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Third-Level Spells


Acidball (Evocation)

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

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


Air Mask (Conjuration/Summoning)

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

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


Albino Fruit Flies (Conjuration/Summoning)

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

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


Alpha's Comet (Conjuration, Evocation)

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

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


Alpha's Darklight (Alteration)

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

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


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

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

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


Alpha's Heat Lightning (Evocation)

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

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


Alpha's Ice Bolt (Conjuration/Summoning)

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

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


Alpha's Images of Ikonn (Illusion/Phantasm)

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

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


Alpha's Lightwall (Evocation)

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

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


Alpha's Lucent Lance (Alteration)

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

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

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

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


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

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

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


Alpha's Rolling Thunder (Evocation)

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

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


Alpha's Silverlight (Evocation)

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

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


Alpha's Starfire (Evocation)

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

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


Ape Call (Conjuration/Summoning)

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

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


Apparition (Illusion/Phantasm)

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

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


Armeth's Sand Dome (Alteration)

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

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


Astral Wall (Abjuration, Conjuration)

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

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


Aura of Protection (Evocation)

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

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


Azalldam's Waterspray (Invocation/Evocation)

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

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


Backstab Backlash (Abjuration)

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

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


Ball Lightning (Evocation)

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

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


Bigby's Bitchslap (Evocation)

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

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


Bilador's Spellshape (Alteration)

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

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


Bind Warder (Alteration, Charm)

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

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


Bleed (Alteration)

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

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


Bloodfire (Invocation/Evocation)

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

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


Bolt of Stone (Evocation)

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

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


Boot-to-the-Head (Abjuration)

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

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


Bovart's Right Touch (Enchantment)

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


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


Brains (Alteration)

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

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

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

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


Burning Hands II (Alteration)

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

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


Burning Hands of Savanthalas (Alteration)

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

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


Bushwack (Alteration, Evocation)

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

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


Cavevision (Alteration)

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

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


Channel Item (Enchantment, Invocation)

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

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


Charm Mammal (Enchantment/Charm)

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

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


Charm Man II (Enchantment/Charm)

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

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


Charm Undead (Enchantment/Charm, Necromancy)

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

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


Chime (Alteration)

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

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


Cobaltas's Infraflash (Evocation)

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

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


Conceal Magic (Divination)

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

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


Conjure Drink III (Conjuration/Summoning)

Range:  10 feet
Components:  S
Duration:  Permanent
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Kai Rottenbacher 

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


Conjure Lesser Radiance Quasi-Elemental
(Conjuration/Summoning)

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

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

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

Lesser Quasi-Elemental

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

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


Contain Area of Effect (Alteration, Metamagic)

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

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


Control Normal Fires (Alteration)

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

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


Create Bedroom (Conjuration/Summoning)

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

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


Create Kitchen (Conjuration/Summoning)

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

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


Curse Weapon (Enchantment)

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

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


Cyril's Bungee Snap (Evocation, Wild Magic)

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

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


Dancing Lights II (Evocation)

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


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


Darklight's Field of Infeasibility (Enchantment, Illusion)

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

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


Darklight's Haywire Hands (Conjuration)

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

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


Darklight's Inexplicable Image (Enchantment)

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

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


Darklight's Ring Bolt (Alteration, Metamagic)

Range:  Special
Components:  V, S
Duration:  Instantaneous
Casting Time:  2 (but see below)
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

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


Darklight's Universal Digestion (Alteration)

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

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


Darkray's Strangling Rope (Evocation)

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

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


Daylight (Invocation/Evocation)

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

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


Death Dance (Enchantment/Charm)

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

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


Deaudionoyance (Alteration)

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

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


Decay (Necromancy)

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

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


Detect Charm (Divination)

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

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


Detect Shapechanger (Divination)

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

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


Detect Teleport (Divination)

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

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


Determine Prowess (Divination)

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


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


Detonate (Enchantment, Invocation/Evocation)

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

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


Dheryth's Tomelore (Divination)
Reversible

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

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


Dispel (Abjuration)

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

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


Dispel Shield (Abjuration)

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

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


Disrobe (Alteration)

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

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


Disrupt Spellcaster I (Alteration)

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

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


Distract (Enchantment/Charm)

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

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


Ditan's Decorating Hands (Conjuration/Summoning)

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

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


Dragon's Breath (Invocation/Evocation)

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

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


Dreamoore's Eldritch Sphere (Evocation)

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

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


Drowse (Illusion/Phantasm)

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

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


Dwindle (Alteration)

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

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


Eldarr's Spell Conversion (Alteration)

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

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


Eldritch Fire (Invocation/Evocation)

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

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


Energy Bolt [2] (Invocation/Evocation)

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

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


Enhance Illusion (Alteration)

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

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


Enhance Poison (Alteration, Invocation/Evocation)
Reversible

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

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


Enhanced Armour (Abjuration)

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

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


Erelas's Curious Surge (Alteration, Wild Magic)

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

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

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

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

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


Exploding Coins (Enchantment)

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

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

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

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


Falerin's Irresistible Charm (Charm)

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

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


Feldegast's Mana Shield (Abjuration, Metamagic)

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

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


Fellstar's Flaming Vortex (Evocation)

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

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


Fireball from the Plates (Evocation)

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

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


Flaming Sphere (Invocation/Evocation)

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

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


Force Shield (Abjuration)

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

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


Forceball (Evocation)

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

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


Forget Spell (Alteration, Metamagic)

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

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


Free Action [1] (Abjuration)

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

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


Free Action [2] (Alteration)

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

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


Free Elemental (Abjuration)

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

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


Frost Breath (Alteration, Evocation)

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

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


Gaseous Form [1] (Alteration)

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

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


Go-Behind (Alteration, Illusion/Phantasm)

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

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


Godly Chaos (Invocation, Wild Magic)

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

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


Gopher (Conjuration/Summoning)

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

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


Gorann's Rapid Intoxication (Alteration)

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

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


Grand Unified Blast (Invocation/Evocation)

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

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

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

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


Grasping Hands of Horror (Necromancy)

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

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


Grimly's Outstretched Arms (Alteration)

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

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


Gymlainac's Lightbend (Alteration, Wild Magic)

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

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


Hang (Alteration)

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

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


Harbald's Fiery Boomerang (Evocation)

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

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

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

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


Heal Frostbite (Necromancy)

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

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


Heavy Magic Missile (Evocation)

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

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


Hobar's Nasty Shards (Invocation/Evocation)

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

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