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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 1 point each, torches can supply 6 points, flasks of
lighted oil supply 12 points, and average sized fireplaces or
campfires supply 30 points.


Fayn's Conflagration of the Bowels (Evocation)

Range:  5 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One person per 5 levels
Saving Throw:  Negates
Author:  Fayn 

This spell causes the recipients innards to become consumed in a
magical fire. The victim suffers one point of damage per level of
the caster. In addition, if the intended victim misses his saving
throw roll, he becomes racked with intense pain and falls to the
ground for 1d4+1 rounds. The victim of the spell is unable to
function in any coherent manner during this time period. Observers
may notice a stench and see wisps of smoke emerging from the
victims orifices during this period. After the effects of the spell
expire, the victim may begin functioning coherently again, however,
the pain does not completely subside for 24 hours (only
role-playing effects).
The spellcaster has the option of directing more than one "dose" of
this spell at one victim (provided that the caster is of a
sufficient level). In the case where two doses are directed at one
victim, he makes his saving throw roll at -2 to the die, suffers +2
points of damage per level of the caster, and is incoherent for
1d6+1 rounds. This should be extrapolated for more than two
doses. The material component is a bit of rotten food.


Feldegast's Ego Submergence (Abjuration)

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

This spell grants non-detection by scrying, detect ... spells, and
mind reading divinations, as well as a saving throw bonus of +4
versus charm-like effects. However, the spell ends abruptly if the
caster proper scries, reads mind or charms. This spell does not
alert the caster to scrying or the like, and may be overpowered by
a spell of greater level.


Fellstar's Flaming Water (Alteration, Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  4
Area of Effect:  10-foot per level radius
Saving Throw:  1/2
Author:  Fellstar

This spell will cause an area of water to instantly burst into
flames as if covered with oil and set alight. The centre of the
area of effect may be as far away as 10 yards per level of the
caster; the area of burning water has a radius of 10 feet per level
of the caster, but may be smaller if the caster desires. The spell
must be cast on an open body of water, such as a lake, river, or
ocean; it may not be cast at a container of water on the person of
an individual.
If the centre of the area of effect is on the surface, the flames
will remain only on the surface; if the spell is cast underwater,
the flames will form a sphere (if the distance between the surface
and the centre of the area of effect is less than 10 feet per level
of the caster, the flames will obviously not form a perfect sphere;
in this case, the surface of the water will burn as well).
The fire will last 2 rounds per level of the caster, or until
extinguished; the flames cannot be doused with water, as this added
water will burn as well. The fire must be extinguished by magical
means (i.e., dispelled or via a fire quench or similar magic), or
be allowed to expire. If cast underwater, the duration of this
spell is halved.
The flames from this fire are sufficient enough to start ships on
fire, and any creature caught in the area of effect suffers 3d6
points of damage, plus 1 point per level of the caster (to a
maximum of 3d6+20). A successful saving throw versus spell reduces
the damage by half. If this spell is used to attack a water
elemental or similar creature, the damage is doubled, and there is
a -4 penalty to the saving throw.
The material components for this spell is a vial filled with a
water and oil mixture.


Fire Aura (Abjuration)

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

By means of this spell, the caster surrounds his body with an aura
of magical green fire. The fire aura extends 1 foot from the
caster's body and provides illumination in a 10-foot radius. It
provides complete immunity to all forms of fire, both natural and
magical; the flames can be extinguished only by dispel magic or a
similar spell. Those touching the fire aura suffer 2d4 points of
damage; additionally, if the touched victim fails to make his
saving throw, his body is set afire with green flames.
The flames persist for 2d4 rounds. Each round the victim is
engulfed in these flames, he suffers an additional 1d6 points of
damage; the victim's attack rolls are made with a -2 penalty during
this time. The material components for this spell are a scrap of
singed paper and a piece of flint.


Fire Breath (Evocation)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  50-foot long, 25-foot diameter at end, 5-foot at
base cone
Saving Throw:  1/2
Author:  Peter Gourlay 

This spell enables the caster to breath a cone of fire in the
dimensions indicated. The fire does 1d10 damage per three levels of
the wizard (rounded up), with a saving throw allowed for half
damage. The wizard has the option of breathing the fire
immediately, or waiting for up to one round per two levels. If the
spell is discharged in a round other than the one it was cast in,
it has an initiative modifier of +3. If for some reason the spell
is not discharged before the spell expires, the fire explodes in
the stomach of the wizard, inflicting 3d10 points of damage.


Fog Warrior (Conjuration, Evocation)

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

This spell creates a creature much the same in appearance of that
created by the 2nd-level fog phantom (q.v.). This creature however
can do damage (one to half the level of the wizard hit points of
damage per successful hit). It has a THAC0 equal to that of the
wizard, and a Strength equal to the wizard's level. The fog warrior
has a -2 Armour Class and can be hit only by weapons with a magical
+1 or greater. It has 10 hit points + 1 hit point per level of the
wizard. It cannot be dispelled by wind or fire, although fire and
ice will do damage to it. The material component of this spell is
some smoke.


Force Bolt [1] (Alteration, Evocation)

Range:  0
Components:  S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  Negates
Author:  Brock Neverman 

This spell causes an invisible bolt to launch forward from the
wizards fingertip. The bolt does not explode on contact with
whatever it is directed at, but rather burrows through almost any
object (note that a +5 or better magic armour deflects it). The
bolt has 10 hit points + 2 hit points per level of the wizard,
these hit points being "burrowing points". For each 10 hit points
of damage a normal magical item takes it will loose a plus.
A normal shield or splint mail or leather armour will use up 5 hit
points, chain mail will use up 7 hit points, and full plate will
use up 10 hit points. For some reason, ordinary elven chain will
always cause this spell to reflect (magical elven chain does not
have this effect unless it is +5 or higher). Items do get a saving
throw, and once an item makes its saving throw, the spell is lost.
The material component for this spell is a bit of iron.


Gaseous Form [2] (Alteration)
Reversible

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Kenneth C. Jenks 

This spell causes an individual, as well as the non-living items
which it carries or wears up to 1000 gp weight per level of the
wizard, to become gaseous in form and able to flow accordingly at
a base speed of 3 per round, subject to wind conditions. The
gaseous form cannot be physically harmed except by magical fires or
lightning, in which case damage is normal, but the gaseous creature
may be affected by mind-related attacks such as charm, hold or
suggestion spells. However, a whirlwind causes double damage to a
creature in gaseous form.
The spell lasts for the entire duration and can only be removed by
the reverse of the spell. During this period, the creature can see
and hear, but no magic items or spells may be used. Psionics
(except for body weaponry and shape alteration) will function
normally, and psionic combat can take place. Spells cast on the
creature prior to this spell will remain in effect for their normal
durations (resist fire, protection from lightning, etc.).
The reverse, solidify form, allows the gaseous creature touched a
saving throw versus death magic. If the creature touched fails the
saving throw, the creature immediately resumes solid corporeal form
and cannot resume gaseous form for the duration of the spell.
If the wizard casts this spell on himself, he may include his own
familiar in the area of effect. If this spell, or its reverse, is
cast on an unconscious or dead creature, it is allowed no saving
throw.
The material component for gaseous form is a mouthful of smoke; the
component for solidify form is a mouthful of rock.
Note: this spell was researched by the mage Paul, also known as
Purple. Gaseous form was specifically invented for battling
vampires with its reverse. Dimension door is a much better escape
spell, and invisibility is a much better infiltration spell, but
this one is fun to spring on new DMs.


Glamden's Mixer (Alteration)

Range:  10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One potion
Saving Throw:  None
Author:  Glamden

This spell requires the wizard to have a potion of any type in his
possession. The potion is held in the wizard's hand, and when the
spell is cast, the content is instantly removed from its container
and reappears in a potion container in the target's possession. The
DM then makes a potion compatibility check (see the Dungeon
Master's Guide, page 135) for the target potion and applies the
results normally. If the target has one or more potion containers
in sight, the wizard may choose which one to affect. If the target
has no containers in sight, then one is affected randomly; if the
target has no potion containers in his possession, then the spell
has no effect. This will also work on a potion that is just about
to be quaffed, as long as the wizard gains the initiative.
The only material component for this spell is the potion to be
mixed with the target's potion.


Gregori's Awareness (Divination)

Range:  0
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  3
Area of Effect:  100-foot radius sphere
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This spell grants the caster the ability to know when any spell is
being cast within the area of effect. Additionally, the direction
and distance of the spell activity is known as well. If a saving
throw versus death magic is made by the caster, he is granted some
additional information about the spell, such as its level or
school. Under no circumstances, however, does Gregori's awareness
detail what particular spell is cast or who the caster is.
The material component for Gregori's awareness is a small golden
cone, worth about 50 gold pieces.


Grimly's Elasticity (Alteration)

Range:  0
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  5
Area of Effect:  Person touched
Saving Throw:  None
Author:  Joshua Rosenfeld 

By casting this spell, the wizard alters the entire composition of
the subject's body so that it becomes more elastic. The benefits
gained by the elasticity are as follows. The affected person can
turn his head 180 degrees in either direction, can stretch all of
his limbs up to 3 feet further than normal, and only takes half
damage from bludgeoning type weapons (with a minimum of 1 point of
damage). Increased flexibility of all body parts is also gained.
The material component is a lump of soft clay.


Half-intelligent Unseen Servant (Conjuration/Summoning)

Range:  10 feet per level
Components:  V, S
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  One unseen servant
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell is an improved version of unseen servant. The servant
has rudimentary intelligence so that it can remember some small
details or some minor instructions over a given period of time. It
can be delayed in its actions, so that it will do something even if
nobody gives it an order to (it will close a door behind the wizard
if he gave it the order to close every door behind him). It can
also write or manipulate delicate objects if it is under the direct
control of the caster. In this case the caster has to be present
(within the range of the spell) to give the specific orders. It is
still not stronger than the 1st-level spell (only a maximum lift of
30 pounds).


Hand of Time (Necromancy)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  1d4+4
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Geoffrey Edward Fagan 

After casting this spell, the death master's hand will bear a
baneful curse, for the next creature he touches (possibly requiring
an attack roll) will instantly become 4d10 years older. The spell
lasts for one round per level of the wizard or until discharged,
and it cannot be reversed.


Hold Person II (Enchantment/Charm)

Range:  120 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  One person
Saving Throw:  Negates
Author:  Unknown

This spell is like hold person except as noted above and that the
saving throw is made at -6.


Horn of Goodness (Invocation/Evocation)
Reversible

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  50-foot circle
Saving Throw:  Special
Author:  Alexande Shternshain  

To cast this spell, the wizard must hold the palms of his hands
against his mouth, in a horn-like shape. The issued sound causes
severe mental anguish and suffering to evil creatures in the area
of effect. At the beginning of each round, each of such creatures
rolls a saving throw.
If this is failed, then:
  *  the creature suffers 1d6 points of damage;
  *  there is a to-hit and Armour Class penalty of -1;
  *  all spells about to be cast are lost.
If the saving throw succeeds, the creature suffers only the second
penalty. In order to maintain the spell, the caster must
concentrate, but he can't do so for more then one round per level.
Non-evil creatures aren't affected at all. Note that the spell will
affect even deaf creatures, as the sound sort of goes inside their
brain, bypassing the hearing organs. The spell can be reversed by
evil wizards to become a horn of evil. The material component is a
violin string.


Hydro Shield (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  2 rounds + 1 round per level
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  None
Author:  Unknown

By casting this spell, the wizard appears to be covered in a mist
of water. One version is coloured blueish green; the other is
coloured violet or blue. Any creature striking the wizard with body
or hand-held weapons will inflict normal damage upon the wizard,
but the attacker will take double the damage so inflicted. The
other powers of this spell depend on the variation being used:
Blueish green: any electrical attacks will be saved at +2 on the
die, and will do either half damage (if the saving throw is failed)
or no damage at all (if the saving throw is made). Acid based
attacks are normal, but if the wizard fails the required saving
throw, he sustains double damage. The material component for this
version is a bit of tree gum.
Violet or blue: any acid attacks will be saved at +2 on the die and
will do either half damage (on an unsuccessful saving throw) or no
damage (if the saving throw is successful). Electrical attacks are
normal, but if the wizard fails to make the required saving throw
he sustains double damage from that attack. The material component
for this version is an alkaline substance.


If ... Then (Alteration, Wild Magic)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  One object
Saving Throw:  None
Author:  Steve Bartell 

Upon casting this spell in conjunction with another type of spell,
the wizard delays the effects of the second spell until certain
conditions are met - named by the wizard. For example, the wizard
could cast if ... then at a doorknob, then direct a fireball into
if ... then, and then name conditions that the fireball will
activate when someone touches the doorknob. The casting of the
second spell must be started within 1 turn after finishing the
casting of if ... then.
If ... then spell must be cast upon a non-living object. If ...
then actually absorbs the second spell's effects and holds it until
the conditions are met. This hold can be for thousands of years.
The conditions that activate the spell must be easily recognized
and simple. The DM can decide whether the conditions are
appropriate. For example, a wizard could not have the condition,
"If a good creature comes into the room...", but could have the
condition, "If an orc enters the room...".
Only one if ... then spell can exist at a time in a 5-foot radius.
If two if ... then spells come within this range of each other,
both spells are dispelled. Thus, a wizard could not have a
collection of darts in his pack that all have an if ... then and an
ice storm cast upon them. The spell used with if ... then cannot be
a spell that must be aimed at an opponent. These spells include
magic missile, Melf's acid arrow, etc. However, a sleep or
cloudkill can be used, and the object it was cast upon will be the
centre of the effects.


Igetigitt - Yucky (Illusion/Phantasm)

Range:  30 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  Two Hit Dice of creatures per level
Saving Throw:  Negates
Author:  Jim Vassilakos 

The victims of this spell will be overcome by revulsion and be
otherwise totally grossed out by a sickening illusion of the
wizard's choice. Particularly inventive and disgusting illusions
may warrant an adjustment to the saving throw of up to -5 (DM's
discretion). The wizard may effect 2 HD of creatures per level.
Note that after the spell is cast, it proceeds without the wizard's
aid for the normal duration. For a normal functioning of this
spell, no material components are required. However, use of some
proper, imaginative, and especially yucky components may add an
additional adjustment to the victim's saving throw of up to -2.


Illumine (Alteration)

Range:  60 yards
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  One or more 10-foot radius globes (see below)
Saving Throw:  Special
Author:  Unknown

The Illumine spell acts as a multiple light spell. The wizard may
create two globes of light, with an additional globe per two levels
of experience of the wizard above the seventh. Immediately after
casting, two globes appear where the wizard wills. The additional
globes appear in the following round. The wizard must spend that
round specifying the centres of spell effect, and may take no other
action in that round or all succeeding globes are lost. The wizard
may permanently dispel some or all of the globes at any time during
the duration of the spell. The material component for the spell is
one piece of phosphorescent moss for each globe. In all respects
other than the ones above, this spell conforms to the restrictions
of the light spell.
Illumine was the fourth of six spells researched by the wizard
Auralon Deathrin in his lifetime. It was developed as a partial
solution to the annually increasing crime rate in the capital of
Travinthia. They make good streetlights with some form of spell
extension!


Improved Charm Person (Enchantment/Charm)

Range:  80 feet
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Jim Vassilakos 

This spell will cause any humanoid to regard the wizard as a
trusted friend and ally to be heeded and protected. Although this
does not grant the wizard the ability to command the affected
humanoid as a robot, it does assure that anything the wizard says
to the affected creature will be taken in the most favourable way.
If the initial saving throw is made, the creature will not realize
that a spell had been cast on him. Otherwise, the affected creature
must recheck his saving throw versus spell once per (20-
Intelligence) days until the spell is broken (creatures with a
twenty or greater Intelligence are not affected).
It is, however, possible to double or triple charm creatures, so
even if they break the first charm, they must still contend with
others (for the purpose of saving throws, each charm is handled
separately from the others). It has been known, however, for
members of the opposite sex to on occasion become amorously
attracted to the wizard, thus continuing the charm indefinitely.
The wizard may negate the charm at any time, unless such attraction
has occurred. One dispel magic will break all the charms on a
creature, and if the wizard attempts to harm the charmed creature,
this will also break the magic. To further confuse matters, a
creature may become charmed to more than one wizard.


Improved Magic Mouth (Alteration)

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

This spell is like magic mouth, but the mouth can speak command
words to activate magical items, stash spells, etc. (but it cannot
cast spells).


Independent Spectral Hand (Necromancy)

Range:  30 yards + 5 yards per level
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  2
Area of Effect:  One opponent
Saving Throw:  None
Author:  Christopher R. Invidiata  and John
Kirk

This spell causes a ghostly, glowing hand, shaped from the wizard's
life force, to materialise within the spell range and move as the
wizard desires. Any touch attack spell of sixth level or less that
is subsequently cast by the wizard can be delivered by the spectral
hand. The spell attacks as the wizard at a +2 bonus to-hit. The
wizard may perform other actions. The hand is AC -3 and may be hit
by magic only. Any damage dispels it and does 1d6 points to the
wizard. The material component of this spell is a hand, which is
consumed in the casting.


Inertia (Alteration)

Range:  20 yards per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  One creature or object
Saving Throw:  Negates
Author:  Tim Prestero 

This spell allows the wizard to freeze one creature or object up to
100 pounds per level, limit regardless of orientation. Creatures
flying through the air would be frozen in place (remaining in the
air), immovable until the second command word. The wizard is free
to cast this spell upon himself. If the subject of the spell is
unwilling, it receives a saving throw versus paralysation, a
successful saving throw negating.
The wizard must point at the creature or object to be stopped, and
utters the first command word. If the spell is successful
(guaranteed in the case of objects within the wizard's weight
limit), the item is frozen in the air, immovable, unless a dispel
magic, or other such spell is cast, or until the wizard utters the
second command word. Upon saying the second command word, the
object or creature resumes its initial motion. For example, cast
upon a falling chest, would stop the chest in the air. Upon the
second command, the chest would resume falling, even if someone had
climbed on top of it. If some poor slob happened to be standing
directly beneath the chest at the time of the second command... If
cast at a knight on a horse, for example, the wizard must specify
mount or rider. If cast at the mount, the rider would probably
continue in his original direction, just without his mount. Cast on
the rider, he would stay hanging in the air, as his mount ran away.
Physical force is insufficient to move frozen objects, so they
could, for example, be used as anchors for ropes, etc. The wizard
must be able to see the majority of the object of the spell, so he
couldn't, for example, cast it upon something in somebody's
backpack.
The material component of the spell is a silver whistle, which is
blown prior to shouting the command word.


Jadwin's Concentration Conspiracy (Alteration, Illusion)

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

By means of this spell, the wizard may transfer the concentration
requirement and control ability of any illusion spell to the
creature touched. The illusion spell must be cast the next round or
this spell is wasted. The creature touched must posses the
intelligence to concentrate and thus control the spell.
Non-spellcasters and spellcasters who have never cast illusion
spells will require practice before they can control the illusion.
In addition, creatures of low Intelligence will produce low quality
illusions that will be easier to detect and disbelieve. Spell
control may only be passed to willing subjects.
The material component is a 200 gp worth gem that is given to the
spell's subject by the wizard at the completion of this spell and
before the next spell is cast.


Jadwin's Item Exchange (Illusion)

Range:  10 yards per level
Components:  V, S
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  1/4 cubic foot per level or 1 item per 2 levels
Saving Throw:  Illusion
Author:  Jadwin

This spell enables the wizard to alter the appearance of objects.
Each affected item within spell range can take on the appearance of
another item within the range of the spell. If only a single item
is affected it may be given a completely illusionary appearance,
not one copied from another item. This spell does not affect
creatures.
This spell is commonly used to swap appearances such as to exchange
the appearances of two gems or two scrolls. A wizard able to affect
5 items could exchange their appearances in a random pattern. The
wizard could choose to make a scroll appear as a gem and a gem
appear as a scroll but this would be instantly detectable by touch.
The spell affects all senses listed with the spectral force spell.
This spell is complete enough to copy non-magical writings and fool
the divination spells detect magic and locate object. Magical
writings are only superficially copied, and any attempt to read
them causes the illusion to end. Once the spell is cast, the
affected items may be moved beyond the spell range without causing
the spell to end.


Jamye's Greased Pig (Alteration, Conjuration)

Range:  30 yards
Components:  V, S, M
Duration:  4 rounds + 1 round per level
Casting Time:  3
Area of Effect:  One creature + one creature per 4 levels
Saving Throw:  Special
Author:  D.J. McCarthy 

This spell is a more powerful version of the 3rd-level haste spell,
with the 1st-level grease thrown in as well. The people that the
spell is cast upon suffer none of the side effects of the grease
(i.e., they won't drop their weapons, they won't slip, etc.) but
those that try to attack or grab them will. It negates special
attacks by creatures that inflict damage automatically every round
after a successful hit (i.e., stirges or executioner's hoods) - the
creature must roll to hit every round due to the slipperiness of
the target. Otherwise, it conforms to the normal haste spell (-2 on
initiative, double movement rate, double number of attacks per
round, ages recipient 1 year). It is not cumulative with haste or
other greased pig spells.
The material components for this spell are a bit of butter and an
anise seed for each recipient.


Jamye's Headless Flying Roasted Pig (Enchantment, Summoning)

Range:  60 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  Negates
Author:  D.J. McCarthy 

This spell summons a pre-prepared headless flying roasted pig. The
pig flies at a rate of 30, and is under the control of the wizard
(who must give it his full attention). The pig is magically funny;
anyone who looks at the pig (except the wizard) must save versus
spell every round that the pig is in his field of view or fall down
laughing until the pig leaves. Laughing victims are at a -2 to-hit
until the spell expires.
Victims with an Intelligence of 4 or less that are meat-eaters,
will be attracted to the pig's delicious aroma and must save at a -
6 or spend the rest of the spell's duration trying to catch it. If
they are vegetarians, they are unaffected. Those with Intelligences
of 5-9 save versus the laughter effect at a -4. Those with
Intelligences of 10-14 save at a -2. Those with Intelligences of
15-19 save normally, and those who are more intelligent than that
are unaffected.
The pig cannot be caught or attacked; those attempting to do so
automatically succumb to the laughter. The pig has no other attacks
besides its magical nature. It can be banished or otherwise
abjured; dispel magic merely terminates the wizard's control over
it. If dispel magic is successful, the pig will leave 50% of the
time and stay 50% of the time, the magical laughter effect will not
be dispelled, but the wizard will become vulnerable to the laughter
effects as well.
The material components are a baked, spiced apple and a hummingbird
feather. Additionally, a pig of no less than 50 pounds must be
beheaded, roasted and otherwise prepared ahead of time; this pig
does not have to be carried with the wizard but must not be eaten,
as it is consumed by the spell at the end of the spell's duration.


Jamye's Morning After (Alteration, Enchantment/Charm)

Range:  0
Components:  V, S, M
Duration:  1d6 rounds per level (see below)
Casting Time:  4
Area of Effect:  Intelligent creature touched
Saving Throw:  Negates
Author:  D.J. McCarthy 

This spell takes effect after the victim has had a minimum of two
hours of sleep. The victim loses all memory of events that occurred
between the time the spell was cast and when he awoke.
The DM is encouraged to make up some appropriate material
components. The victim will remember the existence of any material
components used in the spell.
The effects of the spell last 1d6 rounds per level of the wizard.
The wizard should not be told the duration of the spell.


Janx' Artificial Control (Alteration, Enchantment)

Range:  0
Components:  V, S
Duration:  1 year per 3 levels
Casting Time:  1 hour
Area of Effect:  Device touched
Saving Throw:  Negates
Author:  Ken Forslund (Janx Jelantru) 

This spell allows the recipient to manipulate any mechanical device
that was attached to him at the time of the spell's casting. In
short, it allows the usage of mechanical limbs that have been
attached to somebody by that person. For example: a victim of an
accident has lost his arm. A mechanical replacement can be made,
but must have a value of 1000 gp or more. The limb is attached, and
then the spell is cast. From then on, as long as the spell is in
effect, the recipient of the spell can control all the joints and
levers on that limb. A recipient may have as many functions as his
Intelligence, because the wearer must concentrate a little bit more
than an ordinarily limb. A single limb is counted as a function,
but creative designers can add crossbows, blades, and many other
devices that each count as a function. This spell can allow the
manipulation of hinges, levers, pulleys, and wheels. If the limb is
separated from the body, the recipient can still control its
functions to a range of touch. This spell does not bestow the
benefits of a sense of touch. The operating strength is equal to
1.5 times the caster's level, rounded up, but only grants 10% per
point past 18 Strength. Thus, an arm enchanted by a 14th-level
wizard would have a Strength of 18/20 for attacks made with that
arm only. Because the rest of the person doesn't have 18/20
Strength, he is still considered as having his normal strength.
Artificial Limbs are much sturdier than their natural counterparts.
Except under very extreme stress, they are not likely to take
damage. This spell must be cast once for each limb to be enchanted.
This spell can also be used to turn wheels. A wheel of 3-foot
diameter can be turned at four time the caster's level rounds per
minute.


Jibril's Anti-Magic Shield (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One wizard per three levels
Saving Throw:  None
Author:  Jibril

The recipients of this spell are made more aware of the magic
around them and are also more able to affect it. They therefore
have a magic resistance of 5% per level of the wizard. A dispel
magic is only half as likely as normal to dispel this spell. The
material component of this spell is a gem worth at least 200 gp.


Justin's Mental Map (Divination)

Range:  1 mile
Components:  V, S, M
Duration:  Permanent
Casting Time:  10 minutes
Area of Effect:  1-mile radius
Saving Throw:  None
Author:  Colin Roald 

Outdoors only, this spell gives the wizard an aerial view of the
countryside within 1 mile of the wizard. Only large features
visible from above are noted, like rivers, woods, fields, large
buildings, and clearings, but not people, caves, small streams, or
the like. The material component is powdered pineal gland.


Kaldane's Lullaby (Enchantment/Charm)

Range:  30 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Joshua Rosenfeld 

This spell is similar to Kaldane's drowse (q.v.) in that the
victims must be within 30 feet of each other, with a centre
determined by the caster. The lullaby affects 2d8 Hit Dice of
creatures, affecting lower level creatures first, with partial
effects ignored. Creatures of 8+3 HD or more are unaffected. This
spell will not affect elves. The victims of the spell are subject
to all the effects of a slow spell (+4 penalty to Armour Class, -4
penalty to-hit, all Dexterity bonuses for combat negated, and half
movement and weapon attacks). Victims will feel very tired,
desiring to go to sleep, requiring a saving throw every other round
(starting on the second round the spell is in effect) or suffer the
effects of a sleep spell (q.v.). Creatures with 6+3 or more Hit
Dice save at +2. The material components of this spell are several
rose petals.


Kasemadchen's Wild Runestones (Divination, Wild Magic)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  Special
Author:  Marc Sherman 

This powerful spell gives a wild wizard access to many spells of
the school of divination. Like the spell wish, however, this
flexibility does not come without a price. Every casting of this
spell has a high probability of causing a wild surge.
When the spell is cast, the caster should roll 1d4. If this roll is
a 1, 2, or 3, then that is the level of the divination spell this
spell produces. The caster may then name any divination spell of
the level rolled with which he is familiar. If the named spell is
in the wizard's spell books, success is guaranteed. If the caster
has seen the spell cast in the past, but does not know it himself,
the DM should roll for the caster's spellcraft proficiency, at a
penalty depending on how recently and how many times the caster has
seen the spell. A missed spellcraft roll will cause a wild surge on
the spell attempted.
If the wizard rolled a 4, a wild surge is caused. The wizard may
name any divination spell, even one of a higher level than he can
cast, or one that he has only a vague, passing familiarity with,
for this surge.
If a divination spell is successfully cast via this spell, the
range, duration, area of effect, and possibility of saving throw
should be taken from the divination cast. The material component of
this spell is a finely carved set of rune stones, worth at least
1000 gp, which is not consumed by the spell. The wizard must have
a surface available on which to cast the runes and be able to study
them for a round for the spell to be cast successfully.


Kiri's Container (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 day + 1 day per 3 levels
Casting Time:  4
Area of Effect:  Container touched
Saving Throw:  None
Author:  David Kelk 

This useful spell will turn one appropriate container (sack,
backpack, etc.) into a bag of holding of 5000 gp capacity for the
duration of the spell.
Anything not removed by the end of the spell's duration is lost in
the astral plane.
The material components are the container and berry juice that must
be used to stain the inside of the container.


Kiri's Energy Field (Invocation/Evocation)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  One 10-foot cube per level
Saving Throw:  1/2
Author:  David Kelk 

When cast, this spell brings into being a field of energy wherever
the caster wants within the area of effect. The distribution of the
cubes is also under the casters control with the exception that
they must all be contiguous. The field itself can be cold, hot, or
electrical at the casters discretion. It causes 1d6 damage plus 1
point per level (eg., a 10th-level caster does 1d6+10 points of
damage). The damage is delivered once per round to any being in it
with a saving throw for half damage.
The material components is a tinderbox which is destroyed when the
spell is cast.


Kiri's Smarter Servant (Conjuration/Summoning)

Range:  Special
Components:  V, S, M
Duration:  Until dispelled
Casting Time:  3 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  David Kelk 

After this spell is cast, a magical and very skilled servant is
called into existence. This servant is a combination of butler,
cook, chauffeur, etc., that can perform as well as any normal
servant. They are usually created to "keep house" when the caster
is away for long periods of time or to help in magical research
(feeding, fetching etc.).
The servant is AC 6 with 1 HP per level. It has no attacks.
The material component for this spell is a butler suit and a length
of gold wire worth 200 gp. The components are reusable.


Kiri's Toy Soldiers (Enchantment)

Range:  10 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  David Kelk 

This spell causes small, specially crafted toy soldiers to become
full size warriors under the wizard's command. One figure can be
animated per 4 levels of the wizard (maximum of 4). The Armour
Class of the soldier depends on the material that it is made out
of:

            Matter                 AC
             clay                   8
             wood                   6
             stone                  4
             metal                  2

Each figure has 3 hit points per level of the wizard to a maximum
of 45. They attack twice per round as fighters of half the wizard's
level with whatever weapons they were created with. Being mindless,
they cannot be charmed, put to sleep, dominated, etc.
The material component is a number of toy soldiers worth no less
than 10 gp each.

Klaus' Kustard Kwicksand (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour
Casting Time:  4
Area of Effect:  3-foot per level radius, 8 feet high cylinder
Saving Throw:  None
Author:  Iain Clarke 

This spell is cast while pouring some sour custard (the material
component) onto the ground. The custard spreads rapidly outwards
and forms a circular quagmire; the caster can control the rate of
growth to give himself time to get away. The sides of the quagmire
are extremely steep, and the surface consists mostly of the
material that was there originally (albeit with a yellow tinge)
making it difficult to notice except for the smell of off milk.
Creatures of small size or larger falling in will sink whenever
they move significantly - probably submerging after eight movements
for small creatures and four for medium ones. Large creatures will
sink much faster, but the pit will probably not be deep enough to
drown them. Unless the victims can find something to pull
themselves out with, they will probably have to wait until the
spell expires when they become trapped in solid ground and must be
dug out of whatever encases them. Move rate when touching the
bottom is 1, or 2 if an open doors roll can be made. If people
approach the quagmire they will suspect something if they roll a
1-2 on 1d6, or (if hurrying) on a 1 only. If successful, a
Dexterity roll will allow them to avoid falling in, with a -2
penalty if there is nothing nearby to grab hold of.


Knots and Binds (Enchantment)

Range:  5 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Aaron Wigley 

This is an advanced version of the 2nd-level weave knots (q.v.). It
has all functions listed there, and more.
The second spell must be cast immediately after knots and binds is
cast (add the two casting times together). Alternatively, two
wizards can work on such knots - one casts this spell, the other
casts the intended spell, then they combine their efforts.
If the added spell is instantaneous, the second spell will not
activate when it is cast, but rather, its potential will be stored
in the thread. The wizard has the option when the knot spell is
cast as to whether permanent or special duration spells are
activated when the knot is tied, or when the knot is untied. In
such cases, the target is the person to whom the knot is tied, or
the person who untied the knot.
Only spells that are either area effect, or personal effect can be
used. Aimed or directional spells cannot be stored in the knot. For
example, a fireball would work (ground zero is the knot), but a
lightning bolt or magic missile wouldn't.
The level of the spell cast into it is restricted by the wizard's
level:

        Wizard's Level         Spell Level
              7-8                  2nd
              9-11                 3rd
              12+                  4th

The stored energy will last for 2 days per level of the wizard, in
the case of instantaneous spells, until it dissipates harmlessly or
until the knots are undone or the rope is cut, at which time the
spell's effects are unleashed (on half normal effect). The object
the knots are on is the target of the spell as well as the person
who cut the knot. If the knots aren't on anything, the person who
undid or cut the knots is the target.
In the case of permanent or special duration spells, the spell is
generally ended when the knot is untied or cut.
To actually get the knot onto someone, the caster of the knot spell
must get within 5 yards of the target. The enchanted bonds will
then entwine themselves onto the target.
Detect magic will show that the knots are magical in nature. If
dispel magic is cast onto the knots, two checks are needed. If the
knot spell itself becomes dispelled, then the contained spell needs
to be tested. If the contained spell survives the dispel magic, it
activates. If the knot spell survives, the contained spell
automatically survives.
Typical applications of this spell are:
 *  A curse is woven into the ribbon, and it is attached to someone.
    For the duration of the curse, the person suffers the curse's
    effects.
 *  A fireball is cast on a section of rope, used to tie shut a bag. If
    someone opens the bag, the fireball goes off into his face. The
    wizard can untie the bag safely, and retie it.
 *  An armour is cast on a section of rope. The wizard keeps the rope
    in his pocket and, if attacked, unties the knot.
Material components are a section of rope, twine or ribbon that
becomes knotted which is not consumed at the end of the spell. Also
required is some blood of the wizard (just a few drops).


Korel's Hand of Evil (Enchantment/Charm, Necromancy)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Edward Keyes 

In casting this spell, the wizard severs the victim's control over
one of his arms (75% chance primary hand, even chance if the victim
is ambidextrous), making the victim's hand an independent entity
whose only goal is the destruction of the victim.
The hand is almost as intelligent as the victim, and will use the
quickest available method for killing or disabling the victim (note
that the hand can continue attacking even if the victim is
unconscious). For instance, if the victim was carrying a dagger,
the hand might grab that and attack. If the victim is weaponless,
the hand would attempt to choke instead. The hand would not,
however, be able to grab a wand and fire it at the victim, since a
wand requires a command word to activate.
With weapons, the hand only uses short weapons, since anything
longer cannot be easily turned inward. It attacks with the victim's
own THAC0 against the victim's own Armour Class, doing the victim's
normal damage, including Strength bonuses. For choking, the hand
inflicts 1d4 points of damage each round, plus Strength bonus if
applicable (75% of this is temporary damage, but remember that the
hand can continue choking the victim even if the victim is
unconscious). Each round, if no other action is taken, the victim
has a 50% chance of breaking the choke hold (the hand may
re-establish it with a successful attack roll). Other attack forms
are up to the DM's discretion (bashing plates into the victim's
head, etc.).
Even though necromancers generally dislike charm spells, this spell
provides many a laugh for them. The material component is
fingernail clippings from a zombie.


Korel's Mass Skeletonize (Conjuration/Summoning, Necromancy)

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

This spell was designed by Korel the Necromancer, who was eager to
create undead, but too cultivated to accept the reek of rotting
flesh produced by zombies. The casting of this spell summons a
horde of insects which rapidly devour all the flesh from the
corpses of a number of creatures. To determine how many creatures
can be skeletonized with one casting, use the guidelines of animate
dead (one body per level of humans, less for higher Hit Dice).
Note that the body must be completely dead (-10 HP, not just
unconscious at 0 HP). Only the bare bones are left behind,
completely clean after a rinsing of water.
The spell may also function on animated undead, in which case a
savings throw is granted to negate the effect. Failure results in
the loss of one Hit Die. Obviously, skeletons are immune.
Free-willed undead are also immune.
The material component is a large pinch of sugar mixed with bone
powder, which must be sprinkled over the bodies to be affected.


Kozmo's Apathy (Enchantment/Charm)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  One sentient creature
Saving Throw:  Negates
Author:  M.C. Crossman 

This spell affects the mind and body in such a way that the
willpower to do anything is lost. Anything attempted will be done
in a half-hearted manner; if things can't be done easily then the
spell's victim simply will not bother. For example, if a chest is
locked no attempt will be made to open it as the first and simplest
option is not available.
Physical effect: lose 1 point of Strength and Constitution every 3
turns. The material component is the priest's holy symbol.


Lava Wave (Conjuration/Summoning, Elemental (Fire))

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous (see below)
Casting Time:  4
Area of Effect:  One 20x40 foot rectangle or 30x30 foot square
Saving Throw:  Special
Author:  Nathan Sugioka 

This spell is similar to lava bolt except that it conjures a wave
of molten lava over the given area. All creatures within take 1d6
per 2 levels of the caster (rounded up; maximum 6); unless a
successful saving throw is made, this damage will continue, at the
rate of 3d6 per round, for 1 round per 3 levels of the caster
beyond fourth. The material component is 4 ounces of volcanic rock,
and an open flame of any kind (the flame is not extinguished in the
casting).


Layla's Morning After Kiss (Alteration)

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

This spell causes a sleeping being to forget up to one turn of
action per level of the caster (the caster may make the window of
forgetfulness shorter, if he wishes), that occurred just before he
(or she) fell asleep. The caster may remove the forgetfulness at
will.


Layla's Seductive Impersonation (Alteration)

Range:  0
Components:  V, S
Duration:  1 day per level
Casting Time:  5
Area of Effect:  The caster
Saving Throw:  None
Author:  A.C. 

This spell allows the caster to change his form to that of another
seductive being for an extended period of time. He retains all of
his own abilities, and gains all of the natural abilities though
none of the magical abilities of the creature chosen. There is no
danger of identity loss as with a Polymorph. The types of beings
that may be impersonated are as follows: dryad, succubus, nereid,
siren, medusa, mermaid, sylph, unicorn, vampire, foxwoman. Other
similar beings may be allowed at the discretion of the DM, as the
spell works by allowing similar types of creatures to become
similar types of creatures, rather than the specific forms being
locked into the spell.


Layla's Sexy Kiss of Insanity (Enchantment, Necromancy)
Reversible

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

This spell inflicts one random sexual insanity. The reverse spell,
Layla's reforming kiss, removes one sex-related insanity. It does
not affect any other forms of insanity.


Legolath's Potency Discerner (Divination, Wild Magic)

Range:  0
Components:  V, M
Duration:  Instantaneous
Casting Time:  1 hour
Area of Effect:  Item touched
Saving Throw:  Special
Author:  Tim Larson 

This spell determines the magical bonus of weapons and armours (if
any) or the category of objects (such as a girdle of giant
strength) that have different levels of power, as well as the
approximate number of charges left in an item.
During the casting, the caster spends time alone with the object,
communing with the fabric of the magic, trying to attune himself
with the magics in the object. If he fails an Intelligence check at
the end of the hour the spell fails and nothing is discerned,
although the materials are still used up. If he succeeds, roll on
Table 1 of the Tome of Magic using this number as the level: 14 -
the caster's true level. Thus, an 8th-level wild mage would roll on
the level-6 line. This result is how much the wizard is off on his
guess. Let's say our wild mage is examining a sword +2,
successfully casts this spell and rolls a 4. He will think it is
only a sword +1. If he rolled an 11, he would be right on. If he
rolled a 20 he would think it to be a very powerful sword +5. Note
that it is possible for him to think it is a weapon with a minus,
also (he might throw away a sword +3 thinking it a sword -1, if he
rolled very badly). Note: the DM should do this rolling and tell
the wild mage. The accuracy of his guesses gets better with higher
levels. Also, if the number rolled is boldfaced (as for a wild
surge) he knows one further thing about it (subject to
interpretation by the DM). If it is a sword +1, +4 versus undead,
the wild mage could be told it has a secondary bonus versus a
specific creature that is 3 greater, that it is a good sword
against undead (with no hint as to the bonuses), or something else
the DM feels like giving away, like maybe something of its history
or previous owners (like a bard knows). If the item has no
additional bonuses, the DM may elect to roll the variation again
and give the wild mage the benefit. A wizard of thirteenth level or
higher using this spell always uses the level-1 line.
If cast to determine charges, roll twice on the Tome of Magic,
Table 1. Multiply the first roll by 5. Treat negative final results
as positive (you can't have a rod with -12 charges). Note that this
spell may only be cast once per day.
The material component is a die worth at least 200 electrum for a
weapon, 200 gold for armour, or 200 platinum or a different type of
item (note that special protective items are not armour).


Lesser Death Spell (Necromancy)

Range:  10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One 10-foot cube per level
Saving Throw:  None
Author:  Peter Gourlay 

This spell is identical to the 6th-level death spell (see the
Player's Handbook), except in the number of creatures affected.

    Creature's        Maximum        Conversion
     Hit Dice       # Affected         Factor
     up to 2           3d10               1
     2+1 to 4           3d6               2

Note that the death spell does not affect lycanthropes, undead or
creatures from planes other than the prime material.


Level Drain (Necromancy)

Range:  5 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

When a wizard casts this spell, a black bolt of negative plane
energy shoots out to strike one creature within range. The creature
struck must save versus death magic or lose one level of
experience, as if touched by a wight. The various protections
against negative plane energy are also useful for protecting
against this spell.


Light Control (Alteration)

Range:  60 yards
Components:  V, S
Duration:  Concentration
Casting Time:  4
Area of Effect:  50-foot radius globe
Saving Throw:  None
Author:  Francois Menneteau 

This spell is a more potent version of lesser light control,
allowing control in a 50-foot radius globe.


Lloyd's Beacon (Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Joe Colleran 

By means of the Lloyd's beacon spell, the spellcaster is able to
instantaneously return to a previously prepared location. The
material component of the spell is a gem of not less than 500 gp
value. The spellcaster casts Lloyd's beacon at the place which he
wishes to set as the return location. This setting of the location
takes one turn. After setting the location, the gem disappears and
the area radiates alteration magic. At anytime afterwards, the
spell caster can cast the recall version of Lloyd's beacon, with a
casting time of 1, requiring only verbal components. The
spellcaster, along with anything he is touching up to 150 pounds +
50 pounds per level above seventh are instantly teleported to the
preset location with no chance of error. Unwilling travellers
require a successful to-hit roll, and in addition get a saving
throw versus spell, with success indicating that they were not
teleported. The location remains set until either the spellcaster
decides to change it or until it is dispelled by someone else. If
it is dispelled, the recall version will fail, but the wizard will
not know this until after he casts the spell, unless he uses some
other magical divination (eg., contact other plane). When the set
location is dispelled or removed by the wizard, the gem reappears
and may be reused. The wizard may only have one Lloyd's beacon set
at any one time.


Lohocla's "Shaken, Not Stirred" (Alteration)

Range:  Special
Components:  V, S, M
Duration:  3 rounds + 1 round per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  Special
Author:  Reid Bluebaugh 

This spell causes two unrelated effects. The first is a local
tremor of low strength that rumbles the ground in a 25-foot
diameter area around the caster. The shock lasts for the duration
of the spell. The small quake is dramatic and startling but does
not cause any harm or ill effects. It is intended to mislead
victims into thinking the spell affects multiple persons or a large
area like the earthquake spell.
The real danger of the spell is the second effect, that is directed
towards only one creature within 25 feet. The target of the spell
shakes violently for the duration of the spell (note that this
effect is a separate action from the quake). The shaking renders
the victim immobile (no movement, no combat, etc.). If a person or
creature touches the trembling victim at any time, then that person
begins to shake as well for the remainder of the spell. A trembling
person suffers 1d4 points of damage per round. During the last
round, a trembling person must make a saving throw. Failing the
saving throw causes the person to enter comatose state of
intoxication for 1d6 hours. Recovery from this state is as stated
in the rules.
The main material component of this spell is a pint of a martini,
a drink composed of gin (an alcoholic liquor distilled from grain
and flavoured with juniper berries), vodka (an alcoholic liquid
distilled from fermented wheat or rye mash, corn, or potatoes), and
dry vermouth (a white wine flavoured with aromatic herbs). Other
material components are one olive with a slice of pimento (a
mild-flavoured red pepper) in it, and the tail feather from a male
chicken (a cocktail). All material components are consumed once the
spell is cast.


Lohocla's Cloud of Alcohol (Alteration, Evocation)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  5 cubic feet per level
Saving Throw:  None
Author:  Reid Bluebaugh 

Another powerful offensive spell by Lohocla, this spell creates a
vaporous cloud of pure alcohol. Hopefully, many wizards will enjoy
reeking havoc with the sweet aroma of this spell.
This spell produces a cloud of alcohol that has a very faint blue
tint to it. The cloud gives off a strong scent of alcohol. The
cloud will move away from the caster at 10 feet per round, rolling
along the ground in the original direction dictated by the caster.
A moderate breeze causes it to alter course (roll for direction),
but it does not move back toward the caster. A strong wind breaks
it up in four rounds, and a greater wind force prevents the use of
the spell. Very thick vegetation will disperse the cloud in two
rounds. As the vapours are heavier than air, they sink to the
lowest level of the land, even pour down den or sinkhole openings.
It cannot penetrate liquids, nor can it be cast underwater.
For each round a creature is engulfed in the cloud, he must make a
Constitution check. The check has a modifier relevant to the
wizard's level:

  Wizard's Level    Constitution Modifier
        7-8                  -4
        9-10                 -5
       11-12                 -6
       13-14                 -7
       15-16                 -8
       17-18                 -9
       19-20                -10

A successful check indicates that the creature holds his breath for
that round and does not succumb to the cloud's effects. A failed
check indicates that the creature inhales a sufficient quantity of
the gaseous vapours into the lungs. The effects of absorbing
gaseous alcohol through the respiratory system rather than liquid
alcohol through the digestive system is quite dangerous. A person
affected by the cloud enters a state of great intoxication with all
the effects that this entails. The affected person will remain
intoxicated for 1d30 rounds after the duration of the spell. Once
the intoxication ends, the victim will be returned to a normal
state (he does not have to slowly recover from the intoxication).
The only possible reminder of the intoxication would be a hangover
(see the Net Alcohol Guide for more information) if a saving throw
versus poison is failed.
If the cloud of alcohol comes in contact with a flame, it explodes.
Anything in the cloud will suffer 2d10+10 points of burn damage.
The explosion will reach out a number of feet equal to five times
half the wizard's level. Anything that is in the explosion area of
effect will suffer 1d10+5 points of burn damage. For example, a
10th-level wizard casts the spell and creates a 50-foot cubic cloud
that comes in contact with a candle flame. Anything in the cloud
will take 2d10+10 points of burn damage. The explosion will reach
anything that is 25 feet away from the cloud which will suffer
1d10+5 points of burn damage. Unfortunately, the wizard was within
10 feet of the cloud and suffers 8 points of damage. With regards
to the fiery explosion, please note that flammable materials will
continue to burn after the explosion takes place.
At tenth level, a wizard has the option of igniting the cloud. If
the wizard opts to do this, casting time is 6 rounds. Upon
completion of casting the spell, the cloud will travel its course
until the last round of the spell's duration. At this point, the
cloud is ignited and explodes as described above.
At the very low temperature of -170 degrees F, the cloud of alcohol
will freeze solid. There will be few times that the wizard would
find himself in such a situation. However, the wizard may find
himself in a situation where the temperature drops to below 0
degrees F. In this case, the cloud of alcohol will begin to turn
into liquid form. The spell is rendered virtually useless as far as
its combative intent goes. However, the cold liquid form of alcohol
may serve a more important purpose. A lot of pure, smooth alcohol
can be produced for consumption. This spell which seems to be
nothing more than an offensive weapon could perhaps enable alcohol
production in places where grain can't be grown or where
fermentation is difficult due to weather or temperature. Thus, DMs
may want to introduce this spell in an Arctic climate as a creative
way of producing alcohol. Then, a character may or may not learn of
the spell's full offensive potential.
Note that the cloud of alcohol disperse once the duration of the
spell ends. However, any liquid or solid forms of the alcohol will
permanently remain after the spell ends.
The main material component is a finely-crafted glass snifter (a
pear-shaped goblet with a narrow top) which remains after the spell
is cast. Other material components, which are consumed when the
spell is cast, are a pint of pure alcohol and a small ice cube. A
wizard using the ignition option must have a pinch of dung from a
milwaukee.


Lovesickness (Enchantment/Charm)

Range:  6 feet
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  One person
Saving Throw:  Negates
Author:  John Daniel 

This spell makes its recipient become so much in love with the
wizard that as soon as he (or she) loses sight of the wizard, the
victim begins to waste away. The victim stops eating food, turns to
drinking, and becomes a general wreck, fighting at a -5. As a
result, he (she) will die of malnutrition in a number of days equal
to his (her) Constitution plus 10, and there is a 10% chance of him
(her) committing suicide. What's more, if the wizard tells him
(her) to go away, he (she) is compelled to do so. This unpleasant
condition may wear off as a charm person, but otherwise must be
treated by cure disease.


Magic Missile III (Invocation/Evocation)

Range:  60 feet + 10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One or more creatures
Saving Throw:  None
Author:  Unknown

This spell functions as the 1st-level magic missile except that it
functions at quadruple damage and without the damage limit.


Maze Run (Divination, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  

In the casting of maze run, a wizard attempts to bestow upon the
recipient a the ability to intuitively navigate the chaotic
confines of any maze. The recipient must save versus wand at a +3
bonus for the spell to have its normal effect.
If the saving throw is failed, the recipient becomes unable to keep
track of the simplest spatial relationships, and is effectively
lost for the duration of the spell.
If the saving throw is made the recipient becomes able to pick his
way through any form of maze with unerring accuracy, always
choosing the most direct, safest path possible. The saving throw
must have been made by two more than the required number for this
effect to take place in mazes with sliding or shifting walls, and
must have been made by three or more to apply to mazes with more
than three dimensions. The recipient must make the saving throw by
five or more to navigate mazes with more than three dimensions and
sliding or shifting walls.
The recipient of a successful maze run is immune to the 8th-level
wizard spell maze for the duration of the maze run. The material
component of maze run is a hair from a living white rat.


Merge [1] (Alteration)

Range:  0
Components:  V, S, M
Duration:  1d6 hours + 1 hour per 3 levels
Casting Time:  1 round
Area of Effect:  Person touched
Saving Throw:  Negates
Author:  The tiger 

This spell allows 1d3 + 1 per 2 levels of the caster number of
people to merge with the person who was touched. People merged are
similar in a way to gaseous form or wraithform. They cannot be
harmed, though the recipient of the spell can. Even magically held,
paralysed, charmed, etc., recipients in no way hamper the people
merged. If the people merged are forced out, then roll on the
following table:

  D100 Roll    Result
    01-50      Propelled out. Confused for 1 round, "holder" system
               shock roll or 1d3 HP
    51-75      No adverse effects
    76-97      All lose 1d4 HP and are dazed for 2 rounds
    98-99      1d100% of merged people are stuck
     100       All go insane

The merged people are forced out if the spell expires, a dispel
magic is successfully cast on the recipient, or the recipient dies.
Stuck people must make a system shock roll every round or go
insane. Note: in all cases of people being stuck, the brain of the
recipient fries. Material component is a drop of glue.


Mikkis' Holiness (Alteration)
Reversible

Range:  0
Components:  V, S, M
Duration:  1d6 rounds + 2 rounds per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  Special
Author:  Samuli Mattila 

The caster is surrounded by an aura of goodness and his clothes
start to radiate light equal in brightness to a light spell. All
evil beings attack the caster at -2 to-hit and to damage, and the
caster receives a +2 bonus to saving throws versus attacks made by
these creatures. No evil creature under 8 HD which fails its saving
throw versus spell dares to enter melee with the caster.
The reverse of this spell, Mikkis' unholiness, affects all good
beings who view the caster. He is surrounded by a feeling of
ultimate evil and sheds darkness around him.
The material components of this spell are white clothes and a
crushed diamond of at least 100 gp value, or black clothes and a
black pearl for the reverse of the spell.


Mimic (Enchantment/Charm)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Tim Prestero 

This spell forces some humanoid creature in the wizard's line of
sight to begin mimicking his actions. The creature's actions will
directly reflect those of the wizard, regardless of position or
orientation. The creature will be frozen momentarily at the onset
of the spell, but after that moment of inaction, the creature
begins mimicking the wizard.
This can be potentially harmful for the target, if, say, the wizard
waves his hand in the vicinity of his neck, and the target happens
to be wielding a sword.
Once the spell is cast, the wizard need not be able to see the
target for the target to mimic his actions. The target does get a
second saving throw if forced to do actions that are obviously
lethal, such as the aforementioned hand waving example. If the
target passes outside of the range of the spell, the spell is
broken.
The material component of the spell is a small ivory figurine,
which is broken to bits in the casting of the spell.


Missile Multiplication (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  One missile per 3 levels
Saving Throw:  None
Author:  Ally's Spellbook 

When this spell is cast, the missiles affected by it multiply when
fired adding an additional 1d4 missiles. Each missile must roll
separately to hit its target, but it does get the to-hit and damage
bonus of the original missile. The duplicate arrows last until the
spell duration expires and then dissipate. The material component
of this spell is a 2 foot long, finely crafted arrow.


Missile Multiplication I (Alteration, Evocation)

Range:  0
Components:  V, S
Duration:  One fifth round
Casting Time:  6
Area of Effect:  Missile touched
Saving Throw:  None
Author:  Jay 

A missile must be fired within the next twelve seconds. This spell
makes 3d6 missiles out of one. Only normal missiles are affected.
The stuff disappears one round after shooting, but their effects
stay. A nasty assassin in my game used the 5th-level version of
this spell with sleep-poison darts to capture a PC.
You have to roll to hit for each missile, by the way. However, if
your first missile hits, you have a +3 on all thereafter.


Mystyk's Backlash (Abjuration, Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  None
Author:  Mystyk

When this spell is cast, the wizard is surrounded by an invisible
shell of energy; this shell is invisible to the naked eye, but true
seeing or similar magic will reveal it, and detect magic will
detect strong lines of abjuration magic with weaker evocation
lines. While under the protection of this spell, if the wizard is
hit in melee, the shell will emit a burst of pure energy that
lashes out at the attacker. The energy will inflict an identical
amount of damage as that inflicted on the wizard by the melee
attack (the wizard still receives normal damage). If the attacker
makes a successful saving throw versus spell, he will only suffer
half damage. The shell will continue to emit energy bursts on
attackers as long as the spell's duration lasts, or until the shell
is dispelled.
The material component for this spell is a small, metal shield and
a gem worth at least 400 gp. Both components are destroyed when the
spell is cast.


Necromantic Runes (Abjuration, Evocation)

Range:  0
Components:  V, S, M
Duration:  Permanent until discharged
Casting Time:  1 turn
Area of Effect:  Object touched
Saving Throw:  1/2
Author:  Garinthrall 

This spell mimics the 4th-level fire trap in many respects. Unless
otherwise noted, follow the description of fire trap for effects.
This spell places mystical runes over the area to be warded. Chance
for detection of these runes is as per detection of a fire trap.
Anyone not attuned to these runes (as per fire trap) who disturbs
them, will cause a violent explosion of negative planar energy
which will sap life energy from all in the area of effect. Damage
is thus the same as per fire trap, but as the damage is not
fire-based it is damaging only to living creatures. This spell has
no altered effects underwater as does fire trap.
The material component for this spell is a bit of wraith or spectre
essence.


Negative Bolt (Evocation)

Range:  20 yards + 3 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Unknown

This combat spell projects a bolt of negative energy. Some
practitioners believe it to be merely energy from the negative
material plane... Said wizards are wrong.
The spell actually projects raw anti-matter in a bolt of
anti-energy. Materials affected by the bolt tend to disintegrate
and be consumed. Spell wards and defences tend to dissolve also.
Specific defences exist for the genre of spells similar to this one
but they are secrets kept for self-defence.
The bolt only does 1d3 per level of the wizard but it also has the
effect of dispelling 1st- and 2nd-level defensive spells. Spells of
third through fifth level need to make a saving throw based on that
of their wizard to save, and 6th-level spells only fail on a 1. The
duration of any such affected spell is usually reduced on a ratio
to the level of the spell (DM's decision as to what, though I
wouldn't suggest more than half duration).


Net (Conjuration/Summoning)

Range:  10 yards
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  15-foot radius area
Saving Throw:  Special
Author:  Steve Bartell 

This spell creates a 15-foot diameter net that shoots forth from
the caster's hand to wrap itself around all creatures in the area
of effect. A successful Dexterity check means the intended victim
was able to dodge the net (for creatures, a saving throw versus
spell would suffice). If the victim fails to dodge the net, it
wraps itself around them and goes tight. An edged weapon will be
able to cut through the net by doing 15 points of damage. Any edged
weapon longer than a dagger will only cause half damage, because
the entangled person will not be able to move well enough to yield
it successfully. A successful bend bars roll will also allow the
victim to tear out of the net. The openings through the weave of
the net are very small, enabling it to trap any fish and animals
larger than an inch around.
When the spell duration expires, the net vanishes. The wizard can
also open or dispel the net at will. The material component for the
spell is small seaweed net adorned with silver clamps, worth 200 gp
ready-made. A wizard with weaving and metalworking proficiencies
can create the net himself at cost of materials.


Ni-Gar's Panty Peeler (Enchantment/Charm)

Range:  0
Components:  S
Duration:  1 hour
Casting Time:  1
Area of Effect:  One alcoholic drink
Saving Throw:  None
Author:  Keith Taylor 

This enchantment is unusual because it is not cast directly at it
victim, but is cast upon a medium of transferral. The spell can
only be cast upon a prepared alcoholic drink (the mixing or pouring
of which is the somatic component), not on an entire flask, bottle
or keg of alcohol. The spell beneficiary is defined as the one who
offers the enspelled drink to another person. The beneficiary does
not necessarily need to know of the drink's enchanted status, but
to benefit from the enchantment must offer it verbally to another
creature, who is the target of the spell. If the target accepts the
drink and imbibes even a sip, the spell is activated and the target
is instantly affected. The victim receives no saving throw if it
accepts the drink, and forcing a being to drink will negate the
magic.
A creature affected by the spell is then subject to a specialized
charm, which persuades it to willingly and enthusiastically submit
to the recipient's romantic or sexual overtures. The charm lasts
for exactly 24 hours, after which time the victim is free to act
normally toward the recipient, but will still believe that any
actions made while the charm was in effect were made freely. The
victim must be of a sexual orientation which is compatible with the
spell recipient.


Nimrod's Wondrous Trapeze Act (Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Joshua Rosenfeld 

This spell can only be cast on a staff of not more than 8 feet in
length. When a staff is so enchanted, it will, upon command, shoot
forth lines of force from both ends perpendicular to the length of
the staff and in the direction the caster desires. These lines will
extend up to a maximum of 150 feet, and will attach to any
inanimate non-living object (usually a wall or ceiling). The wizard
can then control the length of the lines at will, although they
cannot pull an object faster than 5 feet per second. The lines can
hold a maximum of 40 pounds per level of the caster. If the
strength of the lines is exceeded, they will immediately vanish.
After the lines have attached to something they will remain
attached until their strength has been exceeded, they are dismissed
by the caster, they are dispelled by a dispel magic spell, or after
a period of 24 hours (whichever comes first). Each time this spell
is cast upon a staff, up to three sets of lines of force can be
conjured as long as they are called within 8 hours per level of the
caster. A staff can have only one of these spells cast upon it at
a time (subsequent castings will not add more charges).


Noska Trades' Endoplasmic Quagmire (Conjuration, Necromancy)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  80-foot diameter
Saving Throw:  Special
Author:  Noska Trades

When this spell is cast, a clear mucous-like substance rains down
upon the area of effect for one round, in which it reaches a depth
of four feet. Any creature in the area of effect must save versus
spell or be knocked to the ground by globs of slime and must take
1d3 rounds to regain their feet. Movement through the slime is 10
feet per round and it is 50% probable that a creature trying to
move in the area slips and falls. Creatures with their head(s)
beneath the slime must make a Constitution check each round or take
1d4 points of drowning damage.
Dispel magic, disintegrate, or transmute water to dust will
eliminate the endoplasmic quagmire. The material components are a
piece of flesh, taken from a human within one round after death,
and a vial of organic material rotten to the point of liquidity.


Origami Anime (Alteration)

Range:  Special
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 turn
Area of Effect:  50-foot radius
Saving Throw:  None
Author:  Jason Hoogervorst 

This spell allows the caster to animate man-sized paper constructs
that have been designed using the art of origami. If the caster has
created these by hand, 10 constructs may be animated with one
casting of this spell, but if the work of another is animated, then
only 5 may be affected. This spell allows the normal movement
functions of the creature so depicted to be enacted by the
construct, therefore, a humanoid construct could walk, sit, stand,
lie down, kneel, etc., whereas a bird could fly or walk, or any
water creature could swim. Of course, the paper would have to be
heavy-duty or it would become soggy and fall apart, ending the
spell for that particular construct. Each construct may carry one
person or thing, up to 150 pounds on land or in air, 200 pounds on
or in water (buoyancy). Since runes and such must be notched upon
these constructs prior to the casting of the spell, if the caster
(origamist) is also skilled in calligraphy, then the calligraphy
can be used to achieve this, producing a 50% bonus to the
parameters: number of constructs now is 7 or 15, 75-foot radius
allowance, 1.5 hours per level of the caster duration, and weight
allowance of 225 pounds (on land or in air) and 300 pounds (on or
in water). The range value of special means that any number of
constructs up to his maximum number of constructs that the caster
touches after casting the spell within the spell's duration will be
animated. So, if he has one at home that flies, he may animate one
to carry him home on land, get home, then animate the one at home
for the remainder of the duration of the spell in order to fly.
The animations are treated as Armour Class 6 unless their speed
improves them to something better. They do not attack on the behalf
of the caster or his party; they are merely transport. These
constructs are also particularly vulnerable to fire - quadruple
damage. Slash weapons do double damage. Piercing weapons do almost
normal damage, -2 from the total; bludgeoning or bashing types do
no damage; the paper merely gives way beneath the weapon then
springs back.
If the caster wishes, he may undertake to simply create a large,
all-purpose, party-carrying sized animation. The number of
passengers the creation carries is be subtracted from the total
number of creations he could have animated. So, if the limit is
five, he may animate a four-person dragon structure and a
one-person flying serpent creation, or whatever. The number of hit
points deemed necessary to destroy a construct is equal to twice
the level of the caster plus 3 times the number of people it can
carry plus one of the following:
 *  3 points if the origamist made them; no calligraphy involved
 *  5 points if the wizard made them; no calligraphy involved
 *  7 points if the wizard did either the origami or the calligraphy
 * 10 points if the wizard did both the origami and the calligraphy
Manoeuvrability and flying class, base move, etc., are all
determined as per that which it mimics. For every extra pair of
passengers it carries, reduce its value by one category (180
degrees manoeuvrability becomes 120 degrees) and by one value (base
MV 12 to base MV 11). This means: reduce it once if it can carry
3-4 people, twice if 5-6, thrice at 7-8, etc. The constructs can be
given simple instructions, such as "go to Castletowne" or "fly
north until dusk, then land at the closest village". Without such
guidelines, the wizard must remain in conscious control of the
construct; it will collapse, waiting, if not. He can control the
speed up to its maximum, change its course, etc., at whim, all as
long as the spell is in effect. He may renew the spell for any
construct within the area of effect - any construct previously
activated that is still within 50 feet (or 75 feet) of himself -
these need not be touched in order to renew the duration. Leaving
the area of effect reduces all remaining duration by half for that
particular construct.
Note that it takes 3 full days plus one day per passenger size of
the construct to make one and the same amount of time for the
calligraphy, if used. No other activity may be pursued during this
time, besides eating, drinking, and sleeping. Note also that one
need not be skilled in origami to make an origami construct, it
will simply be less effective in some fashion, but that it is
mandatory to have someone skilled in calligraphy or that portion of
the spell will not function; in fact, it may be detrimental,
causing a reduction or even backfire (the Killer Swan of Animated
Attack) if someone unskilled attempts to scrawl all over the
construct.
Bonuses or penalties may be given for the following, at discretion:
 *  Special inks for the calligraphy may grant bonus speed.
 *  Heavy-duty paper may have bonus hit points, crepe fewer.
 *  Various coloured papers may be used, giving life-like effect -
    viewers must save versus spell or believe it to be real (Wisdom
    bonuses apply).
 *  Hasty cut-and-paste type creations may be made in a third of the
    normal time, with no calligraphy, but are severely restricted (no
    more than 3 creations or passengers, a quarter duration, etc.).
 *  One spell level per experience level of the caster may be included
    in the creation of the construct by using scrolls as part of it;
    the caster may cast the spells as if he were reading the scroll
    while in control of and in contact with that particular construct;
    this doesn't take away from the mage's concentration if trying to
    maintain moment-to-moment control of the construct. These spells do
    not disappear after casting, but rather, become a permanent part of
    the construct. This is usable only after origami anime is in effect
    on the construct and the caster is in contact with the creature.
 *  Extra abilities may be given to those constructs whose papers had
    been soaked and dried in various potions, such as fire resistance.


Orko's Gaseous Form (Alteration)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Orko

This spell allows the recipient and gear he carries to assume solid
or gaseous form, at will, for the duration of the spell. Each
change requires a full round, with no other actions permitted.
Orko's gaseous form is transparent and insubstantial and flows at
a base speed of 3 per round. A creature in gaseous form cannot be
harmed by magical fires or lightning, but air attacks cause double
damage.


Orko's Geyser (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  5-yard wide, 60-yard long stream
Saving Throw:  Special
Author:  Orko

This spell creates a jet of steaming water, that extends 60 yards
in a straight line and is 5 yards wide, from the wizard's hand. All
fires, normal and magical, will be extinguished. Any creature
struck by the stream must save versus petrification at a -1 or be
blinded until the stream is moved or stopped. Regardless of the
saving throw, there will be a substantial amount of damage done,
due to the heat (2d6 HP of damage). The material component of this
spell is a drop of water.


Pander's Whirlwind Travel (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None or special
Author:  Pander Pillma

This spell encapsulates the wizard, and possibly more people or
equipment inside a conjured whirlwind. One of two variations of
this spell may be cast without prior preparation at the option of
the wizard.
The first variation is used by the wizard for personal
transportation or protection. While encapsulated in the whirlwind's
eye the wizard can view the outside normally and cause the
whirlwind to travel over any relative continuous surface with short
hops over ditches or small obstacles not over 4 feet in height
being possible. The wizard may not carry more than his normal
encumbrance and all equipment must be on his person (exceeding this
limit causes the whirlwind to fizzle). No other creature may occupy
the whirlwind unless it is carried. On solid ground the whirlwind
can move up to 24 + 1 per level above fifth level. Rate of movement
is the same whether moving uphill, downhill, or on stairs. Over
loose sand or marsh the movement rate is 2/3 of normal and over
water the movement rate is half normal. Wind velocities can affect
the rate of speed. Although the wizard may cast any spell from
within the eye, none will breach the barrier of the winds and
spells such as magic missile, fireball, or lightning bolt will
bounce back towards the wizard, possibly ruining an otherwise fine
day.
This variation's duration is 1 turn per level and can be turned on
and off any time during the duration. It takes half a round to turn
the winds on or off (a good wizard would calculate a spell so that
it goes off the moment after the whirlwind stops). The wizard is
still susceptible to outside damage from spells, but only takes
half or no damage if saving throws are made while inside the
whirlwind. Projectiles of a small nature will not penetrate the
winds and the wizard's Armour Class and saving throws versus
dodging have a +4 bonus while inside the eye of the whirlwind.
The second variation is not as fast and cannot be turned on and off
(it is only good for a one-way trip). However, its area of effect
is a 20-foot diameter column which is 10 feet high (centred on the
wizard) and it can carry along anything in the area of effect on a
relatively safe ride over long distances. Movement conforms as
above but the base rate is 12 + 1 per level of the wizard over
fifth level and the duration is 1 hour per level. All spells cast
from inside conform as above, as do effects of area spells cast at
the whirlwind. All inside have a +4 Armour Class bonus since they
cannot be seen, but there are no dodging bonuses and saving throws
versus dodging are based on the wizard for the entire group. Weight
is not a factor when determining what is picked up for the ride.
Anything not securely rooted to the ground will be picked up. Once
started, the winds may only be exited or penetrated after startup
by making a successful saving throw versus spell at a penalty of 1
for every two levels of the wizard, rounded down. Flying creatures
who enter or exit from the top have no penalty on their saving
throw. Creatures larger than the area of effect will simply push
the whirlwind away if they try to enter it. The wizard may stop the
winds at any time.
The material component of this spell is a piper's flute which is
played to bring the whirlwind from the elemental plane of air.


Paranoia (Enchantment, Illusion/Phantasm)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 hour + 3 turns per level
Casting Time:  6
Area of Effect:  One creature
Saving Throw:  Special
Author:  Joseph Delisle 

Paranoia is a spell used to unnerve and frighten humanoid
creatures. If the target makes a saving throw versus spell with a -
3 penalty (adjusted for Wisdom), then he will greatly desire to
leave his present location, but will suffer no other ill effects.
Elves have a 5% chance to resist the effects of the spell, but
still get a saving throw.
Creatures who fail the saving throw are convinced that "everyone is
out to get them". The spell creates a hallucinatory person who
follows the target everywhere, but disappears when looked for. The
target also has the feeling that he is being watched, and in fact
has a chance (5% per wizard level) of thinking someone nearby is
spying on him. The target believes that everyone is talking about
him, especially those whose conversations he can't hear. Remove
Curse or Heal will restore the person's mind, but Dispel Magic will
not. Furthermore, any action that requires concentration
(spellcasting, turning undead, using a psionic ability or thief
skill, etc.) has a chance to fail due to the victim's highly
emotional state. The chance of failure is (levelx5)% - 30%.
The final result of this spell is that anyone who fails their
saving throw will be branded insane or bewitched, and treated
appropriately. NPCs who are subjected to this spell will spend at
least the next day sulking, still afraid of everyone (this is not
a magical effect, simply an after-effect). If an NPC knows who cast
the spell, they will either be afraid of the wizard (for weaker
NPCs) or very angry (stronger NPCs).
For example: two wizards cast paranoia at Strongarm and Bloodaxe,
who are in a large dining room. Bloodaxe makes his saving throw,
and becomes aware of something being wrong in the room. He leaves,
wary of what might be out there, but more afraid of what is inside.
Bloodaxe suffers no other ill effects. Strongarm fails his saving
throw, and becomes convinced that everyone in the room is either
plotting against him, or spying on him. In fact, he's certain that
the duke is spying on him. Not willing to fight everyone in the
room ("they're all out to get me!"), Strongarm flees. As he runs
down an empty hallway, he gets the feeling he's being followed, and
actually sees someone in the corner of his eye. When Strongarm
tries to confront his shadow, he finds nothing. Once the spell
expires, he will still feel uneasy (memories of having everyone
against you are not easily forgotten), but will no longer act
abnormally.
This spell was developed by Vanquil as a response to another
wizard's powerful mental spell, which caused great pain in its
victims (specifically, Corinna and her psiblade. Corinna has yet to
experience a paranoia spell...). This spell does not carry
Vanquil's name since he does not wish it to be traced back to him
(for good reason).
The material component is either a lock of hair from a madman or a
drop of blood from an assassinated noble or official.


Passice (Alteration)

Range:  20 feet
Components:  V, S
Duration:  4 turns + 1 turn per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Perry Horner 

This spell has the same effect as passwall, except that it affects
ice. The opening created is five feet wide, eight feet tall, and
ten feet deep. This spell affects ice elementals in the same manner
as passwall affects earth elementals.


Peace and Quiet (Alteration, Enchantment)

Range:  0
Components:  V, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  10-foot diameter sphere
Saving Throw:  None
Author:  Unknown

To cast the spell, the wizard places a piece of unspun cotton and
a piece of grey glass (the material components) within his hands
and casts the spell.
The spell is centred upon the wizard's hand, which contains the
components. The sphere is a hazy grey which cuts out most, but not
all, of the light. The sphere also cuts out most, but not all, of
the sound. It creates the effect of being in a darkened room with
the doors and windows closed. Once cast, the sphere does not move.
Notes: great for sleeping in after a late party.


Phantasamorph (Enchantment/Charm, Illusion/Phantasm)

Range:  10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  6
Area of Effect:  One creature
Saving Throw:  Negates
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


By means of this spell, the wizard casting the spell causes two
things to happen: 1) the spell recipient (victim) believes that he
has been polymorphed into another form and 2) an illusion of the
form apparently "polymorphed" into is provided to enhance the
delusion. If the spell recipient makes a saving throw versus death
magic, the entire spell is foiled. If there are any observers to
this spell, a saving throw on their part does not negate the spell:
they will see the victim behaving as if he has been polymorphed
(observers might think the victim to be insane). Observers who save
may communicate this fact to others (including the victim), thereby
gaining one additional saving throw at +4.
The phantasamorph lasts as long as the caster is concentrating on
the spell and is within spell range. Violating either condition
will shorten the duration to an additional round per level of the
caster. The material component of this spell is a small amount of
doppleganger flesh or a small golden trinket suspended on a chain.


Pilpin's Band (Conjuration/Summoning)

Range:  60 yards
Components:  V, S, M
Duration:  3 turns per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Pilpin

This spell summons into existence up to 50 instruments that will
play any piece of music for which sheet music is present. The
specific instruments summoned are decided by the wizard, so the
non-weapon proficiency of artistic ability, or musical instrument
is required by the wizard, or a consultant. The sheet music is
placed on a music stand before the band, and as the music is played
the pages are flipped automatically. When the piece of music is
over, placing new music or flipping the present one to the first
page will start the band playing again. The sound volume of the
band is controlled by the wizard.
The material components are a single, golden, miniature replica for
every type of instrument summoned, a full sized silver music stand,
and the appropriate sheet music. Everything but the sheet music is
consumed in the casting.


Pilpin's Fire Carpet (Evocation)

Range:  60 yards
Components:  V, S, M
Duration:  Concentration or 1 round per level
Casting Time:  4
Area of Effect:  20-foot square per level
Saving Throw:  Negates or 1/2
Author:  Pilpin

The fire carpet brings forth an immobile, blazing carpet of magical
fire of shimmering colour - violet or reddish-blue. The spell
covers an area of the ground equal to one 20 foot square per level
of the wizard and the flames are 4 feet high.
The carpet sends forth waves of heat, inflicting 1d4 points of
damage upon creatures within 10 feet. In addition, the carpet
inflict 2d6 points of damage, plus 1 point of damage per level of
the wizard, upon any creature within the area of effect. For
creatures moving through the area, the fire inflicts 2d6 points of
damage per 20 feet of the area of effect crossed. A successful
saving throw versus spell (modified by Dexterity bonus) will reduce
damage to half, or none if the creature was close to the edge of
the area of effect.
For example, a 10th-level wizard centres the spell on a fighter.
The area of effect is 50x40 feet. The fighter fails his saving
throw and takes 2d6+10 points of damage. The warrior then runs out
of the area toward the closest edge which is 20 feet away. If the
warrior was surprised he must again roll a saving throw. He again
fails his saving throw and takes another 2d6+10 points of damage.
Creatures more than 8 feet tall take only half damage. Creatures
especially subject to fire may take additional damage, to the DM's
option, and undead always take twice normal damage. The wall of
fire lasts as long as the wizard concentrates on maintaining it, or
one round per level of experience of the wizard, in the event he
does not wish to concentrate upon it.
The material component of the spell is phosphorus.


Pobithakor's Alarm (Divination)
Reversible

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

This spell, when cast, will detect and instantly alert the wizard
whenever the wizard is the subject of information-gathering spells
or divination spells such as ESP or know alignment. The wizard will
have a general idea of what is being used (mind reading, truth
detection, etc.) upon him.
The reverse of the spell, Pobithakor's soothing, will cause the
wizard to have no chance to discover that such spells are being
used upon him, i.e., the wizard would not be able to detect someone
scrying upon him.
The material components of the spell is an eye from a very keen
eyed creature such as a hawk or a dragon. The reverse of the spell
requires that the eye be punctured.


Power Booster I (Alteration, Evocation/Invocation)

Range:  0
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  4 turns
Area of Effect:  The caster
Saving Throw:  None
Author:  Kai Rottenbacher 

Power booster is a spell that boosts the level of the caster for
spell effects only. It does not increase the number of spells a
caster may learn. Thus, a spell's range, duration, area of effect,
etc. might be boosted. This spell works only for those parts of the
spell that are already level dependent, i.e., the range of an ice
storm might be increased while the damage remains the same. All
spells to be boosted have to be started - not necessarily finished
- during the duration of power booster. This particular version of
power booster can boost spells of up to third level.
The boosting process works as follows: the recipient receives one
boost level per 2 caster levels (rounding up). Each boost level can
boost one spell level of spells by one casting level. Thus,
boosting a 1st-level spell by one caster level requires one booster
level, a 2nd-level spell boosted by one caster level costs two
booster levels, and so forth. It is possible to boost a single
spell by more than one caster level.
An example: a 9th-level wizard receives 5 boost levels for casting
a power booster I with which he could choose to boost:
 *  a single 1st-level spell by five caster levels,
 *  five 1st-level spells by one caster level each,
 *  two 2nd-level spells by one caster level (and have one booster
    level left over),
 *  one 2nd-level spell by two caster levels and one 1st-level spell by
    one level,
 *  one 3rd-level spell by one caster level (and have two booster
    levels left over),
 *  any other combination which adds up to five or less booster levels.
Any left over booster levels can be used for another spell.
The boosted spells break the rules concerning the normal damage
dice limits for spells like fireball or such: a fireball boosted by
10 levels gains 10 dice over the normal maximum of 10d6 HP of
damage. Thus, if the original caster was of tenth level, we would
see a full-fledged 20d6 fireball flying around.
The boosted spells have a longer casting time. A spell which has an
initiative modifier has this increased by one for every increase of
the caster's level. If this increase pushes the casting time over
10 then change the casting time to one round for every 10
increments plus the additional time as an initiative modifier. For
example, boosting a 1st-level spell which had an initiative
modifier of 1 by 24 caster levels, you get a spell that takes 2
rounds to cast and another initiative modifier of 5 in round three.
Other spells that have casting times measured in rounds, turns,
hours, days, weeks, etc. have their casting time increased by a
further one unit for every caster level increase. For example, a
find familiar spell takes up to 1 hour per caster level normally -
if boosted by 6 caster levels it takes the usual time plus 6 hours.
It is not possible to store power boosted spells in items such as
rings, ioun stones, staves, etc. without a certain ritual. If tried
without the ritual, these items immediately explode on the person
trying this as a caster does who has booster levels in him at the
end of the spell's duration (see below).
The power booster spells can be stacked with each other (but don't
forget the limit for the spells to be boosted) up to a maximum of
one power booster spell per caster level. And yes, you can use the
power booster spells to boost your levels to hold more power
booster spells, ad infinitum... It is not possible to stack booster
or spell levels from spells cast by other wizards.
A cautionary note: a spell cannot be boosted only partially: you
have to either give up every required booster level or you have to
reduce the increase in caster level to the next possible lower one.
So this leads us to the next problem: if any booster levels remain
within the caster at the end of the duration of a power booster and
no other spell is in the process of being cast with the help of a
power booster, the situation can grow quite dangerous. For every
booster level in the character at the end of the duration, the
character has to make a saving throw versus spell and a saving
throw versus paralysation. For each failed saving throw versus
spell, the character receives 1d6 HP of damage. For every failed
saving throw versus paralysation, the character loses one point of
either Intelligence, Wisdom, Constitution or Charisma permanently
until they reach a minimum of 2 (always reduce the highest ability
first). Thus, this character could in the long run be damaged
massively by frequent use of this spell. By the way, if you dispel
these spells and a character has booster levels still remaining in
him, well, tough luck, roll your saving throws... So you should not
cast dispel magic on yourself if you have just stacked up well over
50 or 60 boosted levels, because that could hurt quite a bit.
The material components for this spell are rather expensive: one
4000 gp ruby plus one freshly taken drop of blood from the caster
for each booster level, plus a single freshly ripped out hair from
the casters head to be tied completely around each ruby. All
material components radiate a strong magic which prevents them from
being destroyed, altered, reused, or changed in any way, until the
durations of all power booster spells on the person have ended. The
components can be given away in this enchanted state, but they
cannot be used for this or any other spell. If tried, the other
spell will fail.


Power Word, Fear (Illusion/Phantasm)

Range:  5 yards per level
Components:  V
Duration:  Special
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell forces the victim to save versus spell with a -4 penalty
or flee for one round per level of the wizard. The chance of
dropping whatever the victim is holding is 60% at first level (or
at 1 HD), dropping by 5% per level or Hit Die. Undead are immune to
this spell.


Power Word, Strip (Enchantment/Charm)

Range:  10 yards per 2 levels
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One person
Saving Throw:  None
Author:  A.C. 

This spell causes one person to take off all of his armour,
clothing, weapons, jewellery, etc. as quickly as possible. This
spell was inspired by Tomas from the The Unbearable Lightness of
Being novel.


Protection from Domination (Abjuration)

Range:  0
Components:  V, S
Duration:  5 rounds per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

This spell protects the effected creature from all sorts of
domination attacks. This includes psionics and spells which cause
or allow domination.


Protection from Petrification (Abjuration)

Range:  0
Components:  V, S
Duration:  2 rounds per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Peter Gourlay 

This spell grants the recipient a bonus to saving throws versus
petrification based on the wizard's level. The recipient gets a +1
bonus for every four levels of the wizard (round up). This bonus is
effective against all attacks which turn their victims to stone.


Protection from the Elements (Abjuration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Peter Gourlay 

This spell protects the recipient from one element chosen when the
spell is memorised. The recipient is totally immune to non-magical
manifestations of the element, including the environment of various
elemental and para-elemental planes. Against magic, the recipient
receives a +3 to the saving throw and takes 50% less damage. This
spell is effective against cold, fire, and electricity among other
things, but not against negative or positive energy. The material
component is a bit of the element opposite to the one the wizard
wishes to protect himself from (water against fire, earth against
air, and vice versa).


Radiance Resistance (Alteration, Evocation)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  None
Author:  Francois Menneteau 

The caster can totally ignore the presence of radiance (sunlight
and pure energy) for the duration of the spell.


Rathe's Mage Lock (Alteration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  Portal touched
Saving Throw:  None
Author:  Aaron Sher 

The mage lock is an advanced form of wizard lock. There are two
main changes from the latter. First, while the spell is in effect,
the portal cannot be damaged or destroyed by any physical (not
magical) means short of an elemental. Note, however, the magical
means of destroying the door (fireball, disintegrate, etc.) still
work normally, and if the door is destroyed, the spell is broken.
If the spell is dispelled or negated by any means whatsoever (even
temporarily), the portal will crumble into dust.
Second, the spell has another application; it can be placed upon an
object. The effect of this is to allow anyone wearing or carrying
the object to open any mage locks by the same wizard. For example,
if one of Rathe's mage locked bracelets was worn, the wearer could
open any door mage locked by Rathe (but not by any other wizard).
The material component is half a pound of iron filings for the
first application and 100 gp worth of diamond dust for the second.


Rednog's Magic Tracer (Divination, Metamagic)

Range:  30 feet per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4 rounds
Area of Effect:  10-foot wide path
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell is a more highly powered detect magic. It allows a
wizard to trace magic even if the magic only passed through the
area of effect - even if this happened quite some time ago: up to
one hour in the past per level of the caster. It collects the
impact of magic on the time-space continuum and amplifies it for
the wizard to be able to identify different traces of different
items - up to two different item or spell effects per level of the
caster. It detects the different strengths, numbers, schools, time
of creation (up to 1 hour exact) and source and name (wizard,
priest, natural) of the magic (spell or item). Note that it does
not identify psionics. This spell is able to detect invisible
objects or creatures.
The material component is any kind of permanent magic item: even a
stone with a continual light or magic mouth spell on it is enough
for this spell. If an artifacts is used for this purpose, it is not
destroyed but sent to another plane (preferably where it can be
used against the characters).


Rednog's Skill Banisher (Alteration)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4 rounds
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell banishes one slot of skills per 3 levels of the caster
from the target creature. The skills which may be banished are
chosen by the caster. Skills which may be banished are one point of
THAC0, one spell, one hit point per Hit Die to a minimum of half
hit points (not per level but per Hit Die), one proficiency, one
point of an ability, one psionic power, or even one complete memory
block (the last is under DM jurisdiction) per slot. The target
creature has a saving throw versus spell per targeted skill; if it
succeeds, the spell fails. If it fails, the target loses the
specified ability. It is possible to target only one skill with all
open slots (if a 15th-level caster only wants to banish a fighter's
THAC0, he could try it with all five slots at once, causing the
fighter a -4 to the saving throw, as one slot is used to attack the
THAC0 and the remaining four slots are used to reduce the chance to
save). The caster of the spell can also split these slots on
several different abilities. The banished abilities are lost for
the duration of the spell. Afterwards, they automatically return at
full Strength. During the time the affected creature is only able
to use its lost abilities like any normal person (if proficiencies)
or at the reduced ability score. It is not possible to banish
curses with this spell.
The material component is a lodestone which is shaped recognisably
like the target creature. In addition, a part of that specific
creature has to be attached to the lodestone (a hair, a piece of
skin, a drop of blood, etc.). This spell requires some form of
direct mental or physical contact with the target creature
throughout the casting (ESP, telepathy, a tied rope, a hand on the
arm, etc.). If this is non-existent, the spell fails.


Repel Greater Quasi-Elemental (Abjuration)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  4
Area of Effect:  10-foot radius
Saving Throw:  None
Author:  Francois Menneteau 

This spell prevents greater radiance, lightning and mineral
quasi-elementals from entering the area of effect.


Reshape Spell (Alteration, Metamagic)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Johan Hartzenberg 

By casting this spell, the caster can select any one of his spells
currently memorized, and then reshape the pattern it has taken in
his brain into that of another spell, while looking at a scroll or
his spell book to select the new pattern he wants it to be in.
It can only make a spell's energy into that of a lower spell, since
some of the energy will go lost, and the two spells have to be in
the same school. Also, the new spell has a maximum spell level of
6 (when the caster can cast 7th-level spells, he has to shape a
7th-, 8th- or 9th-level spell into a 6th-level spell).
This spell is there to use in emergencies when you studied the
wrong spell, and you have only a short time to relearn a new spell.
If the caster is disturbed while casting this spell, the energy is
lost.


Resist Acid (Alteration)

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

This spell is similar to the 3rd-level wizard spell resist
electricity (q.v.), except this spell provides some protection from
acid and acid based attacks. The material component for this spell
is an alkaline substance.


Resist Energy Drain (Abjuration)

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

This spell grants a saving throw versus death magic to resist the
energy draining touch of any undead. The spell does not work
against any sort of attack besides the touch of an undead creature,
although it does protect its recipient against the 4th-level level
drain spell.


Resist Sleep (Abjuration, Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One person touched per 2 levels
Saving Throw:  None
Author:  Steve Bartell 

This spell allows the recipient (human, humanoid, or animal) to go
without sleep for twice the normal duration. This duration includes
retroactive time without sleep before the spell was cast. For
example, a character who can go a maximum of 36 hours without
sleep, and has already been awake for 36 hours, can extend the time
without sleep for another 36 hours (72 hours total).
This spell can also counter the effects of a sleep spell, although
the spell is ended immediately upon doing so. Resist sleep will
also negate the effects of exhaustion from normal activity. Normal
activity includes light labour, travelling at normal speed, etc.
Characters travelling at top speed or engaged in heavy fighting or
work will fatigue normally.
The material component for the spell is a handful of sand.


Retrieve [1] (Conjuration/Summoning, Divination)

Range:  Special
Components:  V, S
Duration:  Special
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell enables an item with the spellcasters wizard mark
inscribed on it to be instantly summoned. The item must weigh no
more than 5 pounds per level. The item must have a wizard mark of
the spellcaster's glyph inscribed upon it.
When this spell is cast the wizard can see in his mind all wizard
marked items that have his glyph. The glyph and the extra six
characters (wizard mark does this) can be read. The wizard
concentrates on one set of glyphs and the object that has that set
of glyphs inscribed on it is summoned. If a unique glyph and set of
characters is not available, the DM should randomly pick which
object is summoned. Only one object can be summoned per spell.
The glyphs can be seen even if they exist on a neighbouring plane
(but no further). But only items existing on the same plane as the
caster can be retrieved. The plane that they are on is revealed,
though. Only the glyph and characters are seen, not the object
itself.
This makes wizard mark a much more useful spell to have. It also
makes erase very important to wizards that steal other wizard's
spell books.


Reverse (Alteration)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One spell
Saving Throw:  Special
Author:  Max Becherer 

This spell will change any reversible spell up to fifth level
previously cast into its reversed form. Spells cast by the wizard
are automatically reversed, but those cast by others can resist the
spell's effects as per dispel magic. The material component is a
small silver mirror.


Rhuva's Counter-Scry (Divination)

Range:  0
Components:  V, S, M
Duration:  8 hours
Casting Time:  4
Area of Effect:  20-yard radius sphere
Saving Throw:  Special
Author:  Colin Roald 

The wizard will automatically detect any scrying attempt in the
area of effect. The scryer must make a saving throw versus spell to
realise that the scrying is being tampered with. If he does not
immediately terminate the scrying, the caster of the counter-scry
gets a clear image of the spy and a general location. He can cast
any ranged spells through the link at the scryer, who receives all
normal saving throws. The caster of the counter-scry can also
simply jolt the scryer, causing the connection to be terminated.
The detection of a scrying attempt will interrupt spell-casting. It
is suggested that detect scrying be made a 2nd-level spell, with a
more limited duration and vaguer description of the scryer. The
material component is a small silver mirror.


Rhuva's Tracker (Divination)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 day
Casting Time:  4
Area of Effect:  One creature or object
Saving Throw:  Negates
Author:  Colin Roald 

The wizard casts this spell, and hurls a small carved scarab at a
target within range. A creature or object in a creature's
possession gets a saving throw to avoid the scarab. It clings
invisibly to its victim, noticed only in a determined search. The
wizard then always knows where the victim is (distance and
direction), provided it is within one mile per level, and the
target is not enclosed in lead. The tracker can be renewed each
morning by recasting the spell.


Roteley's Lesser Shatterwave (Evocation)

Range:  1 foot per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  5-foot diameter, 2.5-foot long cylindrical wave
Saving Throw:  Negates
Author:  Michael Karapcik 

This spell creates a wave of force a short distance from the
caster's hand which follows a cylindrical path away from the
caster. The wave starts within the stated range and then moves away
within the full area of effect. This wave of force has an effect
similar to a shatter spell. All glass, ceramic, bone, or other
fragile material touched by the wave must save versus normal blow
or be cracked, shattered, and ruined. Magical items have a +5 on
their saving throw. The wave can be stopped by large, heavy objects
that block most of the wave, such as a stone wall, iron chest, oak
door (though the door may crack), etc. The wave has limited
offensive power against creatures with hard parts (skeletons). The
wave will do 1d2 points of damage, plus one hit point per four
levels of the caster, rounded up, as well as stun for a like number
of tenths of a round. Skeletons and similar creatures take 1d4
points of damage plus 1 HP per 2 levels, as well as full stunning
effects. The wave itself is visible as an orange-red convex disk.
Example: a 10th-level wizard casts this spell. The wave would
appear within 10 feet of his hand and proceed to travel out on a
25-foot long path, 5 feet wide. An orc within this path would take
1d2+3 points of damage, as well as get stunned for a like number of
tenths of a round.


Rune I (Alteration, Metamagic)

Range:  Special
Components:  V, S, M
Duration:  Until discharged
Casting Time:  1 turn per spell level
Area of Effect:  Special
Saving Throw:  Special
Author:  Ally's Spellbook 

This spell allows a caster to inscribe a rune containing the
energies of one spell up to third level. Instructions of up to one
word per level may be given to control the rune. The material
component of this spell is 100 gold pieces in gems and inks per
level of the spell contained in the rune.


Rune I (Enchantment)

Range:  0
Components:  V, S, M
Duration:  Until discharged
Casting Time:  1 turn per spell level
Area of Effect:  Special
Saving Throw:  None
Author:  Max Becherer 

This spell allows the wizard to inscribe a rune containing the
energies of one spell up to third level. Instructions of up to 1
word per level may be given to control the rune. The material
component is 100 gp worth of gems and inks per level of the spell
contained in the rune.


Sanh's Sunray (Evocation)

Range:  80 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Max Becherer 

Sanh's sunray is a special spell designed for use against undead
and other foul creatures of darkness. This ray exactly matches the
radiation mix of pure sunlight; it inflicts 1d4 hit points per
level of the wizard against living beings, not all that impressive
at first glance. Undead and other negative matter creatures fare
far worse, sustaining a whopping 1d12 per level of the wizard.
Saving throws are the same as per Sanh's ray of light, except that
undead save at -4, and undead which are specifically harmed by
sunlight suffer the effects of 1 round in the sun per level of the
wizard in lieu of a normal damage roll (unless, of course, the
normal roll would be more damaging). For fumbled saving throws, the
victim loses one eye, is blinded for 1d6 rounds followed by 2d6
rounds in a dazzled state. The reason this is so is because of the
large amount of ultraviolet light in the ray. Since only the source
of the light, not the light itself is magical, magic resistance is
ineffective against this spell.


Sap Strength (Necromancy, Summoning)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Robert A. Howard 

This spell duplicates a shadow's Strength drain. The wizard must
roll to hit, and if he fails to hit, he himself must save versus
death magic or be drained of a point of Strength. This spell does
not trigger a negative plane protection, and it will affect
creatures normally immune to undead energy drains. When used
against undead with energy drain abilities, the wizard must save
versus death magic or lose twice as many energy levels as normal.
When used against normal living victims, if the victim fails a
saving throw versus death magic, it loses a point of Strength.
People drained to a 0 Strength die and come back a day later as a
free-willed shadow. The material component of this spell is a
diamond of 20 or more gold pieces value.


Sarius' Golden Triangles of Protection (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  4
Area of Effect:  One floating 2-foot high triangular plate per
level
Saving Throw:  None
Author:  William T. South 

This spell creates golden, shimmering triangular plates of force
which move around the wizard in a constant motion, deflecting any
missile, hand, or weapon attacks directed at the wizard. The Armour
Class of the wizard is improved by one for every three triangles
still active and any successful physical melee attack (including
boulders, ballista, or attack forms similar to dragon's belly flop
manoeuvre) will be deflected automatically. Deflected creatures of
large-size (or higher) who are deflected must still land somewhere,
possibly injuring friend or foe. Non-missile attacks by creatures
with an effective Strength of 23 or greater require a saving throw
versus breath weapons to deflect.
Each triangle is able to sustain 8 hit points of damage before
disrupting, so if a deflected attack does not cause enough damage
to disrupt a triangle (chosen randomly) the triangle will remain
active. For every 5 triangles active, the effects of breath weapons
directed at the wizard will be reduced by 1 hit point per damage
die, with total protection from breath attacks becoming a
possibility, though, unless the breath weapon causes less damage
than the current hit points of a triangle it will assuredly disrupt
the entire field of triangles in the process.
While the triangles orbit the wizard he is at a -1 to-hit penalty
for every triangle active whenever a to-hit roll is needed,
including spells. The wizard may create fewer triangles than the
maximum possible. The material component of this spell is a single
gold piece for every triangle created. All pieces are thrown into
the air where they disappear and are replaced by the floating
triangles.


Sarius' Mage Ward (Alteration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  One amulet
Saving Throw:  None
Author:  William T. South 

This spell is used to create a magical amulet which, when worn or
possessed by a creature, will cause all spells cast by the amulet's
creator to affect the creature with different variables of power.
All defensive or beneficial spells will have a +2 (on any
applicable die or 10% if a percentage die) bonus applied to
durations, areas of effect, ranges, or any increases in which the
bonus would benefit the creature. All attack or detrimental spells
from the wizard would apply with a -2 (or -10%) penalty applied to
their operation against the creature. For example, if the wizard
accidentally caught an ally (in possession of his mage ward) in the
area of effect of his fireball, the creature would have his needed
saving throw reduced by 2 and all damage dice against the creature
would suffer a -2 penalty, possibly negating the effect on that
creature.
Also, having the amulet in their possession (knowingly or
unknowingly, but not forcibly against their will) a creature's base
magic resistance will automatically be reduced by 2% per level of
the wizard (at the time of the ward's creation). Possession is
considered to be within 2 inches of the creature's body.
The amulet may also be used to negate any portal or device
protections created or cast by the wizard for a one round period.
After 10 uses of this nature the amulet crumbles to dust. The
material component of this spell is 10 gp weight of platinum, and
a special mould made of wax and a crushed sapphire worth at least
500 gp. Once molten, the platinum is poured into the mould and then
the spell is cast on the cooling metal. Note that the amulet does
not have to be any certain shape, and can later have gems (whether
magical or not) mounted into it through shaping or settings made at
the time of moulding, but the amulet must not be injured by this or
1d6 of the charges will be used.


Scarring (Alteration, Enchantment/Charm)

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

This spell causes horrible scarring on the face of the victim.
Unless the victim (who must be humanoid) saves versus death magic
it will scarred permanently. The scars can only be removed by
regeneration, and they lower Charisma by 1d4 points. At the DM's
discretion certain creatures, such as goblinoids, might not have
their Charisma lowered.


Seduction II (Enchantment/Charm)

Range:  10 yards
Components:  V, S
Duration:  1 hour
Casting Time:  1
Area of Effect:  One person of 9 HD or less
Saving Throw:  Special
Author:  John Daniel 

Except as noted, this spell is the same as the 1st-level spell
seduction I. If a successful saving throw is made, this spell
functions exactly as seduction I (make another saving throw).


Shadow Bolt (Invocation/Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One or more creatures
Saving Throw:  1/2
Author:  Ally's Spellbook 

Use of shadow bolt creates black bolts of magical energy, one
missile plus one missile per level (as per magic missile) that
streak from the wizard's hand. The missiles do 1d6 points of damage
and may be directed in a 60 degree arc. The material component of
this spell is a bit of mascara.


Shadow Light (Invocation/Evocation)

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

This spell causes a sphere of shadowy light to spring up. Within
this sphere any normal light or sound source is dimmed so they do
not cause light nor shadow nor sound to vanish completely but to be
dimmed. Within the sphere there reigns a completely shadowy light
not unlike the one on the plane of shadow. In this sphere a thief
can use his ability to "hide in shadows", "move silently", and the
"disguise" proficiency at a bonus of 20% (or a +4 bonus). Any other
sneaky abilities also gain the 20% or +4 bonus, as decided by the
DM. Within this sphere it is possible to enter the plane of shadow
with a teleport without error, or for shades it is possible to use
their plane shift ability. This spell can be dispelled by a dispel
magic (or a more powerful similar spell) or a continual light which
is cast for the explicit reason to cancel this spell. If it is cast
just to light up the sphere normally, the shadow light remains and
the continual light is cancelled. Note: a light is not enough to
cancel this spell, even if cast with the explicit reason to dispel
the shadow light. If this spell is cast on somebody unwilling, that
creature gets a saving throw versus spell. If it succeeds, shadow
light takes effect 5 feet behind the creature. Otherwise the
creature carries the spell with it (but is not otherwise affected
by it unless it is susceptible to shadowy light).
The material component is a black silk veil which is laced with ten
black pearls worth no less than 50 gp each.


Shadow Wall (Abjuration, Conjuration)

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

This spell is exactly like astral wall, except that it additionally
forbids magical or mystical sensing through the wall. Thus,
clairvoyance, detect spells, mystical detection abilities, a
basilisk's gaze, etc. will not be able to pass through a shadow
wall. Other effects (including the duration increase) are as astral
wall. The material component is a piece of paper with a blindness,
glyph of warding or symbol inscribed thereupon.


Shape Change, Undead (Necromancy)

Range:  0
Components:  V, S, M
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 assume the form of any undead (very
rare types of undead could be beyond the power of this spell, at
the discretion of the DM). The wizard must have at least twice as
many levels as the undead has Hit Dice. The wizard gains all the
abilities of the undead except spellcasting and innate spell-like
abilities. Thus the fear aura of a lich, charm gaze of a vampire
and magic jar ability of a ghost would not be gained through use of
this spell. Most touch attacks are not considered to be spell-like
abilities. The wizard also gains all the vulnerabilities of the
undead, and can be turned, commanded or even disrupted by priests.
The wizard can make one change of form for every three levels, but
cannot return to normal form until the spell duration expires or
the magic is dispelled. If at any point the wizard assumes the form
of an undead that drains levels, the wizard must make a saving
throw versus death magic at the end of the spell or lose a level.
The material component of this spell is a bit of rotted flesh.


Shift Through (Alteration)

Range:  0
Components:  V
Duration:  1 round
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Joseph DuBois (Scooby) 

This spell causes the target creature to temporarily shift to the
ethereal plane. The person can then travel his normal movement
rate. At the end of the round, the target creature shifts back to
the plane on which the spell was cast. All objects carried by the
target shift with it. The target creature can only move (no
attacking is possible while shifted). The target is seen as a wispy
outline of the figure it normally is on the prime material plane,
if normally invisible, no wispy outline is visible. The target
creature, while shifted, can only be targeted by attacks that can
reach the ethereal plane. This spell was mainly designed to allow
casters to pass through a wall without having to open a large hole
in the wall (as with a passwall). Only things that are physically
carried are shifted to the ethereal plane.


Silhouette (Abjuration, Evocation)

Range:  30 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  Negates
Author:  August Neverman 

This spell causes the affected person's shadow to rebel, for the
duration of the spell. The shadow will not act properly, will
disappear at will, reappear in the wrong place and in general do
everything in its power to make the affected creature look really
bad.
The material component for this spell is a doll, which is not
consumed in the casting.


Sillvatar's Dragon Wings (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  None
Author:  Allan J. Mikkola (Sillvatar) 

When this spell is cast, the wizard conjures a shadowy pair of
dragon wings that appear on his body; these wings provide the
wizard with the movement (flying) rate of the dragon that produced
the material component. For example, if the material component was
taken from a blue dragon, the wizard would be able to fly at a rate
of 30 with a manoeuvrability class of C. The colour of the wings'
scales will also correspond to the appropriate type. The wings will
last for 2 rounds per level of the wizard, or until dispelled.
The material component for this spell is the wing muscle from any
type of dragon; this component is consumed when the spell is cast.


Sinkhole (Alteration)

Range:  30 feet
Components:  V, S, M
Duration:  6 rounds
Casting Time:  4
Area of Effect:  Up to 4 creatures in a 10-foot radius
Saving Throw:  Negates
Author:  Michael Kenyon 

Upon the casting of this spell, a section of ground that the wizard
targets becomes a sinkhole, 10 feet in radius. Up to four creatures
(caster's choice of number affected) must be in range, and they are
counted out from the centring point of the of the spell (thus, PCs
or friendly NPCs may be caught in the area of effect if they are
closer to the centre than a hostile creature is). Those in the area
of effect must make a saving throw versus spell to negate the spell
straight off. The saving throw is modified by the number affected.

      Creatures Affected        Modifier
               1                   -2
               2                   -1
               3                    0
               4                   +1

Should the creatures affected make their saving throw, then they
are assumed to have thrown themselves out of the area as the
sinkhole started. This saves them from the spell, but also causes
them to automatically lose initiative for the next round, being
last in the round. If they fail their saving throw, the spell takes
effect and the next round begins the duration of the spell. Note
that the modifiers above apply to all saving throws listed below as
well.
* First round: if they have failed their initial saving throw (see
  above) they are effectively held (as per hold person, even if they
  aren't a person) and start to sink.
* Second round: they must save again at -2 (plus any additional
  modifiers above). If they succeed, they cease to sink, but are
  still effectively held. If they fail, they continue to sink.
* Fourth round: they must save again at -4 (plus modifiers). If they
  succeed, they cease to sink, but are still effectively held. If
  they fail, they go under the sands. They die in 2 rounds (last
  round of the duration) if they are not rescued.
Should a dispel magic be cast successfully on the sinkhole, at any
time before the duration expires, all trapped creatures are ejected
from the ground, and may act the next round. Should the duration
end with the victims effectively held and above the surface, they
may get back on their feet as their action for the next round.
The material component for the spell is an egg timer, which is
destroyed in the casting of the spell.


Skip Group (Alteration)

Range:  60 feet
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  One person per level
Saving Throw:  None
Author:  Joshua Rosenfeld 

This spell is an advanced version of skip self (q.v.). The caster
can skip a number of people equal to his level for a number of
rounds equal to the factorial of his level plus 10 (a 7th-level
wizard, for example, can skip a group forward 7+6+5+4+3+2+1+10=38
rounds). All of the subjects must be willing, and within 60 foot
radius of the caster. Any non-living object the group is wearing or
holding at the time of the casting is skipped with them, excluding
powerful magic items such as artifacts and relics. Unwilling
subjects are not affected by this spell. If desired, the caster can
place recipients of this spell at points in the future before the
spell's duration has expired, even placing different people at
different times, although, if he includes himself in the spell, he
must state this intent at the time of casting. The experience of
time skipping is disorienting for non-warpwizards; these characters
must make a saving throw versus spell (at +2) or be dazed for 1d3
rounds. During this time, no offensive action may be taken, Armour
Class is increased by 2, and all saving throws are made at -1.


Skip Spell (Alteration)

Range:  Special
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Joshua Rosenfeld 

With this spell the caster is able to project magical energy into
the future, effectively delaying the onset of one spell. The spell
to be skipped must be cast immediately after the casting of this
spell; if there is any delay or interruption, skip spell will fail.
Once the magical energy for the second spell has been conjured, it
is projected into the future a maximum number of rounds equal to
two times the factorial of the caster's level. A 7th-level wizard,
for example, can skip a spell (7+6+5+4+3+2+1)x2=54 rounds into the
future. The caster must determine at the time of casting when
exactly he wants the spell to be released, although he does have
the option of bringing the spell into effect sooner, if he desires.
This is a bit tricky, and there is a base 100% chance that the
spell will actually be released 1d4+1 rounds later than desired.
This percentage is modified by -5% for every caster level, down to
a minimum of 25%. If the spell to be skipped is aimed at a specific
target, and that target moves out of the spell's range, it will
fail.


Skullfire (Evocation, Necromancy)

Range:  100 feet
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  100-foot long, 5-foot base, 15-foot end cone
Saving Throw:  1/2
Author:  The Warlord of Heaven 

This spell causes the enchanted skull to emit white hot flames from
it mouth in said pattern. These flames cause 1d4 damage per caster
level, but undead take twice the damage. There is no limit to level
for casting. The material component for this spell is any silver
plated skull.


Sleep II (Enchantment/Charm)

Range:  60 yards
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Arrvid Carlson 

This spell is the same as the 1st-level sleep, except as noted. All
creatures to be affected by sleep II must be within the 40-foot
radius sphere created upon completion of casting. The sphere must
be centred on a creature or object within sight and not an area; in
addition the area of effect cannot be reduced, although the wizard
can specify during the casting that creatures closest to the centre
are to be affected first, dependent upon the Hit Dice of those
creatures.
The number of creatures that can be affected is a function of the
wizard's level: for every 2 levels of the wizard, 1d6 HD (rounded
up) can be affected. An example: a 5th-level wizard could affect
3d6 HD of monsters. Monsters with 6+1 HD or more are unaffected.
The centre of effect is determined by the wizard although the
wizard may not be in the area of effect upon spell completion or
risk its effects. The creatures with the least Hit Dice are
affected first (dependent upon the wizard's wishes, additionally
creatures below a certain Hit Dice may be excluded), and partial
effects are ignored. The material components for this spell is a
pinch of fine sand and rose petals, or a live cricket.


Sleepcloud (Evocation)

Range:  10 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  4
Area of Effect:  40x20x20 feet cloud
Saving Throw:  None
Author:  Max Becherer 

This spell is identical in every way to cloudkill, except that
instead of slaying its victims, they are put to sleep for 1 hour
per level of the wizard, up to a maximum of 12 hours. They cannot
be awakened by any normal means until at least 1/4 of the sleep
time has passed.
There is an up side to it, however: if the victims are not
disturbed, they will awaken completely refreshed, and will have
healed at double the normal rate due to the depth of their rest.
Consequently, this spell has many beneficial uses.
The gas created by this spell is a deep indigo, and has a pleasant
sweet smell as opposed to cloudkill's vile green fumes.


Sleepy Eyes (Enchantment/Charm)

Range:  40 yards
Components:  V
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  One creature per round
Saving Throw:  Negates
Author:  Peter Gourlay 

This is a hypnosis-type spell: the wizard looks upon the victim and
summons the power through his eyes. The victim must save versus
death magic or fall into a deep sleep. The victim can only be
awakened by been shaken or hit: noise will never wake up the
victim. If the victim meets the gaze of the wizard when the spell
is being cast, then it saves at -1. The verbal component is a
single word of power that can be spoken very quickly and quietly
(but must be heard by the victim).


Song of Fear (Enchantment/Charm)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  100-foot radius
Saving Throw:  Negates
Author:  Jim Vassilakos 

By use of this spell, the wizard sings a song of blood-curdling
horror, inspiring terror within a hundred feet his person. All
creatures within earshot (including allies) must save versus spell
or flee in panic until beyond the radius of effect. The material
component for this spell is a piece of wood that must be broken.


Sonoric's Animal Awareness (Divination, Enchantment/Charm)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One animal
Saving Throw:  Negates
Author:  Tim Prestero 

With this spell, the wizard is able to take control any small (size
Tiny) creature of 1 or less Hit Dice in his line of sight. If the
creature is above animal Intelligence, it gets a saving throw
versus spell, a successful saving throw indicating spell failure.
The creature is at -4 to save if the wizard has a good grip on it
during the spell's casting. Those creatures of a non-magical nature
of less then animal Intelligence do not get a saving throw. Those
of a magical nature get a saving throw at 4.
Once the wizard has control of the animal, while concentrating he
can see, hear, etc., through the animal's senses. He can also
control the animal's actions, even special movement, such as
flying, swimming and burrowing, although the if the wizard attempts
to get the creature to attack something not below itself on the
food chain, the animal has a (75 minus the wizard's level) percent
chance of escaping the grip of the spell. While concentrating on
the animal, the wizard is incapable of any other action.
The wizard can maintain control of the animal up to 100 yards away,
per level of the wizard. Those seeing the controlled animal will
notice any strange behaviour it may be exhibiting, if they make the
appropriate perception checks (i.e., an Intelligence check, or
saving throw versus paralysation). The spell is broken if the
wizard ceases concentration, or if the animal takes more than 4 HP
of damage. Otherwise, the spell lasts for a turn per three levels
of the wizard (i.e., two turns at fourth, three at seventh, etc.).
The material component of the spell is a bit of food, which the
target animal would find appetizing, which is consumed by the
wizard in the casting of the spell.


Sonoric's Fly on the Wall (Divination, Necromancy)

Range:  Special
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Tim Prestero 

This spell creates a spying device out of an ordinary flying
insect. Upon casting the spell upon an insect, living or dead, the
spell grants the abilities of limited clairaudience and
clairvoyance, centred on the insect. The wizard, while
concentrating on the insect, can hear any noise within 15 feet of
the insect. Clairvoyance through the insect, however, is rather
disorientating, and the wizard is at penalties of -2 to-hit and +2
to his Armour Class for three rounds after breaking concentration.
The insect has a flying movement rate of 6, and its movement is
controlled by the concentrating wizard.
If concentration is broken before the end of the spell duration,
the fly drops to the ground, and there is a 75% chance that, if the
wizard resumes concentration, it will be too damaged to fly again,
although the clairaudience and clairvoyance will still work for the
remainder of the duration. If the fly takes any damage during the
spell, such as being swatted or stepped on, the insect will no
longer fly, but, provided that at least half of the fly remains,
the clairaudience and clairvoyance will still work.
The material component of the spell is the body of a winged insect,
living or dead, which is slain in the casting of the spell.


Sonoric's Spying Minions (Conjuration/Summoning, Divination)

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

This spell summons minor etherlings from the ethereal plane, to
serve the wizard's wishes. Etherlings, being rather stupid and
weak, are only suited for simple tasks, such as spying. Upon
summoning the creatures, the wizard must detail, in simple
language, what service he wishes the etherlings to perform. The
etherlings, in their stupidity, will be honoured by the request for
service, and will perform the task to the best of their abilities
and comprehension.
A minor etherling (AC 2, MV 60, 2 HD, #AT 1, damage 1d3), is a
small, vaguely humanoid appearing creature, formed of the stuff of
the plane ethereal. On the prime material plane, it appears as a
hazy, humanoid-shaped ghostly apparition, about 3 feet tall. It
moves by flying, and is unobstructed by walls and solid objects,
save lead, the touch of which sends it back to the ethereal plane.
It is fairly stupid (Intelligence 5), although extremely talkative,
and puppyish in its affection towards the wizard. The etherling
will do its best to please the wizard, to the point of becoming
annoying. It does have some special abilities, making it
particularly useful, however. It has a photographic memory, and
will never forget what it saw and heard during its period of
service. It also has the ability to turn small objects (one at a
time), weighing less than five pounds, ethereal, allowing it to
transport the item. It can also turn itself invisible at will,
although those able to see onto the ethereal plane will be able to
see it clearly. It can push its movement rate up to 120, for up to
a turn at a time. It can only attack things on the ethereal plane,
and even there not very effectively. Finally, the fact that it only
partially exists on the prime material plane during the spell means
that it is only hit by magic weapons, and spells.
The spell summons one etherling per three levels of the wizard, one
at first, two at fourth, three at seventh, etc. The wizard can
detail separate tasks for each individual etherling summoned, and
may cast the spell more than once during its duration (allowing him
to summon a virtual horde), as the spell requires no concentration
after the initial casting. An etherling's instructions can be
facilitated by pictures (as in "Follow this (point) man... The one
in the painting" or "Follow her (point)... The one in this
Phantasmal Force"). It is up to the DM to decide the chance of the
etherling getting confused, and screwing up the task. I suggest
that it has a 100% chance of getting the task right, -3% for each
word in the description (i.e., 10 words, 70% chance), giving a
bonus for things such as pictures, and other helpful examples. If
the etherling should encounter any mentally straining problems,
such as if its "mark" (he whom it is tailing or spying upon)
teleports away, or disguises its features, casts illusions, etc.,
make an Intelligence check for the etherling, modified by the
situation. If the etherling fails, it is hopelessly confused, and
returns to the ethereal plane. The wizard must take care to give
the etherling tasks which it can complete within the duration of
the spell, as the etherling returns to the ethereal plane at the
end of the spells duration.
Some examples of tasks given to etherlings would be "go to the
chamber at the end of the hall, stay there, and return to me in 20
minutes, to tell me what you heard and saw", "go to this room in
the tower of the castle, and bring me back a book that looks like
this...", "find this man, follow him for half an hour, and return
to me, telling me what you witnessed", "find this man and tell him
Va banque. The game is thick", or similar things. Etherlings are
intelligent enough to follow the spirit of the commands, provided
they are simple enough. Etherlings have an innate sense of
direction, and will not get lost on the prime material plane. They
have the mental abilities of young children. They will only perform
service on the material plane.
The material components of the spell are small figurines, one for
each etherling to be summoned. They must be fairly detailed, and
are consumed in the casting of the spell.


Soulfire (Invocation, Necromancy)

Range:  5 yards per level
Components:  V, S
Duration:  1 round + 1 round per 4 levels
Casting Time:  4
Area of Effect:  One living creature
Saving Throw:  None
Author:  Kurki Risto 

The spell will ignite the soul of the target creature, and try to
fry it from within until it dies. The spell gives out no visible
effects besides the obvious pain of the target creature. For
obvious reasons, this spell works only for living creatures who
have a soul. The damage that is inflicted will be 3d6 during the
first round, and 2d6 on each subsequent rounds after the first. The
casting of this spell will exhaust the caster for equal amount of
rounds that the spell lasts, requiring an Intelligence check to
concentrate on anything specific other than standing, sitting,
walking slowly, or resting.


Sound-Proof Bubble (Alteration)

Range:  5 feet per level
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  4
Area of Effect:  10-foot radius sphere
Saving Throw:  Negates
Author:  Johan Hartzenberg 

If the caster casts this spell, he brings about an invisible bubble
with rad of 10 feet centred at the target he selects. Depending on
the caster's choice, the spell can work in one of 2 Ways:
*  No sound can enter the bubble, and no sound can leave the bubble,
   but sound inside the bubble, and outside the bubble, stays normal.
   I.e., the caster and a few companions can have a nice and quiet
   conversation inside this bubble while a deafening noise is raging
   (whatever) outside.
*  He may opt to allow sound to pass in or out through the bubble, or
   both or none. He can change the function of the bubble anytime
   before the duration ends, but this version of the spell requires
   the caster to concentrate the whole time he want to maintain the
   bubble. The bubble's function can be changed once per round. Also
   this version of the spell have to be centred on the caster.
This spell will proof safety to sound based attacks, but each such
attack has a cumulative 15% chance of bursting the bubble. I.e.,
the first attack has a 15% chance, the second has a 30 percent
chance, etc. Note that the attacker can walk into the bubble, and
then attack those inside the bubble, and anyone outside won't hear
the sound or attack.
Wizards and priests can cast spells with verbal components inside
the bubble, but if the spell uses a sound based effect, those
sounds will not be able to pass through the bubble. If the sound
originates from an illusion outside the bubble, one won't be able
to hear it inside the bubble. How the ventriloquism spell is to be
handled, when cast inside the bubble, is left up to the DM. Ask him
beforehand how he will handle it.
If you want to cast the spell on an unwilling recipient (for
example, someone with a horn of disruption), he is allowed a saving
throw versus spell to negate the spell.
The material component of this spell is a tiny triangle.


Speed Rot (Alteration, Necromancy)
Reversible

Range:  100 feet + 10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  One undead
Saving Throw:  Negates
Author:  The Warlord of Heaven 

Any undead failing its saving throw versus spell will find itself
taking double damage from all attacks, as its binding forces are
less powerful now. The spell can be reversed to have the opposite
effect of enabling an undead to take only half damage. This is
called slow rot. The material component for this spell is a dead
mouse steeped in fruit juice.


Spellcrystal IV (Conjuration, Invocation)

Range:  0
Components:  V, S
Duration:  4 months + 2 months per level
Casting Time:  4 rounds
Area of Effect:  One crystal, worth at least 400 gp
Saving Throw:  Special
Author:  Kris 

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


Spiderbite (Conjuration)

Range:  10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  30-foot radius circle
Saving Throw:  Negates
Author:  Ally's Spellbook 

This spell injects all creatures within the area of effect with an
amount of poison capable of affecting them (dependant upon their
body mass). All creatures in the area of effect are entitled a
saving throw versus poison to negate the effects of this spell. Any
creature not normally affected by poison is totally immune to this
spell. The material component is a live spider.


Spirit Skill (Enchantment)

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

This spell transfers skills from a specially prepared vessel into
a willing recipient. The material component is a symbol prepared
using steal skill, which must be carried by the recipient and
disappears upon completion of the spell.


Splinterstrike (Evocation, Necromancy)

Range:  0
Components:  V, S, M
Duration:  Until used
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  1/2
Author:  The Warlord of Heaven 

This spell enchants the thigh bone to hit any creature, when and if
it strikes it inflicts 4d10 damage, but is only usable once per
casting. Another bone must be used. The material component for this
spell is a half-split thigh bone.


Stanza's Certain Kiss of Disease (Necromancy)
Reversible

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

This spell inflicts one normal sexual disease of the caster's
choice. The reverse, Stanza's Kiss of Curing, removes one normal
sexual disease.


Stanza's Enchanted Kiss of Disease (Necromancy)

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

This spell inflicts one random magical sexual disease.


Steal Skill (Conjuration)

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

This spell lets a wizard steal the class-related skills of a
willing humanoid victim and transfer them either to the wizard or
to a special container. The victim drops to first level, and
regains levels at a rate of 1 per four hours thereafter. The wizard
gains half the class-related skills of the victim (if stealing from
a fighter, the wizard will gain the ability to wear armour and
attack with a THAC0 halfway between the fighter's and the default
20 with any weapon with which the fighter is proficient; if
stealing from a thief the wizard will gain thief abilities which
are the average of the thief's abilities and the base of 4; in no
case will abilities go down because of this). Abilities which are
granted by a deity cannot be transferred this way, nor can
spellcasting abilities. The transferred abilities fade after one
turn per level.
The material component is a symbol of the class to be transferred,
specially prepared and costing not less than 10 gp per level of the
target. If the wizard wishes, he may imbue the symbol with these
skills rather than using them at the time (in which case it will
not disappear). The primary purpose of this use is to provide the
material component for Spirit Skill.


Stone Bridge (Alteration)

Range:  10 feet
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell creates a bridge of up to 50 square feet + 25 square
feet per level, across any gap the wizard desires. It is sturdy and
safe to walk across, and can bear the weight of an elephant.
The material component of this spell is a piece of rope, which
should be knotted together when the spell is cast.


Suppress Magic Resistance (Abjuration)

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

By means of this spell, the wizard can temporarily suppress the
magic resistance emanating from one creature or object, thus
allowing other spells and magical effects to have an increased
chance of effect. The spell affects one creature or object and the
area that its magic resistance protects. For example, this spell
can be cast on a paladin wielding a holy sword that provides magic
resistance in a 5-foot radius, and the magic resistance can be
suppressed in the entire area of effect. If there are multiple
sources of magic resistance affecting the same area, this spell
will only target one of them.
This spell can suppress up to 5% magic resistance per level of the
wizard. Partial effects are possible. For example, if a 10th-level
wizard is casting the spell at a creature with 80% magic
resistance, that creature's magic resistance will be lowered to 30%
while this spell is in effect. Of course, this spell will not go
into effect unless the creature fails its magic resistance roll.
The wizard must maintain some concentration in order to preserve
the spell's effect. The wizard may not perform any actions except
moving at up to half his normal movement rate. If the wizard is
successfully attacked, then his concentration is also broken. If
concentration is broken, the spell's effects terminate immediately.
The wizard, however, may choose to terminate the spell in a
controlled manner, and during the last round before the spell is
terminated, the wizard, in addition to moving at up to half his
normal movement rate, may also cast one spell whose casting time is
up to one round. The target's magic resistance remains lowered when
making its resistance check against this spell. Of course, other
wizards and devices may also cast spells while the target's magic
resistance is lowered, and such magic does not terminate suppress
magic resistance.
This spell will totally negate a magic resistance spell if it is
successful at suppressing magic resistance of a percentage at least
as high as the percentage given by the magic resistance spell. In
such a case, concentration by the wizard is not necessary.


Sword of Force (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Dennis Kefallinos 

This spell creates a spectacular glowing sword, resembling a Star
Wars lightsabre. It must be cast on a handle of a steel sword,
which must be especially fashioned or cut from a regular sword. The
handle is not consumed. A second component is 1 gp worth of gold
dust, which is consumed by the casting. For the duration of the
spell, a gleaming power blade is projected from the handle, which
simulates a normal sword. The base damage it causes is 2d6 (for
small and medium sized creatures) or 2d10 (for large creatures) if
used one-handed, and 2d8 or 2d12 if used two-handed, to which
Strength bonuses and magical bonuses (if appropriate) are added.
The former use requires proficiency in one-handed sword (short or
long) and the later in two-handed sword (bastard or two-handed).
Further special abilities are determined by the level of the
caster, as follows:

     Wizard's Level    Special Abilities of Blade
           1-6                Not applicable
            7           Normal, non-magical sword
            8                   Sword, +1
          9-10                  Sword, +2
          11-12          Sword of sharpness, +2
          13-14           Sword of wounding, +2
           15+              Vorpal sword, +3

A caster of above thirteenth level can specify which type the sword
will be (of the types available to lower levels). When subjected to
physical strain the blade has double the strength of steel. If more
pressure than that is applied the spell is negated. If the handle
leaves the hand of the caster the spell is negated immediately.
Because the sword of force is very light in weight, weapon speed is
only 3 when used single-handed and 5 when used two-handed. The
material components of this spell are a handle of a steel sword
(not consumed in the casting) and some gold dust.


Teleport Trace (Divination)

Range:  10 yards per level
Components:  S
Duration:  10 rounds + 1 round per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

The wizard casts this spell on a character or creature who is
likely to teleport or employ similar magic in the near future. If
the recipient does cast teleport (or dimension door, word of
recall, etc.), then the wizard who placed the teleport trace will
receive a mental image of the target's location. The caster of
teleport trace will then know his location relative to that of the
teleportee, and he will be able to use his own teleportation or
scrying magic with maximum accuracy.


Teleport Tracer (Divination)

Range:  50 yards
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

Teleport tracer allows the wizard to follow the faint trail left by
teleporting creatures. The tracer tells the wizard where the
teleporting creature went to, within a few blocks, or several miles
in the countryside (less accurate for longer distances, only very
general information for multi-planar travel). If the wizard so
chooses, he can teleport along the exact same route, but this must
be done on the round after the tracer is cast, and multi-planar
movement is not possible in this manner. The tracer must be cast
within one turn of the original teleport, and this teleport must
have taken place within the range of this spell. This spell is also
effective against word of recall and dimension door spells, or
non-magical (psionic) teleports, but not true dimension travel or
plane shifting.


Telurian's Firebolts (Invocation/Evocation)

Range:  120 feet + 10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  1/2
Author:  Warlock's Cave <94test00@leicester.ac.uk>

This spell, unsurprisingly, creates bolts of fire. That may be a
single bolt from the caster to one target, or any number of
independently targeted bolts, up to one per level. If fired at one
person, damage is 1d6 + 1 per level of the caster. If fired at
multiple targets, the damage is 1d6 per bolt (more than one bolt
can be fired simultaneously at a target giving an xd6 total damage,
but only one saving throw is made and the additional damage comes
into play only if there is but a single bolt).
This spell's advantage over fireball is its ability to strike only
the desired targets during melee. Its level is higher due to the
fact that thousands of wizards have spent centuries refining
fireball, making it easier to cast whereas this spell is considered
very rare.
Material components are as for fireball whilst somatic are both
hands crossed at the wrists in front of the body swept rapidly
apart. Intervening solid objects between caster and target take
damage instead of the target.


The Nimbleton Hold (Alteration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  1 day
Casting Time:  1 turn
Area of Effect:  The caster
Saving Throw:  None
Author:  Nathaniel Tagg 

By means of this spell, the wizard places a number of spells "on
hold" for the next day. The spell is intended for casting at night,
before sleep. The held spells are stored in the wizard's memory for
the evening undisturbed. If the wizard is awoke, the spells are
available to him, and are used up normally when cast. In the
morning, the spells are still retained, and will remain with the
wizard as though he had spent the time to memorise them that
morning.
The wizard may retain a number of spell levels equal to 9 + 2 per
wizard level (i.e., a 9th-level wizard may retain 27 spell levels
worth of spells). The material component is any form of headpiece
(hat, hairnet, comb, skull cap, whatever) and must be specially
enchanted by the caster of the spell. The cost to construct this
item is 500 gp. The item must be worn both while memorising the
spells to be retained, and when the Hold spell is cast, though not
while casting the spells.
Note that because a cast spell is lost as per usual, the Nimbleton
hold must itself be memorised and cast every day (therefore, a
9th-level wizard saves himself 270 minutes memorisation time in the
morning, but at some other time during the day must spend 50
minutes to memorise and cast the hold. Thus, his total savings are
220 minutes, or three hours and forty minutes. In addition, the
wizard may defend himself with the held spells during the night or
morning before memorising the next day's list).


Thillis' Monster Servant (Charm)

Range:  5 feet per level
Components:  V, S
Duration:  Special
Casting Time:  2 rounds
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Michael Schmitz 

Monster servant binds a creature to the caster's will. The spell
does not grant any form of communication, so the wizard and the
monster must be able to communicate for the spell to work. All
humans, demi-humans, and creatures with an Intelligence greater
than 10 are immune to the effects of the spell. Wisdom bonuses to
saving throws apply if the monster actually has Wisdom.
An affected creature will do anything for the caster, including
sacrificing its life. The spell's duration is similar to that of
charm person, but the DM should modify this as he wishes. When the
creature is told to place itself at risk, a new saving throw should
be rolled.
But now for the fun part: this obviously overpowered spell has a
mayor drawback: whenever the spell is cast, there is a chance,
equal to (the target's Hit Dice - the caster's Wisdom bonus)
divided by 20, that the spell drives the caster insane, and also
subjects him to the creature's will at that point in time. Note
that the spell still functions normally as well, so if the creature
was wishing that the caster would be his slave, and the caster went
insane, but the creature failed its saving throw, they would both
be each other's slave.
Also, keep in mind that a caster with an 18 Wisdom could cast this
spell on creatures of up to 4 HD, and as his Wisdom bonus is 4,
there would be no chance of insanity.
This curse was not built into the spell, but was a side effect. The
wizard that researched it did not put in a limitation on the
target's Hit Dice, and drew the energy to enslave the creature from
her own will power. Therefore, when she tried it on a creature of
14 HD, she didn't have the willpower to overcome it, and went
crazy. Actually, she became its mate, thinking she was a fire
giant. That's what the creature was looking for when she cast the
spell...


Thorgon's Faithful Steed (Conjuration/Summoning)

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

When cast, this spell creates a horse within 10 feet of the wizard.
The horse can pass over nearly any surface and even fly short
distances (levelx20 feet). The horse lasts 1/4 day per level of the
wizard, or until the wizard loses consciousness. The horse can run
at speeds up to 40. The steed will respond perfectly to the wizard.
It has 10 hit points + 2 per level of wizard, and can be hit only
by +2 or better weapons.
As the power of the wizard increases, so does the appearance of the
steed change, i.e., a 9th-level wizard would get a good steed, a
20th-level wizard would get a pegasus or similar creature. It can
kick for 1 to the wizard's level hit points in damage. The steed is
immune to magical attacks such as fireball, lightning and magical
ice. The material component is a bridle, which disappears with the
horse at the end of the spell's duration. All metal parts of this
bridle must be silver.


Time Warp (Alteration)

Range:  Special
Components:  V, S, M
Duration:  3 rounds + 1 round per level
Casting Time:  4
Area of Effect:  40-foot long cube, 1 creature per level
Saving Throw:  Special
Author:  Unknown

This is a combined haste and slow spell. At the time of casting,
the wizard chooses which application to use. The effects, as well
as range, saving throw, and material components are as per the
appropriate spell.


Twilight's Silent Sheaf (Alteration)

Range:  10 yards per level
Components:  S
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  15-foot radius
Saving Throw:  None
Author:  Robert A. Howard 

This spell will start similar to faerie fire, with the exception
that instead of faerie light, a field of silence is created.
Creatures outside the sheaf cannot hear those on the inside.
However, sound can exist inside the sheaf itself, allowing for
spell casting. Also, if someone touches a person with a silence
sheaf, then those two (or more) can communicate.


Tyvek's Flying Binder (Conjuration)

Range:  100 feet + 10 feet per level
Components:  V, S, M
Duration:  Special
Casting Time:  4
Area of Effect:  One creature of size H or smaller
Saving Throw:  Special
Author:  The Warlord of Heaven 

This spell requires bloodhawk feathers and a silk handkerchief, and
as the magical word Sar-Anwrap is spoken, the wad of components is
hurled through the air. In flight, they change into a glowing white
sheet which will wrap up the target for one round per wizard level,
or half that time if they save. High Dexterity provides additional
saving throws with a +2 for every point of Dexterity above 16. A
tiny bladed weapon allows the victim to escape in half time as
well, which could aid a saving victim even more.


Tyvek's Flying Bucket (Conjuration)

Range:  100 yards + 10 yards per level
Components:  V, S, M
Duration:  1 turn
Casting Time:  4
Area of Effect:  One average sized bucket
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell conjures into being a glowing force bucket, capable of
holding about 3 gallons of liquid. It has as much use as you have
smarts. Initially used to get water out of icy rivers from the
comfort of his home, it has been seen in use of throwing oil on
opponents, scooping hunks out of water elementals, and going over
other wizard's heads... it is not transparent. It has little
strength aside from its ability to tote water, therefore it is
easily lifted or batted about.
The material components for this spell are thimble and some hawk
feathers.


Tyvek's Rust Prevention (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 day
Casting Time:  4
Area of Effect:  One item touched inside a 10-foot long cube
Saving Throw:  Special
Author:  The Warlord of Heaven 

Tired of continually polishing his blades and armour, Tyvek came up
with rust prevention. It keeps all forms of oxidation from
occurring, even those caused by rust monsters. The material
components of this spell are beeswax and some iron filings rolled
into said wax. The verbal component is "Ruh-stohl-ee-ehm". While
the hands are moved in circular patterns over the item, the wad of
wax and iron is consumed in the casting (by the spell, not the
caster). Detect magic will reveal this magical protection. There is
no saving throw unless the spell is used to protect versus magical
rust. Then, there is a +4 to the item saving throw as well.


Uldark's Conjured Fireball (Conjuration/Summoning)

Range:  10 yards + 10 yards per 2 levels
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  15-foot radius sphere
Saving Throw:  1/2
Author:  Allan J. Mikkola 

This spell duplicates the 3rd-level fireball in most respects;
however, instead of shaping the fireball from magical energy as the
evocation version does, this spell actually conjures a ball of fire
directly from the elemental plane of fire. When the spell is cast,
a small interdimensional connection opens between the plane of fire
and the wizard's plane; the fireball enters through this opening
and strikes the targets as directed by the wizard. There is a
chance that an extraplanar creature may enter through the opening
as well. The chance of this occurring is: 20% - 1% per level of the
wizard (to a minimum of 1%).
This spell has the same effects (including damage) as the evocation
version, but it is slightly harder to produce these effects in this
manner; this is reflected in the higher spell level and the reduced
range and area of effect.
The material components for this spell are a piece of flint and a
pinch of sulphur.


Uldark's Conjured Frost Bolt (Conjuration/Summoning)

Range:  20 yards + 10 yards per 2 levels
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  50-foot long, 10-foot wide bolt
Saving Throw:  1/2
Author:  Allan J. Mikkola 

This spell is similar to Uldark's conjured lightning bolt (q.v.).
It conjures a bolt of frost and ice from the para-elemental plane
of ice. The chance that an extraplanar creature enters the wizard's
plane is the same as that of the conjured lightning bolt. The bolt
is 50 feet long and 10 feet wide; anyone hit by the bolt suffers
1d6 points of damage per level of the wizard (up to a maximum of
10d6). A successful saving throw versus spell reduces the damage by
half.
The material component for this spell is a large chunk of ice or
snow; this is consumed with the casting.


Uldark's Conjured Lightning Bolt (Conjuration/Summoning)

Range:  40 yards + 10 yards per 2 levels
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  Special
Saving Throw:  1/2
Author:  Allan J. Mikkola 

This spell is similar to Uldark's conjured fireball except that it
conjures a lightning bolt from the quasi-elemental plane of
lightning, instead of a fireball from the plane of fire. The chance
that an extraplanar creature enters the wizard's plane is the same
as that of the conjured fireball. The effects of this spell are
identical to that of the normal lightning bolt, but the area of
effect is either a bolt, 30 feet long and 10 feet wide, or a bolt,
60 feet long and 5 feet wide.
The material components of this spell are a small metal rod and the
skin of an electric eel.


Understanding (Divination)

Range:  5 feet per level
Components:  V, S
Duration:  1 round + 1 round per level
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Joseph Delisle 

This spell allows the wizard get use both ESP and empathy on a
creature if it fails a saving throw versus spell with a -2 penalty.
For more detailed information, like memories or motivations,
someone else must ask the wizard the question. The wizard's player
can under no circumstances supply questions for other people to
ask! Doing so ends the spell immediately (forcing the wizard back
into his own mind). One question per round is reasonable for easy
questions, but long or complicated questions can take longer (up to
the DM). A common language is not needed between wizard and target,
and the wizard always replies in the tongue he uses most. While the
spell is in effect, all the wizard can do is answer questions
without ending the spell. The spell can be ended at any time,
simply by willing it to end.
For example: a wizard casts understanding on a dragon attacking a
town, and learns (by ESP and empathy) that it is angry and plans to
destroy the town. The wizard's apprentice asks the wizard why the
dragon is attacking, allowing the wizard to probe the dragon's
memories, and to discover some humans stole the dragon's eggs. The
wizard lets the spell end, to try to bargain with the dragon.


Vander's Librarian (Conjuration/Summoning)

Range:  20 yards
Components:  V, S
Duration:  6 hours
Casting Time:  1 minute
Area of Effect:  One minor spirit
Saving Throw:  None
Author:  Colin Roald 

This spell conjures a minor knowledge spirit to search for books
and references for the wizard. It can search for titles, specific
references, or general subject matter, finding books in the time it
would take a reasonably skilled librarian (depends on case). The
wizard is freed to concentrate on more interesting matters, so this
spell roughly doubles a wizard's research efficiency.


Vandergast's Forcetrap (Invocation/Evocation)

Range:  5 yards per level
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Vandergast

When this spell is cast, a shimmering blue bolt shoots from the
wizard's finger towards the target; when the target is struck, the
bolt erupts into multiple bands of force that envelop the victim.
If a successful saving throw versus spell is made, the spell
dissipates and has no effect; otherwise, the bands of force will
render the target completely immobile by normal means, as his
hands, feet, etc., will be snugly bound. The target may still
levitate or employ other means of magical movement, but may not
walk, cast spells requiring a somatic component, or fight. Any size
target may be affected by this spell.
The bands of force may not be harmed by weapons or most spells, but
may be dispelled; a wish or limited wish will also destroy the
bands. The only other way to escape the bands is to roll a
successful bend bars check. The victim may make one such attempt
each round; in addition, exactly one attempt may be made each round
from an external source; if anyone touches the bands after the
first external bend bars attempt (including another bend bars
attempt, striking the bands with a weapon, etc.) the person
touching the bands is immediately trapped as well, with no saving
throw. If two or more persons are trapped by this spell, each earns
a bend bars roll each round; however, no external attempts may be
made, or that person will also become trapped. In any case, if a
bend bars roll is successful, the bands break, and the spells ends
immediately.


Vanquil's Backbiter (Abjuration, Evocation)

Range:  0
Components:  V, S, M
Duration:  4 hours + 1 hour per level or until used
Casting Time:  2 rounds
Area of Effect:  The caster
Saving Throw:  None
Author:  Joseph Delisle 

Vanquil's backbiter is a way of protecting against a thief's
backstab attack. The spell is triggered when any non-missile,
non-energy (i.e., magic, psionics, breath weapon, etc.) hits the
wizard from behind without his knowledge. A backstabbing thief or
an invisible or silenced fighter counts, so long as the wizard is
surprised. The spell is considered activated when the weapon of
such a person comes within 3 inches (1/4 foot) of the wizard's
back. Activation requires no thought or effort from the wizard: the
backbiter cannot be consciously activated.
When activated, the spell instantly creates a brief stoneskin
effect on the wizard's back, preventing the weapon from doing any
damage (on the first attack). It then releases a burst of energy
missiles (similar to a magic missile) at the backstabber, causing
1d2 HP of damage per level (up to a maximum of 10d2). The energy
missiles never miss, and a shield or protection from normal
missiles will not prevent damage.
Only one backbiter can be in effect at any one time. If another is
cast before the first is used, it is lost. The material components
are a small diamond of any size and the eyes of a common housefly.


Vanquil's Cellular Regeneration (Necromancy)

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

Cellular regeneration is a spell that increases the growth rate of
the body's various tissues, causing them to mend together faster.
Once the recipient is touched, the spell begins to work, restoring
damage according to the table below:

          Round               Healing
            1             1 HP of damage
            2            1d4 HP of damage
            3            1d4 HP of damage
            4             1 HP of damage

If the recipient performs any strenuous activity during the spell
duration (like combat, casting spells over third level, or using a
psionic power that requires a Constitution check), the spell is
immediately aborted. All hit points are gained at the end of the
appropriate round. Due to the stress of regeneration, this spell
cannot be cast more than once per person for increased healing. For
the spell to be effective again, the recipient must take more
damage.
The material component is a piece of troll flesh that has been
burned in acid.
Note: this spell is intended to give wizards some curative
abilities, not to replace priests. The spell is much less powerful
than the equivalent cure serious wounds, both in terms of damage
and limitations. I would suggest that DMs limit the spell to be
useful to a single person only once per day (regardless of
injuries). If you wish to increase the level of the spell, that's
up to you. I would not recommend banning it - unless all the NPC
necromancers in your world are murderous scum with an obsession for
dead things.


Vanquil's Iceball (Conjuration or Evocation)

Range:  100 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  20-foot radius sphere
Saving Throw:  1/2
Author:  Joseph Delisle 

There are actually 2 different iceball spells: an evocation version
and a conjuration version. Both versions do 1d6 HP of damage per
level, up to 10d6 of damage, with a saving throw for half damage.
The area of effect is a sphere with a 20-foot radius. The spells
differ as follows:
Evocation: the spell drains thermal energy from the affected area,
producing intense cold. There is no pressure caused by the iceball,
so unlike a fireball, the chilled area conforms to the surroundings
(like Snilloc's snowball swarm). Therefore, it can be used in
confined areas without the danger of a backfire. The evocation
iceball will freeze all exposed liquids and, if cast underwater,
will create a 40-foot diameter ball of ice (creatures inside the
area may save versus paralysation to avoid entrapment). The ball of
ice will immediately float to the surface. Creatures immune to cold
take no damage from this version.
Conjuration: this version draws forth ice and cold from the
para-elemental plane of ice, causing a destructive blast of ice.
The conjured iceball will not conform to its surroundings, and will
expand to its full area of effect, just like a fireball.
Underwater, this version does only 1d4 points of damage per level,
and does not create any large pieces of ice. Fragile objects
(vials, mirrors, etc.) must save versus crushing blow to survive
the ice barrage. Creatures immune to cold will still take 1d2 HP of
physical damage per level (unless immune to normal missiles).
Because this version accesses an elemental plane, it will not
function while spelljamming in the Flow or in other situations
where access to the elemental planes is cut off.


Vanquil's Lightshed (Alteration)

Range:  60 yards
Components:  V, S
Duration:  1 turn per level or until used up
Casting Time:  3 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Joseph Delisle 

Lightshed is a spell that creates multiple continual light spheres,
one per level. The wizard can create one continual light sphere per
round, and can take any actions while the spell is in effect
(except cast other spells). Continual light spheres can be created
as often as the wizard wishes, up to the spell's limits. The
spheres created by lightshed are permanent and essentially the same
as continual light, but Lightshed cannot be used against a living
creature (attempting to do so will end the spell).
Lightshed was created so that a wizard could quickly and easily
"cast" multiple continual light spells per day, without wasting
every 2nd-level spell available. This spell is also useful for
wizards who wish to earn money by lighting up local castles or
dungeons, since the average price of a continual light is 50 gp per
sphere.


Vanquil's Milling Crowd (Conjuration/Summoning)

Range:  5 yards per level
Components:  V, S
Duration:  5 rounds per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  Negates
Author:  Joseph Delisle 

Milling crowd summons people to enter a crowd and interact with the
people in the crowd. The conjured people can try to impart one
opinion or emotion of the wizard's choosing, thus changing the
crowd's mood or opinion. Thus, a group of angry protestors could be
made to riot, become less violent, or protest a different (but
related) topic. The spell summons one "person" per level, who can
only be used to influence crowd reactions. Any attempts by the
wizard to attack the summoned people, use them as barriers, or use
the in any way not associated with interaction will terminate the
spell immediately. The people will be of the same racial mix as the
crowd they must infiltrate (a crowd of 75% humans and 25% gnomes
would result in 75% of the summoned people to be human, 25% to be
gnomish).
The spell can influence a crowd in one of two ways: it can either
change the reaction adjustment of the crowd by one factor, or it
can be used to give the crowd another direction. For example,
milling crowd can either make a group more hostile or less hostile,
or it can change the group's focus in some minor way. If the group
wanted to hang someone at noon, the spell could "suggest" an
alternate means of execution, or a change in the time of execution,
etc.
The saving throw for the crowd uses the average Hit Dice for the
saving throw versus spell. If the wizard is trying to influence
reactions, the crowd has a -3 penalty on the saving throw. If the
spell is trying to give the crowd other ideas, the saving throw is
made without penalty. Depending on the nature of crowd and their
focus of attention, it is not unreasonable to have saving throw
modifiers from +5 to -5 (ranging from agreement with the wizard's
purpose to considerable opposition). The spell is not guaranteed to
work if it encounters some form of absolute resistance (for
example, a local custom dictating the means and time of execution).
If the crowd makes its saving throw, it is unaffected. If the roll
is a natural 20, the crowd is aware of attempts to manipulate it.
It is important to note that the spell does not directly affect the
crowd in any way, so magic resistance is useless and spells like
detect charm will reveal nothing.


Vanquil's Wall of Light (Alteration, Evocation)

Range:  60 feet
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  4
Area of Effect:  20 square feet per level, 1 inch thick
Saving Throw:  Special
Author:  Joseph Delisle 

Vanquil's wall of light creates an opaque horizontal or vertical
wall, which appears to be pure white in colour, and glowing softly
(providing as much illumination as a candle). Both sides of the
wall have this appearance. Inside the wall is a different story: it
is brighter than the sun on the inside. Any creature whose eyes (or
other visual organs) pass through the wall must make two saving
throws. If both are successful, the creature suffers no ill
effects. If only one saving throw is made, the creature is blinded
for one round per level of the spellcaster. If both saving throws
are failed, the creature is blinded permanently.
The wall of light can be created such that the area of the wall is
halved, but the thickness is doubled. For each inch of thickness
after the first, everyone who passes through the wall makes their
saving throws against spells at a -1 penalty. If the wall of light
was 3 inches thick, the saving throw penalties would be -2 on each
saving throw versus spell. The thickness can be increased as many
times as the caster wishes, provided that the length and width are
decreased appropriately.
The wall of light must be flat, but needs no physical support or
connections, unlike a wall of stone or wall of iron. It can even be
cast in midair, or in the vacuum of wildspace. Note that the area
of effect is measured in square feet, not a square with sides 20
feet per level.
The wall offers no impediment to entry and exit, and missile
weapons can be fired (blindly) through the wall. Creatures that are
blind, or do not rely on normal visual light are unaffected by this
spell. Underground dwellers, or other creatures that suffer
penalties for being in full sunlight make their saving throws at a
-3 penalty. Undead harmed by sunlight are unaffected by this spell,
except for the effects suffered by living creatures. Individuals
who know the nature of this spell (that it's extremely bright on
the inside) can attempt to cover their eyes. Such individuals only
need to make one saving throw with a +1 bonus; if failed, they are
blinded for 1 round per caster level (preparations were
insufficient). If one melee round is spent covering the eyes (with
bandages, cloaks, or anything difficult or creative) the saving
throw bonus increases to +5.
The material component is a live glowbug, a pinch of phosphorus,
and a pinch of magnesium.


Vertigo (Enchantment/Charm)

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

Those affected by this spell must save versus spell or suffer from
severe vertigo. If a creature fails its saving throw, there is a
50% chance each round that they will be overcome with vertigo and
be forced to sit or lie down. If on a cliff (or similar) they will
fall. Creatures forced to sit down are unable to do anything that
round and in effect stunned (+2 to hit such creatures). Those that
remain on their feet suffer a +3 penalty to Armour Class and a -2
penalty on attack rolls; also, they lose all dexterity bonuses. The
chance for vertigo is checked each round.


View Past (Divination)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 hour
Area of Effect:  5-yard per level radius
Saving Throw:  None
Author:  Vernon Lee 

When this spell is cast on an area, it allows the wizard to create
a three-dimensional image of the past in that location. The wizard
specifies the time in the past through the use of the material
component.
Ten gold pieces worth of gold dust is required for each hour back
into the past the wizard wishes to go. Thus, if the wizard used
240 gp worth of dust, he would be able to view the period starting
24 hours ago to the end of the duration of the spell (for example,
if the wizard were tenth level, the duration of the spell would be
from 24 hours in the past to 22 hours and 20 minutes into the
past).
After the spell has been cast, the DM rolls 2d10-11 to determine
the error in the time frame in turns from the specified time. Thus,
if N gp are used, and the DM rolls 5-10 = -5, the starting point of
the time viewed is actually 10xN hours and 5 minutes in the past;
a roll of 10 indicates exactly the right amount of gold was
consumed.
The wizard should roll 1d20 to determine the clarity of the
casting. A die roll of one indicates that the scene comes through
as shadows in a fog. A die roll of 20 indicates a crystal clear
picture. This roll can be repeated in subsequent castings, and
represents the difficulty in seeing through time.
Both the following dice rolls can be modified by the wizards desire
based on the following modifiers:

Wizard...                                    Modifier
participated in the event                      +10
very well informed of the event                 +6
knows an exact quote during the event           +4
knows something that was said at the time       +2

Events that are cloaked by spells that hide themselves from
clairvoyance also mask out view past, and thus cannot be seen by
this spell.


Waiting Light (Alteration)

Range:  30 yards
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Francois Menneteau 

In conjunction with any light spell (this spell is cast, and then
a light spell is cast), this spell can delay the effects of that
spell up to 24 hours. It can be triggered by one of the following,
decided by the caster: a time period, certain movements, certain
sounds, a touch, violent actions in the area, etc.


Wax Impressions (Enchantment)

Range:  0
Components:  V, M
Duration:  Special
Casting Time:  Special
Area of Effect:  As far as the sound carries
Saving Throw:  None
Author:  Unknown

To cast the spell, the wizard places a length of waxed string and
some copper coins (the material components of this spell) in a
cloth bag and casts the spell. All the sound heard after the spell
is cast, during a time interval of 1 minute per copper coin is
"recorded" on the string. The wizard can record on one string per
level.
Burning the string will release the sounds in the same order,
frequency, and decibel range in which they were recorded.
Note: hmm, what a great way to make hidden recordings of
confessions! Have to watch out for that.


Wayfinder Portal (Alteration, Divination)

Range:  Special
Components:  V, S
Duration:  Special
Casting Time:  2 hours
Area of Effect:  Special
Saving Throw:  None
Author:  Ron 

This spell conjures a smooth ring, visible only to the caster,
which begins to crystallise at a rate according to the information
used to focus it (the more information available, the faster the
crystallisation), varying from 1 day to 1 week. The wayfinder
portal tries to locate a target (place, thing, or person),
identified by an image, location, scent, name, or magic pattern.
Once found, it can be looked at through the ring or the ring can be
walked through to reach the target spot. However, the point of
egress is normally not the spot watched, but some other place
relatively nearby that is safe to the caster (thus the wizard might
appear a day's walk away from the target or so). Also, it will not
bring the caster into a private building or church which the caster
has not been in before or been invited to enter into. Others cannot
use the ring.


Whisper's Decimater (Necromancy)

Range:  60 yards + 20 yards per level
Components:  V, S
Duration:  Special
Casting Time:  Special
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Robert Johan Enters 

When this spell is cast, a bluish vapour snakes over from the
caster to the target. At this point, the target attempts to save at
-4. If its saving throw succeeds, the vapour disperses, else the
vapour grabs a hold on the target. The target is frozen in place
while the vapour begins to envelop the target. It takes the vapour
six rounds to fully envelope the target. All the while the caster
must be concentrating fully on the vapour. The vapour can be
stopped at any time by the caster, or by someone breaking the
concentration of the caster. Each round, the vapour drains 15% of
the targets hit points, leaving the target freezing cold. At the
second round, the target is forced to shiver, and will abandon all
he holds to hug himself for warmth. At the fourth round, the target
will sink to its knees shivering. At the end of the sixth round,
the target will be lying on the ground with 10% of its hit points
left and unable to do anything more than shake uncontrollable for
the next 3d4 rounds. A nice punishment for those who cross your
wizard, but you do not want to kill.


Whisper's Horrifying Scream (Illusion/Phantasm)

Range:  Special
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  Special
Saving Throw:  Special
Author:  Robert Johan Enters 

When the caster casts this spell, he emits a blood curdling scream.
All those within hearing range are shaken to their very cores.
Creatures with morale ratings have their morales reduced by six, or
by three if they save versus spell. Free willed creatures (PCs and
the like) must save or flee in fear. Even if they save, they still
attack at -2 against the caster and his party.


Whisper's Minor Wall of Force (Evocation)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Robert Johan Enters 

This less powerful edition of wall of force creates a force field
that is about the size of the caster. The caster can put the shield
on one of his sides, front or back, left or right, and that side
will be fully protected by the shield from attacks coming from that
side. The shield is not stationary, but rather centred on the
caster. The shield's size will conform with what the wizard is
doing: if he stretches, the shield will stretch to protect the full
size of the caster, if the caster crouches down, the shield will
shrink in size to again only shield one individual: the caster
himself. For all intents and purposes the shield is a wall of
force. For example, it requires a disintegration to destroy it
before the duration expires, etc.


Whisper's Storm of Darkness (Necromancy)

Range:  10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  20-foot radius area
Saving Throw:  None
Author:  Robert Johan Enters 

This spell opens a gate to the negative material plane in the
centre of the spell's area of effect. The area will be enveloped in
a hazy, twilight dark, where packets of negative energy whiz
around. All those in the area of effect are hit for 5d10 points of
damage due to these packets. There is no known protection against
this spell save for magic resistance or an anti-magic shell. A
globe of invulnerability or like magics will not protect the
target, unless the spell was targeted to centre inside the globe,
in which case the spell will fail completely. Similarly, should the
spell be centred on an anti-magic shell, it would not work.


Whisper's Sudden Spell Blast (Abjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  One spell
Saving Throw:  Special
Author:  Robert Johan Enters 

This defensive spell should be cast as a preparatory spell. The
wizard gathers negative magic energy around him, ready to be
released upon mental command. Whenever a spell is cast, with the
caster as specific target, the wizard can opt to use the energies
of this spell to counter it. The spell works such that the wizard
will feel he is being targeted by a spell, and the general nature
of the spell. Thus, he will know whether it is a damaging spell or
a divination spell etc. When choosing to counter the spell, the
spell cast at the wizard will be blasted, and a fiery explosion of
light will ensue, into the general direction from which the
countered spell was cast. The spell to be countered is not
automatically destroyed this way: the caster of spell blast must
roll above the level of the spell to be countered plus 1, on a
12-sided die.
At the DM's option, this spell may have a side-effect. Since the
wizard is carrying around negative magic energy, this could
interfere with the casting of other spells, resulting in a 50% - 5%
per spell level chance of failure of such spells.
In any case, the spell cannot be held in reserve for more than one
day per caster level, and not more than one of these spells can be
held at any one time. The material component of this spell is rare
incense, worth at least 1000 gp.


Wind Blast (Alteration, Evocation)

Range:  30 feet
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  One cubic foot per level
Saving Throw:  None
Author:  August Neverman 

This spell creates a wall of wind. The wall moves forward at a base
movement rate of twice the wizard's level. The wall will rip all
loose materials along with it. This wall will pull along leaves,
papers, twigs, small flying creatures, loose tapestry, and will
cause an opponent to lose balance on a 3 in 6 (depending on size
and weight). The wall of wind puts out fires in its path and will
stop nearly any sort of breath weapon or similar area effect spell
or spell-like effect.
If cast in an enclosed area it will cause an explosion (DM's
discretion on damage). If cast at a door, it will likely blow the
door down and cause an explosion (treat as Strength = level of the
wizard). When cast in an enclosed area, remember that walls and
ceilings may collapse and cause further damage. If two walls of
wind happen to be cast at each other add the levels of the wizards
and roll 1d6 per level for damage as an explosion reducing in
damage by 10 hit points per 5 feet from impact.
The wall of wind will last for 1 round per four levels of the
wizard. The material component for this spell is a fan, which is
not consumed in the casting.


Winds of Pain (Necromancy, Summoning)

Range:  30 yards
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  4
Area of Effect:  One 20-foot cube
Saving Throw:  Special
Author:  Robert A. Howard 

This spell conjures a wind which duplicates the effects of painful
wounds - causing intense pain in all wounded beings in the area of
effect. If they fail their saving throw versus paralysation, they
can do nothing but roll around screaming in pain. The material
component of this spell is 50 gp worth of diamond dust, and a pinch
of salt.


Winthrop's Undead Self Transmogrifier (Necromantic)

Range:  0
Components:  V
Duration:  2 turns per level
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  None
Author:  Al Singleton (Isaac Winthrop) 

This spell enables the spell caster to change self into any undead
creature of Hit Dice equal to or lower than the caster's level. The
spell caster must have intimate knowledge of the undead, either
frequent combat or study of natural philosophy thereof. Unlike
polymorph self, however, the spell caster attains all powers of the
undead creature. The caster retains their original mind and
personality but loses use of the classes that they are trained in
while transmogrified. That is, he cannot cast their spells, cannot
use fighter tables, etc.


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

Range:  30 yards
Components:  V, S, M
Duration:  5 rounds + 1 round per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Al Singleton (Isaac Winthrop) 

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


X-Ray Vision (Divination)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kenneth C. Jenks 

The recipient of this spell gains the ability to see into or
through substances which are impenetrable to normal sight. Vision
range is 20 feet, with the viewer seeing as if it were normal light
due to expanded vision capability. X-ray vision can scan 100 square
feet of area per round. Secret compartments, recesses, drawers, and
doors will be located by X-ray vision.

     Substance      Thickness Penetrated       Maximum
      Scanned       per Round of X-Raying     Thickness
   Animal matter           4 feet              20 feet
 Vegetable matter         2.5 feet             20 feet
       Stone               1 feet              10 feet
 Iron, steel, etc.         1 inch             10 inches
Lead, gold, platinum          -                   -

This spell was researched by the mage Insley Hofton. This was
Insley's kinkiness surfacing again. With this and disrobe, he's a
real pest to the ladies.

	Table of Contents:

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