   Questions
 up to 6        1 month       3 rounds        3
   7-8          1 year        5 rounds        5
  9-12         10 years       1 turn          7
  13-15       100 years       1 turn          9
  16-20      1000 years       2 turns        11
   21+           any          2 turns        13

A necromancer specialist always casts this spell as if he were
one level higher. Players should be forewarned of possible side
effects of casting this spell (loosing spirits, attracting the
attention of lower planar powers, etc.) that occur at the
discretion of the DM.


Spellcrystal III (Conjuration, Invocation)

Range:  0
Components:  V, S
Duration:  3 months + 2 months per level
Casting Time:  3 rounds
Area of Effect:  One crystal, worth at least 300 gp
Saving Throw:  Special
Author:  Kris 

Except as noted above, this spell is the same as the 1st-level
wizard spell spellcrystal I (q.v.).


Spider Call (Conjuration/Summoning)

Range:  20 yards
Components:  V, S, M
Duration:  2 rounds + 1 round per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

Spider call summons a variable amount of spiders to fight for
the wizard. The spiders will fight for the duration of the spell
and then disappear, but they cannot be used for other tasks.
This spell was developed by drow wizards in the service of
Lolth. Spiders are selected from the following table, depending
on the wizard's level:

Wizard's Level            Summoned Spiders
      5-7                       large
      8-10                      huge
     11-13                      giant
      14+                       phase

The wizard can summon up to 1 HD of spiders per level (drop all
fractions). Giant spiders count as five Hit Dice and phase
spiders count as six. A wizard can always summon spiders from a
lower level. Only one type of spider can be summoned, and all
remainders are lost. Giant water spiders can be summoned at
eleventh level and giant marine spiders at fourteenth. Other
types of spiders can also be summoned, at the DM's discretion.
The material component of this spell is a drop of the wizard's
blood.


Spirit Call (Conjuration/Summoning)
Reversible

Range:  10 yards
Components:  V, S, M
Duration:  3 rounds + 1 round per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This summons one incorporeal spirit of Hit Dice equal to one
half the wizard's level from the astral plane. The round after
it is summoned, it will begin to perform services for the
wizard. In its native form, it is a powerful unseen servant
which can go up to 100 yards from the wizard, lift 50 pounds per
Hit Die, and fly at 18. This form has a punch for 1d6 points of
damage, AC 0, and takes one point of damage from any weapon
blow.
Secondly, it may provide animating force to a body or statue, in
which case it uses whatever weapons or armour are available (a
stone statue will be AC 0, damage 2d6 or by weapon, MV 9, unless
affixed or possessing wings).
Thirdly, it may attempt to take over the body of one enemy
creature. The being so affected is allowed a saving throw, and
the spirit will be forced back to the astral plane immediately
if the saving throw is successful. If the saving throw fails,
effects are as a domination for the duration of the spirit call,
but the domination cannot force someone to use magic (the spirit
would not understand the instructions). A spirit who has less
than half of its hit points left will be unable to possess
someone.
The spirit can be forced back to the astral plane by a
successful dispel magic, or by casting the reverse of this
spell, dismiss spirit.
The material component is a piece of candy.


Spiritwatch (Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 turn
Area of Effect:  100-yard per level radius
Saving Throw:  None
Author:  Kurki Risto 

This spell will summon and bind the spirit of a recently dead
person to watch over and guard the caster or an area specified
by the caster at the time of the casting, for the duration of
the spell. The spirit is obliged to warn the caster, but only
about any visible and obvious threat that it can sense or about
any intruder on the warded area, as specified by the caster. The
only person able to communicate with the spirit is the caster.
The material component is a recently deceased body.


Stanza's Diseased Kiss (Necromancy)

Range:  0
Components:  S
Duration:  Permanent
Casting Time:  1
Area of Effect:  Person touched
Saving Throw:  Negates
Author:  A.C. 

This spell causes one randomly chosen normal sexual disease in
the victim.


Steamball (Evocation)

Range:  1 yard + 1 yard per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to fireball except that it creates a
blast of super hot steam instead of fire. The material component
is a ball of bat guano and salt from boiled seawater.


Steelskin (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Peter Gourlay 

This spell hardens the skin of one creature so it is better able
to resist physical attack. A creature protected by this spell
has its Armour Class lowered by two, and takes -1 on each die of
damage from physical attacks. The material component of the
spell is a small steel bar.


Stone Limbs (Alteration)

Range:  10 yards per level
Components:  V, S
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  1d4 creatures in a 40-foot cube
Saving Throw:  Negates
Author:  Peter Gourlay 

Unless the victims save versus spell, they will find that all of
their limbs, and indeed their entire bodies, have grown heavy
and stiff. All to-hit rolls are at -2, and Armour Class is
raised by two. Initiative rolls are made with a +3 penalty. The
creature's movement rate is cut in half, and non-magical flying
is impossible (though creatures that are flying when first
affected by this spell will glide to the ground, not fall).


Stoneskin II (Abjuration)

Range:  0
Components:  V, S, M
Duration:  Infinite
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Jim Vassilakos 

The recipient of this spell is completely immune to one
non-magical attack. Only one stoneskin can be cast on one
creature, any next one cancelling the previous one. The material
component for this spell is a diamond worth at least 300 gp.


Stren's Improved Floating Disk (Conjuration, Evocation)

Range:  0
Components:  V, S, M
Duration:  3 turns per level
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None
Author:  Dean Dretske 

This spell is an improved version of Tenser's floating disk. The
big improvement is the speed of the disk - now 30. The disk can
also move from 3 feet to 30 feet off the ground or water. The
disk movement is based relative to the wizard, which prevents
the wizard from riding their own disk. However, if two wizards
use this spell, they can ride each others to travel. This travel
can either be in the form of independent movement (tricky to
communicate since somebody else is steering yours) or
master-slave. In the master-slave travel, one wizard steers a
disk while he rides on a disk which stays the same distance from
its wizard.

S1 <--> S2 <--> M

Caster 1 is the master and riding in the back (caster 3's disk).
Caster 2 is in the front riding on the master's disk - his own
disk stays x feet behind him. Caster 3 rides in the middle and
his disk also stays x feet behind him. Caster 1 steers the chain
while the other two can sleep, eat, cast spells, etc. All other
parameters are the same as Tenser's floating disk.


Strength of the Damned (Alteration, Necromancy)

Range:  0
Components:  V, S, M
Duration:  3 turns per level
Casting Time:  1 turn
Area of Effect:  Person touched
Saving Throw:  None
Author:  Garinthrall 

This is a variant of the 2nd-level strength spell. Unless
otherwise noted it mimics the effects of strength. This spell
can only be cast on a willing recipient.
This spell utilizes a creature's own life force, temporarily
binding it with negative material plane energies, channelling
the resulting energy flow to produce unholy strength in the
spell recipient. Strength gained is based upon class as follows:

             Class            Strength Gain
            Warrior            1d10 points
            Wizard             1d6 points
            Priest             1d8 points
             Rogue             1d8 points

All character classes, not just warriors, have the chance to
jump into exceptional Strength ratings as if they were warriors
providing that this spell gives the recipient greater than 18
Strength. Warriors, on the other hand, are allowed to advance as
high as 19 Strength through the use of this spell.
The recipient of the spell will undergo a minor change in
appearance as well while the spell's duration is in effect.
Bright, white, pinpoints of light will glow in the centres of
the subject's eyes as a result of the large quantity of negative
plane energy that is being utilized to augment the character's
Strength.
At the end of the spell's duration, the recipient will
experience a terrible backlash from the exertion upon his life
energies and the terrible experience of such close contact with
negative material plane energies. As the spell's duration ends,
the recipient must make a saving throw versus death magic.
Success means that he takes only 2d8 points of damage. Failure
indicates that the life force of the character was damaged
greatly and the character takes 2d8 points of damage and also
loses one life energy level (experience level, Hit Dice, etc.).
Creatures without Strength ratings receive a bonus of +2 to
attack and damage rolls on all attacks.
The material component for this spell is a bit of bone from a
giant skeleton or a pinch of vampire dust.


Styrman's Fireform (Invocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Styrman 

This spell causes the wizard to be surrounded by an aura of
magical fire. It will cause non-living objects not in the
initial area when spell is launched to burn (i.e.: the wizard
doesn't end up naked). It does 2d4 points of fire damage to
anyone within 10 yards of the caster during the duration of the
spell. It can be cancelled by very heavy rain or immersion.
During the duration, it adds the effects of fire resistance upon
the caster, but increases cold damage by +1 per dice.
Obviously, Styrman developed iceform as well (use your preferred
components, sulphur and glass or mashed firenewt brains and
snowman's broom respectively, or whatever).


Suggest Illusion (Illusion/Phantasm)

Range:  6 yards + 1 yard per level
Components:  V, S, M
Duration:  4 rounds + 1 round per level
Casting Time:  3
Area of Effect:  One creature per 3 levels
Saving Throw:  Negates
Author:  Paul D. Walker 

This devious spell causes a targeted creatures to believe that
they have just discovered and successful disbelieved an
illusion. This is a bit of misdirection caused by the wizard, as
the item selected by the wizard to be believed as an illusion
could actually be real.
This spell could be great for causing enemies of the wizard to
walk into a pit because it "does not really exist".
If the victim has a reason to believe that a so called illusion
is actually not an illusion, then he get a saving throw versus
spell to actually determine if the item is an illusion or not.
The material component of this spell is a bit of burning
incense, which of course adds to a magical "atmosphere", thus
making the victims believe even harder that they are really
seeing an illusion.


Tanach's Timely Component (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 turn
Area of Effect:  The caster
Saving Throw:  None
Author:  Sol Sukut 

This spell is useful for creating a component when away from a
guild or supply point. The spell is cast as the wizard names the
desired component. If the component is monetary, such as jewelry
or powdered gems, twice the amount required in gold pieces must
be held in the wizard's hands during casting, that is, 500 gp
worth of powdered ruby requires 1000 gp or 1000 gp worth of gems
or jewelry. The desired component will appear at the end of the
casting. Note: the component will not appear in a containment
vessel if one is required. The wizard must hold this in hand as
well and the component will then appear in the held vessel.


Teeth and Claws (Illusion/Phantasm, Necromancy)

Range:  60 yards
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Special
Author:  

After casting teeth and claws, the caster merely has to advance
towards his intended target, baring his teeth and hands
predatorily before tossing a tooth or claw at the target. If the
creature fails its saving throw versus spell, it sees the
advancing spellcaster as something or someone inimitable and
flee. What follows is not entirely in its mind. The sound of
claws scrabbling over the ground and teeth snapping are audible
to all within hearing range. Outside of the target's mind, teeth
and claws has no physical body aside from four sets of claws and
a mouth full of teeth. Teeth and claws is 90% invisible in
shadows and darkness. It is fuelled by the target's imagination
and fears, and continues pursuit until the target successfully
disbelieves in it. Therefore, doors and other barriers would
only delay pursuit. Teeth and claws will pace and claw at the
barriers. Should these barriers be removed and the victim
continues to believe in it, teeth and claws resumes pursuit. If
it catches up with the target, it will attack as a 1 HD creature
(4 claws at 1d2, teeth at 1d4). Teeth and claws can only be
attacked with +1 weapons or better. The spell expires when the
target successfully disbelieves it or if it takes 8 points of
damage. The creature has AC 4. The material component is the a
tooth or claw from some predatory creature - prepare yourself -
and turns to dust in either case. It does not affect the
phantasm's appearance because it has none outside of teeth and
claws.


Teht's Improved Scent Masking (Alteration)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature or item
Saving Throw:  Negates
Author:  Joe 

This spell is similar Drawmij's scent mask in the Greyhawk
Adventures hardcover, with the added benefit of not only masking
the scent of the recipient, but also to enable the target to
smell like something else. However, the recipient is not immune
to the smell, so don't make your friends smell like troughs. The
material component is a piece of what you wish to make the
target smell like: skunk fur to freshen up your mother in law,
for example.


Telepathic Familiar (Divination)

Range:  1 mile + 1 mile per 2 levels
Components:  V, S
Duration:  1 hour per level
Casting Time:  1 round
Area of Effect:  One familiar
Saving Throw:  None
Author:  Unknown

This spell enables the wizard and his familiar to communicate
mind-to-mind as though they were speaking with each other. It
provides for greater understanding and depth of communication
than is enabled by the empathic link automatically conferred by
the find familiar spell. If the wizard and his familiar become
separated by a distance greater than that allowed while the
spell duration is still in effect, the spell does not wink out
but begins functioning again if the distance is closed.


Tenser's Deadly Strike (Enchantment)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Tenser

This spell improves the martial prowess of the wizard. All melee
attacks made by the wizard are at the usual chance to hit, but
every successful attack does maximum normal damage to the
opponent for the duration of the spell. The spell only affects
hand-held melee weapons and hurled weapons, not device-propelled
missile weapons. The material component is a set of tiger claws.


Thunderball (Invocation/Evocation)

Range:  100 feet
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Jeff Smith 

When the spell is cast, a ball of fire (like a fireball)
blossoms, that does 10 points of damage. If the victims fail
their saving throw, they are also stunned for 1 round per level,
because thunderball also hits them like a concussion grenade.
Because of the concussion aspects, things such as skeletons are
also affected. A very simple spell, but not one to be used
underground, as the concussion could cause a cave in. The
material component is rain water from thunderstorm.


Thunderclap (Alteration)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius circle
Saving Throw:  Negates
Author:  Ally's Spellbook 

At the completion of this spell, a powerful sound wave emanates
from the caster in a deafening boom. All creatures (excluding
caster) must save versus death magic or be stunned for 1 round
per 3 levels of the caster's ability. Creatures making a
successful saving throw are deaf for 2 rounds per level of the
caster (as per magic missile). Stunned creatures fall to the
ground and are incapable of any actions. The material component
is a bit of ash of a tree struck by lightning.


Timejump (Alteration, Enchantment)

Range:  0
Components:  V
Duration:  Special
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Joseph Delisle 

Timejump allows the teleport ahead in time by roughly 60
seconds. When the spell is cast, the wizard disappears for 1
round, and then reappears in the same place. For the wizard, the
shift in time is instantaneous, so he cannot prepare for
"re-entry" in any way. The wizard reappears at the same time in
the round that he disappeared (using initiative as a clock), and
cannot take any actions during the round of "re-entry". If a
solid object is blocking the spot where the wizard will
reappear, then he will be trapped in the astral plane. Getting
home is up to the wizard.


Timespeed (Alteration, Enchantment)

Range:  30 feet
Components:  V, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  One creature per 2 levels in a 20-foot long
square
Saving Throw:  None
Author:  Joseph Delisle 

This spell is similar to a haste spell, but instead of speeding
up the recipients' metabolic reactions, timespeed alters the
flow of time around the recipients. As a result, for every
minute that passes in the real world, 2 minutes pass for those
affected. Because time itself is being changed, those affected
by this spell do not age. On the down side, all spells or spell
effects cast on the recipients of a Timespeed only last half as
long (going by "real world" time), regardless of whether or not
they were cast before or during the Timespeed. The maintenance
cost of psionic powers that affect only the psionicist is
doubled as well. Wizards cast spells as if they were under the
influence of an alacrity spell (see the Tome of Magic).
The material components are two clock faces painted on slate,
one an hour ahead of the other. These are consumed during the
casting.


Tomelore (Divination)
Reversible

Range:  0
Components:  V, M
Duration:  Special
Casting Time:  15 rounds
Area of Effect:  Book touched
Saving Throw:  None
Author:  Unknown

With tomelore, the wizard knows whether a text is cursed, what
language it is in, its author, and other general information
about its contents. Nothing specific about its safeguards,
contents, or history will be revealed, though. The material
component is a lens, and is not consumed in the casting.
The reverse of this spell, tomelie, makes all of the above
information seem to be other than it is when determined using
divinatory spells. It lasts for one month unless dispelled. The
material component or the reverse is a drop of black ink.


Twilight's Companion (Conjuration/Summoning)

Range:  1 mile per level
Components:  S, M
Duration:  Special
Casting Time:  2d12 hours
Area of Effect:  5 animals
Saving Throw:  Negates
Author:  Robert A. Howard 

This spell is a more powerful version of the 1st-level find
familiar. When the spell is cast, five animals will be summoned
to the caster. The caster chooses whichever animal he wants as
his familiar. The familiar will usually be stronger than others
of its kind (roll normal Hit Dice, rerolling any rolls of 1, 2,
or 3). In addition, the animal will be smarter than normal
animals (roll 2d4 for Intelligence, adding on normal creature
Intelligence to the result). It is possible to gain
pseudo-dragons or other exotic creatures as familiars with this
spell. In all other ways, this spell is similar to the find
familiar spell, except that along with the herbs that must be
burnt, an offering must be made - if raw meat is offered, for
instance, then you could get a wolf, a coyote, a hawk, a badger,
and a bobcat to arrive, all of whom make savings throws versus
death magic. If they save, then they will just flee, and the
caster must make his choice from those animals that remain
behind. The caster can refuse all of the animals, but must wait
for at least a year before casting this spell again.


Twilight's Darkness Bubble (Alteration)

Range:  10 yards per level
Components:  S, M
Duration:  5 rounds per level
Casting Time:  4
Area of Effect:  30-foot sphere
Saving Throw:  None
Author:  Robert A. Howard 

This spell creates a thin bubble of darkness which light cannot
penetrate. However, on the inside of the bubble, light can
exist, though the viewer cannot see beyond the darkness bubble.
The material component for this spell is a piece of obsidian.


Twilight's Rope of Floating (Alteration)

Range:  0
Components:  S, M
Duration:  5 rounds per level
Casting Time:  1 round
Area of Effect:  One 20-foot per level rope touched
Saving Throw:  Special
Author:  Robert A. Howard 

This spell will allow a silk rope of good condition to
temporarily duplicate the characteristics of a rope of climbing.
In addition, the rope can even float vertically across open air
and attach itself to an object, for example on the other side of
a chasm. One turn after the spell is completed, the rope will
burst into flames and consume itself. The rope itself is the
material component for the spell.


Vanquil's Clinging Pockets II (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour + 1 turn per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Joseph Delisle 

This spell is almost identical to the 1st-level version, except
in the area of effect: the caster can choose a person to bestow
this spell upon, who gains all the benefits of the spell and is
not hindered by it. Also, all pockets, pouches, backpacks, etc.
that the person is carrying are protected by one casting of this
spell.


Vanquil's Immunity to Pain (Enchantment, Illusion/Phantasm)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Joseph Delisle 

This spell is a mixed blessing. It prevents the subject from
feeling any kind of pain, either from wounds or artificially
induced (i.e., magic, psionics). Thus, wizards and psionicists
can use their abilities regardless of what kind of damage they
take in a round, and tortures and pain-inflicting abilities
(like the psionic Inflict Pain) do not affect the recipient. On
the down side, the recipient is unaware of any hit point losses,
poisoning, disease, etc., and does not know if he has been hit
or needs healing. The recipient could be down to 1 hit point and
not know it. Low Intelligence creatures tend to feel
invulnerable while under this spell (no pain, no injury), while
higher Intelligence ones realize the danger of the situation.
Unwilling creatures get a saving throw versus spell.


Vanquil's Snowball (Enchantment, Evocation)

Range:  25 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  Joseph Delisle 

This spell functions like improved version of Snilloc's snowball
(although developed without knowledge of Snilloc or his spells).
When cast, it creates a blue-white snowball in the wizard's
hand, which is then thrown in the same round, with a chance to
hit equal to the wizard's THAC0 plus 3. As it flies towards the
target, the snowball expands to become a 3-foot diameter mound
of snow. Neither shield nor protection from normal missiles (or
similar spells) will stop the snowball, but a minor globe of
invulnerability will. Immunity to cold will not prevent damage,
nor being knocked over if the saving throw is failed, but will
prevent the target from being unable to cast spells.
If the target makes his saving throw versus spell, he takes 1d2
points of damage per wizard level (maximum 8d2 points of
damage), and cannot cast spells in that round or the next round.
If the target fails his saving throw, he takes 1d2 points of
damage per wizard level (up to 8d2), is knocked down (i.e.,
prone), and the intense cold prevents spellcasting for the next
1d6+1 rounds (due to severe shivers and chattering teeth).
This spell was developed as an anti-spellcaster weapon, and
definitely not intended for general use. It appears here only
because the formula was stolen by an ungrateful apprentice of
the elven mage Vanquil. Despite the fact that the apprentice was
killed by Vanquil himself less than two weeks after the theft,
the spell had already been circulated to several unscrupulous
wizards.


Warstone (Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell enchants up to three small pebbles, which can be no
larger than sling bullets. They can then be hurled or slung at
an opponent. The warstones have a +3 to-hit and to damage, and
are considered to be enchanted for purposes for determining if
a creature can be struck. Upon striking, the stone shatters and
flings shards in a 5-foot radius, inflicting 1d3 points of
damage, or only 1 if the stone is smaller than sling bullet
size. The stone will still shatter if it misses.
The material components are three unworked stones.


Whisper's Acid Glob (Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Special
Saving Throw:  1/2
Author:  Robert Johan Enters 

This spell is similar in nature to fireball and lightning bolt.
However, the spell is limited to a single glob, and has no area
effect. On the other hand, the acid glob will do 1d8 points of
damage per level of the caster. The glob is a yellowish
substance that splatters all over the target upon impact.
However, if the target saves, the glob hits only scathingly, and
the remaining half will travel on, and thus might hit someone
else, should another creature be standing behind the primary
target. This target saves to see if he gets only half or no
damage.


Whisper's Bolt of Darkness (Necromancy)

Range:  10 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  None
Author:  Robert Johan Enters 

This spell is similar to a fireball, except that there is no
saving throw, and the damage is only 1d4 points per level. The
spell is also not affected by such spells as globe of
invulnerability, various shield spells, wall of force, etc. It
will sail right through them. Only magic resistance or an
anti-magic shell can protect the target(s) of this spell.


Whisper's Icy Avalanche (Evocation)

Range:  10 yards per level
Components:  V
Duration:  1 round per level
Casting Time:  1
Area of Effect:  15-yard radius area
Saving Throw:  None
Author:  Robert Johan Enters 

The casting of this spell brings five feet of ice and snow to
come crashing down in the area of effect. All those caught under
the ice and snow will be hurt for 5d8 HP. After the first round,
all those not protected against cold will receive an additional
1d4 points of damage per round. Crawling movement out of the
snow (the only method save flying or dimension door or other
such magical methods) is only 5 yards per round, and extremely
strenuous. After exiting the snow and ice by crawling, the
target(s) must regain their breath for 6 seconds per yard
traversed. Fireballs, walls of fire and similar magics will melt
the ice and snow in a single round, though those trapped will
then suffer those effects. Note that one's protection from cold
needs not necessarily be a magical spell or such. Warm clothing
and the like (see the Wilderness Survival Guide) will also
protect against the cold, though there is no protection against
the first 5d8 HP, since that is mostly impact damage.


Whisper's Major Rune of Armouring (Alteration)

Range:  0
Components:  V, S
Duration:  1 week per level
Casting Time:  2 turns
Area of Effect:  Garment touched
Saving Throw:  None
Author:  Robert Johan Enters 

This spell is the same as the 1st-level Whisper's rune of
armouring spell, with the following exceptions. The Armour Class
increase is two points on any the allowed garments, and the
spell could also be applied to certain kinds of armour, if the
wizard is capable of wearing them, being dual class or
multi-class. If cast on armour rather than cloth, the power of
the spell is reduced to an increase of one in the Armour Class.
The armour cannot already have been magical, nor will the spell
be effective on more than two pieces of armour worn at the same
time: a helmet and armour, armour and shield, whatever
combination the caster desires. If the major rune is cast on a
garment already containing a regular rune, the major rune will
supersede, and replace the regular rune.
If the spell is used on a piece of armour, and the caster wishes
to also wear a cloth garment with the spell, only one garment
can be so enspelled effectively. Thus one armour and one cloth
would work, the armour increased by one Armour Class, the cloth
by two.


Whisper's Minor Screaming Meteor (Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Special
Author:  Robert Johan Enters 

This spell causes a meteor to come swooping down from the skies,
and rush headlong at its intended target. The meteor comes in
with a terrifying shrieking noise. The meteor will unerringly
strike a single target. If the target fails a saving throw
versus paralysation, the noise of the meteor will have him
transfixed, and unable to move. The meteor will strike for
maximum damage of 1d4+2 per level of the caster. If the target
does make its initial saving throw, he may attempt to dodge the
meteor, if he declares that as his action (do not automatically
roll a saving throw), rolling a saving throw versus breath
weapon, in an attempt to halve the damage sustained.
Since the meteor will come swooping in from the sky, the spell
can only be cast when open air is somehow available, though the
spell could be cast in a room with a fireplace for example. The
material component is a small phosphor crystal which is crumbled
to dust during the casting process.


Wimbly's Enwrapment (Alteration)

Range:  5 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  None
Author:  Paul D. Walker 

When this spell is cast, a little blob of a sticky, web-like
material flies toward it's target and completely wraps it in a
very strong, very sticky webs. The webs cannot be broken unless
the target creature has at least a 23 Strength.
To determine if the blob hits, roll the attack as if the blob
was a monster of Hit Dice equal to the wizard's level.
There are 3 applications of this spell:
*as a glowing sigil drawn in the air by the wizard and pointed at
the intended target
*as a glyph marked on a surface that is touched or gazed upon
*as a small character written on some magic work to protect it
The material components of this spell are some strands of web
that a giant spider uses to bind up its captured prey.


Winthrop's Undead Summoning II (Conjuration/Summoning, Necromancy)

Range:  30 yards
Components:  V, S, M
Duration:  5 rounds + 1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Al Singleton (Isaac Winthrop) 

This spell is like monster summoning, except that the spell is
forgotten when the caster learns a higher-powered version of the
spell. This causes the caster to lose the ability to cast this
lower-level version and it even disappears from his spellbook
(this spell is normally transcribed from a scroll). Any one of
the following undead may be chosen to be summoned: 2d6
skeletons, 2d4 zombies, 2d4 ghouls or 1d6+1 shadows.
The undead appear at the end of the casting and fight to the
best of their ability until slain, the duration expires, they
are released, or they are further than 30 yards from the caster
(the caster may not intentionally move out of range, nor may the
undead for they are not free-willed while under the spell). At
such time, they return to their point of origination.
The material component is a lit candle inside a small bag.
	Table of Contents:

	Prologue
	Cantrips (Zero-Level)
	First-Level
	Second-Level
	Third-Level
	Fourth-Level
	Fifth-Level
	Sixth-Level
	Seventh-Level
	Eighth-Level
	Ninth-Level
	Tenth-Level
	Epilogue