[originally downloaded in ASCII.zip from ftp://ftp.win.tue.nl/pub/games/spells/html/gnsb.html 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 BechererThis 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