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Fourth-Level Spells


A Lert (Conjuration/Summoning, Evocation)

Range:  0
Components:  V
Duration:  2 turns per level
Casting Time:  1
Area of Effect:  10-foot per level radius
Saving Throw:  None
Author:  Jeff Tolle 

This spell summons into being a lert, which is a small, blue,
humanoid creature. This creature is insubstantial, and thus can
neither attack, nor be attacked. A lert's main purpose is to alert
the party members of imminent danger. It can sense behind doors and
around corners, and will telepathically inform the wizard of any
danger it senses, provided the wizard is awake.


Acid Spray (Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  Special
Saving Throw:  1/2
Author:  Paul D. Walker 

When this spell is cast, it causes a cone shaped spray of acid to
extend outwards from the wizards hand. The length of the cone is 5
yards per level of the wizard and the cone terminates with a
circular area with a radius of 2 yards per level of the wizard. The
start of the cone is a circular area of a 1-foot radius.
The damage from the acid is 1d4 + 1 per level of the wizard.
The material component of the spell is a vial of acid which is
thrown in the direction which the cone will go.


Advanced Magic Mouth (Alteration)

Range:  10 feet
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One object
Saving Throw:  None
Author:  Unknown

This spell is identical to magic mouth except in that the maximum
activation range is only 10 feet and that it will continue to
function as instructed, over and over, until the object is
destroyed or the dweomer dispelled.


Alcoreax's Icetrail (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  Negates
Author:  Alcoreax

This spell creates a wave of hardened ice which the wizard actively
directs. After casting, the wizard simply taps the ground to
activate the spell. The wave of ice begins where the wizard taps
the ground, and reaches its full dimensions after advancing only 10
feet. It travels at a speed of 40 feet per round. The crest of the
wave is 10 feet high and 15 feet wide; after the crest of the wave
has passed, the remaining "trail" is only 3 feet high.
Creatures coming into contact with the crest suffer 2d6 points plus
1 point damage per level of the wizard, or half this amount if the
creature is cold-using (in general, cold-dwelling creatures take
half damage from this spell, rounded down, and cannot suffocate as
a result of this spell). In addition, creatures of less than large
size must save against paralysation or be buried under the crest.
Buried individuals take an additional 1d3 points of cold damage
each round and must initially make another saving throw against
paralysation or start to suffocate under the ice (use the rules for
drowning). Trapped creatures may break free, taking 1 more point of
damage per level of the wizard from sharp ice.
The crest of the wave can be disrupted by 30 or more points of fire
damage, or negated by a wall of fire in any case. At the end of the
spell duration, the crest of the ice wave immediately loses all
momentum and melts; the spell will cause no more damage, and
trapped creatures can easily break free taking no damage. The
material components for this spell are a steel pin and a glass of
icewater.
Alcoreax is the headmaster of Talarin Niulivius, one of the better
magical schools on the continent of Niulivia. Alcoreax's icetrail
is the only spell he has researched. This one took him over five
years to develop.


Alpha's Acid Rainstorm (Conjuration/Summoning)

Range:  240 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  30-foot long square
Saving Throw:  1/2
Author:  Jason Nelson 

This spell, which functions only out of doors, causes thin streams
of hissing violet acid to fall within its area of effect. All
within the area must save versus spell or suffer full damage. The
spell inflicts 1d8 per two levels of the wizard (rounded up). All
exposed items in the area must also save versus acid or be
destroyed.
Characters under heavy cover which is not destroyed by the acid are
fully shielded from the effects of the spell. The acid, once it
strikes the ground, harmlessly disappears. The material component
for the spell is a small vial of aqua regia and a strip of zinc.


Alpha's Acid Resistance (Abjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Jason Nelson 

This spell grants the subject complete immunity to acid, up to a
point. The spell's basic duration is 10 rounds per level of the
wizard. However, for every point of acid damage that would have
been suffered by the character (after saving throws and any other
protections have been considered), the duration of this spell is
reduced by one round for every point of acid neutralised by the
spell. This spell also protects the subject's equipment from
needing to make any item saving throws versus acid for as long as
the spell is in effect. The material component is a small glass
vial containing lye and water.


Alpha's Ball Lightning (Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S
Duration:  4 rounds
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Jason Nelson 

The caster of this spell can create one to four spheres of glowing
electrical energy. These spheres resemble dancing lights (q.v.),
and the wizard can control them in the same way. The spheres can be
moved up to 120 feet per round. Each ball is about 5 feet in
diameter, and any creatures approaching within 5 feet will
dissipate that ball's charge. The charge values are:

           Number of
        Lightning Balls        Damage Done
               1                  4d12
               2                5d4 each
               3                2d6 each
               4                2d4 each

A saving throw versus spell results in half damage, indicating that
contact was across an air gap. Note that more than one creature
approaching within 5 feet in a single round can be affected by the
ball if that occurs.


Alpha's Chill of the Void (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round
Casting Time:  5
Area of Effect:  20-foot wide, 5-foot per level long path
Saving Throw:  None
Author:  Jason Nelson 

This spell brings forth a wave of supernatural cold, rolling forth
from the wizard's outstretched arms to the maximum area of effect.
Its cold vacuum kills all normal vegetation in the area except for
trees, which have a 50%-100% chance to survive (DM's discretion,
based on size and native environment). This cold inflicts 3d4
damage and the vacuum an additional 3d4 to all living creatures
within the area of effect. Vegetable and fungoid monsters suffer
double damage from this spell. The material component is a piece of
ice.


Alpha's Elemental Form (Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Jason Nelson 

Use of this spell enables the wizard to transform the matter of a
creature's body into the stuff of a particular elemental plane. The
elemental form enables the character to engage in normal combat
with an elemental of the same or opposite form (i.e., water would
allow combat versus water or fire elementals), or an elemental
creature, without needing a magical weapon to hit. It also provides
protection versus the same element as if a ring of warmth (+2 on
saving throws, -1 per die of damage, regenerate 1 HP of
elemental-caused damage per turn). The subject can also exist
without danger on the appropriate elemental plane, and can move
normally there. It does not empower the subject with perceptions
not normally possessed (for example, seeing through the rock of
elemental earth), but it does prevent elemental damage. A character
possessing a ring of elemental command who assumes elemental form
of the same type gains the cumulative effects of both, and is
empowered with senses on the appropriate plane as if in normal air.
If this spell is cast on the prime material, the spell will last 1
turn per level of the wizard. If cast on the appropriate elemental
plane, or in the border ethereal of that plane, it will last 12
turns per level. If cast while on an elemental or para-elemental
plane different from the form assumed, start with the base of 12
turns per level and halve the duration for each plane removed. An
elemental form in opposition to the plane the wizard is on (air
versus earth, fire versus water) cannot be assumed at all.
The material component is a small amount of the appropriate element
on hand (a handful of clay or earth or a torch flame will suffice).


Alpha's Firefall (Alteration)

Range:  10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  Special
Saving Throw:  Special
Author:  Jason Nelson 

This spell is an improved version of the 2nd-level pyrotechnics
spell (q.v.), specifically the fireworks application of that spell.
That portion of the spell functions exactly as the pyrotechnics
spell does with respect to duration, area of effect, saving throw,
and the blinding effect created. However, the fireworks created by
this spell are more along the lines of a geyser of brightly burning
liquid fire, arcing upwards approximately 60 feet into the air and
raining down within a 30-foot radius area surrounding the perimeter
of the basic fire source. All in this area of effect suffer 2d6
fire damage with no saving throw allowed. Further, a central
prominence of flame is thrown upwards by this spell, and the wizard
may direct this column of fire at a single target within 60 feet of
the fire source. This plume of fire will inflict 4d10 damage to the
victim, although a saving throw versus breath weapon is possible to
halve this damage.
The liquid fire continues to burn during the following round, under
the same conditions as during the first round, although the fire is
less intense and causes only half the damage caused during the
first round. Combustibles in the area of effect must save versus
normal fire (if struck only by the burning spray) or magical fire
(if the victim of the central plume fails his saving throw or if
the central plume is directed at an inanimate object) to avoid
being set afire. A creature who is within the area of the spray who
is targeted by the central plume will not also suffer fire damage
from the spray, as this minor flame is all but lost in the fury of
the central prominence. The spray does not fall within the area of
the original fire source, but only within 30 feet of the perimeter
of the fire source. An aerial creature flying within 60 feet above
the rising geyser of liquid fire is affected just as a creature on
the ground would be, and may also be targeted with the central
plume, if the wizard so desires. The material component for this
spell is a lump of pitch mixed with sulphur, saltpetre, and
magnesium, as well as an existing fire source.


Alpha's Flames of Falroth (Alteration, Evocation)

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

This spell conjures an extra-dimensional black flame to surround a
single object or creature within range. This fire has exactly the
opposite effect of normal fire, in that it restores creatures or
objects burned to destruction by fire or acid to their original
state. This will not restore life to a person slain by a fireball,
but it will restore the body to full health, such that a raise dead
will bring the character back to full physical health (though an
amount of time equal to the time dead must be spent recovering from
the psychological shock). Similarly, it will not restore
enchantment to a once destroyed magic item, though a limited wish
is capable of restoring the lost enchantment to the item
reconstructed by the flames of Falroth.
In order to restore an item or creature, the target must fail a
saving throw of the same type that resulted in its destruction.
Hence, plate mail destroyed by the breath of a black dragon must
fail a saving throw versus acid, and an adventurer felled by a
fireball must fail a saving throw versus spell. For effects against
which there is no saving throw (for example, wall of fire), assume
the saving throw to be as against breath weapon for creatures or
magical fire for items. It is thus more difficult to restore items
that were more difficult to destroy in the first place. One such
saving throw may be attempted each round, and as many saving throws
as desired may be attempted during the use of this spell. No object
can ever be affected by this spell after the spell has been used on
it once, whether or not it was successful. Once the saving throw is
failed, the object will take 2 rounds to be fully reconstructed
from its remains. The flames of Falroth may be moved to another
object or creature at any time during the spell's duration, with 1
round of concentration on the part of the wizard.
The flames of Falroth are very hostile to ordinary fire. They may
be used as a fire extinguisher of sorts, and will extinguish a
10-foot cube of normal flame every round. Magical fire spells must
be checked as per dispel magic, but multiplying the wizard's level
by 2 for the purposes of determining whether the target spell has
resisted the effects of the flames of Falroth. If this dispelling
attempt is unsuccessful, the flames of Falroth will vanish back
from whence they came.
If cast at an elemental fire creature of any sort, the flames of
Falroth will automatically cause 6d6 damage to that creature. After
this initial attack, the target creature may make a saving throw
versus spell at 3. If successful, the flames disappear without
causing further harm. If failed, however, the flames continue to
attack the creature's very substance, causing 3d6 damage every
round. A new saving throw is allowed each round, the chance to save
improving by 1 each round (-2 after the second round, then -1,
etc.). This continues until the creature is dead, the wizard moves
the flames away (after which time that creature will no longer be
affected by the flames of Falroth); or until the spell expires or
a saving throw is made - in both of these cases, the flames
disappear.
A fire-using or dwelling creature that uses fire but is not native
to the elemental plane of fire (for example, a fire giant, a red
dragon, or a chimera) will not be harmed by the flames of Falroth,
but any external fire powers (fire breath, spells, immolation,
etc.) will cause only half normal damage, as their effectiveness is
mitigated by the flames. The material component is a bit of green
wood, a handful of ashes, a smoky quartz crystal, and a piece of
obsidian.


Alpha's Hunting Pack (Conjuration/Summoning)

Range:  30 yards
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Jason Nelson 

This spell summons into the wizard's vicinity a pack of canines who
will fight on behalf of the wizard, if such is required. The
composition of the pack will be as follows:

  D100 Roll   Pack
    01-10     4d4 jackals
    11-60     3d4 wild dogs
    61-90     2d4 wolves
    91-00     1d4 dire wolves

The pack will follow commands to the best of its ability, so long
as they are relatively simple (attack, return, heel, etc.). If
attacked by the wizard or his fellows, all creatures summoned will
instantly disappear. The hounds can track as well as a 5th-level
ranger, and can be commanded to perform this activity if it is
requested of them (such as by allowing them to smell an article of
clothing from the creature to be tracked, etc.). The hounds will
arrive 1d10 rounds after the spell is cast. The material components
are a piece of fresh, uncooked meat and a finely crafted silver or
ivory hunting horn, worth not less than 100 gp, which must be
sounded during the casting of the spell.


Alpha's Rainbow Blast (Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  1-foot wide, 10-foot + 5-foot per level long
beam
Saving Throw:  Negates
Author:  Jason Nelson 

This spell is very much like the 2nd-level rainbow beam spell, but
is much more powerful. Besides a slightly larger area of effect,
and the fact that a solid object will not stop the beam unless
larger than 2 feet wide and formed of solid stone or some such
similar dense material, i.e., the beam is not stopped by mere
flesh, even if armoured, but would be stopped by a stone wall.
The spell does 1d6 HP of damage + 1 HP per level of the wizard. The
swirling, coruscating tendrils of multihued light also have
properties as listed under the rainbow beam spell. A target
resistant to one or more of these forms of attack takes one less
point of damage per die per attack that it is resistant to. The
opposite applies for creatures that are particularly vulnerable to
a certain form of attack (for example, a frost giant is immune to
cold, but is not particularly vulnerable to fire, so it would take
one less point of damage per die. A green slime, vulnerable only to
fire and cold, would take 5 fewer points of damage per die). The
indigo (holy water) beam does normal damage except to creatures
affected by unholy water (paladins, lammasu, etc., who are
considered being resistant), and those affected by holy water
(undead, demons, etc., who are considered specifically vulnerable).
The victim is entitled to a saving throw, which, if successful,
indicates that the beam has missed. It may hit another target,
though. Also, if a target is struck by the beam, he must save
versus petrification or be struck in the face and blinded for 1d4+2
rounds.
The material component for this spell is a small diamond worth not
less than 100 gp.


Alpha's Ray of Paralysis (Alteration)

Range:  10 feet + 5 feet per level
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Jason Nelson 

The wizard extends his arm, points his finger, and speaks a word to
cast the spell. A thin, light blue ray leaps from the wizard's
finger. The intended target must save versus petrification. If the
saving throw is failed, the creature is struck by the beam and,
unless the creature possesses some innate magic resistance, is
paralysed for 2 rounds per level of the wizard. If the saving throw
is made, the pencil-thin ray has missed its original target and
continues on in a straight line to the extent of its range. Any
creature in the path of the beam must make the same saving throw or
be struck and paralysed. If the ray actually strikes, there is no
saving throw versus its effects. Size L creatures must save at -1,
size H at -2, and size G at -4. Conversely, size S creatures save
at +1 and size T at +3. The ray can affect only target in any
event. The material component is a clear gem or a piece of amber
worth at least 100 gp.


Alpha's Shadowfire (Evocation, Necromancy)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  1-foot diameter, 5-foot per level long ray
Saving Throw:  1/2
Author:  Jason Nelson 

This spell calls forth a seething black ray shot through with veins
of green fire. All creatures in the path of the spell will suffer
1d4 damage per level of the wizard, up to a maximum of 20d4. A
successful saving throw versus breath weapon will result in only
half damage. A creature that is immune to fire or to energy drain
will suffer only half damage (a quarter if a successful saving
throw is made). If the damage rolled exceeds a target's remaining
hit points, that target is disintegrated. The material component is
a black opal worth at least 500 gp.


Alpha's Sheet Lightning (Evocation)

Range:  30 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  10-foot per level long square
Saving Throw:  Special
Author:  Jason Nelson 

This spell creates a very bright flashing jolt of sheet lightning
within the area of effect. All those in the area receive 4d4
electrical damage with no saving throw. In addition, those within
must save versus petrification to avoid being blinded for 1d3
rounds and must save versus breath weapon to avoid being stunned
for 1d3 rounds. Those carrying large, mostly metallic weapons (for
example, swords or battle axes) or wearing partial metal armour
(studded chain) save at -2 versus the stunning and suffer +1 per
die of damage. Those in full metal armour (splint mail or better)
save at -4 versus the stunning and suffer double damage. The
material component is a bit of fur and a sheet of fine crystal
worth at least 50 gp.


Angel's Negation (Abjuration, Enchantment)

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

This spell instantly negates the obsessive, compulsive behaviour
caused by a seducer, and renders the recipient immune to the
non-magical charms of that seducer. The seducer class is described
in detail in The Net Carnal Knowledge Guide.


Animate Clothing (Illusion/Phantasm, Necromancy)

Range:  60 yards
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One or more pieces of clothing
Saving Throw:  Special
Author:  

By casting animate clothing, the cast can add body and substance to
an illusion. The spell animates one or more articles of clothing,
drawing its power from the vestiges of life energy left by the most
recent wearer. The clothing fills out to the proportions of the
previous owner, around which the caster can create an illusion,
generally of someone wearing the clothing. The animated clothing
moves, wrinkles, and stretches as if worn, and exerts tension and
mild force. Should someone touch or come into contact with the
clothing, it will feel as if someone was actually wearing the
clothing. Attacks or forceful contact adds a +2 to disbelieving the
illusion.
The material component is any article of clothing that has been
worn within one week. Almost any article of clothing can be
animated: shirts, pants, dresses, hats, boots, gloves, etc. One
article per three levels can be animated at once, clothing that
comes in pairs counting as one (gloves, socks), and can be
mismatched, although mismatched articles filling out to different
proportions could be suspicious. Even pieces of armour may be
animated, however due to the heavier mass and lessen flexibility,
each counts as two articles of clothing (a complete suit of plate
armour is not counted as one item, but a leather jerkin is).
Animated clothing can move and lift light objects, turn pages in a
book, pick up a small gem, but cannot perform actions requiring
dexterity, such as unrolling a scroll or picking a pocket. They
furthermore cannot attack or wield weapons, not even daggers or
darts. Any attempt exhausts the life energy fuelling the spell
instantly and the clothing ceases to be animated. Animated clothing
remains so as long as the caster concentrates.
The illusion of the creature is not a separate spell, but part of
animate clothing. Additionally, an illusion of the creature who
most recently wore this clothing is not automatically supplied by
the spell.
The clothing used has to have been worn for at least 8 hours for
there to be enough residual life energy to animate with. Once the
spell has been cast on the spell (successfully or not), the
clothing cannot be animated again until it has been worn again for
another 8 hours. The clothing remains animated for as long as the
caster concentrates, but, like phantasmal force, the caster cannot
perform other actions.


Armour (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Ally's Spellbook 

This spell armours the recipient creature in a magical aura. The
armour bonus is 4 plus one point of Armour Class per level. Thus,
a 7th-level caster would get an Armour Class of 2, while an
11th-level caster would get an Armour Class of 0. If actual armour
is worn, the better of the two (real armour versus the armour
spell) is used. This spell works with rings and other magical
protections plus the creature's Dexterity bonus if any. The
material component of this spell is a left glove.


Atom Blast (Invocation/Evocation)

Range:  5 feet per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  1 pound per level
Saving Throw:  None
Author:  Jim Vassilakos 

This spell causes any solid, non-animate, non-magical, non-living
substance to explode from within causing 1d4 points of damage per
level of the wizard to creatures within ten feet of blast.


Attacking Mist (Conjuration/Summoning)

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

This spell can summon a class II type of intelligent mist from the
elemental plane of air. The creature is summoned when an event
triggers the spell (similar to magic mouth). The spell attacks
first person encountered. The mist will stop an attack after it has
been summoned upon conditions set by the wizard.
The mist is actually a being from the elemental plane of air
(albeit a low powered one). The difference between intelligent
mists and other summoned creatures is that the mists actually have
access to the knowledge of their summoner. This includes 1 language
(chosen by the wizard) and information (not spells) dictated by the
casting wizard.
For a detailed description of the different types of intelligent
mists, see the monster description provided with the 5th-level
magic mist. The instructions for the attacking mist must be written
on a piece of paper (the material component of this spell), which
must be burnt in the casting.
Whether the mist stops attacking or wins the battle, it will not
return to its own plane until either dispelled or the spell
duration expires.
For example, Raji casts an attacking mist spell. He states that a
mist will be summoned when anyone comes into this room, and will
cease to attack anyone who speaks his name.


Beacon (Alteration)

Range:  60 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  4
Area of Effect:  5-mile long, 1-foot wide beam
Saving Throw:  None
Author:  Francois Menneteau 

A ray of light of any colour springs from the caster's palm. It can
be up to 5 miles long. This ray inflicts 2 points of damage per
level of the caster to any creature directly affected by sunlight.


Become Phantasmal Lover (Illusion/Phantasm)

Range:  5 yards per level
Components:  V, S, M
Duration:  Until the next morning
Casting Time:  Special
Area of Effect:  One creature
Saving Throw:  Special
Author:  Adelheyde 

When this spell is cast, the wizard causes his features to shift in
the mind of his victim to conform to those of an individual that
the victim considers to be the ultimate lover. Once the spell is
successfully cast (the saving throw varies according to the amount
of preparation in casting the spell), the recipient will be putty
in the hands of the caster, not out of enchantment but only out of
the recipient's own sense of wish-fulfilment.
This spell takes as much time to cast as it takes to get the
recipient drunk. The more thoroughly tanked up the recipient gets,
the worse will be the saving throw (see the Net Alcohol Guide for
more information):

          Recipient's         Saving Throw
             State              Modifier
   Had a serving of alcohol        -1
     Slightly intoxicated          -2
    Moderately intoxicated         -4
      Greatly intoxicated          -8

The material component of this spell is a large quantity of
alcohol, which must be passed through the gullet of the recipient.


Beetle Call (Conjuration/Summoning)

Range:  50 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell summons a variable number of beetles to fight for the
wizard. The beetles cannot be used for other tasks. The type of
beetle that can be summoned depends on the level of the wizard:

        Wizard's Level      Summoned Beetles
             7-10           fire, bombardier
            11-13             water, boring
            14-17             stag, slicer
              18+    death watch (11 HD), rhinoceros

Note that beetles from a lesser level may always be summoned. Up to
1 HD per level of the wizard can be summoned (round down). Only one
type of beetle can be summoned, and all remainders are dropped.
Other types of beetles may be summoned at the DM's discretion. The
material component of this spell is a small, live beetle.


Bergil's Fire Bolt (Evocation)

Range:  20 yards + 5 yards per level
Components:  V, S, M
Duration:  Instant
Casting Time:  4
Area of Effect:  Special
Saving Throw:  1/2
Author:  Bergil

The spell creates a powerful bolt of plasma that in inflicts 1d8
points of damage per level to anyone in its area of effect (maximum
damage is 12d8). This bolt is 60 feet long x 5 feet wide, it cannot
be forked. It streaks outward much like a lightning bolt. It does
not reflect, however. If the firebolt hits a wall, the plasma
spreads out in a 5-foot radius hemisphere, anyone in the hemisphere
takes damage. Thus it is possible to hit someone standing near a
wall twice with the firebolt, once with the bolt and once with the
hemisphere. The firebolt automatically sets fire to anything
combustible in the path or in the hemisphere. The bolt has the same
penetration ability as a lightning bolt. The material components
are a stick, a bit of sulphur, and a dab of royal honey.


Bigby's Bitch Slap (Evocation)
Reversible

Range:  10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One female (male for the reverse)
Saving Throw:  Negates
Author:  James A. Hooper  and Boudewijn
Wayers (dedos4@win.tue.nl)

This is yet another version of the "Bigby's Hand" spells (although
probably not from Bigby). A quasi-real hand (five feet) comes into
existence and smacks the nearest women that the caster commands it
to. If the woman knows her place is in the kitchen, the hand only
does 1 point of damage as a reminder. However, if the woman has
complained, whined or not been to the kitchen in three days, the
hand instantly grows to a Titan's hand's size (25 feet) and knocks
the woman into the nearest kitchen (be it 10 feet or 10,000 miles)
and forces her to cook a three course meal. If she continuously
refuses, the hand will inflict damage on her until she submits
(DM's decision on damage per hit). The hand has as many hit points
as the caster in full health and has an Armour Class of 0. The
material component of the spell is a leather glove.
The reverse of this spell, Bigbabs' brute slap, is quite alike,
except that it only works on males, to remind them that they should
leave the house and go to work. The man is immediately reminded
that he should work, not hang around in, say, a comfy living room
or bar. The hand evoked will continue slapping the male until he
submits and goes to work. If the man had complained, abused women
at work, or not been to work in three days, the hand will grow to
25 feet and beat the man until he complies, forcing him to perform
overwork for at least two hours.


Blood Scent (Alteration)

Range:  0
Components:  V, S, M
Duration:  9 rounds
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Steve Bartell 

This spell causes the recipient to give off the strong smell of
blood as if they were bleeding profusely. The victim will take no
damage from the spell and there are no visible effects, only the
scent of blood. The smell attracts carnivorous creatures in the
area - usually sharks. The spell has a 10% chance of attracting
wandering monsters on the first round after casting, with an
additional 10% each round thereafter. This chance increases to a
maximum of 90% on the ninth and last round of the spell duration.
The type of creatures appearing depends on the area the spell is
cast. The DM can do a wandering monsters check to determine what
shows up. The creatures that appear will be so strongly attracted
to the spell victim that they will ignore all other living things
in the area. When the spell duration expires, the scent immediately
disappears and the attracted carnivores will no longer be attracted
to the individual. However, if they successfully drew blood from
the victim, chances are they will continue to attack. The material
component for this spell is a shark's tooth.
Note: this spell was created for use underwater. If the DM allows,
the spell can be used in a land-based campaign to attract
carnivorous creatures. The spell may not be as effective out of the
water - at the DM's discretion.


Bolt's Hell Hail (Evocation)

Range:  10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  7
Area of Effect:  40-foot square
Saving Throw:  None
Author:  Phill Hatch 

Hell hail is a fire version of ice storm with some implementation
differences. As a storm, it has the same area of effect as an ice
storm, but causes only 3d8 for damage. The storm is largish
hailstones that drop from above. On impact, they burst in a fiery
flash of heat and energy. It will ignite flammable materials
failing their saving throws and break fragile containers on impact,
perhaps igniting the contents. The storm is unlikely to burn a
table, stout chairs, large logs, leather objects and the like, The
storm doesn't last long enough to light them. In this form, its
duration is instantaneous.
When cast as a sheet of flames, its effect is quite different.
While the spell has a longer duration in this mode (1 round per
level of the caster), it has only one initial flash of heat and
power, so thin hair, very dry and thin paper or other fiery
substances will be consumed. Scrolls, books and the like will not
be harmed unless they are unrolled, open, in use or in other
vulnerable circumstances. Even then, only the exposed areas will
suffer the damage. Creatures are not normally harmed though small
insects may be consumed in the initial flash. The area radiates
heat, but not enough to cause damage, though passing through will
be uncomfortable. The fires rage 7 feet high in the area for the
duration of the spell and may block vision. The crackling of the
flames makes communication across the field difficult if not
impossible. Low Intelligence creatures won't enter the burning area
and will try to flee from the fire zone immediately. Standard
Intelligence creatures must make a saving throw versus paralysation
to willingly enter the area. High Intelligence creatures may enter
and exit the area freely.


Bone Bow (Evocation)

Range:  0
Components:  S, M
Duration:  1 round + 1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Bret Mikeal O'Neal 

This spell calls into being a magical long bow, consisting entirely
of human bones. For each round that the spell is in use the caster
can fire two bone arrows a round. These are shot with long bow
range brackets at a THAC0 of a fighter of half the wizard's level.
These count as +3 for what creatures can be hit, are not stopped by
magic resistance and do 1d8+2 damage (plus Strength bonus) each
hit.
The material components are a wish bone and a length of silk
thread.


Bone Lock (Necromancy)

Range:  10 yards per level
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Special
Author:  Peter Gourlay 

This spell causes the bone joints of a creature to lock,
effectively immobilizing it for the duration of the spell unless it
makes a successful saving throw versus death magic. Even if the
saving throw is made, the creature is slowed. Obviously, a creature
must have a bone structure in order for this spell to be effective.
Any creature that is entirely composed of bone saves at -3. The
material component of the spell is a bone shard.


Branit's Backstabbing Surprise (Conjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  Person touched
Saving Throw:  Negates
Author:  Arrvid Carlson 

This spell provides protection against backstabbing. When the
recipient of the spell is backstabbed, a cloud of acid is created
behind the spell recipient which blows back and out to form a
semi-sphere 8 feet in radius. All within this area, the recipient
not included, take 6d4+6 points of acid damage. Note that the
backstabber gets no saving throw (due to surprise and proximity),
all others receive half damage upon a successful saving throw.
A backstabbing attack is any physical attack or combination of
attacks initiated from behind which causes damage equal to one
fifth or more of the victims hit points at the time of the attack,
assuming the attacker is within 8 feet of the victim when the
attack is initiated. The spell is in effect until dispelled or
discharged. This spell will work in combination with other
defensive spells.
The material component is 100 red ants which must be rolled in the
wizards hands, the husks then thrown over each shoulder of the
recipient, and the juice rubbed into the recipients back.


Broom (Enchantment)

Range:  0
Components:  V, S, M
Duration:  1d6 hours + 1 hour per level
Casting Time:  1 turn
Area of Effect:  Broom touched
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

A witch uses this spell to enchant her broom with the power of
flight. The broom flies with a movement rate of 30, minus 1 per 14
pounds above 182 pounds which it is carrying, and it can climb and
turn at an angle of 30 in response to the verbal command of its
mistress. While the enchantment lasts, the witch can summon the
broom from up to 300 yards away. The material components are a
broom, which is not used up by the casting, and a feather, which
is. The long casting time is necessary to set the command words,
but if the spell is recast on an already enchanted broom, it has a
casting time of 3.


Byrnaal's Apologetic Release (Conjuration/Summoning)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  1 hour
Area of Effect:  Special
Saving Throw:  None
Author:  Phill Hatch 

This spell is not for the animal lovers out there. For the rest of
you: sick of that toad you got stuck with for a familiar? Bored
with your skunk (he never was very good for parties)? Now there is
Byrnaal's apologetic release!
This spell releases any creature from a find familiar spell with no
adverse effects to either the animal or the caster. It causes the
ex-familiar to return to the exact state it was in before bound as
a familiar: in age, memories, etc. Not appropriate for very serious
campaigns, but there are times when this spell could have a
serious, beneficial use in a campaign (for instance, the wizard is
a wild magician and rolls that evil wild surge that gives him an
assassin imp as a familiar).
Byrnall Magefyre was the very first character I ever created, and
still going strong (when he's not too busy fighting off Cyric, the
Night Parade, the Cult of the Dragon, Orcus, and the Second Unhuman
war on Toril).


Byrnaal's Astounding Negation (Alteration, Necromancy)

Range:  10 yards per level
Components:  V, S
Duration:  1 round per level
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Phill Hatch 

This spell reduces the magic resistance of any creature by 2d10% +
1% per level. A successful saving throw reduces this loss to half
(round up), but the creature's magic resistance has no effect on
this spell.
The somatic component consists of merely pointing at the target.
The verbal component is this: the caster must utter three truths
about the target. Depending on how well this is roleplayed, the DM
should give saving throw bonuses or penalties, or change the amount
by which the magic resistance is lowered.
Note: This spell was made three years before the Tome of Magic
containing the 5th-level lower resistance spell came out, so
seniority is claimed by the original poster.


Chaos Vision (Illusion/Phantasm, Wild Magic)

Range:  10 yards per level
Components:  V, S
Duration:  1 turn per level
Casting Time:  2 rounds
Area of Effect:  10-yard per level radius sphere
Saving Throw:  None
Author:  Unknown

This spell offers some protection from teleport spells by
constantly shifting and shaping what an area looks like. Thus, a
wizard cannot use information gathered previously to teleport to
the affected area as the surroundings will have seemingly changed.
Objects located in this environment or entering it will be affected
as well, first appearing as one object or animal and then shifting
to another.
Another use found for this spell is as a trap. Slimes, moulds and
other creatures that don't need senses to attack can be placed in
this environment and are effectively invisible. Any attacks on
anything in the area of effect is hindered by a -4 modifier to-hit.
Note that true seeing and similar spells that see through illusions
will likewise penetrate this one. The illusion itself will not
cause any damage, although it may cause characters to react in such
a way as to hurt themselves. The main purpose of this spell is
simply to constantly conceal.


Cheffield's Kingly Feast (Conjuration/Summoning)

Range:  30 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 turn
Area of Effect:  One person fed per level
Saving Throw:  None
Author:  Paul D. Walker 

This spell is similar to Cheffield's major feast except that it
brings into existence food and drink which is of extremely high
quality. The food is excellent and nourishing. The drink is rich
and tasty. This meal is truly fit for a king and his kind. In
addition to the main meal are appetizers to serve before and
desserts to be eaten afterwards. Nobody who is being served by this
spell will be unable to finish their food.
The material components of this spell are rich spices (40 gp) and
a good quality wine (minimum 10 gp) which must be mixed together
when the spell is cast. As a final note it must be pointed out that
the four and twenty black birds baked in a pie is an optional
feature.


Chill Grasp (Alteration, Necromancy)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Savanthalas 

This spell combines shocking grasp and chill touch. As on chill
touch, the cold aura is generated and creates an aura around the
caster covering him on all sides. All attackers should make a
saving throw versus fear or paralysis. The next aspect of this
spell is the release of an electrical discharge when the character
touches a creature. The charge is a little less damaging than the
original shocking grasp spell due to the energy being diverted to
the chill aura. The damage ends up as 1d6+1 per level. There is no
saving throw for damage.


Circle of Protection (Alteration, Necromancy, Summoning)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Jim Vassilakos 

By means of this spell, the necromancer inscribes a circle of
protection (usually with magically prepared chalk) to which he
"ties" a thaumaturgic triangle into which a demon or spirit or
elemental may be summoned by other spells. Inside the circle, the
wizard cannot be hurt by the summoned creature, nor can that
creature be loosed except by the wizard's will. An Intelligence
check must be made to determine if the circle was properly
inscribed.
The circle (along with any other merged inscriptions) may be
temporarily neutralized by simply rubbing a break. In this way, no
creatures may find their way into the wizard's plane, though the
circle may be easily restored by casting a restore circle spell and
inscribing out the break.
The material component for this spell is some incense to be burnt,
worth at least 1000 gp.


Conjure Drink IV (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. Either wine (one tun per 5
levels) or spirits (one keg per 5 levels) can be conjured. 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.


Continual Ambience (Alteration)

Range:  60 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  4
Area of Effect:  60-yard radius globe
Saving Throw:  None
Author:  Paul D. Walker 

This spell is the same as the 2nd-level wizard spell ambient light
(q.v.), except as noted above.


Continual Weather (Alteration)

Range:  40 yards + 5 yards per level
Components:  V, S, M
Duration:  Permanent (until dispelled)
Casting Time:  4
Area of Effect:  10-yard per level radius area
Saving Throw:  None
Author:  Keith Taylor 

This spell is used to create a standing weather pattern in an area.
It creates a zone in which the desired weather repeats
indefinitely, and lasts until dispelled. The varieties of weather
possible are numerous, but cannot include cataclysmic upheavals of
the environment.
It is possible to cause precipitation, whose run-off vanishes at
the borders of the spell, being recycled so as not to unduly
disturb the environment outside the spell's area of effect. Snow,
sleet, hail, and rain are all possibilities for the continual
weather. The temperature is also variable, but heated or cooled air
does not heat or cool air outside the zone. The maximum temperature
of the zone is 110 degrees F, and the minimum is -10 degrees F. The
humidity (in absence of precipitation) and wind speed can be set as
well, although wind speed cannot be greater than 35 miles per hour.
Again, these effects end at the borders of the spell.
Astronomical oddities cannot be maintained by this spell: it is
impossible to have a region of eternal sunlight or star patterns.
Day and night do occur within, although overcast conditions may
reign in the zone, and the heat of the sun has no adverse effect on
snow or ice within.
The material component is a pinch of dirt from a wild magic zone.


Create Poison (Conjuration)

Range:  0
Components:  S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  Special
Author:  Ally's Spellbook 

This spell creates a poisonous liquid or gel. The potency of the
poison is dependant upon the level of the caster. The saving throw
against the poison is at -1 per 3 levels of the caster. Up to one
ounce of poison per casters level may be created and be of contact,
ingestion, or injection type. Note that any creature normally
immune to poison will be totally unaffected by this spell. The
material component of this spell is a wand of hemlock.


Create Smithy (Conjuration/Summoning)

Range:  10 feet
Components:  V, S, M
Duration:  2 hours per level
Casting Time:  1 turn
Area of Effect:  20 square feet per level
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell creates a complete smithy. It includes a forge (normal
metals), large forge with articulate bellows (for very hard metals
(up to and including mithril), a full set of hammers, a full set of
clamps, a water basin for tempering, a large anvil, a small curved
anvil, small smithing tools, a set of metal chisels, a set of
artistic metal working tools, a small amount of welding wire, a
welding iron, and several other miscellaneous tools for metal
working. The spell creates only the interior of the room; it
doesn't create the walls, floors, or ceilings.
The tools cannot be used for combat nor for sale. They cannot be
used to hide behind, under or in. If any of these are tried the
whole arrangement vanishes in a puff of smoke. Water or other
material vanishes instantly if it is not used for the required
purposes.
The material components can be used either during casting (for a
casting time of one turn) or during memorisation (for a
memorisation time of 1 hour and 20 minutes). If the material
components are used during casting the casting time is one turn. If
they are used during memorisation the smithy can be created with a
snap of the caster's fingers.


Cyril's Bungee Cord (Evocation, Wild Magic)

Range:  30 feet per level
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  4
Area of Effect:  One 10-foot per level long magical cord
Saving Throw:  None
Author:  Craig Allen Campbell 

This spell creates a cord similar to the one created with Cyril's
bungee snap. However, there are a few notable differences.
This cord will loop itself over the caster and one other creature
within the range of the spell. On the round after the casting, the
two will be drawn together to meet in the middle of the cord. They
will not hit each other, however, and will pass harmlessly past one
anther until the cord stretches out to its original length. In
essence, the two switch places in between rounds. During the "in
between round switching", both are allowed a melee or item attack
on the other when they meet in the middle. These attacks are made
at a +2 to-hit.
The cord will continue to switch the two back-and-forth for its
full duration, unless cut. The caster can cut the cord at any time.
Any other character may cut the cord by successfully dispelling it
or by inflicting damage to it with slashing weapons. The cord has
an Armour Class of -2 and as many hit points as the caster has
levels. If the cord is cut before the full duration has been
reached, a wild surge results. The person who cut the cord is
treated as the caster and the person attached to the cord and
furthest away from the cut point is treated as the target for the
wild surge result. If the caster himself cuts the cord, his level
is added to the surge roll, as per Nahal's reckless dweomer.
Both the caster and the target may take any normal action during
regular rounds (between switches), but all actions are at a +6
penalty to initiative. Movement is restricted to one quarter the
normal rate. Armour Class bonuses for high Dexterity are lost while
entangled in the cord, as are Dexterity bonuses to hit with missile
weapons. If either the caster or the target move such that a solid
object is between them, they are still drawn together, but will
take falling damage, much as in Cyril's bungee snap, and the cord
will be cut, causing a wild surge.
The material component for this spell is a piece of gold wire,
looped at both ends.


Damian's Insulated Envelope (Abjuration)

Range:  0
Components:  V, S, M
Duration:  2 rounds + 1 round per level
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  Special
Author:  Jay 

Due to his personal dislike of lightning the archmage Damian
crafted this spell to specifically counter its harmful effects.
When cast, this spell seems to cover the wizard in a pale blue
light resembling an envelope. Once cast the wizard gains 2 Benefits
(much like fire shield):
*  a saving throw versus lightning at + 2 indicates no damage to the
   wizard. A failed saving throw merely indicates half damage. If, at
   any time, the wizard is hit by any acid or acid spell, the wizard
   must save normally or take double damage.
*  if any melee attacks are made on the wizard, on a successful strike
   the wizard takes normal damage but so does the attacker.
The material component is a self addressed stamped envelope.


Dardan's Dehydration (Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  7 rounds
Casting Time:  3
Area of Effect:  30-foot radius
Saving Throw:  Special
Author:  Craig Singsank 

When this spell is cast, a small dusty ecru-coloured sphere will
issue from the palm of the wizard's hand. When hurled in the air
the sphere will explode at the desired range into a billowing cloud
of cascading dust and powder. All creatures in the area of effect
must save versus death magic. If the targets make their saving
throw they are only effected for the first three rounds of the
spell. Otherwise they are affected as follows:
Round 1: The victim's eyes begin to burn, their mouth becomes
      parched, and their lips begin to crack. They lose -2 on their
      to-hit and initiative rolls this round. Spell casting is impossible
      for the duration of the spell. Lastly, the creature endures 1d4
      points of damage this and all following rounds.
Round 2: This round, the sweltering heat and scorching dryness
      engulfs the character's whole body. They lose -4 on their to-hit
      and initiative rolls and all Dexterity and Strength bonuses.
Round 3: By this round the victim feels as if every pore in their
      body is ablaze. This pain is so intense it blinds them and drives
      all other thoughts from their mind. The character can only lash out
      with a -6 on their to-hit and initiative rolls and a loss of all
      Dexterity and Strength bonuses.
Round 4: The agony of fluid being torn from the body is so savage
      this round the character falls to the ground tearing at his clothes
      and body. The character's anguish is so severe they lose 1d4 points
      of Constitution for a turn. Besides the previously stated penalties
      the character can also be attacked as if they were stunned or
      prone.
Round 5: see round 3.
Round 6: see round 2.
Round 7: see round 1.
All fire-using, undead, animated, and related creatures are immune
to this spell. However, all amphibious creatures, slimes, jellies,
puddings, molds, and water-using creatures incur twice the duration
and intensity of the spell.
The material components of this spell are several pinches of
powdered bone and a bit of spittle.


Darklight's Alcohol Fountaining (Conjuration)

Range:  0
Components:  V, M
Duration:  3 rounds
Casting Time:  1
Area of Effect:  20-foot radius area
Saving Throw:  None
Author:  Keith Taylor 

This spell was designed in order to aid one in freeing oneself from
webs, viscous globs, and other such sticky substances which can be
dissolved with alcohol. The material component, a flask of any
alcoholic liquid, must merely be in range for the spell to work.
Upon the casting of this spell, the caster's body begins to emit
great amounts of alcohol, which spray in all directions for the
duration of the spell. The caster may wish to waterproof his more
delicate belongings to save them from damage before casting the
spell. Any substance which could normally be dissolved with the aid
of alcohol is quickly broken down.
Note that the alcohol sprays reach a 20-foot radius, so that a
sizeable section of web or such could be covered. Note also that
alcohol is highly flammable, so this spell should be used with
caution.


Darklight's Creature Item (Alteration)

Range:  20 feet
Components:  V, S
Duration:  Permanent
Casting Time:  1 turn
Area of Effect:  One creature
Saving Throw:  Special
Author:  Keith Taylor 

This spell functions in a similar way to the 3rd-level item spell,
but is designed to work upon living creatures. A creature affected
by the spell is altered into a piece of cloth, as per the item
spell. Very small creatures who have been itemized will be cloth
pieces of roughly life size, but large ones are shrunk to no more
than 1x1 foot cloth representations. While in this state, they are
in a state of suspended animation, and could remain in such a state
indefinitely. If an intelligent being's possessions have all been
itemized previously (disregarding magic items - those resist the
process), then they will be included in the final item. A willing
creature can forego its saving throw; charmed creatures are
considered willing. Unwilling creatures (who have somehow been kept
still for a turn) get a saving throw versus polymorph to resist the
change. The cloth piece resulting is somewhat resilient, getting +3
to all material saving throws, but if destroyed, kills the
creature. Returning the creature to (normal) life merely entails
tossing it upon the ground (with this being the stated intent) or
speaking a command word specified by the caster upon casting.


Darklight's Delivering Bolt (Alteration, Metamagic)

Range:  10 yards per 2 levels
Components:  V, S
Duration:  Instantaneous
Casting Time:  2 (but see below)
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This spell "loads" any one 1st-, 2nd- or 3rd-level spell that is
normally cast via touch into a bolt of magic which can be used to
deliver it at range. Single-charge spells, such as shocking grasp,
are fired through the bolt and work normally on the target if the
bolt hits. If a spell works over a number of rounds rather than a
certain number of touches, or if there are multiple possible
charges delivered over a series of touches, then the spell can be
"fired" through these bolts, one bolt per round throughout the
normal spell duration. Other types of touch spells should be dealt
with in a similar manner at the DM's option. Beneficial as well as
offensive spells can be loaded and launched in this manner. Only
one spell per casting of this Metamagic spell can thus be affected.
The casting time of the Metamagic includes the casting time of the
secondary spell within itself, adding 2 to the latter's normal
casting time. The bolt looks like a pointy beam of light in the
wizard's preferred colour. Note that the caster must make a
successful roll to-hit for the bolt to strike its target, unless
the target is willing to be struck or cannot dodge.


Darklight's Inexplicable Manifestation (Enchantment, Illusion)

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

This spell is cast upon an inanimate object so that when a being
next touches it, a limited illusory manifestation of the caster's
choosing occurs. The manifestation can be of almost any nature the
caster desires, but cannot be designed to fool or scare anyone, as
it is clearly some sort of phantom sensation. The manifestation can
be visual, sonic, or olfactory; it appears or manifests near or
around the creature touching the enspelled object. It could be, for
example, the image of a white rose, the scent of the ocean, or the
sound of a crying kitten. An image cannot be larger than about 3
feet across at most, a sound cannot be louder than loud
conversation, and a smell cannot incapacitate or choke anyone. The
dweomer remains passive within the object until a creature touches
it, at which point the image manifests. 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 manifestation - usually this seems to be some sort of ghostly
phenomenon. 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 causes the same
manifestation. This is accomplished by simply laying a permanency
upon inexplicable manifestation. Secondly, it is often incorporated
into the enchantments of a magic item (often a sword) to give the
item personality and flair. A piece of paper with a colour drawing
or detailed description of the manifestation is the material
component.


Darklight's Invisible Spell (Alteration, Metamagic)

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

This metamagic spell can affect any one spell of fifth level or
lower. It functions to cloak all visible effects of the spell,
making it invisible. This has the effect of reducing its damage by
1 per die (but not below 1 point per die), but making it more
conducive to stealth. For example, a fireball modified by invisible
spell would explode with normal noise, heat, impact, and such, but
would be invisible. Note that this does not conceal either the
caster or the spell's victims, only the visible portion of the
spell. It adds 3 to the casting time of the other spell, but
requires no extra material components. The casting of the other
spell must be started within the duration of this spell.


Darklight's Lofty Eye (Divination)

Range:  0
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  1 round
Area of Effect:  Sight (see below)
Saving Throw:  None
Author:  Keith Taylor 

This unusual spell gives the caster an elevated view of his
surroundings. The caster must stand still with eyes closed for the
duration; he is then able to look down from a point hundreds of
feet directly above the spot where he is standing. Needless to say,
the spell's utility is limited by visibility conditions - it does
not grant the ability to see through trees, clouds, smoke, etc. It
will not function at all if cast indoors or underground. Trees are
not a barrier to the spell's operation, but it does not lend any
special visual acuity, so fine details of things on the ground may
not be picked out. The duration is limited by caster concentration.
The spell's material component is a looking glass.


Darklight's Minor Planar Weapon (Conjuration, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  5d6 rounds
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This spell summons a small weapon composed of planar energies. It
is solid and non-damaging to the caster, but its substance is
usually unusual. It typically takes the shape of a dagger, but can
be any small-sized weapon the caster is proficient in. Its base
damage is equal to that of a weapon, +1 of its type, as is its
ability to hit, but it does 1d10 points of special damage based on
its extraplanar energies. When this spell is cast, roll 1d100 and
consult the table below to see what plane is drawn upon.
Note: when multipliers are given to damage, apply the multiplier
only to the "special" planar damage of the weapon (1d10, usually),
and when the description says that it can attack certain creatures
"normally", then the special planar damage does not apply to that
creature type.

01-50. Elemental plane. Roll 1d4 to determine which:
1. Air. The weapon can disperse 1-yard portions of a cloud of smoke or gas
   if swung at them, and can keep vaporous creatures at bay or attack
   aerial creatures normally. It does double damage to earth or rock
   based creatures.
2. Earth. The weapon petrifies a creature on a natural 20, if they fail a
   saving throw versus petrification. It does double damage to gaseous
   or aerial creatures, and can attack earth-based or rock-like
   creatures normally.
3. Fire. The weapon can set any flammable substance alight by merely
   touching it, and can melt ice at the rate of 3 cubic feet per
   round. It allows one to attack flame-based creatures normally, but
   does double damage to liquid creatures, water-based, or cold-using
   creatures.
4. Water. The weapon, if three successive hits are made on a single
   creature, can attempt to "drown" the creature (assuming it is
   air-breathing) by filling its lungs with water. Thereafter, it must
   make a successful Constitution check every hit or take an
   additional 2d6 drowning damage. It can extinguish normal fires by
   touch, and allows one to attack liquid creatures normally. It does
   double damage to fire-based creatures.

51-60. Para-elemental plane. Roll 1d4 to determine which:
1. Ice. The weapon causes a creature to freeze stiff for 3d4 rounds and
   take 3d4 extra damage if it hits on a natural 20. It can freeze up
   to 1 gallon of liquid per round of touch. It allows one to attack
   creatures of ice normally, but does double damage to earth-based
   and air-based creatures.
2. Magma. The weapon causes items struck to melt or become incinerated if
   they fail a saving throw versus magical fire. On a natural 20, it
   does triple damage to normal creatures (quadruple to vulnerable
   creatures). It allows one to attack lava creatures normally, but
   does double damage to water-based or air-based creatures.
3. Ooze. The weapon coats a creature with mud and slime, and on a natural
   20, causes their lungs to fill up with ooze (they must then make
   Constitution checks for 6 rounds or take 1d6 drowning damage per
   round). It allows one to attack slime or ooze creatures normally,
   but does double damage to fire-based and air-based creatures.
4. Smoke. The weapon causes 2d4 extra suffocation damage on a natural 20.
   It can fill one 1-yard square per round with smoke, which functions
   as normal smoke (the wielder is immune to negative effects of
   generated smoke). It allows one to attack mist or smoke-based
   creatures normally, and does double damage to water or earth-based
   creatures.

61-70. Positive quasi-elemental plane. Roll 1d4 to determine which:
1. Lightning. The weapon knocks a creature back up to 4 yards on a natural
   20, with a clap of thunder and 1d10 extra electrical damage. It
   allows one to attack electrical beings normally, and can do double
   damage to metallic, earth-based, or water-based creatures. Also, it
   is +4 to-hit against opponents with metal armour (because it is
   transmitted through such protections).
2. Minerals. The weapon on a natural 20 has a 50 percent chance of
   severing (as a sword of sharpness), otherwise the creature must
   save or be petrified. It allows one to attack crystalline or
   mineral creatures normally, but does double damage to air-based or
   particulate (dust or sand) creatures.
3. Radiance. The weapon turns an undead or shadow-creature on a natural
   20, otherwise on a 20 it blinds a normal creature for 2d6 rounds.
   It emits light out to a 30-foot radius. It allows one to attack
   creatures of light or radiance normally, and does double damage to
   shadow-based creatures or undead.
4. Steam. The weapon causes a normal creature to pass out from heat
   exhaustion on a natural 20. It emits one 1-yard square per round
   full of vapour (which does not hinder the wielder at all). It
   allows one to attack mist or vaporous creatures normally, and does
   double damage to flame (not purely heat-based) creatures or to cold
   (not purely water-based) creatures.

71-80. Negative quasi-elemental plane. Roll 1d4 to determine which:
1. Ash. The weapon causes 2d6 extra cold damage on a natural 20. It lowers
   the temperature in a 20-foot radius by 15 degrees F every round
   (except the caster's body temperature). It allows one to attack
   ash-based creatures normally, and does double damage to flame or
   heat-based creatures.
2. Dust. The weapon causes 2d6 extra deterioration damage on a natural 20.
   If held in contact with solid material, it breaks down half a cubic
   foot of such per round, leaving behind only fine dust. It allows
   one to attack particulate (sand or dust) creatures normally, and
   does double damage to crystalline, rock, or earth-based creatures.
3. Salt. The weapon causes 2d6 extra dehydration damage on a natural 20.
   If held in contact with organic materials, it desiccates them
   completely in 2 rounds. It allows one to attack salt elementals
   normally, and does double damage to water-based or liquid
   creatures.
4. Vacuum. The weapon causes 2d6 decompression damage on a natural 20. It
   sucks one 1-yard square per round full of air into oblivion (the
   caster has no problems breathing), creating medium winds and having
   worse effects in enclosed spaces. It allows one to attack creatures
   of vacuum normally, and does double damage to air-based creatures.

81-90. Border plane. Roll 1d2 to determine which:
1. Astral. The weapon is invisible, but ignores all physical barriers to
   attack. It can cut a creature's silver cord on a natural 20
   (assuming they are projected). It does double damage to creatures
   from the astral plane. A normal creature isn't able to heal from
   its wounds unless magically healed (as the damage is to the being's
   aura).
2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but
   ignores all physical barriers to attack. It attacks ethereal,
   spirit, or in-phase creatures for double damage. A normal creatures
   isn't able to heal from its wounds unless magically healed (as the
   damage is to the being's spirit).

91-95. Material plane. Roll 1d2 to determine which:
1. Negative material plane. The weapon drains one level or Hit Die of life
   energy on a natural 20. The weapon has no effect on undead
   creatures, but does double damage to creatures with a link to the
   positive material plane.
2. Positive material plane. The weapon causes its special damage as
   healing to any living being, but if the being is already at full
   hit points, this applies as "damage". This "damage" is actual, but
   does not count as pulling a creature below full hit points in terms
   of this spell. On a natural 20, it acts as a mace of disruption
   versus undead. Undead take double damage in any case from this
   weapon.

96-98. Outer plane. Roll 1d20 to determine which:
1. Seven Heavens. This weapon is gleaming white, and radiates golden
   light. It repels evil creatures as a fear spell, 5-yard radius. It
   does double damage to chaotic evil creatures, and cannot strike
   lawful good creatures. It can spray holy water upon command in a
   cone 5-foot base by 30 feet long with a 10-foot maximum spread.
2. Twin Paradises. This weapon is of entwined silver and white marble. It
   can cure serious wounds once per summoning upon lawful good and
   neutral good creatures, and cannot strike such. It does double
   damage to chaotic evil and neutral evil creatures.
3. Elysium. This weapon is of pure, glowing silver. It can turn undead and
   evil lycanthropes as a 9th-level priest. It does double damage to
   neutral evil creatures, and can disrupt undead creatures on a
   successful hit, although it cannot strike neutral good creatures.
4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken
   wood. It radiates a 3-yard radius field of animal friendship aimed
   towards the caster. It cannot strike neutral good and chaotic good
   creatures, but does double damage to lawful evil and neutral evil
   creatures. It can cure light wounds to any normal plant or animal
   it touches, once per round.
5. Olympus. This weapon is made of fine, polished steel. It cannot strike
   chaotic good creatures, but does double damage to lawful evil
   creatures. It can create food and wine upon command, as the priest
   spell (cast at ninth level). It also does damage as if swung by one
   with 18/00 Strength.
6. Gladsheim. This weapon crackles with lightning and fire, and is made of
   fine steel. It cannot strike chaotic good and chaotic neutral
   creatures, but does double damage to lawful neutral and lawful evil
   creatures. It gives a +2 to-hit and -2 on AC to any chaotic good
   and chaotic neutral warrior within 3 yards.
7-9. Limbo. This weapon randomly shifts colour, composition, and radiance
   every round. It can strike any creature who can be hit by +3
   weapons. Any spell effect directed at the wielder is changed into
   a wild surge. It randomly polymorphs any substance or object it
   touches once per round, and on a natural 20 polymorphs a creature
   randomly. It does double damage to lawful neutral creatures.
10. Pandemonium. This weapon is made of howling wind and darkness. On a
   natural 20, it blinds and confuses (as the spells) its target. It
   cannot strike chaotic neutral and chaotic evil creatures, but does
   double damage to lawful neutral and lawful good creatures.
11. The Abyss. This weapon drips acid and venom, and is seemingly composed
   of demon-parts. On a natural 20, it causes the target to save
   versus poison or take 2d20 poisonous acid damage, regardless of
   magical or natural resistance to poison or acid. It cannot strike
   chaotic evil creatures, but does double damage to lawful good
   creatures.
12. Tartarus. This weapon is composed of stagnant black liquid. On a
   natural 20, it causes complete amnesia which can only be removed by
   a heal. It cannot strike neutral evil and chaotic evil creatures,
   but does double damage to lawful good and neutral good creatures.
13. Hades. This weapon is composed of bone and blood. On a natural 20, the
   victim must save versus death magic or be transformed into an
   undead creature. It cannot strike neutral evil creatures, but does
   double damage to neutral good creatures.
14. Gehenna. This weapon is composed of mingled brimstone and shadow. It
   cannot strike neutral evil and lawful evil creatures, but does
   double damage to neutral good and chaotic good creatures. On a
   natural 20, it inflicts a rotting disease upon its victim (as per
   a mummy's touch).
15. Nine Hells. This weapon is composed of fire and brimstone. On a
   natural 20, the creature struck takes 2d20 flame damage, regardless
   of magical or natural resistance to fire. It cannot strike lawful
   evil creatures, but does double damage to chaotic good creatures.
16. Acheron. This weapon is made of cold iron which glows with a red
   radiance. On a natural 20, it paralyses its victim. It cannot
   strike lawful neutral and lawful evil creatures, but does double
   damage to chaotic good and chaotic neutral creatures.
17. Nirvana. This weapon is perfectly symmetrical along at least two axes,
   and appears to be made of grey crystal. On a natural 20, its victim
   is held for 2d6 rounds. It cannot strike lawful neutral creatures,
   but does double damage to chaotic neutral creatures.
18. Arcadia. This weapon appears to be made of wood which has been turned
   into precious metal. When it touches any poison or acid, the latter
   is instantly nullified. It cannot strike lawful good and lawful
   neutral creatures, but does double damage to chaotic neutral and
   chaotic evil creatures. It can cure poison once per round when it
   is touched to a creature.
19-20. Concordant Opposition. This weapon is of pure white crystal, fine
   steel, and polished obsidian intertwined. It cannot strike druids
   or other creatures who protect the balance. It does double damage
   to lawful good, chaotic good, chaotic evil and lawful evil
   creatures. Its attack ignores the defences of a creature whose
   powers are based on strong alignment, such as demons, paladins, and
   slaadi.

99-00. Unusual, demi-planar. Roll 1d4 to determine which:
1. Demi-plane of electromagnetism. The weapon is +5 to-hit against
   opponents clad in metallic armour. It can repel or attract metal
   objects with 15 Strength within a 3-yard radius at command. On a
   natural 20, it knocks an opponent back up to 6 yards for 2d6 extra
   impact damage. It does double damage to creatures of a ferrous
   composition.
2. Demi-plane of shadow. The weapon is actually only quasi-real, but
   appears to be made of solid blackness. A creature struck must
   disbelieve or take double actual damage. It does double damage
   against creatures of light or any illusory "beings". On a natural
   20, blinds a creature for 2d6 turns.
3. Demi-plane of time. The weapon appears to be simply a wavering violet
   outline. It ages a creature 1 year for each point of damage accrued
   (random direction, 50% chance each hit of ageing older or younger).
   On a natural 20, it throws an opponent 1d4x1d100 rounds into the
   future (or the past - at the DM's option).
4. DM's option. This can be as strange as you like. It can be a weapon
   composed of the mists of Ravenloft, of the phlogiston, or of some
   far distant and really bizarre plane of the DM's own devising.

The material component is a carved ivory representation of the
weapon to be generated, with runes representing the various planes
of existence scribed upon it.


Darklight's Mysterious Manservant (Conjuration)

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

This spell is a favourite of eccentric or showy wizards. The spell
calls into being an invisible, intangible force which is imbued
with a limited intelligence. It is especially receptive to
permanency, with no risk of losing Constitution points. The force
obeys verbal commands and is able to produce a variety of useful,
usually mundane objects. It tends to become confused if the request
is not specific, however: due to its comprehensive knowledge of the
multiverse, the request "give me my hat" might result in a black
top-hat or a Stetson rather than the wizard's favourite pointy cap.
No information about other people, places, or things can be
surmised from quizzing the manservant, however. wizards who use
this spell tend to anthropomorphize the force, carrying on
one-sided (to others) arguments with it over misguided
conjurations, such as the Stetson mentioned earlier. Strangely
enough, they speak as if they receive actual replies, even though
no other person can hear them, and they themselves do not recall
actually hearing anything. Any conjured object leaving the wizard's
possession or which the wizard tells the manservant to get rid of
immediately vanishes. Conjured objects are limited in size to no
more than 5 pounds or so; also, since nothing conjured can be given
away and expected to exist any more, value matters little. Also, no
magic items, components, weapons, or other offensive items may be
conjured. Alternatively, the servant can "hold" indefinitely up to
100 pounds worth of material or up to 25 items of any sort for
later recall. No item held may weigh over 1,000 pounds. These,
being items with actual existence, are not limited in nature or
substance as conjured items are. Held items vanish completely, but
the manservant will always remember that they are there. The second
application is not recommended for the temporary casting of the
spell, because any items still held when the spell lapses vanish
forever. The manservant can be cast onto another person (and even
made permanent), but only if they both are wizards, and able to
cast conjuration magic.


Darklight's Personality Fragmentation (Enchantment)

Range:  60 yards + 5 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One target
Saving Throw:  Negates
Author:  Keith Taylor 

This rather ruthless spell may be targeted upon one intelligent
creature within range. Only non-humanoid creatures get a saving
throw versus spell to avoid the spell's effects, as their minds are
harder to "lock onto". The target of the spell, and no one else,
sees a glowing sledgehammer which strikes him on the head. The
target's psyche immediately splits into 2d4+1 separate
personalities, each having a 30% chance of being insane, the
original personality not counted in that number, but still in
existence. Their alignments, nicknames, and insanity should be then
determined randomly by the DM. The target has a 20% chance of being
stunned for four rounds, otherwise a random personality takes
control within one round. The victim can fight the spell over the
long run: for each week of this malady, the original personality
may make a saving throw versus death magic to remove one random
personality. Otherwise, the insanity works like the standard form,
with the normal chances for random switching.
The material component is a small silver hammer, with the word
"Maxwell" inscribed upon it.


Darklight's Rubbery Transformation (Alteration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  5
Area of Effect:  The caster
Saving Throw:  None
Author:  Keith Taylor 

This spell transforms the caster temporarily so that he is
extremely flexible, bouncy, and rubbery. Blunt weapons, impact, and
falling damage do not affect him in this state, but knock the
wizard 1 yard per point of damage over 5 points in the direction
opposite to that from which the attack came. Falling damage causes
the caster to bounce in a random direction (use the grenade-like
missile chart), one yard for every 20 feet fallen.
The caster can attempt to control the direction of his bounces (off
walls, floors, ceilings, people) by making a Dexterity check at -5
upon impact (but only if he sees it coming). Bladed or piercing
weapons do -2 points of damage per die, with the possibility of no
damage inflicted. Magical attacks may or may not injure the caster:
heat, cold, and most energy damages him normally, but force attacks
are resisted as blunt weapons.
The wizard's equipment is transformed in the same fashion, and
remains rubbery as long as he does. If the wizard bounces into a
person with a velocity of more than MV 10, he may do damage or
knock them over, at the DM's discretion.
The material component is a chicken bone, boiled to flexibility.


Darklight's Shockwave (Evocation)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  30 feet to 100 feet wide, 50-foot long arc
Saving Throw:  Special
Author:  Keith Taylor 

This pulse of force, sound, and wind can be emitted when the caster
swings his arms (or, optionally, his staff). This action causes a
thunderous wave of force along a 50 foot long path; it is 30 feet
wide at its beginning, but expands to 100 feet wide at the end of
its travel. The force will knock back creatures caught in it as
follows:

         Distance      Saving throw         Side
 Size     Thrown           Type            Effect
   T    3d6x10 feet      Wands, -3     Unconscious for
                                        2d10 rounds;
                                        1d10 damage
   S    2d6x10 feet      Death, -2     Unconscious for
                                         2d8 rounds;
                                         1d8 damage
   M  1d4x10 feet (if    Death, -2     Unconscious for
       an Open Doors                     2d6 rounds;
      roll is failed)                    1d6 damage
   L  1d3x5 feet (if      Spells        Topples over;
       an Open Doors                     1d4 damage
      roll is failed)
   H  10 feet (if an    Spells, +2       1d4 damage
        Open Doors
      roll is failed)
   G   5 feet (if an       None            Nothing
        Open Doors        needed
      roll is failed)

This spell has no material component.


Darklight's Staff of Pain (Enchantment)
Reversible

Range:  0
Components:  V, S
Duration:  2 rounds per level
Casting Time:  4
Area of Effect:  The caster's staff
Saving Throw:  None
Author:  Keith Taylor 

This spell causes the caster's staff to be surrounded at both
striking ends with a crackling, dark aura. The colour varies, but
is generally dark and ominous. The aura enhances the staff's value
as a weapon in several ways. It gives a +1 to-hit (this does not
affect what creatures may be hit by it). Also, it induces extreme,
mind-numbing pain in any target it hits. This pain forces the
creature to make a system shock roll at -30% or fall unconscious
for 2d6 rounds. Even if they succeed, they can take no action for
the rest of the round, and are at -3 (or -15%) on all rolls for the
next two rounds. The aura is not dispelled by a single attack, it
lasts for the entire duration and can be used for as many attacks
as the caster is able to make.
The reverse of the spell, staff of pleasure, causes the ends of the
staff to be surrounded at both ends with a bright, metallic glow.
The colour varies, but is generally positive and cheery. The staff
can still be used as a weapon, but has a chance of inducing
sadomasochistic tendencies in the creatures hit (5% chance for any
single being hit). The aura induces extreme pleasure in a being hit
by the spell, effectively disrupting all concentration and making
them unable to do anything else in the round. If they fail a system
shock roll (no modifier), they pass out from the pleasure. The aura
lasts for the entire duration, and people might just line up to be
tapped by it.
There is a third application of the spell, which must be memorised
separately, as if it were a reversed version, and which is called
staff of pleasure and pain. It combines the spells, making one end
of the staff glow with the pain aura and the other end with the
pleasure aura. Both ends function as above, and a creative wizard
can find hundreds of uses for this version.


Darklight's Subliminal Message (Enchantment)

Range:  0
Components:  V, S, M
Duration:  3 days per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  Negates
Author:  Keith Taylor 

This spell is cast upon a paragraph of writing, a sign, or a
drawing of some kind. The writing or image should be freshly made
by the caster himself or while he watches, and upon its completion
the caster casts the spell.
The spell implants an invisible "subtext" into the work, causing
all who read it to subconsciously be compelled by its meaning. The
message conveyed subliminally is chosen by the caster, and should
follow the guidelines of suggestion (q.v.). Those viewing or
reading the work are then required to roll a saving throw versus
paralysation or be compelled to follow its directives. A person
succeeding the throw is unaware that anything has occurred, and
even those whose behaviour has been altered by the spell have no
idea where their implanted urges originated.
The suggestion remains for a maximum of two weeks, or until acted
upon. The exact duration of the behaviour changed depends on the
nature of the suggestion. As with suggestion, no obviously suicidal
or alignment rending activity can be forced upon a victim.
The material component is the paper upon which the subliminal
message is inscribed.


Darkray's Absorbing Cloak (Abjuration, Evocation)

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

When a wizard casts this spell, he is surrounded by an invisible
aura, like a cloak, that absorbs and stores magical energy in the
form of spell levels. Once cast, the cloak lasts until it absorbs
its maximum (see below). One such cloak can absorb up to half the
caster's level (round down) in wizard spell levels. The spells
absorbed must be cast directly at the caster. Area effect spells
(like fireball and cloudkill) cannot be absorbed. If a spell cannot
be totally absorbed, the cloak has no effect on it.
When the cloak absorbs its maximum, it remains active for another
round. During this time, the wizard can enhance the effects of a
single other spell using the previously stored energy: he can cast
one spell as if he was one level higher than he actually is, per
two full spell levels absorbed. If the wizard chooses not to use
the stored energy, it is released the following round as a harmless
warm light around him.
Example: an 8th-level wizard casts absorbing cloak; he can absorb
up to 4 spell levels. Some time later, he is hit with a magic
missile (+1) and a lightning bolt (+3), all absorbed. At the same
round, another magic missile hits, but as the cloak is full, damage
is normal. In the following round, the wizard decides to use the
stored energy to enhance his own lightning bolt. The bolt will
inflict 10d6 points of damage instead of 8d6 HP, with appropriate
adjustments to range and area of effect.
The use of true seeing or similar magic will reveal the presence of
the protective aura, in the form of a shadow cloak worn by the
caster.
The material component of the spell is a silver or gold piece,
consumed in the casting. The spell is not cumulative with itself.


Darkray's Antimagic Blade (Abjuration, Evocation)

Range:  0
Components:  V, S, M
Duration:  5 rounds + 1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Dimitris Xanthakis 

This spell is a rather offensive version of dispel magic and is
primarily used to actively counter hostile magic. Upon casting it
on a blade of any type, the weapon is surrounded with a red aura
and thereafter acts as a +1 weapon (with normal penalties if the
caster is not proficient in it).
Every successful strike of the blade dispels magic, as per the
spell, at the caster's level and using the attack roll as the
dispel roll. This can be used against anything normally subject to
dispel magic: magical barriers, items, or effects of any kind.
The caster can end the spell at will. The use of the blade does not
hinder movement and does not preclude spellcasting any more than an
ordinary blade does. The caster is immune to the dispelling effects
of the blade.
The material component of the spell is any bladed weapon, which is
not consumed when the spell expires.


Darkray's Fiery Disruptor (Evocation)

Range:  10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Dimitris Xanthakis 

Darkray formed this spell from Melf's minute meteors and magic
missile. Its main purpose is not to inflict damage but to counter
a hostile spellcaster.
The spell enables the wizard to cast small fiery globes, one per
level of experience he has attained. The wizard can throw one globe
per round at the same or different living targets. Each of them
inflicts 1 point of damage. They are formed from pure magical
energy and seem to materialize over the head of the caster before
speeding towards their target.
The missiles have two special characteristics: they never miss (as
do magic missiles) and they always strike at the very beginning of
a round.
The conditions required to hit a target with this spell are the
same as those of magic missile. If a target goes invisible after he
has already been struck by at least one ball, he is allowed a
saving throw versus spell to avoid each missile aimed at him while
he remains invisible. The conditions in case (B) of Melf's minute
meteors also apply to this spell.
Since the globes created by this spell are similar to magic
missiles, they can be countered with appropriate ways.


Darkray's Magical Enhancer (Alteration, Evocation)

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

This spell belongs to the field of metamagic. Using it, a wizard
can augment the effects of spells cast the rounds following the
casting of this one. The duration of the spell is one round per two
full caster levels, up to seven. Magic that can be affected
includes all spells of fifth level or less with a casting time that
is less than or equal to seven rounds. The effects of an augmented
spell persist even beyond the duration of the enhancer.
The material component is a small gem stone of any value. The stone
starts to glow when the spell is cast and from then on, it acts as
a transformer of energy: the caster can spend some of his own hit
points each round to increase the casting level of his spells, 1 HP
per spell level.
For example, a 5th-level wizard wants to cast fly as if he were
eleventh level. He casts magical enhancer; in the following round,
he must spend 6 HP to be able to cast fly at eleventh level (11-
5=6). The duration of the fly will be at least 12 turns (duration
of fly: 1d6 turns + one turn per level), even though this is much
longer than the duration of the enhancer.
The maximum casting level that can be achieved with this spell is
20. The enhancer will not affect other metamagic spells. If the
augmentation brings the caster's hit points to zero or less, the
character dies but the desired spell is completed.


Darkray's Poison Protector (Abjuration, Evocation)

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

Since poisons on Athas can be extremely lethal, Darkray created
this spell to protect himself and his companions from such attacks.
The spell can protect against any one method of poisoning:
injected, ingested or contact. Upon casting, an invisible aura
surrounds the recipient (using detect invisibility, eg., reveals
the aura). If protecting against injected or contact poisons, the
aura covers the whole body. If it is against ingested poisons, it
just covers the mouth. The aura protects the subject against a
number of poison attacks equal to the half the caster's level (five
times at ninth level, etc.). The protection lasts until dispelled.
If an attack using poison is made using the suitable method, the
subject suffers no damage from the poison; he suffers normal damage
if a weapon was used to deliver the poison, however. An individual
can only be protected against one method by means of this spell at
any given time.
The material component of the spell is a drop of a poison that the
subject must consume during the casting; the poison must be of the
appropriate type, that is injected, ingested or contact. Protection
against natural poisons is granted only if these belong
specifically to the poison table.
The spells stoneskin and Darkray's mail of power (q.v.) take
precedence over the poison protector; attacks negated by these
spells do not affect it.


Darkray's Spell Booster (Alteration, Evocation)

Range:  0
Components:  V, S
Duration:  1 round per two levels
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  None
Author:  Dimitris Xanthakis 

This is a metamagic spell. When a wizard casts this spell, he
strengthens the power of spells he subsequently casts. The spell
lasts for one round per two experience levels of the caster.
While the spell is in effect, the saving throws of opponents struck
by the caster's spells suffer penalties: -2 at seventh level, -3 at
tenth, -4 at thirteenth etc. The penalties are cumulative with
every other saving throw modifier.


Deadly Strike (Enchantment)

Range:  0
Components:  S
Duration:  1d6 rounds
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Jim Vassilakos 

This spell causes all successful hits on hand-held or hurled
weapons to strike for maximum damage versus opponents. The caster
must be the one using the weapons.


Deadthought (Divination, Necromancy)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  Corpse touched
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

This is essentially telepathy with a corpse, as the wizard probes
the brain of the deceased for specific data. The DM must decide if
the information sought is basic, well known, merely known, or
forgotten. The table below lists the chance of finding the
information and the amount of time required by the search (if
location is in fact possible), but the DM can alter these numbers
if the body is in a particularly advanced state of decomposition.

   Type of      Chance of     Time
 Information     Finding    Required          Examples
    Basic          96%          1       Name and profession
 Well Known        70%         2d4          Relating to
                                          current mission
    Known          30%         3d4          Relating to
                                         previous missions
  Forgotten        2%        1d10+10      Overheard once

This spell will continue as long as the wizard concentrates, but on
every round there is a 1% chance of that he will go insane. The
material component is a pair of metal helmets, linked by a copper
wire.


Deave (Alteration, Illusion/Phantasm)

Range:  10 yards per level
Components:  V, S, M
Duration:  3 rounds + 1 round per level
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Special
Author:  Paul D. Walker 

This spell causes a temporary sensory overload to occur in all the
sensory nerve endings of the target creature. Because of this
overload of all the senses (sight, smell, touch, taste, hearing),
the target will be "burnt out" for the duration of the spell. The
creature will find himself in a state of total sensory deprivation
for the spell's duration. This means that the creature will not be
able to see, hear, taste, feel or smell anything. The creature will
remain completely helpless for the duration.
There is an additional side effect of this spell. Because the loss
of the senses can be so shocking an experience to some creatures,
there is a 1% chance per point of Intelligence and Wisdom that the
creature will suffer from the insanity of catatonia for a duration
of 2d4 weeks afterwards. This can be cured with a cure insanity.
If the creature makes its saving throw versus spell, then the spell
does not completely take effect. Only 1d4 of the creature's senses
are affected (determine randomly which). Note that some combination
of lost senses could leave the creature helpless anyway.
The material components for this spell are a small leather hood, a
shrill whistle, several sharp pins, smelling salts, and a drop of
lemon juice.


Dehydrate (Alteration)

Range:  10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Peter Gourlay 

This spell causes 1d6 points of damage per level of the caster
(maximum 15d6) to any creature that is water-based or has a
substantial amount of water in its system. Thus, for example,
spectres, stone golems and air elementals are immune to this spell.
Creatures that dwell primarily in water save at -1 and those from
the elemental plane of water save at -2 and take +1 on each die of
damage.


Deja Vu (Divination)

Range:  20 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Vernon Lee 

This spell throws the victim back to the location he occupied at a
point in the recent past. It does not turn back time, it merely
teleports back along the victim's "time line". This restriction
makes the resistance that the magic must overcome much less than a
full teleport other would have to fight. Deja vu sends the victim
to the position he occupied 1d6 hours in the past per level of the
wizard.
If the victim would be placed inside another object or creature,
the victim is placed in a random direction along his time line
until an unobstructed location is found. The material component is
a timekeeping device which is destroyed at the time the spell is
memorised by the wizard.


Delusion (Enchantment/Charm, Illusion)

Range:  10 feet
Components:  V, S, M
Duration:  1 turn per 5 levels
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  August Neverman 

This spell causes the affected character to be deluded into
thinking that one or more of his statistics or powers have been
modified (either positive or negative, at the wizard's option). The
material component for this spell is a drop of perfume.


Detect Planar Stress Point (Divination)

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

This spell allows the wizard to find special planar stress points
where the casting of gate or planar gateway is easily accomplished.
This spell searches through the planar structure. The planar stress
points occur naturally. At these stress points, the planar clusters
form a natural gap through which travellers might pass. The range
depends on the casting time: for every turn cast the wizard can
search through an area of 100 square miles per level shaped in any
shape he desires. Thus, it could be a long thin strip or a true
square shape that spreads out from the wizard. This might seem
rather large but considering that not many natural planar stress
points exist, that might be relegated. The duration also depends on
the casting time: the effect of this spell lasts for two rounds per
turn of casting time after the points have been found and the
caster has stopped casting. During this time any planar stress
points in the area of effect glow with magical power. They thus
become a beacon for any creatures looking for them on both sides of
the planes - and not all of them will be benign creatures. Once a
planar stress point is located the casting time of
conjuration/summoning spells such as gate or planar gateway can be
reduced by a full 50%. Thus, a conjure elemental would only take
five rounds to cast. The problem with such stress points is that
there is a 5% chance per turn of the follow-up spell that some kind
of creature breaks through the gap created by the follow-up spell:
a conjure elemental, cast by a 10th-level wizard would have a 5%
chance for the full 10 turns duration that something breaks through
- whether the wizard stops early or not. The casting of a
conjuration/summoning spell significantly weakens the border
between the planes. If the caster decides to use the normal casting
time he can receive double the results: either a double Hit Dice
monster, or double the normal number of monsters, etc. but in that
case the chance of breakthrough rises to 20% per turn.
These stress points are created everywhere one finds an artifact of
other-planar power or an item of very strong magical power that
links somehow into another plane (very strong means over 8000 XP
per item) or with a concentration of over 20 magic items with
planar connections that have a sum of over 100,000 XP total.
The material component for this spell is a magical item of no less
than 1000 XP worth plus a compass made completely from diamond
except the needle which is made from adamantine (no less than
5000 gp).


Detect Spellcasting (Divination)

Range:  10-yard per level radius
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell allows the wizard to scan a surrounding area for spells
being cast by other spellcasters. The affected area has a radius of
10 yards per level of the wizard (up to a maximum of 200 yards);
the wizard may make the area of effect smaller if he wishes. Any
wizard spells that are currently being cast, will be detected
(priestly magic is not affected). The wizard is instantly aware of
the school of magic of all spells in this area; the name of the
spell will also be known, if it has already been learned by the
wizard; in addition, the wizard gains a general feeling of the
location of the caster of each of the spells (i.e., approximately
30 feet east).
The relative strength of two spells from the same school will also
be detected. For example, if a meteor swarm and a burning hands are
both being cast in the area of effect, this spell will detect which
is more powerful (this will also work for two fireball spells cast
by two wizards of different levels); the actual level of the spell
is not revealed, and two spells of different schools cannot be
compared in this way.
The wizard may choose one spell to target for specific information;
this includes: the name and level of the spell (as well as the
wizard's level, if that is relevant to the strength of the spell),
the spell's target (object, location, creature, etc.), and the
exact location of the wizard. Illusions of fourth level or less are
revealed, as long as the wizard is of higher level than the caster
of the illusion. Illusions of fifth level or higher will return a
false reading (i.e., what the wizard believes the spell to be)
unless the wizard has already disbelieved that illusion.
This spell does not detect spells which are already in effect. It
does however detect all spells as they are cast, as long as the
duration lasts (i.e., if this spell is cast by a 10th-level wizard,
it will detect all spells that are cast in the following ten
rounds).
This spell does have a drawback: the maximum number of spells that
can be processed safely is equal to the wizard's Intelligence
divided by three (round fractions down). If there are more than
this number of spells being cast inside the area of effect, the
wizard must make a successful system shock roll or fall unconscious
for 1d6 rounds (this roll must be made every round this condition
exists).
The material component for this spell is a powered gem worth at
least 100 gp which must be tossed in the air when the spell is
cast.


Dheryth's Monomorph (Alteration)

Range:  0
Components:  V, S
Duration:  1 day per 3 levels of experience
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  None
Author:  Jim Gitzlaff 

This spell was designed to allow a wizard to look like something he
does not for an extended period of time. It grants the non-magical
locomotive powers, senses, and metabolic processes of the race of
creature whose form is taken. However, a significant part of the
spell is dependent on the specific creature whose shape the wizard
wishes to assume. Thus, only one shape may be taken on by the
wizard using this spell - ever.
When this spell is found (for instance, on a scroll or in another
person's spell book), it already was custom designed by some other
wizard to adopt a certain form (race, height, weight, hair colour,
etc.), and nothing the finder can do will make it do otherwise.
This is because the choice of creature vastly changes the structure
of the Monomorph, and thus the choice of shape may only be made
when researching the spell from the ground up.
When this spell is independently researched by a wizard, he gets to
decide the specifics of the form the spell grants.
If any wizard wants to "change" an existing monomorph, so that a
different shape can be assumed, he must head into a library and
research this change as if it were an entirely new spell. The costs
for this, though, are at -25% because the wizard has a copy of the
other form of monomorph as a model. There is no reason why a wizard
with enough time and money could not possess several "versions" of
this spell.
When this spell is cast, the wizard is able to assume the form of
a single bipedal humanoid (human, demi-human, faerie, goblin, etc.)
with which race the wizard is familiar, but not any quadruped (for
example, a centaur), wholly magical being (for example, a golem or
demon), or other creature not relevantly humanoid. The wizard
assumes the shape of one such creature upon casting the spell, and
retains that shape until the spell ceases to function. He may
cancel the spell before it would normally elapse, but may not
alternate between the monomorphed and regular forms while the spell
is functioning. Monomorph will allow changes as follows:

Wizard's   Weight    Weight                  Maximum
  Level    Minimum   Maximum     Races      Age change
   7-8      -10%      +10%     as wizard       none
   9-11     -20%      +25%     any known       10%
  12-13     -30%      +50%     any known       20%
  14-15     -50%      +80%     any known       40%
  16-17     -70%      +125%    any known       60%
   18+      -90%      +200%    any known       any

The colour of eyes, skin, and hair can be changed to any possible
value, as can hair length, sex, and other details.
The body whose shape is assumed has the same physical statistics as
the wizard, subject to all racial and age modifiers, minimums, and
maximums (of the form adopted, of course). The new form will not
radiate magic, but it may be dispelled.


Dimmable Light (Invocation/Evocation)

Range:  10 feet per level
Components:  V, S
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  60-foot radius sphere
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell simulates the light spell but it can be dimmed to
absolute darkness (if there is a natural darkness around). Thus, it
is very useful for those sneaky groups that have always been
detected by their light source - until now. This light output can
be change from zero to 100% with but a mental command of the caster
or the recipient - if the recipient is willing and has been given
the mental command word. With the exceptions noted above it works
like the normal light spell.


Disenhandment (Alteration)

Range:  0
Components:  V, M
Duration:  4 rounds + 1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Bret Mikeal O'Neal 

By means of this spell, the caster removes his hands from his body
and controls them from up to 60 yards away. This does not damage
the caster, although it may look strange. The enchanted hands may
do anything that the wizard could normally do with them: attack
(with or without weapons), manipulate objects, and cast spells that
do not require verbal components.
The hands can move up to 90 feet per round, and leap 15 feet. They
have AC 7 and hit points equal to twice the caster's level. The
hands attack with the wizards THAC0 and do 1d3 damage per hit. If
the hands are killed, they will lay prone until the caster can
recover them, when they will reattach themselves and act normally.
The components are a sticky length of gauze and a silver scalpel.


Disguise [1] (Illusion/Phantasm)

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

This spell allows the wizard to assume the appearance of any
humanoid, provided he is familiar with the person whose appearance
he wishes to assume. The spell may change the height of the wizard
by up to one foot, sex, facial features, colour and length of hair,
build, and even voice. However, it does not change the wizard's
clothing, skills, or personality traits. Someone familiar with the
real person has a (3xlevel + 2xWisdom)% chance of seeing through
the disguise by noting subtle changes in personality. Actions
entirely out of character would allow all to make a Wisdom check to
detect the disguise. In order the affect this spell, the wizard
must keep in his possession an item from the body of or an item
constantly worn by the person to be assumed.


Disguise [2] (Alteration)

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

This spell changes the appearance, smell, and vocal sounds of the
affected creature. The size of the creature may be changed up to 2
inches per level of the caster. The effectiveness of disguising a
creature as one of another type depends on the casters familiarity
with the target creature (left to the DM's discretion). Note that
this spell does not imbue any of the racial abilities or
resistances of the disguise type creature. The material component
of this spell is a piece of coloured clay.


Dispelling Bolts (Alteration)

Range:  20 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  One or more creatures
Saving Throw:  None
Author:  Ally's Spellbook 

This spell sends out bolts much like the magic missile spell. One
bolt per level is created. Creatures hit by a bolt are treated as
if a dispel magic had been cast upon them. The material component
is a bit of india rubber.


Displacement [1] (Illusion)

Range:  0
Components:  V, S, M
Duration:  24 hours or until dispelled or destroyed (see below)
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Unknown

When cast on a subject, this spell causes the subject to appear to
be 2 metres to the left or right (50% chance of each at time of
casting) of his actual location. The subject will appear to react
to attacks aimed at his apparent position as if they had actually
hit him. If the subject appears to have been killed by an attack
aimed at his apparent position, he cannot move more than 2 metres
from the apparent location of his corpse without cancelling the
spell. The material component of this spell is the eye of a
displacer beast.


Dissolve Lesser Quasi-Elemental (Abjuration)

Range:  30 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Francois Menneteau 

This spell cause a lesser radiance, lightning or mineral
quasi-elemental to lose its internal integrity: the lesser
quasi-elemental dies. The material component is a miniature golden
shield, worth at least 20 gp.


Dreamoore's Eldritch Shield (Abjuration)

Range:  30 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

This spell protects the recipient from any magic-energy based
attack. Each individual manifestation (magic missile, eldritch
sphere, etc.) directed at the recipient is absorbed by the shield,
whether or not they successfully hit. The eldritch shield can
withstand up to 1d4 attacks + 1 attack per three levels.
Note that regular attacks also reduce an eldritch shield without
any penalty, and the shield may only absorb spells which the wizard
has sufficient levels to cast (for example, a 9 HD eldritch shield
can protect from 1d4+4 magic missiles or similar spells, while a
griffon would take three off from the shield and still inflict
normal damage). The material component is sapphire and diamond dust
which is sprinkled upon the creature to be protected.


Dreamoore's Warding Shield (Abjuration)

Range:  10 yards
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

The warding shield is a unique magical screen which encompasses one
creature and protects it from harm. The shield remains completely
invisible until struck by any attack, including weapons and spells
which cause direct damage. Then it then flares pale blue, absorbing
part or all of the attack (any damage which is not absorbed goes
directly to the character using the shield).
The warding shield may absorb up to base 1d4 HP of damage + 2 HP
per level of the wizard. If a magic resistant creature attacks the
spell's host, then its resistance is checked first. Success
indicates that the shield is bypassed during that attack, and
damage goes directly to the person being protected. However, the
shield remains intact until it loses all hit points, gets
dispelled, or until all hit points elapse, at a rate of 1 HD per
turn. A person may have only one warding shield at a time.
The material component is 50 gp worth of diamond dust which is
thrown into the air as the spell is cast.


Drider Form (Alteration)

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

This spell allows the wizard to transform himself into a drider,
the drow-spider cross. The wizard gains all the abilities of a
drider, except spellcasting. The wizard can still cast his own
spells normally. The wizard gains the once-per-day innate
spellcasting of drow, a poisonous bite, 15% magic resistance, and
night vision. However, unlike similar polymorph spells, the wizard
must remain in the drider form until the spell ends or is
dispelled. The wizard who cast drider form cannot dispel it:
another spellcaster must do it. The wizard is not healed at the end
of the spell.


Dwarkanath's Tutor (Enchantment)

Range:  0
Components:  V, S
Duration:  1 hour per level
Casting Time:  2 rounds
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


Dwarkanath's tutor is a highly useful spell in situations that
require that the recipient to use some skill not presently known.
Any non-weapon proficiency that is listed in the Player's Handbook
(or other official supplement) may be learned, provided a suitable
"tutor" is used as a base from which to draw the knowledge. This
tutor should be a willing, intelligent creature that possesses the
skill desired. If unwilling, the tutor must fail a saving throw
versus death magic (at +4) for the spell to be successful.
The recipient of the skill gains use of the borrowed proficiency as
if he actually gained the knowledge through normal means. Note that
his level of knowledge is exactly that of the tutor. Under no
circumstances (short of a wish) can this knowledge be retained
after the spell's expiration. If the recipient already knows the
skills that are to be endowed upon him, the spell automatically
fails, except when the tutor's knowledge of the skill is higher.
Although not specifically mentioned above, languages can be learned
through the use of Dwarkanath's tutor.


Eldarr's Flameshroud (Abjuration, Evocation)

Range:  Special
Components:  V, S, M
Duration:  1 round per level (but see below)
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  Special
Author:  Eldarr

When this spell is cast, the wizard is enveloped in an invisible
shroud of flames. True seeing or similar magic will reveal the
shroud, and detect magic will reveal strong lines of abjuration and
evocation magic. The spell imparts on the wizard the equivalent of
fire resistance for the duration of the spell (see the description
of the ring of fire resistance in the Dungeon Master's Guide).
In addition to the protection aspect of this spell, the wizard may
also use it offensively: any target that comes within 10 feet of
the wizard may be attacked using the shroud; a small finger of
(clearly visible) flames shoots from the shroud and strikes the
victim, inflicting 1d4 points of damage, plus 1 point per level of
the wizard (up to a maximum of 1d4+20). A successful saving throw
versus spell reduces the damage by half. Only one such attack may
be made per round, and each attack reduces the spell's duration by
one round (thus, an attack may not be made the last round the spell
is in affect).
Anyone who scores a successful melee hit on the wizard while he is
under the protection of this spell suffers damage equal to that
inflicted by an attack from the shroud (1d4 + 1 per level); again,
a successful saving throw versus spell reduces the damage by one
half. The duration of the spell is not affected in this case.
The material component for this spell is any normal cape with a
chunk of sulphur placed in the pocket; the cape must be worn
throughout the duration of the spell; if it is removed, the spell
ends prematurely. The cape is not affected by the casting of this
spell, but the sulphur is consumed when the spell ends.


Eldarr's Shockshroud (Abjuration, Invocation/Evocation)

Range:  Special
Components:  V, S, M
Duration:  1 round per level (but see below)
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  Special
Author:  Eldarr

This spell is nearly identical to Eldarr's flameshroud; it covers
the wizard in an invisible shroud of electricity. The shroud is
detectable by the same means covered in the flameshroud
description. This spell provides the user with immunity to
lightning and other electrical attacks for the duration of the
spell.
The wizard may use the shroud to conduct electrical attacks in the
same manner as that for flameshroud; damage is identical, and each
attack reduces the duration by one round. The shroud will also
provide protection versus melee attacks as per the flameshroud,
with electricity again replacing flames.
In addition to the cape (which is not harmed), this spell requires
a specimen of any electricity using creature, such as an electric
eel; this specimen is consumed when the spell ends.


Electric Shroud (Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  2 rounds + 1 round per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  1/2
Author:  Ally's Spellbook 

The creature affected by this spell immolates in a shroud of
crimson electricity. The spell allows for a +2 saving throw versus
spell. Any melee attack made against the recipient of this spell
results in a shock doing 1d4+1 HP of damage per level. The material
component is a piece of glass.


Elemental Turning (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  5
Area of Effect:  60-foot radius
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell drives out true elementals of one designated type when
the spell is cast. If the elemental fails its saving throw versus
death magic, it must leave the area of effect and cannot return for
the duration of the spell. Any elemental that cannot leave the
area, or is forced into a position where it cannot escape the
spell, immediately withdraws to its own plane. The spell is centred
on the wizard, and moves with him. The spell does not break the
concentration of any creature controlling the elemental, or affect
other creatures from the elemental planes. The material component
is a bit of element from the plane opposite to the one being
affected - fire for water elementals, water for fire elementals, a
puff of air for earth elementals and earth for air elementals.


Enemy Blink (Alteration, Enchantment/Charm)

Range:  30 yards
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  4d6 creatures
Saving Throw:  Negates
Author:  Jay 

Makes an enemy blink if its saving throw is failed. Otherwise it is
like blink. Good for use if the enemy is near a cliff or large body
of water. The number of creatures affected is determined randomly,
by rolling 4d6. You cannot make people save twice, i.e., "I've got
12, I use them all on him, have him save 12 times" won't work.


Erelas's Meaningless Scribble (Conjuration)

Range:  10 yards
Components:  S, M
Duration:  Permanent
Casting Time:  4
Area of Effect:  One page per level
Saving Throw:  None
Author:  Dave Michaels 

When this spell is cast on blank parchment, meaningless lettering
and punctuation appear on each page of the parchment at the rate of
one page per round. The lettering may resemble (1) that of several
random or chosen languages (at least three) in the handwriting of
the material source (see below under material components), or (2)
it may resemble no language at all.
If the writing is viewed with true seeing, a glass of deciphering,
or other similar means of divination, one of the following occurs:
1. If the lettering was that of random languages (chosen or not), the
   viewer sees the lettering all as one language, but still
   meaningless.
2. If the lettering is purely random, the viewer sees new, purely
   random lettering, which is still meaningless.
If the spell is cast on parchment already containing writing, the
effect is neither permanent, nor defacing, but does produce the
same effects as above for 1 round per level.
Material components: enough ink wells to complete the job as if it
was being performed manually (i.e.: one well per 5 pages or so -
DM's or factual discretion), and a quill pen. The ink is consumed
as the letters appear (thus if the spell is dispelled prior to
completion, the remaining unused ink is not consumed). The effect
of (1) requires a sample of the languages to be used. For best
performance, the full alphabet of each language should be scribed
on a page of parchment (or several pages, depending on how many
languages you wish to use, and how big your writing style is).
Effect (1) shall produce handwriting matching the sample writing.
Effect (2) produces completely alien writing. Perhaps
hieroglyphics, perhaps pictographs resembling oriental characters,
perhaps an actual character from a real language - or close to it,
or perhaps a simple scribble.


Euclarke's Offhand Remark (Enchantment/Charm)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per 3 levels
Casting Time:  3
Area of Effect:  30-foot radius sphere
Saving Throw:  Negates
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


By uttering a short, muttered phrase, the caster forces one or more
creatures within the area effect to make a saving throw versus
death magic or fall victim to Euclarke's offhand remark. The
victims, should they fail their saving throw, suffer a highly
unusual urge to perform all activities for the duration of the
spell with their off hand. For example, right-handed fighters will
use their left hand (with appropriate penalties) and a left-handed
scribe will attempt to use his right hand to pen a scroll.
Spellcasters under the effect of Euclarke's offhand remark suffer
similar difficulties - any spell that requires somatic components
gets an initiative modifier equal to 20 minus the victim's
Intelligence to cast, but is otherwise unaffected.
To effect the spell, the caster needs a small silvered mirror which
must be polished carefully with the caster's off hand. Ambidextrous
characters are not affected by this spell. Unfortunately, no
ambidextrous wizard can use this spell either.


Excite Fire (Alteration)

Range:  20 feet
Components:  V, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One fire source
Saving Throw:  1/2
Author:  Jim Vassilakos 

This spell causes fire to hurl itself at a victim for up to five
feet per point lost for a maximum of sixty feet. Upon contact with
the victim, the fire does 1d4 points damage per level of the wizard
minus range loss and divided by two if a saving throw versus spell
is successful. Since the fire is dragged from a source (the
material component), that fire is effectively lost from the source.
Candles supply