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Sixth-Level Spells


'Irnar's Poloroidic Pregnancy (Necromancy)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  6
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  'Irnar

This spell will speed up the pregnancy of a woman from 9 stages to 9
hours. One must make a system shock when it's time to give birth.
Success indicates that the birth is successful, failure indicates that
child dies and the woman suffers a permanent -1 reduction to
Constitution.
'Irnar is still researching, but the priestesses of the Mother Goddess
are doing their damnedest to hunt him down and destroy his research,
it is a violation if their creed.


Acid Rain (Evocation)

Range:  10 yards + 5 yards per level
Components:  V, S, M
Duration:  1 round per 3 levels
Casting Time:  6
Area of Effect:  10 square feet + 5 square feet per 2 levels
Saving Throw:  1/2
Author:  Unknown

This spell will cause a sheet of corrosive acid to fall from the sky
(actually, it will appear 10 feet over the target spot). All creatures
or objects underneath will be subject to its effects. The acid will
corrode wood, metal, cloth, and flesh. The initial inundation will
cause 1d6 damage per level (with a maximum of 10d6). A successful
saving throw will cause half damage, and adds +1 to subsequent saving
throws. All items exposed to the acid must also save. If a magical
item saves successfully, no further saving throws are necessary.
Armour loses one point of Armour Class per round. If it loses all of
its points, it disintegrates and falls to the ground. Weapons lose one
point per round. The number of points is determined by size (large: 3,
medium: 2, small: 1). When all points are gone, the weapon is too weak
to use in combat.
All damage done to items (other than loss of magical properties), can
be repaired with a mend or the like, unless the item was destroyed.
Subsequent damage to flesh is 1d6 per round. All subsequent damage can
be avoided if victims immerse themselves in water, to wash off the
acid.
The material components of this spell are rain water and sulphur.


Alpha's Firefountain (Alteration)

Range:  10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  6
Area of Effect:  Special
Saving Throw:  Special
Author:  Jason Nelson 

This spell is similar to the 4th-level Alpha's firefall spell, but is
more powerful in two ways. First, the spray of liquid fire burns for
a total of three rounds, inflicting 3d6 damage the first round, 2d6
the second, and 1d6 the third. There is no saving throw versus the
damage inflicted by the spray. Secondly, the wizard is able to throw
up one prominence of flame (for 4d10 fire damage the first round, and
2d10 the second, with a saving throw versus breath weapon for half
damage) for every six levels of the wizard (rounding off all
fractions). The material components are a lump of pitch, sulphur,
saltpetre, magnesium, and an available fire source.


Alpha's Rainbow Warrior (Evocation, Summoning)

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

This spell invokes energy and the spirit of a creature from the
quasi-elemental plane of radiance. The rainbow warrior has as many hit
points as the wizard would at full health, and attacks as a fighter of
half the wizard's level. The warrior has an Armour Class of 0, and can
only be struck by magical weapons. It attacks with a spear of
radiance, which causes damage the same way as the 2nd-level rainbow
beam if the target is struck. As with that spell, the wizard has a 5%
per level chance of selecting the colour of the spear, otherwise it is
random. The rainbow warrior may fly at a movement rate of 24, but it
has no real substance and cannot touch nor carry any material object.
Creatures dwelling on or drawing power from the negative material
plane or plane of shadow suffer 1d6 damage every round that they are
within 20 feet of the rainbow warrior, as it sheds a bright globe of
light strongly infused with energy from the positive material plane.
The rainbow warrior is unaffected by poison, paralysis, petrification,
fire, electricity, gas, or acid. Unholy water causes it 2d4 damage,
and cold attacks do full normal damage.
Negative energy attacks gain a bonus of +1 per die of damage, and any
spells involving darkness cause the rainbow warrior 2d6 points of
damage per level of the spell, but the darkness will be dispelled. Any
darkness spell coming into contact with the 20-foot globe of light
surrounding the rainbow warrior must be checked as if dispel magic was
cast at the level of the summoner of the warrior. Only one such
dispelling attempt is possible for each darkness spell that could be
affected, although the warrior can automatically dispel any darkness
spell by touching the area of effect, but it will suffer damage as if
the spell had been cast specifically at him. Dark-dwelling creatures
(eg. drow, duergar) are affected by the rainbow warrior's globe of
light as they would be by continual light. The material component of
this spell is a clear diamond worth no less than 5000 gp.


Alpha's Starlight Citadel (Conjuration/Summoning)

Range:  30 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Jason Nelson 

This spell can only be cast in an area under star- or moonlight. When
cast, it brings into being a deep blue-black tower of magical metal,
with many faint silvery gleams. This tower is in all respects similar
to Daern's instant fortress (q.v.) except that it grows slowly during
the course of the casting, and so no creature able to move could
possibly be harmed by its expansion. The door to the citadel is wizard
locked at the wizard's level. One creature for each level of
experience of the wizard may be designated in the casting of the
spell, and such creatures may freely open the door, though the wizard
may override this at any time by mental command. The magic of the
walls of the citadel prevents the passage of any ethereal, astral, or
out-of-phase creature. Teleportation into and out of the tower is
still possible. This spell lasts until the first rays of direct
sunlight strike the tower, but it cannot last longer than 2 hours + 1
hour per level of the wizard in any event. The material component is
a star sapphire and a small steel carving of a tower.


Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)

Range:  Infinite
Components:  V
Duration:  Permanent
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  Special
Author:  Saridan Hysakai

This spell is a weaker version of the 7th-level wizard spell limited
wish. Alter occurrence enables the wizard to alter the way an event in
the very recent past actually occurred. For the casting of the spell,
the wizard recounts an event which occurred up to two rounds previous
which he viewed firsthand. The wizard, while recounting the incident,
modifies it in the way which he would have liked for it to occur. At
the end of the casting, the past will be rewoven along the lines of
the wizard's version, by a base guideline of 3% per level of the
wizard.
For instance, Johann, a 12th-level wizard, uses the spell to make a
freak gust of wind blow an arrow totally off course which shot his
companion Rykor in the heart a few seconds ago - a critical hit.
Johann has a 36% chance to make the arrow miss, else it still hits
doing regular damage. If Johann had asked for the arrow to have missed
Rykor's heart, it might have still hit Rykor but would have done only
100-36 = 64% of the designated damage.
This spell will automatically modify the perceptions of the past for
all of those, other than the wizard, who were present during both the
modified and unmodified events unless they make a saving throw versus
spell. Alter occurrence cannot be used to raise character abilities
(even temporarily) or mimic other magical effects. Frequent use of
this spell may cause the wizard to go insane; make an Intelligence
check with a cumulative -1 penalty each time the spell is used by the
same wizard over a one week period, or suffer a random type of
insanity.
Alter occurrence is a spell published by the wizard Saridan Hysakai
after over a decade of study, an unknown amount of which was spent at
the plane of time. Saridan subsequently went insane.


Annihilate Matter (Invocation/Evocation)

Range:  10 metres per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  6
Area of Effect:  1-yard radius sphere
Saving Throw:  Negates
Author:  Unknown

This spell causes a spherical region, 1 metre in radius, to appear
anywhere within range of the wizard. In this region all matter
vanishes. When it appears, a hurricane-force wind blows into the
sphere as the air inside it is annihilated. All human-sized or smaller
creatures in the vicinity who have no means of support must make a
saving throw versus death magic or lose their balance and be sucked
into the sphere and destroyed (in which case a wish or possibly a
limited wish is required to recover them). "Means of support" can
include, for example, holding onto something solid being held by
another character, being under the influence of a fly spell or having
the natural ability to fly or levitate (eg. a beholder).
Note that the wizard is not necessarily immune to being sucked into
the sphere. Light objects which are not being held by anything or
anyone (eg. papers lying on a desk) are also liable to be sucked into
the sphere and destroyed. Anything thrown into the sphere, short of an
artifact or relic, is automatically destroyed. While the sphere can
move under control of the wizard, it is not a useful weapon because it
moves only at walking pace, hence even the clumsiest creature can
easily dodge it. If an attempt is made to actually cast the spell at
a target, a saving throw indicates whether the target dodges or is hit
and destroyed. A successful dispel magic will destroy the sphere,
otherwise it neither affects nor is affected by spells. The material
component for this spell is a 1000 gp ruby.


Anthropomorphization (Alteration, Enchantment, Evocation)

Range:  0
Components:  V, S, M
Duration:  Permanent (until dispelled)
Casting Time:  3 hours
Area of Effect:  Object touched
Saving Throw:  None
Author:  Keith Taylor 

This spell animates one small object of no more than 3 cubic feet in
size. The object then takes on a pseudo-life, with a degree of
intelligence and the ability to speak and move. If the original object
was not flexible, extra flexibility or small limb-like structures form 
upon it to allow it movement. Its capabilities aren't strong or
powerful enough to allow combat or anything more potent than an unseen
servant can accomplish physically. The object has a personality
appropriate to its original nature, but never a truly malevolent one
(unless the object is a torture device or such). In any case, the
object's pseudo-intelligence is never more than 8, but it is capable
of carrying on reasonable and witty (dependent upon personality)
conversation despite its inability to truly learn new fields of
knowledge. The object remains animate unless a successful dispel magic
is applied, but the same personality can be re-evoked (along with what
pass for memories in the object) with a recasting of
anthropomorphization. When determining the nature of an object's
personality, think of fantasy and science fiction sources such as The
Brave Little Toaster (the story) or Beauty and the Beast (the movie).
An intelligent being that has somehow been polymorphed into an object
or whose soul is trapped in an object can be spoken to and made
"active" using this spell, although they are bound to want to become
truly free once more. Secluded or eccentric wizards often have houses
full of charming little animated companions, because they really are
fun to have around.
The material component is the skull and paw of a naturally deceased
and well loved pet (not necessarily the caster's own).


Area of Effect Increaser (Alteration, Metamagic)
Reversible

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

This spell empowers the caster with one spell level per two caster
levels. With these spell levels the caster may increase or decrease
the area of effect of any other spells he casts during the duration of
this spell. The area increase may achieve a maximum increase of up to
twice the area at caster levels 12-16, 3 times the area at caster
levels 17-21, one time more per 5 caster levels above that.
The size increase does not increase the damage of the spell; to the
contrary - a spell decreases in damage to a fraction determined by the
factor given above: half damage at factor 2, one third damage at
factor 3, etc.
Thus, a fireball would increase to a 40-foot radius sphere, but (if
cast by a 10th-level or higher caster) would only cause 5 dice of
damage to any within its area of effect. Thus, if a 28th-level wizard
cast a cone of cold at a quadruple size, he would only cause 7d4+7
points of damage to all within (which might still be enough in a
pinch).
The material component of this spell is a hammered-out sheet of gold
no smaller than one square foot per factor increase the caster intends
to use during the duration. This is not worth so much due to the
amount of gold but due to the finesse with which it has to be worked;
thus, it costs 10,000 gp.
The reverse of this spell, area of effect decreaser, reduces the area
of effect but increases the damage of the spell by 50% per reduction
factor. Thus, if the size of a spell is halved, it can cause up to
150% the number of dice of damage in half its area (the fireball would
shrink to a 10-foot radius sphere with a maximum of 15d6 of damage),
size reduction to 1/3 the damage (a fireball with approximately 7-foot
radius isn't huge but it can cause 20d6 damage) is increased to 200%,
etc.
The reverse' component is a solid cube of gold which has been
compressed by dwarven machines for well over a year until it reaches
a density where one cubic inch weighs 20 pounds. For this spell, a
cube of 3 inches per side (27 cubic inches or 54 pounds of gold =
540 gp worth plus the additional cost of paying the dwarves for having
to stop their mining machinery (or even worse: of building a new set
of machines for the wizard)). The machinery usage might cost somewhere
between 1000 gp (if the dwarves really love the wizard) to somewhere
around 50,000 or 100,000 gp (if they just hate him normally) for a
single cube. All material components are completely destroyed in the
casting.
These spells can each be layered up to a maximum of one spell level
per caster level at once (per casting of the spell). The normal and
the reversed spells are two different spells and their respective
spell levels cannot be mixed; the caster has to keep two different
quotas: one for those spell levels with which he may increase area of
effects and another quota of spell levels with which he may decrease
the area of effect. The caster may have up to one spell level per
caster level for the normal and another one spell level per caster
level for the reversed effect. If these spells' durations run out (or
are made to run out by dispel magic) the caster has to succeed at a
saving throw versus spell at -1 per spell level of this spell still
contained. If it fails, the caster inflates or deflates very forcibly
by a factor of one per spell level. To calculate the damage done to
the caster, the factor is reciprocated (a six changes to one sixth);
this is the fraction of hit points the caster would have left over if
he had been at maximum hit points. This might kill the caster, if he
is at less than maximum hit points. If the caster is reduced by this
damage to less than -30 hit points, he explodes or shrinks to nothing
due to this spell. Even if the caster survives the inflation or
deflation of the caster may cause serious problems, but this depends
on the DM's judgement and it causes some quite gruesome but rather
spectacular deaths if the caster isn't really careful! Inflation or
deflation lasts for one round (unless the caster exploded due to
inflation) per spell level left over, if the caster survives.


Aziel's Fluxuating Silence (Alteration)

Range:  10 yards per level
Components:  V, S
Duration:  2 rounds per level
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  Joe 

Similar to the priest spell silence, this spell only differs in area
of effect. The recipient of this spell can extend the area of effect
up to a maximum 10 foot or to the minimum of hugging him skin tight
and even only covering certain parts of his body. The area of effect
can be shaped however the recipient wishes, all by mental command
(verbal commands would defeat the purpose). Fluxuating silence is
ideal for being stealthy but retaining spell casting ability.


Aziel's Protect Building from Fire (Abjuration)
Reversible

Range:  10 yards per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  2 hours
Area of Effect:  One building
Saving Throw:  None
Author:  Joe 

This spell renders an area completely immune to fire. No normal fires
will burn within the area of effect. Magical fires will burn but will
not ignite anything. This spell will not stop damage from heat. The
reverse of this spell, Aziel's building's vulnerability to fire, will
negate the protection, but its area of effect is limited to only
affect certain small areas to allow for fireplaces and cooking hearths
within the protected area. This spell was created to protect the Great
Library of Alexandra in my campaign. The building must fit in a
50-foot per level of the caster cube. The material component for this
spell is a miniature maquette of the house being protected from fire.


Azura's Black Scythe (Evocation, Necromancy)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  6
Area of Effect:  10-yard long, 180 degree arc
Saving Throw:  Special
Author:  Jonathon Salazar (The Adept's Spellbook)

The black scythe is a fearsome weapon to behold, stretching 8 feet and
immolated in wispy green flames. It sweeps a 10-foot long, 180 degree
arc and can hit all targets within its area as a monster of the
wizard's level. Creatures up to 4+1 HD are slain instantly, while
those above 4+1 HD but below 8+3 HD must save versus spell or be
stunned for 1d4+1 rounds. Those who possess 8+3 HD up to 10 HD must
save versus spell or be slowed for 1d4 rounds. All effects are
cumulative. The scythe inflicts 1d10 damage in addition to its other
effects. The material component is a miniature sickle with an ebony
shaft and an adamantine blade costing 500 gp to construct.


Become Water (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  6
Area of Effect:  The caster
Saving Throw:  None
Author:  Steve Bartell 

The wizard is able to transform himself into water upon casting this
spell. The amount of water the wizard will become is of equal mass to
the caster's body. While in water form, the caster is able to move at
MV 18 underwater, or MV 6 on the ground. The wizard only has limited
control of their body while in the water form, and cannot make any
attacks, manipulate objects, cast spells, or other things requiring a
physical form. They can flow across the ground, go between cracks,
move freely in water, and whisk away objects in their waves. The
caster cannot form water appendages or raise themselves off the
ground. While under become water's effects, the wizard can only by hit
by magical weapons.
The material component to this spell is a bit of water from a water
weird, water elemental, or other creature composed entirely of water,
which the caster drinks during casting.


Bigby's Strangulation (Evocation)

Range:  5 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  6
Area of Effect:  One creature
Saving Throw:  Special
Author:  Max Becherer 

Bigby's strangulation creates a pair of disembodied hands sized for
the victim (up to 1 foot tall per level of the wizard). These hands
materialise around the victim's throat and commence strangulation. The
victim suffers 1 point of damage the first round, and each round
thereafter, sustains double the last round's damage.
Saving throws: a saving throw is permitted at the beginning of the
attack, and if successful, the spell is ruined. Each round after the
first, a saving throw for half damage (for that round) is permitted,
as the victim is struggling to keep his windpipe open. Needless to
say, the victim may engage in no other activity.
The hands cannot be attacked physically, but a successful Dispel
Magic, a wand of negation, a hungry disenchanter, etc. will destroy
them. The material component is a pair of gloves made from the skin of
a constricting snake, such as a python or boa constrictor. Upon
casting, the gloves vanish (and are worn by the strangling hands).
Once the spell is cast, the wizard need not maintain concentration for
it to work.


Block Teleport (Abjuration)

Range:  0
Components:  V, S
Duration:  1 turn
Casting Time:  6
Area of Effect:  100-foot radius sphere
Saving Throw:  None
Author:  Unknown

This spell prevents anyone from teleporting into or out of the area of
effect while the spell is in effect. It will not effect homing
teleport spells (eg. word of recall). It will also not effect gates.


Bone to Mud (Alteration)

Range:  10 yards + 5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  6
Area of Effect:  One creature
Saving Throw:  Special
Author:  The tiger 

Bone to mud changes all the bones in any one creature, regardless of
size, to mud. It has no effect on inanimate objects. Obviously, this
does not have a very big effect on creatures which do not rely on an
internal skeletal structure (a worm, for example). The spell does
affect undead, who save as if they were two levels lower than their
actual Hit Dice. Creatures present at the end of the casting of this
spell must save versus death magic with effects as in the table below.

    Hit Dice of    Saving throw     Saving throw
     creature      unsuccessful      successful
      up to 6          Death            Death
      6+ to 8          Death           2d10+1
     8+ to 10          Death              -
    10+ or more          -                -

The material component is a club shaped piece of bone.


Conjure Succubus or Incubus (Conjuration/Summoning, Necromancy)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  6 turns
Area of Effect:  Special
Saving Throw:  None
Author:  Mario R. Borelli 

This spell enables the caster to summon a female or male sexual spirit
which is subject to perform the caster's sexual bidding (this cannot
be combat). The spirit remains until dismissed. Casting this spell
causes 1d8 hit points of damage to the caster, and each orgasm with
the spirit requires a saving throw versus death magic. Failing this
saving throw permanently reduces the caster's Constitution by one
point. If the spirit causes someone besides the caster to orgasm, both
the caster and the other person must make the saving throw.
This spell serves few purposes except as a sexual perversion of the
wizard. The spell is quite popular amongst Necromancers.


Continual Shadow Light (Invocation/Evocation)

Range:  10 feet per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  6
Area of Effect:  120-foot radius sphere
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell is the permanent version of shadow light. It has the same
effects, except as noted above.
The material component is a black veil of silk laced with 100 black
pearls worth no less than 50 gp each plus a ring of blackened mithril
which is sewn into the veil's centre.


Copyright (Abjuration, Divination)

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

Cast this spell before starting spell research. The spell to be
researched cannot be learnt by others except with permission of the
one who researched the spell first or by the use of a limited wish. A
full wish enables learning and ability to teach others (variant of the
secrecy spell). If the caster dies, they'll require speak with dead to
get permission. The material component is a goose' feather.


Coradon's Cataclysmic Coronary (Invocation/Evocation, Necromancy)

Range:  0
Components:  V, S
Duration:  1 round per 2 levels
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Allan J. Mikkola 

After this spell is cast, the wizard must make a successful attack in
melee to affect the target. The wizard's normal THAC0 is used with a
+2 modifier to-hit. The spell will last until a hit is scored, or
until the duration expires, whichever comes first. If a hit is made,
the victim suffers a massive heart attack and must make a successful
system shock roll or die. Even if this roll succeeds, the target
suffers damage equal to 1d4 + 1 per level of the wizard.


Create Dry Bones (Enchantment, Necromancy)

Range:  10 feet
Components:  V, S, M
Duration:  Until destroyed
Casting Time:  4 rounds
Area of Effect:  One skeleton per level
Saving Throw:  None
Author:  The Warlord of Heaven 

Dry bones skeletons are essentially normal skeletons, but will come
back to life an equal number of times as the caster has levels. This
spell has particular good use with spirit legionnaire, spell carrier,
fireball, and permanency. The bones blow up each time you kill them -
at least 16 times -, and always have starting hit points. The material
components for this spell are some mummy wrappings.


Create Ghast (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  2 hours
Area of Effect:  Special
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

This spell creates up to one ghast per six levels of the wizard, and
these ghasts will follow the commands of their creator to the best of
their ability. Each ghast is formed from the corpse of a human slain
by a ghoul, or ghast who has not yet risen as a ghoul itself. These
corpses are the material components of the spell. As implied above,
humans killed by a ghast will rise as ghouls to follow the pack.


Create State Room (Conjuration/Summoning)

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

This spell creates a small cosy sitting (or state) room. It includes
one large comfortable sitting or rocking chair per level, one or more
tables (up to a maximum area of 10 square feet per level), one ashtray
per table, a large closet with alcoholics, a tray with the appropriate
glasses, a cabinet with smoking material of (almost) all kinds
including most kinds of pipes, a small ice container (containing ice),
one samovar for tea and one for coffee, tea cups, sugar cubes (or
sugar-candy), small silver spoons, a fireplace (with burning fire), a
set of fireplace tools, a stand of wood, one oil lamp per level, one
sparker set per 5 levels, and rugs large enough to cover the floor of
the area of effect.
The effects concerning combat or selling of items are as with the
other room spells, but food and drinks conjured can be eaten or drunk
normally. This spell creates only the interior of the room; it doesn't
create the walls, floors, or ceilings.
The material components are a small piece of an oriental rug, a small
red brick (for the fireplace), one drop of 10 ten different
alcoholics, a small piece of expensive wood (like mahogany), a small
wad of cotton (for the stuffing), a small piece of crystal, a small
China tea cup with saucer, a silver coin, a tiny piece of flint (for
the sparker sets), a coffee bean and a tiny bag of tea.


Dardan's Desiccation (Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  6
Area of Effect:  Special
Saving Throw:  Special
Author:  Craig Singsank 

This spell causes the rapid ripping and rending of all fluids from an
individual through every pore and mucous membrane of their body. The
spell takes the form of a pale cone of oscillating ecru desiccants.
The cone formed is five feet long and one foot in diameter per level
of the caster. For example, a 12th-level wizard would cast a cone 60
feet long and 12 feet in diameter.
Any creature struck by the undulating cone must save versus death
magic or have their bodily fluids sucked away leaving behind only a
mummified shell. If a creature successfully saves, it still suffers
6d4 points of damage due to the extreme stress the spell inflicts on
the creature's body.
Certain aqueous beings are highly susceptible to the effects of this
spell. All amphibious creatures, slimes, jellies, molds, and
water-using creatures under 4 HD are automatically destroyed when
exposed to this spell, creatures over 4 HD suffer a -2 on their saving
throw. At the same time all fire-using, undead, animated, and related
creatures are immune to the spell.
The material component of this spell is an ounce of ground silica and
one mummified insect.


Darklight's Compulsion of Pure Reason (Abjuration, Enchantment)

Range:  1 yard per level
Components:  V
Duration:  Special
Casting Time:  6
Area of Effect:  One creature per 3 levels
Saving Throw:  Negates
Author:  Keith Taylor 

This spell, when directed out toward intelligent targets, causes them
to be immediately dominated by the force of logic. Targets must be
truly intelligent and must have thought patterns which run along
roughly humanoid lines (so it does not affect cloakers or similarly
alien creatures). Friendly targets may waive their saving throws
versus the spell's effects. Hostile targets save versus spell, with
their magical defence bonus from Wisdom working against them (in
effect, their wisdom does not help them save against it; instead, it
helps the logic take hold), acting as a penalty rather than a bonus in
this case.
The magic of the spell is such that it stills all emotion, causing a
crystal-clear rationality to take hold of the targets' minds.
Lycanthropes can resist an involuntary change, berserkers have their
rages stopped in mid-hack, and spells such as fear or emotion have no
effect. It causes the creatures affected to be temporarily
emotionless.
The logic lasts until it is disrupted by the target succumbing to
strong emotions. Each time something happens which would normally
evoke a strong emotional response in the target, they must make a
Wisdom check (with magical defence bonuses subtracted from the roll).
A failed check causes the effect to end with respect to that target.


Darklight's Creeping Frost Curse (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  2 turns
Area of Effect:  Structure touched
Saving Throw:  None
Author:  Keith Taylor 

This spell is a relatively insidious and nasty way to render a
fortification useless. The wizard casting it touches a portion of a
man-made structure (castle, etc.) of less than small-city size and
casts the spell. A patch of frost in the shape of the wizard's hands
will then form. Every 3 turns thereafter, the patch will grow
irregularly, covering 10 yards of additional radius, and unless
stopped, will coat the entire structure with an exceptionally cold
layer of icy frost. Dispel magic, if successful, will force the frost
back 10 yards in radius, but the original patch cannot be dispelled
with dispel magic alone. Fire spells will remove the frost within
their area of damage until the frost spreads back over the burned
spots in time. The original area can only be removed with the casting
of remove curse and flame strike together. This will disrupt the spell
entirely. A structure coated in this ice will be at least 20 degrees
C lower in temperature than the surrounding climate, and even lower in
a hot area. Contact with the ice will cause 1 HP of damage per round
of touch. The ice is also very slick, making movement upon it
hazardous. The wizard casting the creeping frost curse will be unable
to cast ice or cold related spells for a month afterwards, unless he
is a specialist water or ice wizard. (that is, if you allow ice
wizards).


Darklight's Finger of Ice (Alteration)
Reversible

Range:  50 yards
Components:  V, S
Duration:  Instantaneous
Casting Time:  8
Area of Effect:  One medium sized creature
Saving Throw:  None
Author:  Keith Taylor 

This spell, when cast upon a human or relatively human-sized creature,
will cause the target's blood to instantly freeze solid. The creature
is literally frozen in its tracks, and will die unless certain
measures are taken. The stricken creature takes on an icy countenance,
tinged strongly with blue. The reverse of this spell, Darklight's
blood warm, will re-thaw the creature's vital fluids and allow them a
system shock roll at -40%. If they fail, they die from the shock. If
they make the roll, they are still incapacitated for 1d4 days and must
rest in warm conditions, since they are severely frostbitten. Unless
the reverse is performed within 12 turns under normal conditions of
temperature, the creature will die; this can be forestalled by keeping
them in a below-freezing environment. On a non-frozen creature, blood
warm has a 40% chance (+1% per level of the caster) of incapacitating
the creature from ugly heatstroke for 2d10 turns.


Darklight's Future Self (Conjuration)

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

This spell is a very strange temporal conjuration. It causes a
quasi-real double of the caster to appear at a place to which the
caster is travelling and make arrangements for his arrival. The time
of his arrival cannot be more than two weeks away, and the place
cannot be more than 300 miles away or on another plane. The
destination should be a city, village, town, or trading post, not
simply an isolated person's house. Even if the caster has no idea what
exact business he has to do or at what inn he will stay, the double
will "know" and will have spoken to the right people and made the
right arrangements. Therefore, when the caster arrives and enters an
inn, the caster's preferred overnight arrangements will have been
worked out; people with whom the caster wishes to speak with or trade
with will meet him at the time the caster realizes he needs to speak
or deal with them (if this seems a bit mind-boggling, realize that it
is simply the temporal, quantum nature of the spell which causes it to
be so). The arrangements cannot be spread over a time period of more
than three days, and the future self cannot be cast when the caster is
not going to travel within the spell's time limit. So, if a caster,
planning a trip, casts future self and is then detained for more than
2 weeks, the spell will be cancelled. The caster must "set aside" an
amount of money in a sealed pouch or box upon the spell's casting, and
it is in a state of flux until the events play themselves out, at
which point the proper change will be left in the container at the end
of the spell's duration. Purchases or accommodations costing more than
the reserved funds will simply be reserved by the double, unless the
caster isn't able to afford them. The double will only be truly seen
or noticed by the people with which transactions or business
arrangements are made, and will not "exist" in any other localities in
the city. The double will not seem strange or unreal to those
contacted, and these persons will realize that it is simply making
"arrangements" for the caster's arrival, however odd that this may
seem to the ordinary person, it will not disturb these contacted
people. The double will not be seen moving through the city streets,
as it does not exist apart from its mission. When adjudicating this
spell, do not worry yourself about paradoxes, because it is magic.


Darklight's Hideous Rending (Alteration, Necromancy)

Range:  50 yards
Components:  V, S
Duration:  1 round per 2 levels
Casting Time:  6
Area of Effect:  One creature
Saving Throw:  Special
Author:  Keith Taylor 

This spell requires full concentration on the part of the caster for
its entire duration. For 1 round per two levels of the wizard, a
gruesome attack may be carried out. The wizard makes grasping and
pulling motions with his hands in the direction of a single creature
within 50 yards, and rolls to hit. A successful hit will do 2d4 damage
to the creature, as a handful of flesh is teleported 3-5 feet from the
unfortunate's body. One rending attack may be made per round while the
spell lasts. The target will begin bleeding for 2 points of damage per
"rend" until they receive healing or serious bandaging. The caster
also rolls a percentile on each successful hit; if the score is equal
to or under the caster's level in percentage, the target loses a vital
organ or chunk thereof, and must save versus death magic or expire on
the spot. If the saving throw is successful, they will lapse into a
coma, and can only be revived by a cure serious wounds or similar
greater healing spell; if not so healed, they die within 24 hours. If
a target dies or falls comatose, the wizard may move his focus to a
new victim, and so on, for as long as the spell continues. Use of this
spell is not an act in accordance with a good alignment. Darklight
himself will rarely use it, due to its ruthlessness.


Darklight's Lightning Web (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  1 round
Area of Effect:  One 5-yard long square per level
Saving Throw:  Special
Author:  Keith Taylor 

This spell must be anchored as a web spell, and superficially acts as
one. However, the network of strands in this spell are composed of
crackling electricity. If it forms around creatures, they take 6d8
electrical damage (a saving throw versus breath weapon reduces this to
half damage). When caught, after the initial jolt, they must hold
perfectly still or risk breaking additional strands (strands vanish
when broken, but dispense damage, on average 1d3 per strand). To
escape, one can try to move out carefully, making a Dexterity check at
-4 for each 10 yards moved or taking an additional 2d4 damage (no
saving throw). Creatures "waiting out" the duration must make a
Strength check and a Constitution check at -2 (each) every turn or
fail to hold perfectly still, taking 2d4 damage (no saving throw).
They may then safely remain lying where they have collapsed without
risking further shock. Creatures immune to electrical damage are, of
course, immune to the effects and can break the strands easily and
without fear. Large amounts of water sprayed into the web will
disperse it in a crackling, sparking burst. However, if anyone is hit
by the water as well, they will conduct the spell's energy, taking
6d10 shock damage. If the water is a stream emanating from a being
(like a water bolt or decanter of endless water), the being must save
versus paralysation or suffer the above damage. The material component
for this spell is a scale of an electric eel.


Darklight's Planar Bubble (Conjuration)

Range:  60 yards
Components:  V, S, M
Duration:  6 rounds + 1 round per level
Casting Time:  1 round
Area of Effect:  One 10-yard long square
Saving Throw:  None
Author:  Keith Taylor 

This spell summons a bubble of material from one of the inner planes.
Any creatures caught inside this bubble will suffer the effects of
unprotected exposure to the plane in question (unless, of course, they
possess applicable protection). A saving throw versus breath weapon
may be made during the second round to jump clear. Anyone failing this
saving throw cannot escape, as the bubble's boundary solidifies; at
this point, only a dispel magic, disintegrate, or similar spell can
destroy the bubble. There is a base 10% chance of accidentally
catching a creature native to the elemental plane in question inside
the bubble. It will usually react in a hostile and aggressive manner.
The bubble can be of any elemental, para-elemental, or quasi-elemental
plane, not including those of time, electromagnetism, shadow, or the
positive or negative material planes. The material component is a
small sample of the material desired (in the case of lightning,
vacuum, radiance, magma, etc., some creativity must be exercised, and
the DM must rule what counts as a sample).


Darklight's Planar Weapon (Conjuration, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  4d10 rounds
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This spell is similar to Darklight's minor planar weapon, but it
conjures a medium-sized weapon no larger than a staff or longsword, of
a type the caster is proficient in. It acts as a weapon, +3 in all
respects, save that it does 3d6 extra damage of special planar type.
The plane whose energies are drawn upon is determined below:

01-50. Elemental plane. Roll 1d4 to determine which:
1. Air. The weapon can release a gust of wind upon command, one per three
   rounds, and can thus keep vaporous creatures at bay. It allows one to
   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. It can cleave
   through rock and soil with ease. It does double damage to gaseous or
   aerial creatures, and can attack earth-based or rock-like creatures
   normally.
3. Fire. The weapon can emit a burst of flame into any adjacent 1-yard space
   upon command (this does burning hands damage as if cast at ninth level
   of experience), and can melt ice at the rate of 1 cubic yard 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 two 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 at -4 upon every hit or take an additional 2d8
   drowning damage. It can soak any adjacent 1-yard square with water,
   extinguishing normal fires, upon command. It also 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 4d8 rounds, taking
   3d8 extra damage if it hits on a natural 20. It can freeze up to 10
   cubic feet 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 touched to melt or become incinerated when
   it touches them, with only magical items obtaining a saving throw. 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 causes its 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 3d6 extra suffocation damage on a natural 20. It
   can fill three 1-yard squares 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 10 yards on a natural
   20, with a clap of thunder and 3d8 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 is 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, and on a natural
   20, blinds a normal creature for 4d8 rounds. It emits light out to a
   90-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, taking 2d8 extra damage, on a natural 20. It emits three
   1-yard squares 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 4d6 extra cold damage on a natural 20. It lowers
   the temperature in a 40-foot radius by 25 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 4d6 extra deterioration damage on a natural 20. If
   held in contact with solid material, breaks down 2 cubic feet 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 4d6 extra dehydration damage on a natural 20. If
   held in contact with organic materials, desiccates them completely in
   1 round. It allows one to attack salt elementals normally, and does
   double damage to water-based or liquid creatures.
4. Vacuum. The weapon causes 4d6 decompression damage on a natural 20. It
   sucks 4 1-yard squares per round full of air into oblivion (the caster
   has no problems breathing), creating high 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 two levels or Hit Dice 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 19 or 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, 10-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 10-foot base
   by 50 feet long with a 30-foot maximum spread.
2. Twin Paradises. This weapon is of entwined silver and white marble. It can
   cure serious wounds three times 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 12th-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 6-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 serious 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 twelfth level). It also does damage as if swung by one
   with 21 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 +4 to-hit and -4 on AC to any chaotic good and
   chaotic neutral warrior within 4 yards.
7-9. Limbo. This weapon randomly shifts colour, composition, and radiance
   every round. It can strike any creature who can be hit by +4 weapons.
   Any spell effect directed at the wielder changes into a wild surge. It
   randomly polymorphs any substance or object it touches twice per
   round, and on a natural 19 or 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 19 or 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 19 or 20, it causes the target to save
   versus poison or take 3d20 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
   19 or 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 19 or 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 19 or
   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
   19 or 20, the creature struck takes 3d20 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 19 or 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 19 or 20, its
   victim is held for 3d6 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 twice per round when it is touched to
   any 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 17
   Strength within a 5-yard radius at command. On a natural 20, it knocks
   back an opponent up to 8 yards for 3d6 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 19 or 20, blinds a
   creature for 3d6 turns.
3. Demi-plane of time. The weapon appears to be simply a wavering violet
   outline. It ages a creature 2 years for each point of damage accrued
   (random direction, 50% chance each hit of ageing older or younger). On
   a natural 20, throws an opponent 1d4x1d100 turns 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 as with lesser planar weapon.


Darklight's Readied Dweomer (Alteration, Metamagic)

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

This spell is used to ready another spell for instantaneous casting in
tight situations. It can be used with any spell of fifth level or
lower, whose casting time is less than 1 turn. The spell is cast ahead
of time, with an extra round added to the casting time, and with
normal components consumed. The dweomer is then held "ready" and can
be loosened at any time the wizard wills. Note that the spell still
occupies a "slot" in the caster's memory.
The readied spell has normal duration, area of effect, range, and
saving throw, but the casting time is reduced to effectively zero upon
its triggering. The metamagic can only affect one lesser spell, and
requires the additional component of a miniature golden cage with a
swinging door (no less than 300 gp cost).


Darklight's Searing Disk (Evocation)

Range:  15 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This spell conjures a white-hot, 6-foot wide floating disk of iron.
The caster can manoeuvre the disk about at a rate of MV 20 by mental
command. The disk cannot be moved farther than the above range, and
can be stopped instantly, as if without any inertia, by the caster's
command. It can be used to strike and pummel creatures within range,
needing no roll to hit. The intended target gets a saving throw versus
breath weapon to dodge it, otherwise they take 6d6 from the impact and
heat.
If used to pin a creature down, the victim receives a saving throw
versus breath weapon at +3, failure indicating that they are trapped
by the disk, taking 8d6 damage per round from pressure and searing
damage. Only disruption of the wizard's concentration can free the
trapped creature if the wizard does not free them himself.
Creatures resistant to heat and fire take only half damage from any
application of the disk. Disruption of the wizard's concentration does
not cause the disk to disappear, but merely to hang motionless until
the wizard resumes active control. Any cold-based attack or spell of
more than 5 dice of damage directed at the disk causes it to shatter
from thermodynamic shock, instantly ending the spell.
The material component is a cast iron skillet.


Darklight's Tattoo Creature (Alteration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  2 turns
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Keith Taylor 

This spell is a combination of Darklight's creature item and
Darklight's tattoo item in all respects.


Darklight's Telepathic Tracer (Enchantment, Metamagic)

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

This spell modifies another spell of sixth level or lower so that it
can be cast directly across a telepathic link. It extends the range of
the dweomer so that it is conducted directly across the telepathic
link and takes effect on the creature on the other end of the link. It
functions via either magical, psionic, or natural telepathy.
The spell to be cast is also enhanced so that its casting time is
reduced substantially, so that the entire incantation can be performed
with an initiative modifier of no more than 1. This causes the type of
spells available for the tracer to be limited. No spell with a casting
time of one round or more can be used, but it can be used to transmit
an area effect spell, so that a prying wizard can bring a fireball
down on himself and his surroundings.
The spell to be transmitted over the tracer must be in memory as well,
and both are cast simultaneously, so in effect, the wizard is casting
two spells at once. This is not without risk, there being a base 5%
chance that the spell backfires, unleashing the secondary spell on the
caster himself.
Note that the link can be initiated by either person involved, but the
telepathic tracer spell does not provide a means of telepathic
contact. Using the spell via a helm of telepathy is risky, as the
chance of backfire increases to 10% with this method.


Darkray's Avenger (Abjuration)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  3 turns
Area of Effect:  Special
Saving Throw:  None
Author:  Dimitris Xanthakis 

The wizard can cast this spell on himself only, to avenge himself
against future death. Anyone who kills the caster, even if the wizard
is later resurrected, becomes the victim of a special curse. The curse
manifests 1d4 turns after the killing. There is 95% chance for the
victim to be affected. Exceptionally intelligent beings (avangions and
the like) receive a normal saving throw versus death magic to avoid
the effects. The magic can be dispelled before the wizard's death only
by a higher level caster. To determine the effects of the curse, roll
on the following table:

  D100 Roll  Result
    01-20   Reduce three random, different ability scores to 2d4+1 each.
    21-40   Maximum hit points is 20% of the original; cannot increase
            until curse lifted.
    41-60   -5 penalty to attack, damage (minimum damage is 0), Armour
            Class and saving throws.
    61-80   Magical attacks against the victim cause maximum damage; the
            victim receives a saving throw versus spell of 18, with no
            modifications whatsoever.
    81-00   This applies only if the killer is a person, roll again if
            not. Every other NPC who meets the killer senses something
            very bad about him. Nobody trusts him, since he carries a
            "smell of death". Such a person will always receive at least
            a "cautious" reaction from NPCs and is considered to be at
            most "indifferent", never friendly himself, no matter what
            he does. Reactions are left to the DM. They may include
            hostile mobs, ceaseless hunting by templars, animals
            attacking on the spot etc.

There are five known ways to remove the curse. Other than these, the
curse might be removed if a sufficiently powerful wizard could
research a custom spell for this purpose. This would certainly require
some body part of the original caster.
The spell may be removed:
*  With a limited wish or wish, cast for this purpose. Nothing fancy is
   required, a simple job provided you have the wish. It is also possible
   to remove the curse using a 7th-level priest spell analogous to remove
   curse, such as remove bane, but this is very hard to find. Remove bane
   is considered an equivalent of a wish in this case.
*  With a remove curse, cast by a wizard or priest of a higher level than
   the caster. The victim must save versus death magic, with no bonuses
   for magical items or the like counting; success removes the curse
   while failure means that no attempt to remove the curse with remove
   curse can be done ever again.
*  With a dispel magic, cast by a wizard or priest of higher level than
   the caster who has never met him personally. Even then, only one
   attempt per level is allowed. Each failure increases the dispelling
   difficulty by one.
*  The killer may decide to atone for his deed. As soon as this thought
   is sincerely formed in his mind, the curse is lifted for three months.
   During this period the killer must have the caster resurrected, by any
   means. If he succeeds, the curse is permanently lifted. If during this
   time he acts in any way towards other ends, for example trying to lift
   the curse with another way, it returns immediately and further
   atonement attempts fail. At the DM's discretion, the three-month
   period may be extended or the curse lifted temporarily or even
   permanently, depending on the situation.
*  With the intervention of a sorcerer-king or a divine being.


Darkray's Chest (Alteration, Summoning)

Range:  Special
Components:  V, S, M
Duration:  1 week + 1 week per two levels
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None
Author:  Dimitris Xanthakis 

This spell is used to protect some "hot" and vulnerable items, such as
spellbooks, scrolls and material components. The wizard leaves these
in a specially prepared place and then uses a small "linking device"
to recall them to his current place.
The store must be created first. This is a chest of up to 4x3x3 foot
size. It can have compartments or secret mechanisms and traps. The
exterior must be crafted from pure obsidian and carved with scenes of
the wizard's life. It costs a minimum of 5000 gp for the basic work.
Regardless of the contents, the chest always weighs 15 pounds.
As long as they fit inside, spellbooks, maps, scrolls, potions, coins,
etc., can be stored in the chest, with the exception of weapons: only
one weapon can be stored. In addition, everything in the chest must
have been in the property of the wizard for at least 24 consecutive
hours before storage, otherwise the chest will not function at all.
Then the wizard must construct two identical "linking" devices. These
can be almost anything but they must be made of metal. Usually they
are something small and discreet, such as earrings or rings or
bracelets. Their cost usually is around 3 gp each. The wizard then
casts the spell on them and the chest. One of them fuses inside the
chest, thus providing the necessary link with the other device.
From then on and for the spell's duration, the wizard leaves the chest
in a presumably well guarded place and carries the second device,
always in contact with his flesh (failure to do so ends the spell).
Three times per day, the wizard can summon the chest. He can then
examine or alter the contents, use his spellbooks to memorise spells,
etc. He can send the chest back to its hiding place or keep it, as he
likes. Summoning and sending away the chest count as an action and
require one round each.
The chest and the caster must be in the same plane of existence in
order for the spell to work. The material components of the spell are
the chest and the linking devices; the latter are consumed at the end
of the spell.
A wizard can only have one such chest in operation at any given time.


Darkray's Death Lightning (Evocation, Necromancy)

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

This complex spell can inflict massive damage to opponents if
successfully cast. During the casting time, the wizard gathers energy
from the surrounding land, which is then released as deadly lightning
bolts to all creatures within the area of effect (concealment or
something like that can help avoid the bolts). Note that this spell
does not distinguish between allies and enemies.
The gathering of energy is difficult. The wizard must concentrate for
some time and each additional round augments the power of the bolts.
The energy returns to the land through the victims' bodies, while
causing great damage. The casting time of the spell equals the
concentration time.
The caster is not able to perfectly control the collection of energy,
so there is a possibility of spell failure before completion. If this
happens, all energy returns to the land and the spell is wasted. A
check must be made for each casting round.
Only high level spellcasters can gather large amounts of energy. This
fact and all the details above are summarized in the following table:

 Conc. Time    HP of     Spell   Radius    Min.
  in rounds   Damage    failure  in feet   level
      1          4        1%       20       12
      2          9        1%       30       12
      3         15        2%       50       12
      4         22        3%       70       13
      5         30        5%       100      13
      6         39        7%       130      14
      7         49        10%      160      14
      8         60        15%      200      15
      9         72        20%      250      16
     10         85        30%      300      17

During the whole casting time, the caster remains aware of his
environment and is able to perform basic mental actions. This includes
choosing a target for Melf's minute meteors or ceasing one of his
previously cast spells.
The material components are a wooden staff and a small obsidian orb
which costs around 50 gp. The wizard must hold the staff on the ground
with one hand and hold the orb high with the other. The staff gathers
energy and stores it in the orb. When the wizard desires to strike, he
must first lift the staff and then crush the orb on the ground (the
orb becomes fragile and shatters automatically if dropped). The staff
is not consumed.
If the caster is physically hit or the orb is damaged during the
casting, the spell is not totally wasted. The orb releases some of the
stored energy; some is lost. To find out how much energy is actually
released roll 1d4+1 and subtract the result from the current casting
round. As a side effect, the caster suffers half the stated damage as
well, with a saving throw for quarter damage.
For example, if the wizard is disrupted in the 6th round, the orb
breaks. The 1d4 rolled gives 1. Thus, the orb releases enough energy
to inflict 22 HP to all creatures within 70 feet. The caster takes 11
points of damage or 5 HP if he saves.


Darkray's Elemental Immunity (Abjuration)

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

This powerful spell offers protection against attacks of elemental
nature. It can selectively block attacks based on air, earth, fire and
water. The type of the element must be stated at memorisation time. It
is a weaker version (although not exactly similar) of elemental aura.
Once the spell is cast, the wizard and his possessions are totally
immune to all attacks of that element. However, attacks from the other
elements automatically succeed and attacks from the opposite element
inflict double damage as well, if not otherwise blocked: the caster
lowers his resistance to them in order to better protect himself
against the fourth one.
Example: if the caster is immune to fire, a water or earth elemental
could hit him with no attack roll needed; the water would cause double
damage.
 *  Air attacks include: air, electricity, wind, gases, clouds.
 *  Earth attacks include: wood or stone weapons, any piece of rock not
    larger than the caster and attacks from stone golems.
 *  Fire attacks include: fires, heat, lava and the like.
 *  Water attacks include: rain, ice and cold, acids.
The spell protects against both natural and magical attacks, for
example lightning bolt, fireball, Melf's acid arrow, watery double...
The caster also gains immunity to physical attacks from creatures of
the relevant plane (including conjured elementals). Breath attacks
using an element (sand breath, gas breath) are not immune against but
have a +3 bonus to the saving throw instead.
The caster cannot use this spell to travel within a given element
(natural air excluded). He cannot, for example, breathe underwater or
dive in a pit full of silt. In addition, this spell does not function
in the elemental planes.
At any given time, the caster can be immune against a single element
only. Subsequent casting of this spell with a different element stated
cancels the previous one. This of course has nothing to do with
magical items that offer element protection, which always operate
normally.
The material components are as follows, among with their minimum cost:
 *  Air: opal powder that the caster must sprinkle over him (30 gp).
 *  Earth: a small diamond that the caster must swallow (20 gp).
 *  Fire: a piece of fine wood, carved with a ruby of at least 60 gp
    value.
 *  Water: a gallon of water blessed by a priest.


Darkray's Ethereal Trip (Alteration)

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

With this spell, the caster can simply move from the prime to the
border ethereal or in the reverse direction. Up to one creature per
two levels can travel with the caster, by joining hands.
Each casting of the spell provides a one-way trip. To travel in the
opposite direction, another casting of the same spell or the use of
other means is required.
From the border ethereal the caster can move to the deep ethereal or
to other planes. See also the Manual of the Planes. As a reminder, for
every round that passes in the ethereal, ten rounds pass in the prime
material plane.


Darkray's Improved Alter Self (Alteration)

Range:  0
Components:  V, S
Duration:  1 day per level
Casting Time:  6
Area of Effect:  The caster
Saving Throw:  None
Author:  Dimitris Xanthakis 

This spell is similar to the 2nd-level alter self with an increased
duration. In addition, it can only be dispelled by someone of at least
ninth level.


Darkray's Invulnerability (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  6
Area of Effect:  The caster
Saving Throw:  None
Author:  Dimitris Xanthakis 

When the wizard casts this spell, he becomes completely immune to
physical attacks by creatures of up to and including 6 levels or Hit
Dice. For every two levels beyond twelfth the caster attains, the
level or Hit Dice limit augments by one: 7 HD at fourteenth level,
8 HD at sixteenth level, 9 HD at eighteenth level, etc. The immunity
includes attacks from persons, such as punching.
The material component is the claw of a creature having suitable Hit
Dice; 6 at twelfth level, 7 at fourteenth, etc. A lesser one can be
used, with analogous decrease to the spell's power.


Darkray's Lock (Alteration)

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

This simple spell can lock any closeable item in such a fashion that
it cannot be opened except by breaking it. The magic strengthens it,
so that an effective Strength of 23 is required to break it, using a
steel item.
The magic can only be dispelled by a wizard or templar of a level
higher than the caster. Clerics and druids cannot dispel the magic.
The spell is not cumulative with a wizard lock.


Darkray's Orb of Spell Patterns (Enchantment, Invocation)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  Special
Author:  Dimitris Xanthakis 

Using this spell, the wizard can construct a "spell pattern" and place
it on a specifically prepared orb. He can then activate the orb and
release all the spells at once.
The orb (1-2 inches diameter) must be made of any metal and costs at
least 30 gp. The caster must first memorise the spell parts of the
desired pattern, plus this spell. He cannot have any other memorised
and no other magical items or spell effects should exist in a range of
10 feet from him. The caster begins the spell holding the orb in his
hand and then keeps it in touch with him for 2d4 days. If he loses
contact with the orb, the spell fails and the orb becomes useless, as
well as if he uses other magic or is otherwise interrupted. At the end
of this period, the orb becomes noticeably warm. The wizard can then
place the desired spells on it, casting it one by one, at the order he
desires. When he is done, he finishes the spell and the orb reverts to
its normal state.
A command word is used to activate the orb. When someone holds the orb
and speaks the word, the spell pattern explodes: all the spells cast
on the orb are released, one by one, at the order in which they were
cast, with their normal casting time. Activating the orb has an
initiative modifier of +3.
If the orb is activated by a non-wizard, the result is a random
casting of the spells contained. A wizard of sufficient level to cast
the contained spells can control the orb as if it were a normal
magical item. A lower level wizard can only control spells he can
cast, the others are cast randomly.
The caster can place on the orb one spell for each four full
experience levels he has attained. Furthermore, the maximum spell
level of each single spell is as follows: fourth at levels 12-14,
fifth at 15-17 and sixth at 18 or higher. Finally, all spells must
belong to the same school of magic.
Here is an example: Darkray is a 13th-level invoker. He can place a
total of three spells, each of them no higher than fourth level.
He decides to place 3 magic missiles. After 5 days of preparation, he
has made his orb (supposing he rolled 5). When he wants to use it, he
points at the target and speaks the command word. He rolls an
initiative of 4. The orb is then activated at 7, the first magic
missile going off at 8 and the third at 10.
If he had already placed a fireball, dig and ice storm, this happens
when he uses it (after rolling a 1 for initiative):
at moment 4, the orb is activated; at moment 8: fireball,
instantaneously; at moment 11: dig, for 1 round per level, and at
moment 15: ice storm, for 1 round per level. The result of this is
that after the fireball, the poor victims will find themselves
struggling not to fall in the pit created by dig as the ice storm
makes the ground extremely slippery.
The orb turns to fine powder at the end of the spell and disperses,
never to be used again.
If the orb is destroyed before the spells are released, it explodes
into a retributive strike. All within 10 feet take 1d10 HP per spell
level stored, no saving throw. Those within 20 feet take half this
damage and those within 40 feet take half damage or a quarter if they
save versus breath weapon. The orb saves as a +3 magical item.
A wizard can only have a pair of such orbs at any given time.


Darkray's Powerguard (Abjuration, Evocation)

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

With this spell a wizard can lower his Armour Class to 0. The effects
are not cumulative with other spells that lower the Armour Class but
Dexterity bonuses still apply.
For each level of the caster, the powerguard absorbs 3 points of
damage that would normally hit, though not from magical spells or
effects. When it has absorbed the maximum damage, it vanishes. It does
not hinder movement, it is weightless and does not interfere with
spellcasting.
The material component are two silver coins.


Darkray's Protection from Feeblemind (Abjuration)

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

This simple spell protects the caster from the next feeblemind attack.
No matter what happens, the caster is rendered immune to exactly one
such attack, regardless of source. The spell lasts at most three
months. It can be dispelled only by someone of higher level than the
caster.
The material component is a small animal's brain that the caster must
consume during the casting.


Darkray's Teleport Guide (Alteration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3 hours
Area of Effect:  Special
Saving Throw:  None
Author:  Dimitris Xanthakis 

To use this spell, the wizard must prepare a special item that will be
used as the "target". From then on he can use a "guide" item to home
on it, as if using a teleport spell.
The target is usable only once. It must be made of metal and be carved
with scenes of the area it is in. It costs no less than 100 gp. The
guide costs less, around 5 gp and can be made of any material and
formed in any shape or size. It must remain in touch with the wizard,
however. Neither the guide, nor the target are reusable.
During the casting of the spell, the wizard must burn a mixture of
rare herbs and items belonging to the area around the target, to
charge the guide. One charge equals 50 gp of herbs, with a maximum
number of charges equal to the caster's level. After the casting of
the spell, the target item must remain in the same general place. If
it is ever taken farther than 20 yards from the original spot, the
spell ends. The caster can always tell whether this has happened if he
is on the same plane with the target.
As long as the wizard possesses the guide, he can spend a charge to
teleport back to the target if on the same plane. This follows the
standard rules for magical item activation, the guide having a +3
initiative modifier. When its charges are expended, the guide burns
out.


Dheryth's Energy Cloak (Abjuration, Evocation)

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

This spell makes the wizard seem to be inside a varicoloured, shifting
aura of light. He is totally immune to any and all spells and powers
which deal out damage using pure energy, like for example energy lance
(q.v.), xag-ya, or laser rays, and has a magic resistance of 40% + 1%
per level of the wizard versus "force" spells, like for example wall
of force or the various Bigby spells. Unfortunately, if the force
spell is above fourth level, both the force spell and the energy cloak
are negated if the resistance roll is made.
Damage from impure sources of positive energy (eg. electricity and
fire) is reduced by one point per level of the wizard per round, up to
a cumulative maximum of 5 times the wizard's level in protected
points.
Any successful attack by a source of negative energy has the following
effects:
 *  Both the negative attack and the energy cloak are negated.
 *  Both the cloaked wizard and the attacker take 3d10 points of damage
    (no saving throw, magic resistance, or other protection). The attacker
    is only damaged this way if the negative attack was delivered by touch
    (of body, wand, or melee weapon). Otherwise, see the next effect,
    below.
 *  Everyone not in physical contact with the cloaked wizard takes 3d10
    points of damage minus 1 per foot of distance to the cloaked wizard.
    The material component for this spell is a small shield.


Dheryth's Energy Globe (Alteration, Evocation)

Range:  0
Components:  S, M
Duration:  Special
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Jim Gitzlaff 

This spell requires a gem of not less than 50 gp each time it is cast.
The gem's centre briefly becomes a minute gate to the positive
material plane, and the energies thus released slowly eat away at the
gem from the inside out. When the duration expires or the gem is
broken, the gem explodes into a sphere of pure energy. The gem must be
thrown at one's opponents to be effective (range: small: 1, medium: 2,
large: 3). Inflicted damage is as follows:

     Distance to Gem
      Impact Place               Damage
      up to 2 feet    4 points per level of wizard
       2-5.9 feet     2 points per level of wizard
        6-10 feet      1 point per level of wizard

The gem is thrown as a stone for which the wizard has proficiency, and
acts as a grenade-like missile if it misses its intended target. If
the gem is thrown against someone or something (and hits), it will
only break instantly if it fails a saving throw for ceramic versus
normal blow (soft objects) or crushing blow (hard objects).


Dheryth's Energy Lance (Evocation)

Range:  10 feet + 1 foot per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1 round
Area of Effect:  One creature or object
Saving Throw:  None
Author:  Jim Gitzlaff 

Energy lance is a slow spell that works only at very short distances.
If the wizard can get it off, though, its results are rewarding. This
spell causes a gem-tipped wand to spew out a directional beam of
intense positive energy at a single object or creature. Damage done is
1d6 points per level of the wizard over sixth (up to a maximum of
14d6), with no saving throw allowed. Additionally, if made the target
of the spell, objects made of non-magical wood, stone, or metal will
have a 6 inch hole drilled through them up to the maximum range of the
spell (or out the back of the object). Magical objects will suffer the
same fate unless they successfully save versus disintegration at +1.
The material components of this spell are a 6 to 8 inch platinum wand
of at least 1000 gp value, with a clear diamond or any opal worth
100 gp set on the end, as well as a loose 100 gp value gem, which is
consumed during the casting. There is a 10% chance that the gem on the
tip of the wand will shatter as well, reduced to 5% for a 1000 gp gem
and to a minimum of 1% for a 10,000 gp value gem.


Dheryth's Spell Support (Abjuration)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Jim Gitzlaff 

This spell is cast immediately before any other spell which has a
duration (there are some exceptions - see below). It doubles the
casting time of the other spell and adds verbal and somatic components
of its own. The effect of spell support is to make the other spell
totally immune to dispel magic for its normal duration. Spell support
itself is not dispellable, and if it is cast in conjunction with
permanency, the net effect is to make the other spell both permanent
and undispellable.
Certain spells (at the DM's option) may not be supported, including at
least the following ones:
 *  anything wish or limited wish related,
 *  prismatic wall and prismatic sphere,
 *  Otiluke's resilient and telekinetic spheres,
 *  forcecage and forcecube,
 *  anything gate related,
 *  magic jar, and
 *  temporal stasis.
Spell support in no way reduces the efficacy of Mordenkainen's
disjunction, nor does a single casting protect any additional spells
that may be active in the same space.
On permanency, there is a 10% chance per year that the spell support
will fail, leaving the permanency intact but unsupported. The wizard
has now way of detecting that the spell support has failed.


Diamondblade (Alteration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  2 turns + 1 round per level
Casting Time:  1 turn
Area of Effect:  Edged melee weapon touched
Saving Throw:  None
Author:  Unknown

This spell turns an ordinary edged melee weapon into a blade of
sharpness, as per sword of sharpness (see the Dungeon Master's Guide,
page 186). For the duration of the spell, the weapon is treated as a
weapon, +3 or better for purposes of who or what can be hit by it,
even though it gets only a +1 bonus to attack and damage rolls.
However, on a very high roll, it will sever an extremity, determined
by a dice roll. The spell functions on existing magical weapons, as
long as the total combined bonus is +3 or less.
The material component for this spell is a 1000 gp diamond, however,
the tooth of a tarrasque may be substituted, in which case the weapon
functions as a vorpal blade (see the same reference as above), and
gets the +3 bonus to attack and damage rolls.
In the table below, pick the entry listed lowest if more than one row
is applicable:

                     Modified Score Modified Score
Opponent is             to Sever*     to Sever**
Normal or armoured        19-21          20-23
Larger than man-sized     20-21          21-23
Solid metal or stone       21            22-23

* Considering only the sword's bonus of +1.
** Considering only the sword's bonus of +3.


Double-Helix Fireball (Invocation/Evocation)

Range:  40 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2 rounds
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Rob Christie (the Griffon) 

This spell's material components are phosphorus and two wires, twisted
together. When cast, two fireballs rush towards their target, in a
double-helix motion. Each fireball causes 5d6 points of damage, but
note the casting time. This may not be a very good spell, but it sure
is neat looking.


Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

This spell creates a 5-foot long shimmering blue shaft of force from
the wizard's outstretched hands. He must physically wield the weapon
in combat, thus spells with somatic components cannot be cast while
the summoned blade exists. The "sword", however, has no true material
existence and does not conduct shock back to its wielder, thus its
overall speed factor is 1. It is neither an edged nor blunt weapon and
affects creatures normally immune to either.
The blade strikes once per round with a +5 to-hit bonus, inflicting
2d6+5 damage points per successful hit. It lasts 1 round per level of
the wizard and is subject to disintegrate and dispel magic. The
material component is a 500 gp crystal sword which requires 2 weeks to
construct.


Dreamoore's Eldritch Decagon (Alteration, Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Jonathon Salazar (The Adept's Spellbook)

When this spell is cast, the wizard sets up a brilliant array of pale
blue dancing rays which forms a decagon between both hands. The spell
draws power directly from the psychic winds of the astral and ethereal
plane. Once complete, it may fire a 1-foot wide beam of pure magical
force every round, and this ray unerringly strikes any single creature
or object within 10 feet per level (invisible targets require a to-hit
roll versus AC 6, modified by Dexterity, etc.) and inflicts 1d4+1
damage points per level of the wizard, up to 12d4+12 maximum. A
successful saving throw versus spell halves damage. These beams may be
unleashed from the decagon:
 *  Eldritch beam: magic missile energy; affects only animate targets.
 *  Impaling force ray: inflicts piercing or impaling damage.
 *  Planar force beam: inflicts edged or slicing damage.
 *  Spherical force bolt: inflicts blunt or crushing damage.
 *  Vibration or shock wave: an ultrasonic bolt which affects only
    crystal, glass, stone, and other objects vulnerable to vibration
    damage.
 *  Wind blast: as the 3rd-level wizard spell, gust of wind (q.v.),
    against a single target.
The wizard must concentrate to maintain the eldritch decagon, thus any
successful attack against him negates the spell. The material
component is a small crystal in the shape of a 10-sided die set inside
an iron ring, and a loadstone.


Dreamoore's Missile Tempest (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

Also known as Dreamoore's bolts of seeking, this spell creates a
powerfully enchanted bolt which has base 1d12 damage plus 3 points per
level of its wizard, up to 1d12+36 maximum (eg., a 12th-level missile
tempest does 37-48 HP damage). This bolt, however, can split into two
or more missiles striking single or multiple targets (with a minimum
of one point of damage per missile). Once the wizard unleashes the
bolt, he need but point and close his fist. The missile then flashes
outward, dividing into smaller missiles if so directed, and unerringly
hits all visible targets in a 90 degree arc before the wizard. The
material component for this spell is a 500 gp diamond which is hurled
into the air as spell casting is completed.


Dreamoore's Viper Lance (Alteration)

Range:  100 yards + 10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

The viper lance launches a 2-foot long solid metal shaft at extremely
high velocity. This bolt always travels in a straight line trajectory,
its blinding speed making it near-invisible. Any creature struck
immediately suffers base 1d10+2 HP of damage, up to 1d10+30 maximum.
The wizard may launch one bolt per six experience levels, though only
one bolt may be fired per round. The material component is a solid
steel shaft engraved with the wizard's personal rune, with a mithril
or adamantine tip, and zinc stabilising fins. Each bolt requires two
weeks and 250 gp construction cost.


Eldarr's Improved Spell Conversion (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  2 turns
Area of Effect:  The caster
Saving Throw:  None
Author:  Eldarr

This spell is identical to Eldarr's spell conversion, except that it
will convert any spell of sixth level or less to any known lower-level
spell. The duration and casting time are also increased.
This spell has the additional spell component of a powdered gem (of
any type) worth at least 400 gp (this is in addition to the
were-creature pelt). This gem is also consumed when the spell is cast.


Enemies (Enchantment/Charm)

Range:  60 yards
Components:  V, S, M
Duration:  4 rounds + 1 round per level
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Special
Author:  Douglas Webb 

This spell allows the wizard to bestow a Charisma of -1 on any
creature unless the saving throw versus spell is made. Creatures with
high Charisma get to add 1 to their saving throw per point of Charisma
above 14. Creatures with low Charisma subtract 1 from their saving
throw per point of Charisma below 8. Any normal creature seeing a
being with negative Charisma will attack it immediately trying to kill
it in any way possible. The spell has no effect on gods and demigods.
Creatures above 5 HD or fifth level get a saving throw as to whether
they attack the spell's recipient. The negative Charisma effect can be
negated by making the recipient invisible to normal view
(invisibility, darkness, etc.). The spell can also be negated by a
successful dispel magic. The material components of this spell are a
hemlock bud and a small piece of onyx.


Energy Field (Conjuration, Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  6
Area of Effect:  1-foot per level high cube
Saving Throw:  None
Author:  Paul D. Walker 

This spell creates an invisible field of energy which is impermeable
to the passage of magical and psionic energies through its barriers.
Thus, for example, creatures inside the area of effect are completely
unaffected by spells which are cast outside the spell area. Similarly
people outside are not affected by spells from inside (note that,
since magic cannot pass through this barrier, creatures cannot
teleport, plane shift, etc. through the barrier). Energy field does
not, however, offer any physical protection whatsoever.
Spells which cause physical damage can destroy the shield but these
spells must do a total damage of 6 HP per level of the wizard.
Disintegrate will cause the shield to make a saving throw versus death
magic at the level of the wizard. If it saves, the spell has no
effect. If it fails then the spell does 1d8 points + 1 point per level
of the wizard damage to the field. A magic missile actually heals the
field on a one-to-one hit point basis.
The shield, if cast upon the wizard, moves with the wizard. If the
spell is cast upon another creature, it may make a saving throw versus
spells. If it fails its saving throw, the field follows the creature.
If the saving throw is made then the spell becomes rooted to the
target area. Otherwise, the spell remains stationary until the spell's
duration expires.
The material component for this spell is a diamond cube of not less
than 500 gp value. This cube will shatter when the spell expires or
the field is brought down by spell damage.


Etherealness (Alteration)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  6
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kenneth C. Jenks 

When this spell is cast, the creature touched is moved bodily to the
ethereal plane with all of its (non-living) equipment subject to a
maximum weight of 250 pounds plus 250 pounds per level of the wizard
beyond tenth. The creature may then move from the ethereal plane to
any adjacent plane (the prime, positive, or negative material plane,
or the elemental or para-elemental plane). An anti-magic shell won't
disrupt etherealness, provided that this spell is cast prior to the
anti-magic shell. If the wizard casts this spell upon himself, he may
include his familiar in the weight limit.


Feeblebody (Alteration)

Range:  10 yards per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  6
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Max Becherer 

This spell is exactly like feeblemind, except that Strength, Dexterity
and Constitution are permanently reduced to 3. The victim's intellect
is unaffected. Note: the victim may not be strong enough to move any
more. The material component is one live mouse. The mouse vanishes
upon casting, but is not destroyed.


Fellstar's Flame Arc (Evocation)

Range:  Special
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  6
Area of Effect:  Special
Saving Throw:  1/2
Author:  Fellstar

This spell is similar to the 1st-level burning hands, but it is much
more potent. When cast, this spell will emit an arc of flames from the
hand of the caster; the arc may be one of four sizes as listed on the
following table:

         Arc (degrees)            Range
              90                200 feet
              180               150 feet
              270               100 feet
              360                50 feet

The arc of flames will have a width of one foot, centred on the
caster's hand, so the height of the wizard's hand at the time of
casting will determine the height of the flames; thus if the flames
are at waist level, it is possible to escape the effects of this spell
if lying prone.
The caster may elect to cast the arc in a "doughnut" shape; that is,
he may create an area around himself that is untouched by the flames
(a good idea if the caster is in the midst of a friendly party). The
radius of the hole may be any size the caster desires, up to half the
range as given in the table above.
Anyone hit by the flames suffers 4d10 points of damage, plus 1 point
per level of the caster (to a maximum of 4d10+20); a successful saving
throw versus spell reduces the damage by half. If a victim fails a
saving throw, all possessions must save versus magical fire or be
consumed.
These flames are blocked by obstacles, and they will not rejoin behind
the barrier. This will create gaps in the arc; therefore, if a target
is standing behind a large enough obstacle, he will be shielded from
the flames, even if the blocking obstacle is tens of feet away.
The material component for this spell is a chunk of volcanic rock and
a lit candle; the rock is consumed with the casting, but the candle is
not.


Fellstar's Flame Dome (Evocation)

Range:  80 yards
Components:  V, S, M
Duration:  Special
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Fellstar

This spell is similar to a wall of fire, but it creates a dome of
flames instead of a wall. The dome has a radius along the ground of 10
feet plus 5 feet per level of the caster; it is 25 feet high at its
peak. The dome must be cast so its base is resting on solid ground.
Unlike a wall of fire, the flame dome gives off waves of heat on all
sides; anyone within 10 feet of the dome suffers 2d6 points of damage,
while those within 20 feet suffer 2d4 points of damage. In addition,
the dome inflicts 3d8 points of damage, plus 1 point per level of the
caster on anyone who passes through the dome (like a wall of fire,
creatures subject to fire will suffer more damage at the DM's
discretion, and undead always suffer double damage). The procedure for
trapping creatures with the dome, as well as the duration of the
spell, are as per wall of fire.
The material components for this spell are specimens of phosphorus and
sulphur, both of which are consumed with the casting.


Fireblast (Evocation)

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

A fireblast is an explosive burst of flame, which detonates with a low
roar and delivers damage proportional to the level of the wizard who
cast it - 1d10 points of damage for each level of experience of the
spellcaster (up to a maximum of 10d10). Unlike fireball, fireblast
creates a lot of pressure and generally tries to conform the shape of
the area in which it occurs to its shape. In essence, it creates a 20
foot radius crater. Besides causing damage to creatures, the fireblast
ignites combustible materials, forces non-combustible items to save
versus crushing blow or be destroyed, melts soft metals, and creates
general havoc. If cast indoors or within range of a building or other
structure, structural damage will most likely occur as dictated by the
DM. Fireblast otherwise performs and is cast just like fireball, with
the additional material component of saltpetre.


Force Blast (Invocation/Evocation)

Range:  20 yards per level
Components:  V, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Jason Riek (Karaieth) 

Force blast is a more powerful version of force bolt. If used against
creatures they take 6d10 damage, are knocked back 1d12 feet, and must
make a Dexterity check to remain standing. Any objects exposed to the
blast, most likely armour or a shield, must make a saving throw versus
crushing blow. If used against inanimate objects, the object must make
a saving throw versus crushing blow at -4 or be destroyed. The blast
has a Strength of 22 against doors, etc. It acts as a double-strength
battering ram against structures. The material components of this
spell are a pearl of at least 250 gp value, and a giant's tooth.


Gem Protector (Abjuration, Alteration)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 year per level
Casting Time:  1 turn
Area of Effect:  One gem
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell is similar to Item Protector, but it works only for gems of
any kind. It is a little higher powered for its specific purposes. It
protects the gem it is cast upon from two failed saving throws per
caster level. These saving throws may be of any kind. If the effect
normally does not allow a saving throw, this spell still protects from
the damage done by the effect - at the cost of five saving throws per
such effect. This spell may be layered up to 10 saving throws per
caster level from the same caster. Once all saving throws are gone,
this spell ends.
The material component is a gem of the same kind, worth the same
amount, and the same colour. This gem then has to be encased in
adamantine, then in hizagkuur metal and last in a case of gold from
smelted holy symbols. All of these components vanish in casting.


Giant Strength (Alteration)

Range:  0
Components:  V, S, M
Duration:  6 turns + 1 turn per level
Casting Time:  1 turn
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kenneth C. Jenks 

When this spell is cast upon a fighter or priest, the spell will
increase his Strength to that of a giant. The particular Strength gain
is determined randomly by a 1d20:

  D20    Strength      Giant     To-hit   Damage
 Roll   Equivalent     Type       Bonus    Bonus
   0       18/00       Ogre        +3       +6
  1-6       19      Hill giant     +3       +7
 7-10       20      Stone giant    +3       +8
 11-14      21      Frost giant    +4       +9
 15-17      22      Fire giant     +4       +10
 18-19      23      Cloud giant    +5       +11
 20-21      24      Storm giant    +6       +12

The die roll is modified by the following:
 *  -1 on the die roll if the recipient is below ninth level;
 *  No adjustment if the recipient is between ninth and fifteenth level;
 *  +1 on the die roll if the character is above fifteeenth level.
Other information on boulders, opening doors, and bend bars/lift gates
can be found in the Player's Handbook under Strength, and in the
Dungeon Master's Guide, page 63.
The material components of the spell are three hairs from three
different types of giants.
Note: this greatly improved Strength spell play tested well in our
campaign. The limitation of "fighters or priests only" was put on by
the researcher to prevent those nasty thieves from using it to
backstab, since we multiply all damage in a thief's backstab attack.


Glamden's Acid Fire (Invocation/Evocation)

Range:  5 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  6
Area of Effect:  10x10x5 feet per level cloud
Saving Throw:  Special
Author:  Glamden

This spell causes an acid cloud to form anywhere within range of the
spell; the cloud billows out to its full dimensions (10x10x5 feet for
each level of the wizard) instantaneously and everyone caught inside
the area of effect suffers 4d6 points of damage; a successful saving
throw versus spell reduces damage by half. Anyone who fails the saving
throw must roll saving throws versus acid for all possessions to avoid
destruction.
Immediately after the acid cloud forms, it bursts into flames,
inflicting another 4d6 points of damage to all inside. As before, a
successful saving throw versus spell reduces the damage by half; those
individuals who successfully saved versus the acid, receive a +4 bonus
to their saving throw versus fire. If this second saving throw fails,
possessions must save versus magical fire or be consumed (the +4 bonus
mentioned previously, does not apply to these saving throws).
The material components for this spell are the intestines of a black
dragon and the heart of a red dragon; both are consumed when the spell
is cast.


Glamden's Acidic Gas (Invocation/Evocation)

Range:  5 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  6
Area of Effect:  10x10x5 feet per level cloud
Saving Throw:  Special
Author:  Glamden

This spell is similar to Glamden's acid fire: when cast, this spell
forms a gas cloud which is also highly acidic. Anyone caught inside
the cloud suffers 8d6 points of damage. This spell requires two saving
throws versus spell: the first is against the gas, and the second is
for the acid. If neither saving throw is successful, full damage is
inflicted on the victim; if one saving throw is made and the second
fails, the victim suffers 3/4 of the damage; if both saving throws are
successful, the victim suffers half damage. If the saving throw versus
the acid fails, all possessions must save versus acid to avoid being
destroyed; the gas has no effect on the victim's possessions.
If a target has immunity against one component, damage is halved
automatically. It is reduced to one quarter of normal if the saving
throw versus the other component is successful as well. Of course, if
a target has immunity against both components, it is not affected by
this spell at all.
The material components for this spell are the intestines of a black
dragon and the stomach of a green dragon; both are consumed when the
spell is cast.


Glamden's Gas Jet (Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  6
Area of Effect:  5-foot wide, 10-foot per level long beam
Saving Throw:  Special
Author:  Glamden

This spell is similar to Glamden's other spells, acid fire and acidic
gas; when this spell is cast, a jet of green gas shoots from the
wizard's palm; a split-second later, the gas erupts in flames. This
jet is 10 feet long per level of the wizard, and is 5 feet wide;
anyone hit by the jet must make two saving throws versus spell (one
for the gas, and the other against fire) to avoid suffering 8d6 points
of damage. The procedures for saving throws and immunity versus the
two components are the same as for Glamden's acidic gas, except
magical fire replaces the acid component.
The material components for this spell are the heart of a red dragon
and the stomach of a green dragon; both are consumed when the spell is
cast.


Globe of Force (Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  6
Area of Effect:  2-yard radius sphere
Saving Throw:  None
Author:  Unknown

This spell causes a transparent globe, 2 metres in radius to form
around the wizard. The globe acts as a barrier to all matter: no
creature may pass through the barrier in either direction, nor may any
attack be made through the barrier using physical weapons either
against or by the wizard. It does not impede magic in any way: if the
wizard is the target of a fireball or a blue dragon's breath weapon,
he will still take full damage. The wizard may terminate the spell
before the full duration, but he may not lower the globe of force
without terminating the spell. A successful dispel magic will bring
down the globe. The material component for this spell is a golden
globe with silver linings, worth at least 300 gp.


Greater Light Control (Alteration)

Range:  60 yards
Components:  V, S
Duration:  Concentration
Casting Time:  6
Area of Effect:  100-foot radius globe
Saving Throw:  None
Author:  Francois Menneteau 

This spell is a very potent version of lesser light control, allowing
control in a 100-foot radius globe.


GrecoInflamitus of the Spartan Bar-B-Q (Conjuring/Summoning)

Range:  5 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  6
Area of Effect:  One 1-foot radius per level sphere
Saving Throw:  1/2
Author:  Scott Brogley 

This spell creates within its area of effect a sticky, incredibly hot
material that adheres to whatever it touches. This material erupts
into flame when in an oxygen atmosphere, will not be extinguished by
fire, and will cause damage even when not flaming due to its
incredible heat. It is only extinguished by the consumption of its
fuel or application of enough cold to stop the reaction. Once warmed
back up it will reignite, i.e., you can't put it out: it must burn
out.
In game terms, the following effects take place:
*  Fireball. The spell effect may be created up to 10 yards away from the
   caster for every level of said caster. The initial area of effect is
   a sphere of 1 foot in radius for every level of the caster. The
   initial damage caused by the spell is 1d4+2 points of fire damage for
   every level of the caster, save versus spell for half damage.
*  The gift that keeps on giving. Everyone within the initial area of
   effect who missed their saving throw versus spell will take
   1d4+(caster's level) points of fire damage from the superheated paste
   adhering to their person. This damage continues for the caster's level
   in combat rounds irrespective of where the individual moves. A saving
   throw versus dragon breath will result in half damage. Two consecutive
   saving throws indicate that the paste has burned out (the saving throw
   versus the initial fireball counts towards these two consecutive
   saving throws) and no more damage will be sustained from the paste.
*  Splish splash... An area of 5 feet around the initial fireball's area
   of effect is prone to having paste thrown out to it by heat vortices,
   thrashing victims, etc. Anything subject to heat damage must save
   versus dragon breath (those with a Dexterity bonus versus directional
   attacks get that bonus) or suffer 1d4+(caster's level) points of fire
   damage from being struck by the superheated paste. A saving throw
   versus dragon breath will result in half damage. One saving throw will
   indicate that the paste has burned out and no more damage will be
   sustained from the paste.
*  Fire. Inanimate objects touched by the paste (or anyone with paste on
   them) must save versus normal fire or begin combustion. PCs, NPCs and
   monsters must save versus petrification or be burned for 1d4 fire
   damage.
*  Lingering... This stuff is nasty in that it will only be safe if it is
   left to burn itself out, indicated by the spell's duration of open
   flaming, or by the indicated saving throws. If extinguished by
   reduction in temperature to -5 degrees C (+23 degrees F), or by
   magical means which end flame or heat, the paste will lie dormant
   until it heats up or is given oxygen. Then the paste will continue to
   burn for the remainder of the spell's duration.
Material components: pitch or tar, sulphur, saltpetre, magnesium or
phosphorus, oil or alcohol.



Gregori's Shadow (Divination, Illusion)

Range:  0
Components:  V, S
Duration:  1 day
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Negates
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This spell was created by Gregori in a desire to inconspicuously
monitor selected persons. To activate the spell, the wizard must touch
the recipient's body anywhere a shadow is visible. A saving throw
versus death magic on the part of the recipient negates the spell.
Failure to save, however, causes the target's shadow to be replaced by
Gregori's shadow for the next 24 hours. During this time, the caster
can concentrate and be able to hear and see all that is occurring
around the recipient within a 20 foot radius.
Gregori's shadow is made ineffective by the recipient entering an area
of total darkness, such as that of a underground cavern or a darkness
spell. In this case, the spell is ineffective until the recipient
enters a condition where a shadow is again created. In addition,
Gregori's shadow can be dispelled by a successful application of a
dispel magic or remove curse cast upon the victim.
Gregori's shadow is only effective on creatures of the prime material
plane. If the recipient or caster enters another plane of existence,
the spell is instantly broken. Also, the casting of light or continual
light on the recipient allows another saving throw with a +2 bonus on
the die.
It should be noted that during the course of the spell, the caster
will not demonstrate a shadow whatsoever.


Gregori's Spell Damper (Alteration)

Range:  10 feet per level
Components:  V, S, M
Duration:  1d4+1 rounds
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  Negates
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


Forever fearful of being outmatched by other spellcasters, Gregori
devised this spell to potentially reduce the effectiveness of enemy
wizards. When cast, the target creature must make a saving throw
versus death magic or be affected by Gregori's spell damper. Failure
to save causes the target spellcaster's spells to be reduced in
effectiveness, which is represented as a temporary reduction of the
target's level with regard to the spell's range, area of effect,
damage and duration only. This in no way reduces the target's true
level, number of castable spells or other abilities.
For each round the spell damper is in effect, the caster rolls dice to
determine the damping effects for the current round. If the caster is
tenth level or less, roll 1d2. Wizards of eleventh through fifteenth
level use a four-sided die and those of sixteenth through twentieth
level use a six-sided die. Spellcasters of twenty-first or higher
level also use a six-sided die, but add one to the result for every
even-numbered level above twentieth. The maximum amount of dampening
that can occur with Gregori's spell damper is six levels.
In order to cast this spell, the wizard must create a miniature drum
from platinum and perfect sheepskin then stuff it with the purest
cotton available. Total cost of the material components would be
approximately 400 gold pieces and two weeks of construction time.


Guardian Warrior (Abjuration, Alteration)

Range:  10 feet
Components:  V, S, M
Duration:  Special
Casting Time:  8
Area of Effect:  Special
Saving Throw:  None
Author:  The tiger 

The spell animates and enlarges (to M size) an intricately carved
statue. The statue needs to be of such craftsmanship as to fetch at
least 1000 coins, and should be depicted wielding a weapon of some
sort. The weapon carved on the statue becomes the guardian's
specialised weapon.
The guardian is a fighter of 5 levels lower than the wizard casting
the spell, i.e., a 15th-level wizard creates a 10th-level fighter with
9d10+3+(Constitution bonus) hit points, who gets 2 attacks per round
with his specialised weapon.
If a shield is carved on the statue then the guardian also gains a
buckler and becomes proficient in sword & shield specialisation.
Otherwise, he is specialised in single-weapon-style. If the statue is
very finely carved (worth 2000 gp or more), the fighter gains an extra
specialisation in one-weapon-style.
The guardian has statistics as follows:

        Statistic              Value
        Strength       wizard's Intelligence
        Dexterity            roll 3d6
      Constitution     wizard's Constitution
      Intelligence       wizard's Strength
         Wisdom                1d6+2
        Charisma               2d6+1

The guardian's THAC0 depends on his level. His Armour Class is as a
casting wizard with a +4 bonus. Special attacks: specialisation. The
guardian inflicts double damage on a natural 20. He has a 40% magic
resistance.


Heisenberg's Uncertain Teleport (Alteration, Wild Magic)

Range:  0
Components:  V
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  James Fischman

This spell is a compromise between the 5th-level teleport and the
7th-level teleport without error. It allows a wild mage to improve his
chances of teleporting on target by up to five categories on the
Teleport table, but these category improvements must be split between
separate rolls for position and velocity.
Unlike the standard teleport, the wizard must roll twice on the error
table (see the players handbook, page 172). The first roll indicates
the error in position, as in a normal teleport. The second roll
determines the error in velocity - a high roll indicates that upon
arrival, the caster will be flying up into the air, and a low roll
indicates that the caster will be flying down towards the ground. The
speed of travel is equal to 1 foot per second for each percentage
point by which the caster is in the high or low region on the table.
This added velocity will add 1 hit point of damage per foot per second
to any falling damage incurred, and will stun the wizard for 1 round
per foot per second (even if no falling damage is incurred: if the
wizard arrives on target travelling down at 12 feet per second, he
will not take any damage, but will be stunned for 12 rounds).
The five categories of improvement can be applied to either of the two
rolls, at the wizards preference. For example, a wizard teleporting to
an area never before seen may choose to apply three categories to the
position roll (thus rolling on Studied Carefully for position) and two
categories to velocity (rolling on Seen Casually). Any improvement
beyond Very Familiar results in no possibility of error.
Note that unlike teleport without error, this spell cannot be used for
interplanar travel.


Hobar's Horrible Blades (Conjuration/Summoning)

Range:  60 feet + 10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  One creature per 4 levels
Saving Throw:  1/2
Author:  Sol Sukut 

Hobar made a few minor adjustments to a previous spell and also gained
a few levels before designing this improved version of nasty shards
(q.v.). The spell's effects are the about same, but the shards are
larger and tend to resemble daggers. A 17th-level wizard would be able
to hit 4 targets.
Material components are a silver dagger and a lodestone. The dagger is
destroyed during the casting, but the lodestone remains intact.


Hold Person III (Enchantment/Charm)

Range:  120 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  6
Area of Effect:  Five persons in a 20-foot radius circle
Saving Throw:  Negates
Author:  Unknown

This spell is like hold person except as noted above, and that all
saving throws are made without modification.


Imbue Familiar with Spell Ability (Enchantment)

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

The wizard transfers memorised spells to his familiar. The wizard
loses use of one spell from the spell level of the spell imbued to the
familiar. The level and number of spells imbued depend on how many
"imbue" spells have been cast on the familiar (not cumulative).

     Enhanced          Spell
       Level           Range           Number
        1-2             1-3               1
        3-4             1-4               1
        5-6             1-5               2
         7              1-6               2
         8              1-7               3

These spells are held by the familiar and are unavailable to the
wizard until the familiar uses them or dies.


Improved Circle I (Invocation/Evocation, Metamagic)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn per level
Area of Effect:  Special
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell is similar to the 1st-level priest spell ring of hands (add
all levels of wizards in the circle to the benefiting wizard's level
for spell casting and memorising effects only) plus the added effect:
the circle does not have to see the wizard that is to benefit from the
spell. Thus, this spell can be used over a long distance. Each and
every wizard in the circle has to cast the improved circle to make the
circle work. This spell works through the telepathic link set up by
the material component (see below). This telepathic link makes the
caster especially susceptible to enchantment/charm type spells -
unless immune to such spells due to high Wisdom or item effects. The
spell's effect does not span planes. It lasts until one of the wizards
in the circle is disturbed in his concentration, one of the wizards
steps out of the circle, or the benefiting wizard ends the spell
voluntarily. Note: the benefiting wizard may be hurt, feebleminded,
slain, resurrected, polymorphed or whatever, but his contact with the
circle is not broken unless his body leaves the same plane or his own
stone is broken or somebody real powerful interrupts the telepathic
link (the smallest of small chances, as this spell even goes through
a mythal effect).
The material component is a stone with a permanent Rary's mindlink on
it. These stones can be reused many times unless stolen or worn away
by normal use. Each wizard in the circle needs his own stone to make
the circle of wizards complete.


Improved Sense Shifting I (Alteration, Illusion/Phantasm, Metamagic)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  6
Area of Effect:  The caster
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell is similar to the 2nd-level sense shifting spell from the
Tome of Magic, but it can affect any spells cast in its duration but
it can affect spells of first to third level with two sense shiftings
at once (sounds can be completely turned off but still no
understandable speech) and 4th- to 6th-level spells with one sense
shifting.
The material component is a small silver tablet which is covered with
a fresh coat of heavily soaped and perfumed water so it scintillates
in all colours.


Improved Vocalize (Alteration, Metamagic)

Range:  0
Components:  S, M
Duration:  2 turns per level
Casting Time:  6
Area of Effect:  One creature touched per 5 levels
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell duplicates the effect of vocalize for several persons over
a longer duration. The persons have to touch each other when the spell
is cast. The caster has to touch one of them to give the spell to
those in the circle who he chooses. With this spell the recipients can
choose whether they want their spells to have verbal spell components
or not. The caster can affect one person for every five levels he has
earned.
The material component of this spell is one clapper-less bell for each
person to be affected by the spell.


Improved Wiley's Door (Alteration)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Wiley

This spell is like Wiley's door except that there is no limit to the
amount of stuff that can be transported (except for the physical
problems of getting that much stuff through the door) and the second
door can be up to 200 yards distant. The second door must be somewhere
that the wizard has seen.


Jadwin's Free Thoughts (Alteration, Illusion)

Range:  0
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Jadwin

This spell allows a wizard to maintain any illusion spell requiring
concentration without the need to concentrate. The maintained illusion
will either remain fixed, proceed or repeat in a very mechanical
manner. The wizard may alter the behaviour of the maintained illusion
at any time by concentrating on changing the illusion. Changing a
maintained illusion requires an action of length equal to twice the
original casting time of the illusion. Disruption of the changing
action causes the end of the maintained spell. The wizard can maintain
one spell per four levels.
The material component is a gem worth 200 gp for each spell to be
controlled.


Jadwin's Illusion Enhancer (Alteration, Illusion)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  6
Area of Effect:  60 yards + 10 yards per level around creature
touched
Saving Throw:  Negates
Author:  Jadwin

By means of this spell, the wizard changes the appearance of all
illusions within the spell range of the spell recipient. Illusions can
be made to seem more real such that the recipient receives a -4
modifier to any attempt to disbelieve. Alternatively, illusionary
qualities may be added that make illusions more visible. For example,
all illusions will be visibly outlined in purple and will flash hot
and cold to the touch. Attempts to disbelieve indicated objects can
then be made with a +2 modifier.


Justin's Skimmer (Evocation)

Range:  20 yards
Components:  V, S, M
Duration:  One-half hour per level
Casting Time:  6
Area of Effect:  One skimmer
Saving Throw:  None
Author:  Colin Roald 

An improved form of Tenser's floating disc, the skimmer is designed as
a flying vehicle for the wizard. The wizard reclines in a moulded seat
at the centre of the 3-foot radius disc. The "wings" each have room
for one person, or a comparable volume of cargo. It can lift 50 p