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Seventh-Level Spells


Altar of Protection (Evocation)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  7
Area of Effect:  The caster
Saving Throw:  None
Author:  Francois Menneteau 

As lesser aura of protection, except that the target seems like a minor
god, and the subtraction is 5 from all attacks. This spell also grants
a +3 bonus to the caster's saving throw for any targeting attacks.


Animate Dead II (Necromancy)

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

This more powerful version of animate dead creates 1 HD of undead per
level of the wizard. Any undead not possessing energy drain up to 5 HD
can be created with this spell.
The material component is identical to that of animate dead, with the
inclusion of a pinch of dust from each of the undead types to be
created.


Anti-Psionics Shell (Abjuration)

Range:  0
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  7
Area of Effect:  1-foot diameter sphere per level
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell causes a moveable shell to spring up in which no psionics
work (not the caster psionics (if he has any) nor anybody else's
powers). The caster does not need to concentrate on the shell to keep it
up. It has a diameter of 1 foot per level of the caster. Anything not
completely inside is not protected: a character that pokes his arm out
of the sphere is completely unprotected. This shell does not protect
against anything else. It is possible to bring down the anti-psionic
shell with dispel magic or through psionic combat with a power score
versus the level of the caster. In this case, both characters have to
roll: the psionic creature versus its power score and the caster has to
roll versus his level up to a maximum of nineteenth level. The one with
the higher successful roll wins. If the caster wins, the shell remains
in effect and the psionicist cannot use his power within the shell. If
the psionicist wins, the shell collapses and all psionics can be used
within the former shell's area.
The material component is a pinch of powdered mind flayer and intellect
devourer brain.


Aura of Panic (Illusion/Phantasm)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  7
Area of Effect:  20-foot radius
Saving Throw:  Special
Author:  Peter Gourlay 

This spell creates a 20-foot radius of fear around the caster. Any
creature who enters this area must save versus spell or flee in blind
terror for 2d4 rounds. Creatures affected have a 75% - 5% per level
(minimum 25%) chance that they will drop whatever they are carrying. Any
creature prevented from fleeing will fight as a berserker whomever is
restraining them. A new saving throw is required each round spent in the
aura.


Blood to Dust (Necromancy)
Reversible

Range:  60 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  One creature or 1 cubic yard per level
Saving Throw:  None
Author:  Joe Colleran 

The blood to dust spell converts blood instantly to an inert substance
(dust). This spell will instantly kill any one creature upon which it is
cast. Note that this spell is only effective upon creatures which have
blood or which need blood to survive. All undead, constructs (including
flesh golems), creatures from other planes, and any other monsters that
do not need blood to survive are not harmed by this spell. Casting it
upon them will only change their appearance to dried up, mummy-like
husks. Further, all creatures with 12 HD or more are immune to this
spell. Any creature slain by this spell must first have the reverse of
the spell, dust to blood, cast on them before being raised. A heal spell
will accomplish the same thing, and a resurrection spell negates the
need for either.
When cast at a free standing pool of blood, the spell acts like the
6th-level priest spell transmute water to dust. The spell destroys 1
cubic yard (3 cubic feet) of blood per level of the caster. The reverse
of the spell creates 1 cubic yard of blood per level of the caster when
cast at an open area.
The material components of this spell are a pinch of dust and a drop of
the caster's blood.


Body Fire (Alteration, Evocation)

Range:  50 yards
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  Up to 4 creatures in a 40-foot radius
Saving Throw:  Special
Author:  Peter Gourlay 

This spell causes the victim's body to start burning from within. Unless
the victim saves versus death magic with a -3 penalty he will be subject
to the flames, taking 2d10 points of damage per round. Two rounds after
the flames start, and every two rounds thereafter, the victim is allowed
another saving throw, with one less on the penalty per time (-2 on round
3, -1 on round 5, and no penalty thereafter).
The flames can also be halted by a successful dispel magic, or a
protection from fire, which works automatically. If the flames burn for
three or more rounds, all items on the victim must save versus magical
fire or be destroyed. If the flames burn for 5 or more rounds, the items
save with a -2 penalty. Any creature not naturally resistant to magical
fire can be affected by this spell, even those without solid bodies,
such as shadows and spectres. The material component is a red gemstone
of any type worth 500 gp.


Cacofiend (Conjuration/Summoning)

Range:  10 feet per level
Components:  V, S, M
Duration:  Special
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  Special
Author:  Peter Gourlay 

This perilous exercise in dweomercraft summons up a powerful tanar'ri -
any true tanar'ri, depending upon the fiend's name known to the wizard.
Note that this spell is not of sufficient power to bring a tanar'ri of
greater power, and lesser sorts are not called as they have no known
names. In any event, the spell caster must know the name of the fiend he
is summoning. As the spell name implies, the fiend so summoned is most
angry and evilly disposed. The spell caster must be within a circle of
protection (or a thaumaturgic triangle with protection from evil) and
the tanar'ri confined within a circled pentagram, if he is to avoid
being slain or carried off by the summoned fiend. The summoned fiend can
be treated with as follows:
*   The wizard can require the monster to perform a desired course of action
by force of threat and pain of a spiritwrack (or similar) spell,
allowing freedom whenever the fiend performs the full extent of the
service, and forcing the fiend to pledge its word upon it. This is
exceedingly dangerous, as a minor error in such a bargain will be seized
upon by the monster to reverse the desired outcome or simply to kill and
devour the summoner. Furthermore, the fiend will bear great enmity for
the wizard forever after such force obedience, so the spell caster had
better be prepared and powerful.
*   By tribute of fresh human blood and the promise of one or more human
sacrifices, the summoner can bargain with the fiend for willing service.
Again, the spell caster is well advised to have ample protection and
power to defend himself, as the fiend might decide that the offer is
insufficient - and it is easier to enjoy the summoner's slow death - and
decide not the accept the bargain as offered. Although the fiend will
have to abide by a pledge, as its name is known, it will have to hold
only to the exact wording of the arrangement, not to the spirit of the
agreement. On the other hand, only highly evil wizards are likely to
attempt to strike such a bargain, and the summoned fiend might be
favourably disposed towards such a character, especially if he is also
chaotic.
*   The summoned fiend can be the object of a trap the soul. In this case,
the wizard will not speak with or bargain for the fiend's services,
although the fiend might be eager to reach an accord with the wizard
before it is forced into imprisonment. The trapping of the fiend is
risky only if proper precautions have not been taken, for failure to
confine the monster usually means only that it is able to escape to its
own plane. Once trapped, the fiend must remained imprisoned until the
possessor of his object breaks it, and this requires one service from
the now freed monster. If the individual freeing the fiend fails to
demand a service when the monster asks what is required of him, the
fiend is under no constraint not to slay the liberator on the spot, but
if a service is required, the creature must first do its best to perform
it, and then return to the Abyss.
The duration of service of any fiend must be limited unless the fiend is
willing to serve for an extended period. Any required course of action
or service which effectively requires an inordinate period of time to
perform, or is impossible to perform, is 50% likely to free the fiend
from its obligations and enable it to be unconstrained in its vengeance
upon the wizard if he is not thereafter continually protected, for a
fiend so freed can remain on the plane it was summoned to for as long as
666 days.
The fiend summoned by this spell will be exceptionally strong (8 hit
points per Hit Die), due to the magical processes involved in the
summoning.
Casting time is half an hour per Hit Die of the fiend. If there is any
interruption during this period, the spell fails. If there is an
interruption while the fiend is summoned, it is 10% probable that it
will be able to escape its boundaries and attack the wizard, this
percentage rising cumulatively each round of continued interruption.
Each fiend is entitled to a saving throw versus this summoning spell. If
a score higher than the level of the wizard summoning is rolled with 3d6
(4d6 for balors), that particular spell failed to bring the desired
fiend.  When this occurs, it is certain that the named fiend is
imprisoned or destroyed, or the name used was not perfectly correct, so
the spell caster will have to call upon another name to bring forth a
fiend. 
The components of this spell are five flaming black candles; a brazier
of hot coals upon which must be burned sulphur, bat hairs, lard, soot,
mercuric-nitric acid crystals, mandrake root, alcohol, and a piece of
parchment with the fiend's name inscribed in runes inside a pentacle;
and a dish of blood from some mammal (preferably a human, or course)
placed inside the area where the fiend is to be held.


Celestarion's Warding (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  7
Area of Effect:  10-foot radius sphere
Saving Throw:  Negates
Author:  Celestarion

This spell is designed to ward off undead creatures and creatures from
the lower planes. When cast, all such creatures within 10 feet of the
wizard are subject to a saving throw versus spell at -5, taking into
account their magic resistance. Those failing their saving throw are
thrown out of the area by a tremendous force, and land 20 feet away.
Thereafter, the creatures cannot enter the sphere, or use their powers
on creatures within the sphere. Spells and attacks can still be cast at
these foul creatures from within the sphere.
The material component of this spell is a glass ball or a marble made of
crystal.


Channelling (Alteration, Metamagic)

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

When cast, this spell draws upon extra magical energy to make the next
spell cast more efficient and powerful. For every 5 levels of the caster
the following effects occur:
*   +1 per die of damage (maximum of +3);
*   -1 on saving throws;
*   +50% on range and duration;
*   -5% on target's magic resistance.


Charm Dragon (Enchantment)

Range:  60 yards
Components:  V, S
Duration:  1 week per 10 levels
Casting Time:  2 rounds
Area of Effect:  One dragon
Saving Throw:  Negates
Author:  James Bray 

This spell is the same as the Player's Handbook's spell charm monster,
applicable to all dragons (including gold, platinum, and even Tiamat if
you're stupid enough to try). The dragon's saving throw is modified by
one up or down per 2 HD of the dragon above or below 15.


Charm Man IV (Enchantment/Charm)

Range:  16 feet
Components:  V, S
Duration:  1d10+4 turns
Casting Time:  1
Area of Effect:  1d10 men per level of 6 HD or less
Saving Throw:  Special
Author:  John Daniel 

Except as noted, this spell is the same as the 1st-level spell charm man
I. If a successful saving throw is made by a group's leader, the effects
of this spell are reduced to those of the 5th-level spell charm man III
(make another saving throw for the leader). If a leader of a group fails
his saving throw, the spell works on him, but all other members of the
group still get to make a personal saving throw to negate the effects.


Cloud of Death (Necromancy)

Range:  60 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  7
Area of Effect:  One 30x30-foot cloud, 20 feet high
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell creates a black cloud of acidic smog. The cloud is
stationary, and restricts vision as a darkness spell. However, the cloud
also has a horrible life draining effect. Any in the cloud when it was
created must save versus death magic or be drained of 1d2 levels. This
draining only occurs on the instant after the cloud is created, but is
permanent.


Cobaltas's Crack of Doom (Evocation)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius half circle
Saving Throw:  Special
Author:  Bladehawk 

To cast this spell, the wizard raises his hands above his head, palms
together. He then brings them down, out and back up again to meet above
his head with a flash and a bang, combining the effects of thunderflash
and thunderclap (q.v.). Effects are saved against separately.


Conjuration Enhancer (Conjuration/Summoning, Metamagic)

Range:  0
Components:  V
Duration:  Special
Casting Time:  1 round
Area of Effect:  One spell
Saving Throw:  None
Author:  Peter Gourlay 

This one word spell is cast immediately before any one monster summoning
spell. It allows the wizard to choose from the applicable list what
creatures are summoned. The two spells must be cast in subsequent
rounds; the enhancer does not add any time to the casting of the monster
summoning spell.


Contingent Polymorph Other (Alteration)

Range:  5 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Kenneth C. Jenks 

This spell will polymorph one creature (as per polymorph other) into
another until some set condition occurs, eg. polymorphing a toad into a
prince until he is kissed by a woman, or polymorphing a fighter into a
dragon until he (it) says "I wish I were human", etc. The change from
the polymorphed form back into the normal form takes place gradually
over 1 round, so it is impossible to crush someone by polymorphing a
hippo into a flea, putting it on his head, then triggering the
contingency. The material component of the spell is a bit of honeycomb.
This spell was researched by Esmerelda.


Create Mummy (Necromancy)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  4 hours
Area of Effect:  Corpse touched
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

This spell creates one mummy from the corpse of a human of at least
7th-level fighting ability. The mummy follows orders to the limit of its
low Intelligence, but it must remain within one mile of its place of
origin, so it is primarily useful only as a guardian. The corpse of the
potential mummy must be properly embalmed with the appropriate
proficiency (q.v.).


Create Throne Room (Conjuration/Summoning)

Range:  10 feet
Components:  V, S, M
Duration:  3 hours per level
Casting Time:  1 turn
Area of Effect:  1000 square feet per level
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell creates the interior of an opulent throne room. This includes
one or two softly padded thrones of over 10 feet height standing on a
tier made up from one step per level (each half a foot high), a large
(red) carpet leading from the entrance of the room to the tier in the
straightest way possible, one large chandelier per full 5 levels holding
one hundred lit candles each (which burn for the duration of the spell),
one large banner per level with the appropriate heraldry, two large
trumpets per level, one lute per level, and one harp per 2 levels, a
large court table with hammer and gavel, 10 seats (not too comfy, if
desired) per level, and either one or two crowns, one or two regal
apples, one or two sceptres, and one or two sets of royal clothing
(furs, satin, atlas, silks, etc.). This spell creates only the interior
of the room; it doesn't create the walls, floors, or ceilings.
The material components are one 1 foot square piece of a satin rug, a
1-foot square slab of marble (3 inches thick), one 1 foot cube expensive
hardwood, one small diamond, emerald, ruby, sapphire, and topaz each (no
less than 50 gp each), one piece of each type of fur or clothing to be
included in the royal clothing, one 1 foot untarnished cube of mountain
crystal, one pure bee's wax candle scented with royal jelly, one piece
of brass, and one harp string. The effects of selling and combat
possibilities are as with the other room spells.


Create Undead (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 day
Area of Effect:  Human corpse touched
Saving Throw:  Special (see below)
Author:  Unknown

The material components of this spell are a human corpse (not older than
3 days), myrrh (500 gp worth) and a special balm made of certain rare
herbs, personally prepared by the necromancer. Ingredients for this balm
cost 500 gp, and one uninterrupted week spent by the spell wizard. The
balm only stays good for 3 days.
This spell forces back the soul of the corpse, and turns it into either
a wight, a spectre, or a wraith. The wizard has a percentage chance
equal to twice his level of choosing which is created. Otherwise, roll
on the following table, adding the level of the wizard, plus a 5 bonus
if the wizard is a necromancer specialist. Also, if the corpse was a
person of level 0, subtract 30 from the roll (if the adjusted roll is
below 0, the spell fails and the corpse is destroyed).

           D100 Roll             Created
              1-60                wight
             61-90                wraith
             91-00                spectre

The corpse gets a saving throw versus death magic, at a level equal to
the corpse's level before death, with the following bonuses:

          Person was            Modifier
         a good priest             +4
       a non-good priest           +2
        good non-priest            +4
      neutral non-priest           +1

If the saving throw is made, the corpse is destroyed and the spell
fails. If the saving throw is failed, the undead is created. Said undead
will be under the control of the necromancer for one year, following any
order that is not obviously suicidal. At the end of the year, or upon
such time as the undead receives a suicidal order, it is freed from the
necromancer's control and gets a saving throw versus death magic. If it
fails, it must leave and may never attack the necromancer unless
attacked first. If it succeeds, it becomes free-willed, and might attack
the necromancer if it was sufficiently mistreated.
Note that after the year is up, the undead may continue to serve the
necromancer, if it was sufficiently prosperous and receives a sufficient
bribe. This is a DM call.
A necromancer can only control one undead in this matter at a time. At
the end of the year, or when the undead dies or becomes uncontrolled,
the spell may be used again. Should this spell be used during the year,
it will work, but the fresh undead will immediately attack the wizard.
Finally, a created undead starts out the same alignment as the corpse
from which it came. However, due to what these creatures must feed on
(i.e. people), an unstoppable shift begins towards the undead's normal
alignment. There is a 10% chance per month (cumulative) of the alignment
decaying one step. After a switch, the chance returns to 0 and begins
building again.


Darklight's Force Armour (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  7
Area of Effect:  The caster
Saving Throw:  None
Author:  Keith Taylor 

This spell is a modified version of wall of force, with several distinct
changes in its operation and the addition of a slight alteration
component to the magic. The shape of the force is contoured to surround
the caster at a distance of one inch (including possessions); the shape
shifts to accommodate the wizard's movements, so that the caster is not
held in one place. It is also visible as a slightly yellow glow, which
is brighter at the "joints" when the caster is moving. The caster is
reduced to half his movement rate by the spell, and it does reduce the
wizard's Dexterity while active, both because of its slight awkwardness.
It is airtight and completely insulating (as energy cannot penetrate in
either direction), but the alteration component of the spell keeps
fresh, comfortable air quality and temperature constant within the
armour. Therefore, not only is force armour an effective defensive
spell, but it is also the ultimate environmental suit, as it can
withstand volcanic lava, the pressure of the sea floor, the positive
material plane, and so on. Falling damage is also negated by the armour.
However, a wizard in force armour cannot cast spells through it at all.
Note that sound cannot pass through it either, so unusual means must be
used to facilitate communication. It allows a normal level of light to
pass through, but not in amounts bright enough to blind or damage. Note
that the wizard's weapons are not enhanced by the force' coating.
Rather, they are blunted and do less damage if normally piercing or
bladed (-2 damage, with a minimum damage of 1 point). In all other
respects, it acts as a regular wall of force (to determine what attacks
can dispel it).
The material component is a diamond cut so as to resemble a miniature
person.


Darklight's Planar Plume (Conjuration, Wild Magic)

Range:  10 yards
Components:  V, S, M
Duration:  5 rounds
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  Special
Author:  Keith Taylor 

This spell creates a violent plume of planar energies which erupt from
a solid surface within range. Each plume has a base 2 yards across, and
shoots 5 yards into the air. The energies last for at least 5 rounds,
but may remain if of a solid, stable nature. Creatures in the area
described suffers the effects of the plume, as detailed below. The plane
whose energies are called upon is determined by random roll (it is wild
magic) on the table below:

01-60. Elemental plane. Roll 1d4 to determine which:
1. Air. This plume manifests as a titanic surge of swirling wind, much like
   an upended tornado. Its force is directed upward, however, and does not
   trap creatures. Creatures making a saving throw versus breath weapon are
   thrown 3 yards horizontally for 3d6 damage; those failing are hurled
   high into the air. Large and greater creatures only thrown 10 yards
   upwards, while medium and small or tiny creatures are thrown 20 yards
   straight up, and may suffer appropriate falling damage. It has double
   effect on earth or rock based creatures. This disperses upon the
   duration's end.
2. Earth. This plume manifests as a tapering column of solid stone which
   impacts forcefully through anything in the area. It does 6d10 impact
   damage (half if a creature saves) and creatures failing their saving
   throw fall off the column (taking appropriate falling damage in all
   probability). It does double damage to gaseous or aerial creatures, but
   these are of course not subject to falling damage. The stone summoned is
   relatively permanent.
3. Fire. This plume is a tremendously hot column of roaring fire. It does 8d8
   flame damage to all within its area (save for half damage). Those who
   fail a second saving throw are overcome, and remain trapped for another
   2 rounds of damage, at the end of which they obtain a third saving
   throw. The fire does double damage to liquid, water-based, or cold-using
   creatures.
4. Water. This plume is a vertical, gushing stream of pressurized water.
   Creatures weighing less than 3 tons are carried up to its apex and must
   save versus breath weapon or be thrown off. Creatures hit take 7d4
   impact damage and may take falling damage if their saving throw is
   failed. It soaks adjacent areas with water, extinguishing normal fires
   and generally causing all the problems which a massive inflow of water
   would normally cause. It does double damage to fire-based creatures.

61-75. Para-elemental plane. Roll 1d4 to determine which:
1. Ice. This plume is a glittering, edged spire of ice. Creatures in its area
   upon conjuration must save or become trapped inside the forming ice.
   Creatures trapped are unable to escape without outside help (unless of
   Strength 20 or greater), and take 2d4 freezing damage (and suffocation)
   per round. Creatures who make their saving throw take 2d6 cold and
   cutting damage as the spire slashes by them. The ice remains as long as
   it does not melt (in normal climates, this is actually several days,
   making it imperative to free trapped companions immediately). It does
   double damage to earth-based and air-based creatures.
2. Magma. This plume sends a column of red-hot lava and half molten rock
   shooting into the air. Creatures within the area suffer the combined
   effects of the fire and earth plumes, without the danger of becoming
   trapped. However, creatures remaining on its apex continue to take full
   fire-plume damage unless they leap free. It does double damage to
   water-based or air-based creatures.
3. Ooze. This plume is a colossal stream of mud and slime. It has the
   negative side effects of a water-plume (filling the area with ooze), and
   does 6d4 impact damage. Creatures who make a saving throw are thrown
   clear (from 50 feet up), but those who fail are entrapped in the stream
   of ooze (which is less rapid than the water-plume). Entrapped creatures
   must make a Constitution check at -5 each round or take 2d6 drowning
   damage. It does double damage to fire-based and air-based creatures.
4. Smoke. This plume is a gale-force blast of smoke. It has the throwing
   damage potential of an air-plume, but begins to fill the area with thick,
   black smoke. In an open area, the smoke rises and simply creates a huge
   cloud of smoke in the sky, but in an enclosed space, it fills a 15x15-foot
   area with smoke per round, which spreads as far as possible.
   Smoke-filled areas may cause blindness and suffocation (see the Manual
   of the Planes for smoke inhalation). It does double damage to water or
   earth-based creatures.

76-85. Quasi-elemental plane (positive). Roll 1d4 to determine which:
1. Lightning. This plume is a massive column of crackling lightning, which
   emanates a strong smell of ozone upon its appearance. Any creature takes
   8d8 electrical damage if hit by it. It knocks a creature back up to 15
   yards (depending on size) if they are caught near its centre, with a
   clap of thunder and 4d10 extra electrical damage. It does no damage to
   electrical beings, but can do double damage to metallic, earth-based, or
   water-based creatures. It is transmitted by 2d6 arcs to any large source
   of metal or magnetism (anything larger than a longsword) within 20 feet
   of its area.
2. Minerals. The plume is a huge agglomeration of multi-hued crystals and
   minerals. It impacts as an earth plume, albeit with an extra 1d20
   cutting damage from sharp angles, but a creature failing their saving
   throw must save again versus polymorph or otherwise become petrified. It
   does no damage to crystalline or mineral creatures normally, but does
   double damage to air-based or particulate (dust or sand) creatures.
3. Radiance. This plume destroys mindless undead or shadow creatures, and
   does double damage and turn any greater creatures of these types. Normal
   creatures caught in it are blinded for 5d10 rounds and take 3d10 burn
   damage. It emits shimmering, multicoloured light out to a 10-yard
   radius. It does no damage to creatures of light or radiance.
4. Steam. The plume has the throwing damage potential of an air plume, but a
   creature failing a second Constitution roll pass out from heat
   exhaustion, taking 4d8 extra damage. It emits 15x15 feet full of steam
   per round (which does not retain the immense heat as above). It does no
   damage to mist or vaporous creatures normally, but does double damage to
   flame (not purely heat-based) creatures or to cold (not purely
   water-based) creatures.

86-95. Quasi-elemental plane (negative). Roll 1d4 to determine which:
1. Ash. The plume has a chance of entrapping a creature as an ice plume, but
   does not cause cutting damage. It has identical cold properties (due to
   its heat-leeching effect) and does 2d8 impact. It lowers the temperature
   in a 12-yard radius by 40 degrees F every round (except the caster's
   body temperature). It does no damage to ash-based creatures, but does
   double damage to flame or heat-based creatures.
2. Dust. The plume simply does 3d20 deterioration damage to anyone caught in
   it. Fine dust spreads over a 140-foot area nearby, possibly obscuring
   vision. Prolonged contact with solid material breaks down 6 cubic yards
   of such per round, leaving behind only fine dust. It no damage to
   particulate (sand or dust) creatures normally, but does double damage to
   crystalline, rock, or earth-based creatures.
3. Salt. The plume does damage as a minerals plume, except that creatures
   failing their saving throw versus polymorph take 2d10 desiccation damage
   from water loss. If organic materials are left in contact with it, the
   plume desiccates them completely in 1 round. It does no damage to salt
   elementals normally, but does double damage to water-based or liquid
   creatures.
4. Vacuum. The plume sucks everything within 8 yards towards its centre with
   a Strength of 20. Creatures caught within it upon formation suffer 7d6
   decompression damage. It sucks fifteen 1-yard squares per round full of
   air into oblivion, creating gale-force winds and having worse effects in
   enclosed spaces. It does no damage to creatures of vacuum normally, but
   does double damage to air-based creatures.

95-00. Strangeness. A border planar, positive or negative material planar,
       outer planar, or demi-planar plume. The DM must determine which plane,
       and what exactly the energy from the selected plane will do.

The material component is a pot containing residue collected from slain
creatures from three separate planes.


Deflect Magic Weapon Attacks (Abjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

This spell is similar to the 5th-level deflect normal weapon attacks
with the following exceptions: the forcefield's Armour Class is 2 and it
has 7 HP per level of the wizard. It affects all attacks made via a
magical or non-magical melee or missile weapon. A non-magical weapon
cannot affect or penetrate the barrier in any way. If a magical weapon
strikes the barrier, the target's saving throw (to determine penetration
or deflection) has a penalty applied to it, equal to the bonus of the
weapon (i.e. a weapon, +2 that scores a hit on the barrier inflicts a -2
penalty on the protected creature's saving throw). Also, if a magical
weapon is reflected back at the attacker (when the barrier is not hit),
the weapon bonus is not applied to the reflected attack.
In addition to its other powers, this spell may affect magic missile
attacks. It does not automatically negate them as a shield does, but
causes the attacker to make a to-hit roll against the barrier. If the
attack succeeds, the barrier automatically takes damage (the recipient
earns no saving throw); if the attacker fails to score a hit, the magic
missile has no effect. Other spells will pass through the barrier,
without affecting it. The material component for this spell is a
powdered black sapphire which is consumed when the spell is cast.


Delayed Blast Snowball (Evocation)

Range:  100 yards + 10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  20-yard radius sphere
Saving Throw:  1/2
Author:  Unknown

This spell creates a snowball (q.v.) with a +1 on each of its dice of
damage. The spell will not release its burst for one tenth of a round up
to 5 rounds, according to the command upon casting. In other respects,
this spell is the same as the 3rd-level snowball (cf. delayed blast
fireball).


Detect Individual (Divination)

Range:  10 yards per level
Components:  V, S, M
Duration:  2 hours per level
Casting Time:  7 rounds
Area of Effect:  One specific creature
Saving Throw:  None
Author:  Max Becherer 

This is actually not so much a spell as it is a class of spells. Detect
individual spells are keyed to detect the presence and location of one
specific being, and must be researched as new spells for each being. To
successfully cast detect individual, a piece of the being is required.
This spell will penetrate nearly all forms of invisibility or
non-detection.
When found, 95% of the time, the characters will happen on a spell
written for some being. 5% of the time, a set of guidelines and notes
will be found which can cut the research time in half.


Devolution (Alteration, Divination)

Range:  10 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  Special
Area of Effect:  One creature
Saving Throw:  Special
Author:  William T. South 

This spell is capable of returning a creature down the evolutionary
scale to a form which would be considered a base ancestor of the
creature. It can only be cast in a laboratory situation where the caster
has no outside influences and the creature is constrained or confined.
The spell scans the creature for any and all aspects which can be
described as a product of evolution or environment in any form, whether
normal or magical. This includes Strength, Intelligence, Wisdom,
Constitution, Dexterity, organizational habits, activity level, diet,
alignment, natural Armour Class, movement speeds and forms, Hit Dice,
natural fighting skills (THAC0, number of and attacks and the damage per
attack in game terms), special attacks, special defences, magic
resistance, size, grow patterns (for example, a frog begins as an egg,
becomes a tadpole, polliwog, and finally a frog), and spellcasting
ability. Also, the caster is able to determine what the lowest base form
of the creature would be like if all abilities were reverted back to the
most common ancestor of a varied species. So, all dragons would
eventually become some prehistoric lizard, horses would become miniature
prehistoric ponies, etc.
The casting time is one round plus one round for every single item
listed above which the wizard would like to discover (though DMs may
want to expand on this). During this time no saving throw is allowed to
avoid the analysis of the creature in question, although, the creature
must be held in relative security so that the wizard will not be
disturbed by any distractions during the casting. An initial check
against any magic resistance either avoids the entire spell or allows it
to function.
At the end of the analysis the wizard may force the creature to revert
back to a base form of its evolutionary scale. However, the surgical
abilities of this spell allows the wizard to selectively alter the above
listed aspects of the creature to conform to his analogy of what he
would like removed. For example, if a wizard somehow captured an adult
dragon and was able to analyze it, he would reduce its strength to that
of a small lizard, but then he would have the problem of a multi-tonnage
creature who was unable to life its own weight unless he also reduced
its size. The caster is able to alter 1 aspect for every 3 levels of
experience at a rate of 1 per round. Any interruption of the spell
during the alterations leaves the creature at the state it retained in
the previous round. The creature in question receives a saving throw
versus spell every round a reversion is attempted (although, saving
throws based upon Hit Dice may change during the casting of this spell).
Success versus a change in one round does not prevent the wizard from
attempting the same change the next round.
Surgical removal can be very selective. Ability scores may only be
lowered and reversions should never change more than a single aspect or
attribute per round. Movement requiring wings may be stripped in one
round, but the wings would take another round to remove. Ability scores
can be reduced by 1 per round. Size may be reduced by a maximum of 10%
per round. Hit points could not be affected, though Hit Dice could,
therefore lowering the hit points of a creature. Claw attacks could be
altered so as to cause a mere 1 point of damage per strike, or removed
altogether (the creature simply forgets the attack form ever existed).
The spell makes no moral alterations and cannot change attitudes
concerning a certain idea. But, alignments can be altered one step per
round towards a neutral aspect. The final product does not register as
being a polymorphed creature (it is a true creature of the form it now
embraces) and as such is unaffected by dispel magic. Devolution can also
tell if a creature has been the target of the 7th-level evolution spell
or any other genetic advancing spells. It may be used to specifically
counteract these effects, essentially returning a creature to its normal
state. DMs should be free to play with the sanity of experiment
subjects.
The material component of this spell is a vial of aqua vitae (the
essence of life), which can only be made by a master alchemist. Aqua
vitae may be purchased at the nominal price of 10,000 gp per vial due to
its rarity and usefulness in creating artificial life forms. Laboratory,
for means of this spell, simply means a non-combat situation. The source
of this spell is the Telnorne Mageocrat.


Dheryth's Energy Net (Evocation)

Range:  10 feet + 1 foot per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  None
Author:  Jim Gitzlaff 

Note that the casting time of this spell is 3 tenths of a round, not
just an initiative modifier of 3.
When this spell is cast, the wizard spreads apart his hands, and a
brilliant net of positive energies streaks forth to engulf the target.
Damage is equal to 1d6+1 point per level of the wizard, with no saving
throw allowed. Furthermore, the target is stunned for the rest of the
round. The maximum number of dice is 16.


Dheryth's Spell Analysis (Divination)

Range:  20 feet
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1 turn
Area of Effect:  One object or 12-foot cube
Saving Throw:  None
Author:  Jim Gitzlaff 

When spell analysis is cast on an object or area, it lets the caster
determine what other spells are operational there. In order to correctly
identify each spell that is in effect in the area being analyzed, the
caster must make a successful Intelligence check. Thus, if there were
three spells in effect in the area in question, the wizard would have to
make three Intelligence checks. If he were to make two of the three
rolls, he would learn about two of the three spells. The Intelligence
checks are modified as follows:

Two to four different spells           +1 to roll
More than five different spells        +2 to roll
Non-detection type spell               +3 to roll

"Different spells" does not mean multiple spells of the same type. For
instance, seventeen magic mouth spells cast on a single statue would
require 17 Intelligence checks but none would be penalized. But if four
magic mouths and a permanent illusion were cast on the statue, the
wizard would make five Intelligence checks, each at a +1 penalty (only
2 different spells).
"Non-detection type" spell indicates any spell whose primary function is
to make other divination spells work incorrectly - non-detection, mind
blank, screen, etc. This does not include generic abjuration spells like
protection from evil or globe of invulnerability. Multiple non-detection
spells do not have cumulative penalties: each +3 penalty applies only to
the roll for analysis of the non-detection type spell.
If a spell is not successfully analyzed, then the caster knows that the
spell is there but neither learns its name nor its properties. If the
caster makes the Intelligence check but has never encountered the
detected spell before, then he learns its name and its basic effects.
Dheryth's spell analysis will also reveal some basic information about
"triggered" spells in the area. This is limited to simple triggers only
- some examples are listed below:

Simple Triggers                     Complex Triggers
Opening the book                    When an elf opens the book
Entering the door                   Entering the door without saying "ay"

If the trigger is complex, the caster of analysis discovers only the
simplified portion of it. Furthermore, if the spell is a simple timed
one (delayed blast fireball, for example) then the caster learns only
that it is "about to go off" or "far from going off" or something like
this, DM's discretion.
Finally, for spells that have several versions (symbol or glyph of
warding, for example), the caster of analysis may attempt another
Intelligence check at an additional penalty of +1 to determine exactly
which version is active.
The material components of this spell are a tortoise shell and a book,
both of which are consumed in the casting.


Disintegration Protector (Alteration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell offers a touched creature absolute protection from one failed
saving throw versus disintegration per 5 caster levels. The spell lasts
until all protections offered by this spell are absorbed.
The material component a very dense statue of the creature to be
protected.


Disrupt Spellcaster II (Alteration, Metamagic)

Range:  5 yards per level
Components:  V, S
Duration:  1 day per level
Casting Time:  7
Area of Effect:  One spellcaster
Saving Throw:  Negates
Author:  Peter Gourlay 

This is an improved version of the 3rd-level disrupt spellcaster. The
only change is the increased duration. It makes the victim incapable of
casting spells for the duration, one day per level of the wizard. This
spell actually makes spellcasting impossible by disrupting the magical
energy of memorised spells. Thus, the victim could still cast a spell
from a scroll, and innate spell-like abilities are not affected. There
is a saving throw versus death magic to avoid this. The only way to
remove this spell is with a successful dispel magic.


Dissension (Enchantment/Charm)

Range:  10 yards per level
Components:  V, S
Duration:  2 rounds per level
Casting Time:  7
Area of Effect:  30-foot radius
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell causes all those in the area of effect to be filled with
contempt and hatred for all others in that area. Those that save versus
spell are not filled with these emotions, but they might still be the
target of hatred. There is a 75% chance that creatures affected by this
spell will immediately attack their new enemy. Their targets will either
be those most different from them (another race, another class, from
another country or clan, etc.), or chosen at random. These attacks will
continue until all the affected creatures are dead (or one is the only
survivor), or the spell duration ends. Leaving the initial area of
effect does not end the spell. If there is no initial attack, there will
be insults and other slights. This could easily degenerate into
fighting, at the discretion of the DM, depending on other events and the
nature of those affected. For creatures that are normally hostile to
each other, the chance of immediate attack rises to 90%. Lawful
creatures save at +1 versus this spell, as do good creatures. Chaotic
ones save at -1. These bonuses and penalties are cumulative. If those
affected by this spell are directly attacked by another enemy (one that
was not in the initial area of the spell), there is a 50% chance that
they will turn on this new attacker, afterwards resuming their old
attack.


Dissolve Greater Quasi-Elemental (Abjuration)

Range:  30 yards
Components:  V, S
Duration:  Permanent
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  Negate
Author:  Francois Menneteau 

This spell cause a greater radiance, lightning or mineral
quasi-elemental to lose its internal integrity: the lesser
quasi-elemental dies.


Ditan's Demolition (Alteration)

Range:  120 feet
Components:  V, S, M
Duration:  Permanent
Casting Time:  5
Area of Effect:  10 feet per level
Saving Throw:  None
Author:  Ditan

By means of this spell, the wizard may demolish a dwelling as if it
where done by an expert demolition team. Unless the dwelling is magical,
the spell will totally destroy the building. The nice thing about this
spell however is, that when the spell is finished and the dust clears,
all that will be left (nicely stacked and reusable) are the following:
75% of the wood, 50% of all stone, 10% of any metal and 10% of any other
odd structural material.
The material component is a perfectly smooth disc of black onyx which
must be smashed during spell casting.


Ditan's Everdeep Pocket (Alteration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  6
Area of Effect:  One pocket
Saving Throw:  None
Author:  Ditan

By use of this spell, the wizard endows one pocket with half the holding
capabilities of a bag of holding. The pocket has all the abilities and
restrictions of a bag of holding listed in the Dungeon Master's Guide.
The material components for this spell are a pinch of fairy dust, and a
pocket.


Ditan's Minor Nullify (Alteration, Necromancy)

Range:  20 feet + 10 feet per level
Components:  V, S, M
Duration:  1 day
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Ditan

With the casting of this spell, the wielder calls into being a sphere of
negative magic energy. This sphere is then hurled at one creature with
spell casting abilities. Unless a saving throw at -6 is made, the
creature is affected by this spell. If the creature hit is a wizard, the
wizard forgets the spells he had memorised for the day, and cannot seem
to memorise any more for the remainder of the day. If the creature hit
is a priest, they seem to have lost contact with their deity for the
remainder of the day, and cannot cast prayers. The effects of this spell
can only be cancelled by a limited wish, wish, or divine intervention;
dispel magic is not effective against the effects of this spell.
The wizard has a 10% chance of being affected by this spell as well,
since he must hold the sphere before it is launched.
The material component for this spell is a one foot long, one inch in
diameter rod of pure obsidian.


Ditan's Portable Quarters (Alteration, Conjuration)

Range:  Special
Components:  V, S, M
Duration:  1 day per 9 levels
Casting Time:  5 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Ditan

When this spell is cast the wizard enchants one doorknob-shaped gem (of
1000 gp value or more) per five levels of the wizard's experience. Once
the doorknob is enchanted it will remain so for one day for every nine
levels of the wizard, and a number will appear on the doorknob informing
the owner on how many days it will function (this number changes as days
pass).
From this moment on, until the end of the duration of the spell, the
owner of the doorknob may use it to enter a magical room. The owner
simply holds the knob as if it where attached to a door, pushes, and an
outline of a door will appear and the door will open into a 30x30x30
feet room. The room that it opens onto depends on the person using the
doorknob (examples: a male fighter turns the knob and finds a
comfortable room, with weapon cleaning apparatuses, like a sharpening
stone and weapon oil; and weapon stands, while a priestess opens it and
finds a plush, comfortable room, with an altar to her deity and a place
to clean up. All rooms include a bathroom and washing area). The rooms
will never have any magic items in them when created, just normal items.
The owner may have up to two other people in the room at a time. Once
the door is closed the only way to open it again is with the doorknob,
and it will always open at the very spot at which the character entered.
Time passes normally while inside these rooms. The owner may leave
things in this room and they will be safe as long as the spell is in
effect, but if the material is still in the room at the time of the
spell's end, the materials are gone forever. Any person in the room at
the end of the spell's duration will reappear where the door was last
opened or closed.
There is no way anyone can contact or reach someone in a room once the
door is closed, since the outline disappears. This doorknob will only
work for the owner: if it is given away, taken, or stolen, it will not
work.
The material component for this spell is the appropriate number of gem
doorknobs, a pint of dragonblood, and a bit of unicorn horn.


Eldron's Second Chance (Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  2
Area of Effect:  Creature or object touched
Saving Throw:  Negates
Author:  The Wizard 

This spell allows a caster to send an object or creature back in time in
accordance with the below chart. Once in the past, an opportunity to
relive and even alter that portion of his existence is presented. Upon
travel, however, the creature or object returns to the state it was at
that time, ignoring any gains made from that time forward, and any
losses. If what is sent back is sentient, all memory is retained in
spite of this regression and changes can be made. When the time at which
the spell is cast is reached once again, the spell ends and time
continues as normal with the exception of any benefit or curse which has
occurred because of changes made. This spell can be cast on any given
creature only once within a one week time period. Roll on the following
travel table:

   D100 Roll             Travel Result
     01-10               Spell Failure
     11-20              2d8 hours back
     21-50               24 hours back
     51-70           1d10 + 24 hours back
     71-99               48 hours back
      00        48 hours + 1 hour per level back

The material component of this spell is either an hourglass with sand
from limbo (not destroyed in the casting) or diamond dust of at least
600 gp in value which is consumed in the casting.


Electrosphere (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  7
Area of Effect:  3-yard per level radius sphere
Saving Throw:  1/2
Author:  Paul D. Walker 

This spell is a more potent version of the 2nd-level spell shocksphere.
This spell is quite similar in its effects, but the effects are much
more spectacular, and far more deadly.
When this version of shocksphere explodes, the little lightning bolts
are much more powerful, being able to push or throw objects around
during the moment that the spell lasts. Therefore, not all the damage is
caused by the electricity, one quarter of the damage caused is caused by
the force of the blows of the lightning bolts (this means that creatures
with protection from electrical attacks will still take damage from this
spell).
If there is a creature which is the target for the spell, its saving
throw will be at -4 and it will take (2d4 + 1 per level of the wizard)
damage from the lightning when the spell "explodes". All other creatures
in the area of effect will take 1d6+1 damage per level of the wizard in
hit points if they fail a normal saving throw versus spell. If a
creature does fail its saving throw, then all their objects must make
their saving throws versus the worst of either lightning or crushing
blow.
If this spell expands in an area which is smaller than its diameter, it
will conform to the volume it occupies, filling a volume of
4/3 pi x (level/4)3 cubic feet. Refer to the following table for the
volume filled by the spell:

     Level                  Volume
      14                      180
      15                      221
      16                      268
      17                      322
      18                      382
      19                      449
      20                      524

Unlike shocksphere, this spell will do structural damage to any man-made
or natural structure in the area of effect. It will do 1 point of
structural damage to wooden constructions, half that to those of soft
stone, and only one quarter that to those of hard stone per level of the
wizard.
The material components of this spell is a small chunk of flesh from a
blue dragon, or any other similarly powered creature that uses
electricity for its principal attack, and a small wand of gold (50 gp
value). Both these materials disappear after the spell is cast.


Energy Shield (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  None
Author:  Max Becherer 

When cast, this spell will absorb 6 HP of damage per level of the
wizard. The spell will protect against all spells which inflict direct
(hit point) damage, and physical attacks. Gases and magics which do not
directly harm their victims (charms, polymorphs, etc.) are unaffected.
For magics which slay instantly, such as disintegrate and death spell,
subtract the recipient's maximum hit points from the energy shield. If
the shield cannot absorb them all, the recipient suffers the remainder
in damage.
The material component is a miniature adamantite shield with a diamond
set in the centre worth not less than 3000 gp. This shield is lost in
the casting.


Evolution (Alteration, Divination)

Range:  10 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  Special
Area of Effect:  One creature
Saving Throw:  Special
Author:  William T. South 

This spell is used to advance the target up the evolutionary scale of
development, whether real or imaginary. It can be only cast in a
laboratory situation where the caster has no outside influences and the
creature is confined or constrained.
The spell will scan the creature for any and all aspects which can be
described as a product of evolution. This includes Strength,
Intelligence, Wisdom, Constitution, Dexterity, organizational habits,
activity level, diet, alignment, natural Armour Class, movement speeds
and forms, Hit Dice, natural fighting skills (THAC0, number of and
attacks and the damage per attack in game terms), special attacks,
special defences, magic resistance, size, grow patterns (for example, a
frog begins as an egg, becomes a tadpole, polliwog, and finally a frog),
and spellcasting ability. Also, the caster is able to determine what
intrinsic capabilities could be improved to change the creature through
an advancement of possible evolutionary development. This means that
lizards could become dragons (of a sort), ponies could become horses,
horses could become griffins, hippogriffs or pegasi.
The casting time is one round plus one round for every single item
listed above which the wizard would like to discover (though DMs may
want to expand on this). During this time no saving throw is allowed to
avoid the analysis of the creature in question, although, the creature
must be held in relative security so that the wizard will not be
disturbed by any distractions during the casting. An initial check
against any magic resistance either avoids the entire spell or allows it
to function.
At the end of the analysis the wizard may force the creature to move
forward upon a possible evolutionary scale which could alter or develop
characteristics not previously owned. The possible changes are
immeasurable. DMs need to assure that changes are built upon a
reasonable framework. While giving a bird the powers of a phoenix may be
nice, unless the wizard has prior specific knowledge of a phoenix's
extraordinary powers (through use of this spell's analysis) he has no
chance of duplicating the abilities. The caster is able to alter 1
aspect for every 3 levels of experience possessed at a rate of 1 per
round. Any interruption of the spell during the alterations leaves the
creature at the state it was in on the previous round. The creature must
make a successful saving throw versus spell against the change as it
happens: each change requires a saving throw. Success versus a change
does not mean that the wizard cannot try the same change the next round.
Using the bird for an example, let's say that we have a large bird that
normally fishes for its food by diving at the water for fish. Based upon
the imaginary possibilities we could give the bird the ability to breath
water or flight through water to make fishing a little easier. The
wizard would have to effect two separate changes to achieve both
effects. Now, if we had a human subject that lives in a faerie woodland
we could give him the ability to use aspects of other creatures in the
woods. If we knew that the dryads in the woods had the ability to plant
door we could even apply this ability to the human in question. If we
changed a horse into a pegasus, though, simply giving it wings does not
give it the ability to fly. That instinct requires another aspect slot
to be used.
Changing a creature does not necessarily cause it to be charmed or
enthralled by the caster. Even if you turn it into a slobbering idiot or
a genius the creature will not automatically become loyal to the caster.
Although, an inventive wizard could make the creature fixated with a
ritual or concept which would make the wizard the central aspect of the
creature's heritage (such as a totem or deity), thereby assuring the
creature is predisposed rather well to the wizard's commands.
This spell can also tell if a person has been the target of the
7th-level devolution spell or any other genetic retarding or decreasing
spells. It may be used to specifically alter the effects, essentially
returning the creature to a normal state. Also, no ability score may be
raised more than 2 points above the previous racial maximum and never
more than a score of 20.
The material component of this spell is a vial of aqua vitae (the
essence of life), which can only be made by a master alchemist. Aqua
vitae may be purchased at the nominal price of 10,000 gp per vial due to
its rarity and usefulness in creating artificial life forms. Laboratory,
for means of this spell, simply means a non-combat situation. The source
of this spell is the Telnorne Mageocrat.


Eye of the Beholder (Evocation)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  Special
Saving Throw:  Special
Author:  Unknown

In order to cast this spell, the wizard must have in his possession an
eye stalk from a beholder. The stalk is pointed at the intended victims,
and after the incantations are complete, one of 10 possible effects
shoot forth from the eye stalk towards the targets. The exact result
(including saving throws, range, duration, etc.) are determined at
random from among the 10 functions of a beholder's eye stalks, as given
in the Monstrous Compendium. The eleventh eye function (anti-magic ray)
is never one of the spell results.
The only material component for this spell is the eye stalk, which is
used up when the spell is cast. In order to achieve different effects,
an eye stalk from a spectator, gauth, or an eye of the deep may be
substituted for the beholder's stalk.

Feather Fall Field (Alteration)

Range:  0
Components:  V
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  10-yard radius
Saving Throw:  None
Author:  Kenneth C. Jenks 

When this spell is cast, a magical field surrounds the wizard and moves
with him. This field slows free-falling or free-flying objects as per
the 1st-level feather fall, subject to a weight limit of 2000 gp weight
plus 2000 gp weight per level. This spell will affect all missiles,
including giants' boulders, but weight beyond the maximum limit will not
be affected.


Feldegast's Alter Appearance (Alteration)

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

This spell alters the caster's appearance, but the change is a permanent
alteration: the change is not illusionary. Dispel magic will not change
back the appearance. Note that this never changes the character's
Comeliness, if this optional statistic is used.


Fellstar's Flame Fog (Evocation)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  7
Area of Effect:  40-foot wide, 20-foot high, 20-foot deep cloud
Saving Throw:  1/2
Author:  Fellstar

This spell creates a fog resembling that produced by a cloudkill; the
cloud may be created up to 10 yards away, and moves 10 feet per round as
directed by the caster. Strong winds will move the cloud in another
direction, but will not disperse it, nor will they move the cloud back
towards the caster. Thick vegetation will break up the cloud in 3
rounds. The fog itself is not harmful, and has no other effect besides
obscuring vision. During any round after the spell is cast, the caster
may ignite the fog with a single word. When this is done, the entire fog
cloud becomes a roaring sheet of flames inflicting 5d10 points of
damage, plus 1 point per level of the caster (up to a maximum of
5d10+20) to those caught inside. A successful saving throw versus spell
reduces the damage by half. Those victims who fail their saving throws
must roll for all their possessions versus magical fire; those items
that fail their saving throws are destroyed.
If any type of fire comes into contact with the fog cloud, it ignites
immediately; if a fireball or similar spell is cast into the cloud, the
damage inflicted is cumulative, and a saving throw for each effect must
be made separately. The material components for this spell are several
strands of hair from a cloud giant, and the scales of a red dragon; all
components are consumed when the spell is cast.


Fiction (Alteration)

Range:  Special
Components:  V, S, M
Duration:  1 round
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  Mark the Malkavian 

This spell allows the caster to control the action in a combat round.
Fiction takes effect the round following the casting.
Any person must reroll any rolls they have made during the round if the
caster wishes it. The roll could be anything: THAC0, damage, saving
throws, and ability checks. The caster can only have the person reroll
something once, although he can affect all the rolls made that round.
In all cases, except in instances where the caster wants to reroll a
personal toss, the second roll is taken. If the caster wishes to reroll
one of his own tosses they pick which result they want.
The material component is a leaf that is showing its autumn colours.


Flesh Box (Alteration, Necromancy)

Range:  0
Components:  V
Duration:  Permanent
Casting Time:  7
Area of Effect:  Item touched
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell enables the caster to store an item of smaller size than he
inside of his body. The item remains unusable and ineffective while
stored this way. Only one object can be stored at any time. Reduction in
size of the body past that of the item size will kill the caster. Only
the caster can remove the item.


Fog of Nightmares (Illusion/Phantasm)

Range:  10 yards per level
Components:  V, S
Duration:  2 rounds per level
Casting Time:  7
Area of Effect:  One 10x10-foot cloud, 30 feet high
Saving Throw:  Special
Author:  Peter Gourlay 

This spell creates an area of heavy fog where the nightmares of the
victims are given form in much the same manner as shadow monsters and
phantasmal killers. The fog blocks all sight (as darkness) and
infravision. It is heavy and magical; wind does not move it and fire
will not burn it away. It automatically extinguishes normal fires in the
area.
Those in the fog must save versus spell or suffer feelings of dread and
fear. Any under these feelings suffers -2 to-hit and damage. As well,
anyone trying to leave the fog must save versus spell at -3 or become
disoriented and wander around for another round. There is a 75% chance
on each round (starting on the first) that a monster will attack a
creature in the fog (rolled individually for each creature). This
monster is either a phantasmal killer (25%) or a shadow monster (Hit
Dice equal to 1/3 the caster's level, rounded up; the caster can choose
the form of the shadow monster). New shadow monsters can be of different
types.
Shadow monsters and phantasmal killers will leave the fog, but no new
monsters will attack the victims unless they reenter the fog.


Gate Lesser Fiend (Conjuration/Summoning)

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

This is the first of a series of risky spells developed to try and
harness the power of the fiends of the lower outer planes. Obviously,
any spell dealing with these evil creatures entails a good deal of risk
and the potential for controlling a lot of power. With this spell, the
wizard can gate in a number of lower-powered fiends. These fiends get a
saving throw (with a -2 penalty). Magic resistance is not effective
against this spell. If the saving throw is successful, then they are
free willed and will attack the wizard and his allies. If the saving
throw is failed, then they will obey the wizard. However, before the
spell is ended, the fiends must kill one creature each, or they will
remain behind at the end of the spell's duration, and become free
willed. Fiends with an average or higher intelligence or 5 or more Hit
Dice must kill an intelligent humanoid creature (human, demihuman or
human-sized goblinoid). If the wizard attacks the fiends, they
automatically become free willed. Fiends always can defend themselves
against attack. Because this is a gate, not a summoning, dispel magic
will not send the fiends back where they came from; a dismissal or
similar spell is required. Gated-in fiends cannot use their gating
abilities. They can perform tasks other than fighting if the wizard
requests this. The following types of fiends can be gated in with this
spell: 3d10 lemure (they collectively only need to kill one creature to
avoid becoming free willed), 3d12 nupperibo (they too only collectively
need to kill one creature), 2d6 spinagon, 3d10 manes (they collectively
need to kill one creature), 1d6 rutterkin. Free willed fiends are
automatically expelled from the prime material plane after 10 turns.
Casting this spell is an evil act, and will result in a change of
alignment for good or neutral wizards.
The material component for this spell is a holy symbol from any good
faith (minimum value 500 gp; it must have been made by that faith) which
is broken as the spell is cast.


Gem Store (Alteration, Enchantment/Charm)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 week per level
Casting Time:  1 turn per 100 pounds
Area of Effect:  100 pounds per level, or 10 cubic feet per level
Saving Throw:  Special
Author:  Kai Rottenbacher 

This spell causes unliving, non-undead, non-animated material of any
kind to be reduced in size and to be transported into a gem. No material
with any intelligence nor any kind of animating or life force may be
contained within the gem. Any material can be stored at any time that
the wizard has the gem in hand (the gem must still have the required
capacity) and the wizard has read gem active. If all these requirements
are met, the wizard may add to or take from the gem anything he desires.
This gem contains the material in its structure. It is not in itself
magically stored. It thus cannot be changed by dispel magic, anti-magic
shell, or Mordenkainen's disjunction. If the gem is somehow destroyed or
alter significantly, the items inside it will be destroyed. The gem can
only be accessed by someone with a read gem active. The gem can hold a
maximum of 1 pound per gold piece. If its "volume" is too small to
contain a caster's ability, it shatters. If the duration of the spell
runs out the structure of the gem changes back into its normal structure
over the course of 1 week per 100 gp worth. Any items in it are
destroyed after it has changed back over half of its worth.
If the gem is not filled to capacity, there is a chance that items
stored within it will not be destroyed if the gem is altered or
destroyed. This chance depends on the state the gem is in and on the
amount of space still left within the gem. The chance is a base 100%,
minus 1% per percentage of storing ability used, minus 1% per fragment
of the gem (two large pieces -2, many small splinters probably -2000%).
The material components are two gems of the same kind, size, price,
colour: everything. One gem then has to be enlarged with an enlarge
spell. The gem has to be cut in half, hollowed out, and one half filled
with enough potions of reduction to be completely filled. For every
100 gp worth, one potion is required. The gem the has to be sealed with
ultimate glue. Once this is done, the whole gem has to be reduced again
to its original size. Now it can be used as a material component for the
actual storing gem.


Impregnate (Necromancy)
Reversible

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Mario R. Borelli 

This spell creates life and, according to some mythos, a new soul, in a
creature capable of bearing young. Its reverse, abort, destroys unborn
life. The casting of these spells upon a male, though theoretically
possible, would produce unpredictable effects, although male pregnancy
is not impossible. Casting this spell on an undead is rumoured to result
in the gruesome death of both undead and caster. Both of these spells,
especially abort, are highly controversial both for good and for lawful
creatures. The material component for both is an arrowhead dipped in
rabbit's blood.


Improved Alacrity (Alteration, Metamagic)

Range:  0
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  7
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell is an improved version of alacrity. It reduces the casting
time of all spells up to and including seventh level by half (round down
if an initiative modifier unless below 1). Casting times of 1 round are
reduced to an initiative modifier of 5; casting times of more than 2
rounds are halved with any fraction giving the modifier in the last
round of casting (a 7th-level spell with 7 rounds of casting is
affected, it has 3 full rounds of casting with an additional modifier of
5 in the fourth round). It is not possible to reduce casting times to
zero with this spell, but it might be combined with other time reducing
spells. Any spells up to seventh level cast during the duration of this
spell are affected by the reduction of casting time. It is not possible
to affect more than one spell per round with this spell. Thus, even if
speed casting is used, only one of the two spells may be reduced in its
effective casting time (but it might be halved and then reduced by 2 for
the speed casting).
The material components is one hour glass which was created by mistake
so that its sands run a lot faster than normal (lets say by a factor of
10 minimum). This hour glass has to be made from diamonds so it costs no
less than 5000 gp.


Improved Conjure Elemental (Conjuration/Summoning)

Range:  60 yards
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  3 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This is an improved conjure elemental designed to lower the risks of
that spell. In most respects, it is similar to the 5th-level spell.
However, the elemental will have 12 HD, and there is only a 1% chance
per round that the elemental will break free of its control. As well,
the wizard can maintain concentration even if wounded or grappled if he
can save versus breath weapon. Finally, every three rounds the wizard
can cast another spell and still maintain control of the elemental.


Increase Helm Power (Alteration)
Reversible

Range:  10 feet
Components:  V, S, M
Duration:  1 day per level
Casting Time:  3 rounds per additional ton of ship
Area of Effect:  One ship's helm
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell causes the towing capability of a helm to be increased. The
casting time is dependent on the ship's weight in tons which exceed the
normal towing capacity of the helm. It is possible to increase the
towing capacity of a helm by multiple castings of this spell (at once or
in sequence does not matter). Thus, it would be possible to
significantly increase the towing capacity of a helm. Thus, if a casting
time of 3 hours were to be used it would be possible to increase the
towing capacity of a minor helm to 110 tons (20 tons per hour). It does
not increase the helm's speed.
The reversed spell, decrease helm power, causes the towing capacity of
a helm to be reduced by 1 ton per three rounds casting time. If the
towing capacity of the helm falls below the ship's tons it does not
function. It can be dispelled with a dispel magic.
The material component is the bone of a giant and a potion of giant
strength for each ton of ship to be increased. For the reverse, a scroll
with one enfeeblement spell per ton is needed. 


Invulnerability (Abjuration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  7
Area of Effect:  The caster
Saving Throw:  None
Author:  Peter Gourlay 

This spell protects the wizard from all forms of weapons. The
spellcaster is totally immune to non-magical weapons. Magical weapons
only inflict damage equal to their plus, no strength or specialization
bonuses apply. Natural weapons (claws, bite, etc.) inflict -3 hit points
per die of damage (with a minimum of one point). This spell offers no
protection against spells or special attack forms, or even weapons
created by spells (Mordenkainen's sword, for example). The material
component of this spell is a normal metal weapon of any sort.


Item Protector (Abjuration)

Range:  10 feet
Components:  V, S, M
Duration:  Special
Casting Time:  7 rounds
Area of Effect:  One person's items or one item
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell offers items carried by someone the possibility to survive
any failed saving throws as long as this spell is in effect. It offers
protection for one failed saving throw per 2 levels of the caster. It
includes all effects of saving throws like those against fireball,
lightning bolt, disintegration, meteor swarm, crushing blow or any other
saving throws which the carrier fails to save against except dispel
magic, Mordenkainen's disjunction, and sphere of annihilation. The
effects above have their normal chances to affect or destroy the items
as usual.
The spell may also be used to protect items which are not carried by
someone. In that case the spell has to be placed on the item directly.
It cannot benefit from additional protection by an additional casting of
this spell on the caster (if the item is protected, it does not gain the
protection of the spell on the carrier, but it still has to save only
when the caster fails to save). If the spell is cast on an item
directly, it protects from one failed item saving throw per 7 levels of
the caster (two at fourteenth to twentieth level, three at twenty-first
to twenty-seventh level, etc.). Once these protections are used up the
item will not receive additional spells of the same kind for one month
per failed saving throw.
The saving throws are used up one by one by failed saving throws. The
items do not need save if their carrier saves unless the spell or effect
normally requires them to save (the carrier falls 500 feet which causes
all items to save versus crushing blow).
Both types of the spell last until the last protection is used up or
until 100 days per caster level have passed.
The material component is a perfect sphere of adamantine with no hinges
which contains a single sheet of paper. On this sheet are written all
the items which are to be carried and protected by this spell. This can
be done even with conditions under which new items may be picked up by
the carrier so that they are also protected. This paper has to be
written in the freshly taken blood of the caster (or the carrier) as the
spell is cast. Thus, it is a very rare spell to have around during the
normal adventuring time.


Jadwin's Deceiving Forgery (Illusion)

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

By means of this spell, the wizard may disguise his mental signature to
be identical to another wizard's. All in-place spells react to the
wizard as if he were the other wizard. For instance, the wizard would be
able to pass through another's wizard locked door, or use another's
passwall. The wizard would even be able to travel through a priest's
glyph of warding or forbiddance, provided that the password is known.
Note that some in-place spells such as prismatic sphere are not designed
for access by two persons. Powerful, in-place, wizard specific spells
will not be fooled by the forgery if their real wizard is present. While
this spell allows the wizard to walk into another one's unoccupied
prismatic sphere, should the wizard attempt to enter an occupied sphere
the attempt will fail, resulting in the wizard taking the full
consequences of such an attempt. The caster of the prismatic sphere will
never have a problem entering, however if the caster of the sphere
enters after the caster of the forgery, the sphere will no longer be
deceived by the forgery. If the caster of the forgery then comes in
contact with the sphere he will take the full consequences.
Less powerful, in-place, wizard specific spells either are not specific
enough to exclude two mental copies of the wizard or will refuse the
second access attempt even if it is the caster of the original spell.
This spell does not foil active detection spells such as know alignment
and true seeing, only in-place ones. Also, the wizard is not recognised
by his own in-place spells for the duration of the forgery.
The material component of this spell is an ivory plaque on which is
inscribed the name and magic symbol of the wizard whose aura is to be
duplicated.


Jamye's Flesh to Toast (Alteration)

Range:  10 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  Negates
Author:  D.J. McCarthy 

This spell turns the flesh of any creature affected into a golden-brown
piece of hot yummy toast. Only the victim is affected; anything the
victim may be wearing (or non-organic items ingested) will not be turned
into toast. The resultant toast is subject to any forces normal toast is
subject to (slicing, buttering, eating, whatever). One cubic foot of
toast will satisfy the appetites of four humans, although they may get
tired of toast way before then.
The material components of this spell are a small pat of butter or cream
cheese, and 1 foot of steel wire. The steel wire will not be consumed in
the casting.
Note that this spell is not reversible. The effects can only be
countered with a wish or limited wish.


Jamye's Improved Armour Reversal (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level, minus 7 rounds
Casting Time:  7
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  D.J. McCarthy 

This spell is an improved version of the 5th-level Jamye's armour
reversal. With this spell, bonuses to-hit by the attacker are added to
the die roll (thus working against the attacker) instead of subtracted.
For example, a 10th-level fighter attacking an AC 5 wizard with improved
armour reversal would need a die roll of 5 or less to hit the wizard; if
the fighter had a Strength of 17 (+1 to-hit) and a +2 weapon, he would
now need a die roll of 2 or less (5 minus 1, minus 2) to hit the wizard.
This spell also affects missile weapons in the same way it affects melee
weapons, unlike the 5th-level spell. Also, whereas armour reversal can
be dispelled by a subsequent casting of improved armour reversal on the
same subject, improved armour reversal cannot be so dispelled by the
weaker spell. If armour reversal is cast upon the subject of a previous
improved armour reversal, the armour reversal is wasted and has no
effect.
The spell components for this spell are a small magnet, a piece of black
silk of no less than 20 gp value, and a diamond of no less than 250 gp
value.


Jimmy's Ultimate Sight (Divination)

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

This combines wizard sight, read magic and detect magic. The wizard can
detect auras of spell casters and enchanted objects normally visible to
the wizard, and can detect through one foot of stone, inch of metal and
yard of wood. Any visible magical writing may be deciphered. The wizard
can see whether anyone is casting any spells and gain information on the
spell being cast as well. For example, he could determine the potential
and power of a wizard's aura, whether it is a cleric or mage (or
specialist priest or wizard), school and sphere, etc. The wizard's eyes
become blue and show up as magical.


Kiri's Mega Magic Missile (Invocation/Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One or more creatures
Saving Throw:  None
Author:  David Kelk 

In all respects, this is the same as the 1st-level magic missile, except
that an unlimited number of missiles can be created and fired at
multiple targets (cf. Snilloc's major missile in the Forgotten Realms'
Handbook).


Kiri's Spell Container (Alteration, Metamagic)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  Item touched
Saving Throw:  None
Author:  David Kelk 

The purpose of this spell it to turn an item (a cloak pin, for example)
into a container for a second spell. The second spell must be cast while
the container still persists or it will fade away and be wasted. After
the second spell is cast, it becomes "trapped" inside the enchanted
container. It can be released any time later when the command word is
spoken that was specified during the casting. The released spell is then
under the control of the user of the container.
Note that instantaneous spells like fireball, magic missile, power
words, symbols, etc., cannot be placed in a container.
The material component of this spell is a platinum infinity symbol worth
at least 100 gp. It is destroyed in the casting of the spell.


Korel's Wisdom Beyond Death (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 turn
Area of Effect:  Undead touched
Saving Throw:  None
Author:  Edward Keyes 

This spell imbues a formerly mindless undead (typically a skeleton or a
zombie - free-willed undead cannot be affected by this spell) with
Intelligence. In the casting of this spell, the subject's brain, or the
remains thereof, is removed and replaced with a specially prepared gem.
The crystalline structure of the gem acts as a focus to draw together
and intensify the dark forces already present in the undead, giving it
an Intelligence of its own, determined by the size and perfection of the
gem (see the table below). In no case can the Intelligence of the undead
meet or exceed the caster's Intelligence at the time of casting.
Although the undead has Intelligence, it does not have free will - it is
still subservient to its master (usually the caster). However, the added
Intelligence enables it to remember and carry out more complex commands
and, within certain limits, even display some initiative. The undead
have access to the minds of the countless deceased to some extent, so
other skills appropriate to the Intelligence level can be possessed,
particularly if the living person whose animated body is affected
displayed them.
For example, the animated body of a deceased general would almost
certainly retain an understanding of battlefield strategy if given
enough Intelligence. Likewise, an animated warrior would retain his
fighting prowess, and therefore his original THAC0. Psionic or
spellcasting abilities are not retained, however, since they either
require living flesh or have to be extensively adapted to the new
relation to the negative material plane.

  Gem Value  Intelligence   Skills (cumulative)
     10 gp       1-2        One immediate command
     20 gp       3-4        Command activated by condition
     50 gp       5-6        Simple strategies, like ambush
    100 gp       7-8        Multi-step, conditional commands
    200 gp       9-10       Average servant skills (cook, clean)
    500 gp      11-12       Can command other undead with permission
   1000 gp      13-14       Effective use of mid-sized group
   2000 gp      15-16       Effective command of troops
   5000 gp      17-18       Impersonation of humans
  10,000 gp     19-20       Extremely cunning

In any event, general Intelligence is gained, along with the ability to
speak with a hollow, sepulchral tone (the gem is emitting the sound,
which echoes in the otherwise hollow skull). The undead can perform at
a level given by the table above. They can display initiative within
their orders, but no more: an animated general given the order "take
these troops and defeat that army", would do so to the best of his
ability, utilizing appropriate battlefield tactics. However, he would
not break off the attack to inform his master that the army is actually
composed of allies.
At the higher levels of intelligence, there are rumours that the undead
gain levels of self-consciousness. They are forbidden by the spell from
disobeying their orders in the slightest or taking actions not supported
by orders, but they can use badly formulated orders to the disadvantage
of their master. In the former example, for instance, a very intelligent
undead general might order his troops to concentrate on the leaders of
the friendly army, knowing them to be friends of the caster.
Nevertheless, the draw for necromancers to create such undead is
immense, since they can be given very general commands - a super-genius
skeleton (especially a disguised one) single-mindedly pursuing the goal
of killing a single person can do so in unbelievably cunning ways.
Should the caster die, the undead affected by this spell gradually gain
their own free will, retaining the Intelligence, over a period of one
year. Defeating one of these undead in battle has a 30% chance of
smashing the skull of the undead, therefore destroying the gem in a
backlash of energies. Otherwise, the gem may be extracted and reused.
The material component of this spell is a gem of the appropriate size
that has been soaked in the blood of a creature with at least the
Intelligence desired for 24 hours. Some casters, with compunctions
against killing other sentient creatures, use their own blood, but this
rapidly becomes impractical.


Layla's Seductive Shapechange (Alteration, Divination)

Range:  10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  Special
Author:  A.C. 

This spell discerns the nature of what the victim would consider most
sexually and physically attractive. The spell will make a number of
attempts to uncover this information equal to the level of the caster,
or until the information is procured. Each attempt takes one round, and
the victim receives a saving throw against each attempt. Regardless of
whether or not he makes his saving throw, he will under no circumstances
notice this aspect of the spell.
This information will be relayed to the caster, who may then opt to
activate the second half of the spell, which is to shapechange into the
form the information would dictate. If the caster does not, he may apply
the unused attempts against someone else, or give up the spell. If the
caster does, the new form can be assumed for at most one week per
attempt left.
Example: Layla wishes to infiltrate a party using this spell. She casts
against the Dirdan the fighter first, and he fails his saving throw on
her second attempt. She finds he prefers dirty half-orc women - a really
distasteful idea. Since she is seventeenth level, she has fifteen more
attempts to direct against the rest of the party. On attempt seven, she
finds that Alex the wizard would really like a six-foot tall snow elf
who was wearing black leather. Layla finds this more acceptable, forgoes
her remaining eight attempts, and changes shape into a snow elf. The
spell makes her clothing into black leather (without destroying or
altering any of its previous properties) and makes her staff into a bull
whip. After three weeks, she gets bored of Alex, and ends the spell,
changing back to her normal self. Since she had 8 attempts left when she
decided to change shape, she could have remained a snow elf for five
more weeks, had she wanted to.


Lestat's Legion (Evocation)

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

This spell creates one clone, plus one for every five levels of the
wizard, of the wizard. Each clone has hit points equal to the wizard's
level, and all physical (non-spell) abilities of the wizard. The clones
are completely loyal to the wizard (as their minds overlap in a way,
with his own) and can carry out reasonably complex tasks (DM
discretion). The clones are created wreathed in simple illusions which
mimic the wizard's possessions, though they serve no other purpose, and
can be discarded at the clone's will (as the clone may have real clothes
or the like available). Due to the mental overlap of the clones with the
wizard, while any are within 100 meters of the wizard, the following is
possible:
*  The wizard can communicate telepathically with the clones.
*  The wizard will sense where the clones are, regardless of sight etc.
*  The wizard can cast memorised spells through a clone - the spells are
cast normally, with the wizard himself performing all actions necessary
to the casting (the clone can mimic these if desired), the only
difference being the spell's point of origin, which is a clone (all
effects use that clone as the caster).
*  The wizard can map a clone's senses onto his own, but when doing so, the
wizard's sense that is being mapped over is not available (eg.: if the
wizard maps a clone's sight over his own for five minutes, then he
cannot see through his own eyes for those five minutes).
The material components are a number of pearls (each worth at least
500 gp) equal to the number of clones to be created (the number of
clones created is equal to the number of pearls used, with an upper
limit of one plus one for every five levels of the wizard), and a drop
of the wizard's blood upon each pearl. At the completion of the spell,
the bloodied pearls are flung from the wizard, and where each lands, a
clone forms out of it.


Lestat's Lieutenant (Illusion, Necromancy)

Range:  Special
Components:  S, M
Duration:  1d6 turns + 1 turn per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Lestat

This spell creates a clone of the wizard. The clone has hit points equal
to the wizard's level (eg.: 14 HP for a clone of a 14th-level wizard),
and all physical (non-spell) abilities of the wizard. The clone's mind
overlaps with the wizard's, though the clone's is by no means complete.
The clone can carry out reasonably complex tasks (DM's discretion), and
is essentially an extension of the wizard.
The clone is created wreathed in simple illusions which mimic the
wizard's possessions, though they serve no other purpose, and can be
discarded at the clone's will (as the clone may have real clothes or the
like available). The clone itself is a magical construct, and is
detectable as such in the normal ways (eg., detect magic or true seeing
will reveal its true nature). Due to the mental overlap of the clone's
mind with the wizard's, while within 100 meters of the wizard, the clone
has the following properties:
*  The wizard will sense where the clone is, regardless of sight and the
like (similar to the sense of where one's arm is).
*  The wizard can communicate telepathically with the clone (silently and
accurately convey concepts, as if talking to oneself).
*  The wizard can cast memorised spells through the clone. The spell is
cast normally, with the wizard performing all actions necessary for the
casting (the clone will reflexively mimic the non-material components),
the only difference being the spell's point of origin, which is the
clone: all effects, not including side effects, use the clone as the
wizard ("side effects" include such things as the ageing caused by
certain spells).
*  The wizard can, at will, swap the clone's senses with his own. For
example, the wizard can swap sight with the clone, and see through the
clone's eyes (and the clone would see through the wizard's). The wizard
can of course swap back to his normal sight at will.
The material components consist of a representation of the wizard (a
carved figure or a clay model, for example) coated with the dust of a
crushed pearl (made of a perfectly round pearl, worth at least 1000 gp),
and a drop of the wizard's blood. When the spell is cast, the figurine
is placed where it is to appear, and it transforms into the clone (when
the clone disappears at the end of spell duration, the figurine is
gone).
Optional extension: the spell has a (25 - wizard's level)% chance (with
a minimum of 1%) of creating a sentient clone, i.e.: the clone is under
the control of the DM. The clone is in all other ways the same as a
normal clone, though should the wizard die, the clone will gain full
abilities of the wizard. Sentient clones have the same personality and
memories as the wizard (and thus know the spell effects, the fact that
they will expire, etc.). Basically, a DM can enjoy some interesting
roleplaying here.


Link to the Planes (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 month per level
Casting Time:  1 month per crystal sphere and plane linked
Area of Effect:  One 1-foot per level radius sphere
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell causes a link to a specified plane to spring up. This link
allows the caster full access to the energies of that plane. This spell
even causes the link to extend into the phlogiston. Thus, it would be
possible to access the astral, ethereal, the elemental, or the outer
planes with this spell if the spell caster of these additional spells
are within the area of effect (caution: do not conjure a fire elemental
into the phlogiston: it causes quite big explosions). It is possible to
also access such items as portable holes, bags of holding, etc. in the
phlogiston or on other planes if this spell is in effect. The casting
time states that it takes a casting time of one month per crystal sphere
and plane linked. This means that the shells and planes to be linked
have to be named (and see components below) individually. Thus, if one
shell is to be linked with ten planes, it takes ten months casting time,
ten shells with ten planes takes one hundred months, etc. The effect
causes only the sphere around the caster to be able to access those
planes. If a summoned or conjured creature that cannot normally enter
the plane or the phlogiston leaves the shell they have to make a saving
throw versus death magic each round or be sent back immediately to their
respective planes. Anything not completely inside the shell is
considered to be outside the shell and all effects that happen at this
time are witnessed upon the creature or object.
The material component is the distilled liquefied essence of the plane
to be accessed (astral luminaries, ethereal radiance, liquefied
elemental fire, etc.). In addition, one magic item per shell has to be
destroyed for the link to be brought about. This item has to be
completely immersed into a diamond cylinder which is made from a single
diamond. Then the liquefied essence of the planes has to be added and
the cylinder has to be plugged with a stopper made from a carved king's
tear.


Lizward's Dragonform (Alteration)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  5
Area of Effect:  The caster
Saving Throw:  None
Author:  Lizward

This spell is a modified version of shapechange, except that it is
limited to dragon-like forms only. The dragon-forms created by this
spell will be perfect in all details, undetectable by other dragons, who
will of course, depending on their alignment, either greet or attack the
caster. All attributes of the dragon are as listed in the Monster
Compendium, volume 1, except for Intelligence, Wisdom, and alignment.
This spell allows transformation into any age area except great wyrm.
This spell was devised by a dragon named Lizward for his elf companion
Ditan, may thousands of years ago and has only recently been allowed to
be distributed in the Tower of the Realms.


Llewllynn's Wall of Force (Evocation)

Range:  30 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  7
Area of Effect:  10 square feet per level
Saving Throw:  None
Author:  Llewllynn

This spell is equivalent to the 5th-level wizard spell wall of force
(q.v.) in all respects save one: the wizard is able to manipulate the
force wall. The following variations are possible:
Version 1: the wizard can cast the wall in a hemispherical or spherical
shape around himself with himself as the centre point. The wizard can
then move about and the wall will move with him. This version is tinted
red.
Version 2: the wizard can cast the spell as a wall (2-dimensional
barrier) and then move in a direction with the wall moving 1 to 3 yards
in front of him. The wall will always be in front of the wizard, and
will turn as he turns. This version is tinted blue. Note that this
version cannot be cast horizontally.
The material components for version one are a pinch of diamond dust and
a pinch of ruby dust. The material components for version two are a
pinch of diamond dust and a pinch of sapphire dust.


Lorlovelm's Mistaken Alignment (Illusion/Phantasm)

Range:  0
Components:  S, M
Duration:  1 week per level
Casting Time:  7
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Phill Hatch 

For purposes of magical detection, this spell changes the apparent
alignment of the victim. It can be negated with a successful disbelief
only by someone who knows the victim well enough that they believe
without a doubt that they are of a different alignment. This spell is
not detectable with detect magic, and cannot be dispelled by dispel
magic. Only a full wish can remove its effect before duration ends. The
spell cannot be used on those of demigod status or higher. The material
component is an item from the victim (hair, toenail, blood, etc.).


Luck (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  August Neverman 

This spell gives the person affected a bonus to all rolls of +1 for the
duration of the spell. Rolls include to-hit rolls, saving throws,
ability checks, proficiency checks, etc. Also, the recipient's Armour
Class is improved by one. As material component for this spell various
things can be used, like a four-leaf clover, a rabbit's paw, or a
horse-shoe. The material components are consumed on a roll of 1 on a
six-sided die.


Magic Quench (Abjuration, Alteration)

Range:  5 feet per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  1-foot per level radius sphere
Saving Throw:  None
Author:  Allan J. Mikkola 

This spell creates a sphere that has all the properties of a Forgotten
Realms dead magic area (see the Forgotten Realms Adventures for
details). The area of dead magic is permanent until destroyed (it may
only be destroyed as per a dead magic area). The sphere of dead magic is
non-mobile.
The material component for this spell is a pint of blood from any
recently slain magic using creature. The blood is consumed when the
spell is cast.


Mind Find (Divination)

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

This is an extremely powerful version of true seeing combined with a
form of clairvoyance. Like true seeing, it allows the wizard to exactly
locate people that are displaced, invisible, polymorphed, changed,
enchanted, or masked by an illusion. However, the spell affects the
mind, not the eyes of the wizard, so the wizard can, in addition, see
through fog, around corners, trees, etc. (anything within the 100-foot
radius).
About the only things that will block the penetration power of the spell
are non-detection (the recipient of a non-detection gets a saving throw
to see if the mind find worked), lead walls, or walls of force. The
spell also confers the ability to perceive minds in any direction,
including up or down. Thus, the wizard could locate the mind of someone
80 feet above him and behind him. Needless to say that backstabbing
someone who knows exactly where you are is impossible.
However, this spell cannot locate objects or things without minds, thus
it could not locate anything that had less than zero Intelligence. The
drawback to this spell is that it makes the wizard more susceptible to
mind-affecting spells: save at -2.
The material component of this spell is a whole mind flayer brain.


Muier's Phantom Stalker (Conjuration/Summoning)

Range:  10 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Calvin (Azrael)

This variation on the more common invisible stalker calls forth a
phantom stalker (see the Fiend Folio for information on this monster)
from the elemental plane of fire. The creature obeys and serves the
caster in performing whatever tasks it is assigned, most commonly to
serve as the caster's bodyguard. However, like its cousin the invisible
stalker, the creature resents its servitude and seeks to twist its
master's instructions whenever possible, anxious to return to its native
plane.
There is one explicit instruction inherent in the summoning of the
phantom stalker. If the caster is ever killed with a phantom stalker in
his service, the stalker will immediately vanish, and reappear 1d4 hours
later, having tracked their summoner's killer from the ethereal plane.
The stalkers only gain this ability once their summoner is killed, and
the ability vanishes as soon as the summoner's slayer has been tracked.
The material component of this spell is a piece of clear glass.


Multiply Interstellar Helm Speed (Alteration)
Reversible

Range:  10 feet
Components:  V, S, M
Duration:  1 week per level
Casting Time:  3 turns
Area of Effect:  One helm
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell can be used to increase the interstellar speed of
spelljamming helms. It does not increase the tactical combat speed (it
does not increase the SR). The increase is dependent on the level: x2 at
levels 14-16, x3 at levels 17-19, +1 to the multiplier per 3 levels
above 19.
This spell can be cast multiple times on the helm depending on the level
of the caster. The spell may be cast on the helm once for every full 20
levels (only once at levels 14 to 39, twice from 40 to 59, etc.). The
speed which is multiplied is always the current speed at which the helm
is travelling at the time. It can be made permanent only once on a given
helm, but the temporary version may be cast on the helm as often as
described above.
The reverse, reduce interstellar helm speed, will reduce the speed of a
helm to a fraction of its interstellar speed. This reduction will not be
apparent until the affected ship drops out of its first interstellar
journey in which it was affected and notices that it has not travelled
as far. The speed reduction is a fraction determined by taking the
factor given above and creating the reciprocal out of it. Thus, a
17th-level caster could reduce the speed to 1/3. The helm only gets a
saving throw against this spell if it has been used within the last
hour, or if it is an artifurnace-including artifact. It then gets a
saving throw versus spell like its latest user. If failed, the spell
takes effect; otherwise, the spell is wasted. The spell can be negated
with dispel magic, but there is a possibility of negating the helm for
a while, too. If the helm is freed from this spell by a roll of 20 on
the dispel magic table, then the helm is also affected for the duration
of the reduce interstellar helm speed spell. During this time it does
not produce any locomotive force for the ship.
The material component of the spell is the distilled essence of ten
quicklings per factor. The quicklings must have given up their lives
willingly (without magical or psionic coercion) for the caster. An
additional component is one potion of speed for every factor increase
over the current speed.


Nancy's Quiet Little Fireball (Alteration, Evocation)

Range:  100 yards + 10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  20-foot radius sphere
Saving Throw:  1/2
Author:  Brian Graham 

This spell creates a fireball as the 3rd-level wizard spell, with the
added benefit of silence within the area of effect. The silence
neutralizes the explosive noise of the fireball itself, and lasts for
1d4 rounds after. However, after the silence is dissipated, noise
returns to normal, including cries of those not killed outright by the
blast. This spell was created by an Evoker who often found himself
trying to sneak in the back door. The materiel components of this spell
is a tiny ball of bat guano, sulphur, and a small, muffled, silver bell
worth not less than 100 gp.


Nearthia's Combat Spell (Abjuration, Alteration, Divination)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  7
Area of Effect:  The caster
Saving Throw:  None
Author:  Nearthia

This spell prepares a fighter/mage for combat. It provides the benefits
of the following spells: detect invisibility, fly, minor globe of
invulnerability, protection from normal missiles, shield, and strength.
It also provides 25% magic resistance and 4 temporary fighter levels.
(i.e. +4 to-hit and 40 HP). This spell can only be cast by fighter/mages
(or triple classed characters with both classes). The material component
for this spell is a magical weapon, which is consumed in the casting.


Nearthia's Spell Vortex (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  One vortex around the caster
Saving Throw:  None
Author:  Nearthia

Once this spell is cast, a faintly visible 1d4+6 feet tall vortex
appears around the wizard, centred on his feet. The vortex is a
container for spell energy. It can store up to 1 spell level per level
of the wizard. The wizard may place any spell he wants into the vortex.
He also has a chance equal to his magic resistance of catching a spell
cast at him with the vortex.
After the spell's energy is stored in the vortex, the wizard may use the
energy to fire other spells from the vortex. He may only fire spells he
has "taught" the vortex though (the ones he put into the vortex
himself). Shooting a spell from the vortex may be accomplished once a
round, plus one may be fired at anyone who casts a spell at the wizard
that round. The wizard may do anything except spell casting and still be
able to fire all his spells each round.
The material component of this spell is a small golden box, worth at
least 1000 gp.


Nikki's Berserker (Conjuration/Summoning, Wild Magic)

Range:  100 feet + 10 feet per level
Components:  V, S, M
Duration:  1d10 rounds
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  Steve Bartell 

This spell, created by the wild mage Nikki Kell of Greyhawk, brings
forth a human berserker fighter as the ultimate melee weapon of the
wizard. The berserker will battle endlessly until destroyed or the spell
expires - after which it will just simply vanish from existence. The
berserker cannot be dispelled by any magical means, and cannot even be
dismissed by the wizard. The level of the berserker is determined
randomly: 1d10 + 1 per 2 levels of the caster (round up). The berserker
will have ability scores of 18/00 Strength, 18 Dexterity, 18
Constitution. Intelligence, Wisdom, and Charisma scores are irrelevant,
as the fighter will be in a mindless rage and will not stop or
communicate under any circumstances. Hit points are determined randomly.
The berserker will have a natural Armour Class of 4, with a -1 bonus for
every full 2 levels of the caster up to a maximum total Armour Class of
-10. The berserker will appear with a weapon, which can be decided by
the wizard. The weapon will be a magical weapon, +3, which will
disappear with the berserker. The berserker is immune to all mind
affecting spells and saves at +4 to all other spells. Due the berserker
rage, the fighter gets a +1 bonus to-hit and a +3 damage bonus - along
with magical weapon and Strength bonus.
Of course, there is a catch to this wild magic spell. The berserker will
attack endlessly until the spell expires. If the wizard's foes are
killed before the spell expires, the berserker will turn upon the caster
and his companions. As stated above, the wizard cannot end this spell by
choice, and the berserker cannot be magically dispelled. The material
component is a small, sharp piece of metal.


Noska Trades' Feign Dust (Conjuration, Necromancy)

Range:  0
Components:  V, S
Duration:  3 hours + 1 turn per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Noska Trades

Upon casting this spell the recipient and all his belongings are reduced
to a heap of dust with a skull resting on top. The skull is actually a
conjured one and is not attached to the spell recipient in any way. The
conjured skull may or may not be human, but will always be humanoid (cf.
reincarnation). Feigning creatures are able to smell and hear normally,
but can only see in a 20-foot radius sphere around themselves.
Creatures feigning dust are unaffected by any attack form other than
scattering by magical means (wind wall, gust of wind, polymorph any
object, etc.), which cause 1d6 HP damage per level of the caster of the
scattering spell. Attempts to remove the dust by other means will not
succeed.


Orko's Magic Resistance (Abjuration)

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

Upon the utterance of the spell, the wizard creates an effect that
drastically increases the target's health so that he will be able to
resist the effects of magic. The base magic resistance is 10% + 5% per
level of experience. The effects of the spell are identical to that of
a person that would naturally have the resistance. All rules concerning
magic resistance apply to this spell.
The material component for this spell is a pinch of platinum in the form
of dust.


Orko's Petrifying Gaze (Evocation)

Range:  5 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  7
Area of Effect:  Personal
Saving Throw:  Negates
Author:  Orko

While this spell is in effect, the wizard may use a gaze attack, exactly
like that of a basilisk, against one opponent every round. The gaze is
in addition to normal attacks and requires but 6 seconds to complete.
The victim must save versus petrification or be turned to stone. The
gaze attack extends into the ethereal plane, and the wizard is subject
to the effects of his own reflected gaze.
The material component is an ointment that includes powdered basilisk
scales.


Orko's Spell Extension (Alteration)

Range:  0
Components:  V
Duration:  Special
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  Orko

This spell is similar to the 4th-level spell extension I, except that it
quadruples the duration of 1st- to 3rd-level spells, triples the
duration of 4th- and 5th-level spells, doubles the duration of 6th- and
7th-level spells, and extends the duration of 8th-level spells by 50% of
the indicated duration.


Permanent Charm (Enchantment/Charm)

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

This spell is identical to charm monster, except that only one creature
can be affected, and any creature that fails its saving throw can never
break the spell itself, unless it is abused by the wizard. Permanent
charm can be dispelled normally, and poor treatment of the charmed
creature by the wizard could allow another saving throw. The initial
saving throw versus this spell is at -2 due to its great power.


Phantasmal Force III (Illusion/Phantasm)

Range:  100 feet
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  2
Area of Effect:  5-foot per level radius
Saving Throw:  Special
Author:  Jim Vassilakos 

By use of this spell, the wizard creates an illusion which may attack
all believing creatures within a radius of five feet per level of the
illusion's centre which itself must be within 100 feet of the wizard.
Creatures within this radius must make both a modified Intelligence
check and a saving throw versus spell in order to avoid the illusion's
effects.
The illusion may cause up to 1d8 damage per creature for every round
such creatures are within the radius. The wizard must maintain minimal
concentration on the illusion, being unable to cast spells but able to
otherwise act normally (or abnormally for that matter). Furthermore, the
wizard may move the epicentre of the illusion at will. Finally, the
illusion may persist in a reiterative form for 1d4 rounds after the
wizard breaks off concentration either by leaving the range of the
epicentre or casting spells. The material component for this spell is a
bit of fleece.


Pilpin's Acidball (Evocation)

Range:  100 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  7
Area of Effect:  20-foot radius globe
Saving Throw:  Half damage
Author:  Pilpin

This spell is similar to fireball, except that it causes a burst of acid
in a 20-foot radius globe. Pilpin created this spell for security
reasons in his regular dealings with lower plane creatures.
Creatures within the area of effect will take 1d8 points of damage per
level of the wizard unless they make a successful saving throw, in which
case they will take half damage. Any paper, parchment, or soft metals
within the area of effect are destroyed, other items are allowed a
saving throw. Possessions of a creature that successfully saves are
unaffected by the Acidball. The wizard must have a clear line of sight
to the target area.
The material components are a drop of water and a scale from a black
dragon.


Pilpin's Ravaging Spheres of Fire (Evocation)

Range:  Special
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  One 3-foot radius sphere per level
Saving Throw:  Negates
Author:  Pilpin

This spell is an enhancement of the 2nd-level spell flaming sphere. The
spell creates one burning globe of fire per level of the wizard. The
globes all appear within 30 yards of the wizard and roll in whichever
direction the wizard points, at a rate of 100 yards per round. The
spheres can roll over any obstacle, even a city wall. Combustible
substances are ignited by contact with a sphere. Creatures contacting a
sphere must successfully roll a saving throw versus spell or suffer
2d4 HP of damage. Those within five feet of a sphere must also save or
suffer 1d4 points of damage. A successful saving throw means no damage
is suffered.
The spheres move in the direction the wizard directs, otherwise the
spheres will wander aimlessly. Spheres can be extinguished by the same
means as any normal fire of their size. The surface of the spheres has
a spongy, yielding consistency and does not cause damage except by its
flames. It cannot push unwilling creatures aside or batter down large
obstacles.
If the spell is unleashed on a large source of easily combustible
material (such as a city of at least 50% wooden buildings or a dry
forest) there is a 25% chance that a fire storm will start. A fire storm
will burn out of control for many days until at least 90% of the
combustibles are burned. It will also be so hot that it will melt soft
metals and crack thin stone walls.
The material components are a pinch of sulphur, a bit of tallow, a
dusting of powdered iron, and a live fire dwelling or fire using
creature, such as a fire beetle or fire bat, which must be slain during
casting.


Pobithakor's Placer (Alteration, Divination)

Range:  Special
Components:  S
Duration:  Special
Casting Time:  .5
Area of Effect:  Special
Saving Throw:  None
Author:  Paul D. Walker 

This spell is similar to Pobithakor's tracer, for not only does it allow
the two-way scrying, but the wizard has the additional option of pulling
the scrying creature through the two-way portal right next to the
wizard's current location. The creature gets no saving throw and the
process occurs almost instantly. Unless special measures are taken, the
wizard has no control over the creature when it arrives.
This was another spell used by the paranoid wizard when he felt his
defenses being compromised.


Power Word, Disrupt (Evocation)

Range:  120 feet
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This spell has the single-minded purpose of fouling spellcasting. The
target creature, as long as he is under twelfth level of experience,
cannot complete any spell that is currently being cast. Spellcasters of
twelfth or higher level are able to keep their concentration, assuming
a saving throw versus death magic is successful. The timing of power
word, disrupt is crucial - it must be cast during the time the target
creature is casting a spell. Therefore, the caster must have gained
initiative during the round for this spell to be effective.
Innate spell-like abilities, command words for magical items, and
psionic powers are not affected by this spell. Any spell disrupted by
use of this spell is wasted.


Prevention of Transmutation from Rock to Mud (Alteration)
Reversible

Range:  10 yards per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 turn
Area of Effect:  40 cubic yards per level
Saving Throw:  None
Author:  Kenneth C. Jenks 

This spell prevents the successful use of a transmute rock to mud in the
area of effect, unless a successful dispel magic is cast first. The
reverse totally negates this spell. The material component is a brick,
or a sponge for the reversal.
This spell was researched by Shoogar. Use this when building your next
castle. A long study of the attack strategies of high level parties
reveals the need for this spell.


Prismatic Beam (Abjuration, Conjuration/Summoning)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  7
Area of Effect:  70-yard long beam; 35-yard at end, 3-yard at base
wide
Saving Throw:  Special
Author:  Unknown

This spell is like prismatic spray, but all 7 rays hit the same target.
Great for zapping dragons, demons etc.


Protect Atmosphere (Abjuration, Alteration)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 week per level (or 1 turn per level)
Casting Time:  5 rounds per ton (or 1 round per foot)
Area of Effect:  One ship's atmosphere (or one 1-foot radius per level
sphere for one creature per level)
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell exists in two versions: one ship-bound version and one
person-bound version.
The ship-bound version causes the atmosphere of a ship to be protected
from the effects of external sources of pollution. Thus, it does not
allow the atmosphere of two ships to mingle that touched each other with
their air envelopes (even if that would be desired). This also causes
the phlogiston to stay out of the area of effect. Thus, it would be
possible to light fires within the phlogiston or to cast fire-based
spells within the area of effect without the atmosphere to explode. It
is possible to open this shell around a ship if the caster desires such
an opening. This opening of the shell takes one round per ton of ship to
be opened. Thus, it would still be possible to exchange air through the
air envelopes. This shell does not offer protection from other effects
with the exception of gaseous spells that are cast from the outside of
the air envelope of the ship: they are completely negated if they are
cast across the border of the shell. Even if two ships touch each other
their air envelopes still do not mingle; thus, it would not be possible
to cast a cloud kill from one ship to the other if the caster is not on
the other ship, respectively.
The material component for this version of the spell is a perfect model
of the ship in a 1:1000 size including any rooms to be made. This model
is lit and burned within a sealed bottle which contains pure elemental
air from the plane of air. The bottle has to be large enough to contain
the unshrunk model of the ship. The bottle has to be sealed with a
single diamond carved into a stopper.
The person-bound version allows the affected creatures to enter any area
which contains either dangerous gases or no gas at all without negative
effects. The effects are completely negated even if cast inside the
sphere around each creature. Thus, it protects the creature inside the
sphere from any gas attacks, even those of an incredibly high wind. The
notes within parentheses pertain to this version of the spell.
The material component for this spell is one hollow, perfectly round
sphere of blown glass for each creature to be affected.


Read Mind (Divination)
Reversible

Range:  0
Components:  S
Duration:  Special
Casting Time:  3 rounds
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  August Neverman 

By means of this spell, the wizard can read knowledge or memory of the
victim. Only conscious knowledge and memory can be read, i.e., forget
can hide information from this spell, while remember can recall
information for this spell. The victim may be conscious or unconscious.
A successful to-hit roll must be made on unwilling victims, which, if
conscious, also get to make a saving throw. Time required depends on the
information that is required, but is typically the time it would take to
relate the information wanted.
The reverse of this spell, mind shield (abjuration), protects the
recipient from the effects of read mind for 1 day per level of the
wizard.


Rednog's Identifier (Divination)
Reversible

Range:  1 foot
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round per detection desired
Area of Effect:  One effect per level maximum
Saving Throw:  Special
Author:  Kai Rottenbacher 

With this spell it is possible to positively identify functions,
keywords and even curses on items - even those items where the curses
are normally undetectable. Note that curses are detected first. This
spell forces the wizard to save once per try to identify one of the
above. If failed, the wizard loses one hit point permanently and the
item has to save versus disintegration. If this saving throw fails as
well, it explodes in a circle of raw magical energy with the force of a
10d6 fireball in a 20-foot radius. There is no saving throw nor will
magic resistance help to reduce the effect - not even a scarab of
protection will work. If the wizard succeeds, he first determines the
curses, then the weakest to the most powerful functions and then the key
and trigger words for the functions (again, from the weakest to the most
powerful). If he fails to save but the item is not disintegrated, but he
cannot try to identify that specific function in that specific item
again until he has earned a new level. The wizard has up to one try per
round to determines abilities. He can try to identify several different
items. He cannot move around after casting this spell, so he has to have
all items to be identified within easy reach of him (as they have to be
within 1 foot of him when he casts the spell). Note that they do not
have to be touched, so no bad effects happen to the character unless the
item explodes. Note also that artifacts cannot be destroyed with this
spell: the character is only shifted to the creator or to an outer plane
if he tries that (note that on some planes, like Ravenloft, this does
not work).
The reversed version of this spell, hide, causes any kind of magic
identification or even of normal kind (such as bardic knowledge) to fail
utterly. The material component is a complete and unbroken eggshell in
which the yolk has been replaced with a 1000 gp diamond.


Rednog's Protection Increaser (Abjuration)
Reversible

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

This spell is for those of you who dislike it when you don't get enough
bonuses together to make your saving throw. This spell provides you with
one +1 bonus for every 3 caster levels which you may apply after you
have failed a saving throw. These bonuses can be stored until they have
been used up in saving throws. The caster can choose when to use these
bonuses. If he chooses to use them he needs to use as many as he would
need to push his failed saving throw roll to his base saving throw as if
he had no other bonuses, including race, specialism, or any other
bonuses. These bonuses can be used to make even a failed saving throw
with a roll of 1 a succeeded saving throw, but you need three times as
many bonuses to bring it up to the base saving throw as explained above.
Examples: a 16th-level wizard with a base saving throw of 7 versus
dragon breath fails his saving throw against our favourite red dragon
with a roll of 4 (and he has only a ring of protection, +2), he can
choose to push up his rolled number of 4 to the number 7 by using 3 of
his bonuses (of a maximum of 5 bonus points). If a 19th-level wizard
with a base saving throw of 3 versus spell fails his saving throw versus
disintegration by rolling a 1, he could choose to use up his maximum of
6 bonus points to succeed with his saving throw (which he probably
does). The spell lasts until all bonuses have been used up. This spell
is cumulative with itself up to a maximum bonus of one plus per level of
the caster.
The reversed form, Rednog's protection decreaser, needs a to-hit roll in
combat. The person to be affected gains a saving throw versus spell. If
succeeded, nothing happens. If failed, the person has the same number of
negative modifiers as above. These modifiers are to be applied to the
next life-and-death saving throws. If possible, these modifiers will try
to push the saving throw to a failed result. Only the necessary number
to cause the next saving throw to fail will be needed. For example, a
19th-level wizard casts this spell and hits an opponent with it. The
opponent, an 8th-level fighter, fails his first saving throw. A short
while after this fight, the fighter again has to save versus spell. He
normally has a saving throw of 5 versus spell, with all bonuses he has
acquired per magic protective items. He rolls a 7 and is really happy to
have made his saving throw, but suddenly the reverse kicks in: a
19th-level wizard causes a full 6x-1 points to be applied to the next
saving throws of our fighter. Now we deduct three of those points to
reduce the roll to a 4 and cause the saving throw to fail. The reversed
spell is still in effect with only another -3 points for the next saving
throw(s).
The material component is a solid, perfect sphere of hizagkuur metal
(see the Dwarves Deep book), encased in a perfect ball of adamantine,
which is again encased in a perfect sphere of mahogany wood. The ball of
hizagkuur metal stays intact and can be reused after the casting, but
the two outer casings vanish. Any wizard can own a maximum of one of
these hizagkuur balls for every level at once. After each casting they
need a full month of reattuning time to attune to the character as the
casting destroys this careful balance. The two outer casings have to be
without seams or hinges. Thus, it is not a material component to be had
in generous amounts.
The material component is the same sphere only in the reversed order and
an additional cover of greased paper to prevent damage from the
hizagkuur metal. The wizard can have as many of these reversed spheres
as he can afford.


Resist Magic (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  7
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Max Becherer 

When cast on a willing being, this spell confers 2% magic resistance per
level of the wizard. If the being already has magic resistance, it is
increased, but will never exceed 90%. This spell is not cumulative, i.e.
you cannot cast two on one person. The first must expire before the
second can be cast. The material component is the dried heart of a mind
flayer.


Rock's Talons of the Glabrezu (Alteration, Enchantment/Charm)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  7
Area of Effect:  The caster's hands
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell causes the caster's hands to transform into claws similar to
a glabrezu's. They cannot be affected or dispelled by any form of magic
(short of a wish). Mordenkainen's disjunction works with the same chance
as for artifacts. The hands can be targeted by an opponent with weapons
at the Armour Class of the caster. Each claw can absorb double the
caster's maximum hit points. If they take that amount of damage, the
caster loses the hand as the claw crumbles to dust. They can be
regenerated. Each hand has 7 digits, and each digit has 5 inch
fingernails. The THAC0 is equal to the wizard's but the claws can
penetrate any armour (or Armour Class) on an 18 or better on 1d20. They
are considered to be a weapon, +5 only for the purposes for what can be
hit. The +5 bonus does not count towards the THAC0. They can hit any
creature, even those that require special weapons like cold iron,
silver, etc. For each claw that hits roll 1d6+1. This is the number of
digits which cause damage. Each digit causes 5 points of rending damage.
In addition to this damage, each claw which hits forces the target to
save versus poison at -1 per digit. If the saving throw fails, the
victim dies within 8 rounds (minus one per digit) unless it receives a
neutralise poison spell within this time. The victim might still take
damage as described below. Any hit points lost due to poison are still
lost. If the victim succeeds with its saving throw it takes still
another 2 points poison damage per digit.
If both claws hit, the caster has the chance to rend his opponent: the
die roll to determine how many digits penetrate gains a +3 per die, up
to the maximum of 7 digits per claw. If maximum damage is dealt the
creature has to succeed at a third saving throw versus poison at -14
(due to the amount). If failed, it dies immediately. If the saving throw
succeeds, it still takes 20 points additional damage (in addition to
those described above).
The caster cannot shorten the duration of the spell in any way except
with a full wish. The caster cannot cast any other spells during the
duration of this spell as it interrupts the necessary concentration and
the manual dexterity is not high enough with these claws.
The material component is a complete set of claws from a glabrezu which
are encased in a platinum sheath. This sheath has to be forged as to
contain a small set of poison reservoirs containing a single dose of
type E poison. The whole set costs no less than 10,000 gp per set. Where
to get a set of glabrezu claws and finding the jeweller to sheath them
in platinum and outfitting them with the poison is the character's job.


Sarius' Fire Giant Manifestation (Conjuration)

Range:  100 yards + 10 yards per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  7 turns
Area of Effect:  Special
Saving Throw:  None
Author:  William T. South 

This spell creates a golem-like creature which the wizard may direct to
perform certain programmed actions. The creature is a temporary fire
golem with no true Intelligence and to most appears as an undead fire
giant. The creature may be controlled up to a distance equal to the
spell range but if it passes outside of this range, or the wizard is
killed, the creature will explode in a 70-foot radius area doing damage
equal to its current hit points (save versus breath weapon for half
damage). The creature created mimics most of the actions of a fire
giant, having AC 3, MV 12, HD 11+3, HP 58, AT 1, damage 5d6, special
defenses: immune to fire, size: large (12 feet), Strength 22. The
creature can fight with its sword only and has no ability to hurl rocks
as does a normal fire giant. It can inflict structural damage points as
a normal fire giant on a round to round basis (wood: 2, soft stone: 1,
hard rock: .5).
The wizard is able to direct the creature to perform 3 individual
actions plus 1 for every two levels of experience above fourteenth
level. Each change in action will cause the creature to hesitate for one
round before working to act out the next action. Actions can be classed
as killing a group of orcs, killing a group of men wearing the same
colours or armour, tearing down a stone wall, pulling up a tree, etc.
Once the final action is completed the fire giant crumbles into a pool
of hot sulphur, effectively making a circular area, 30 feet in diameter,
full of sulphuric acid (which will kill all vegetation in the area and
causing 1d3 HP of damage per round to any organic creature in the area.
Against mind affecting spells, the creature is considered to have an
Intelligence and Wisdom of 3 (saving at -3 versus these attacks). If the
creature is charmed or controlled by a mind affecting spell the wizards
concentration is totally disrupted causing the creature to dissipate and
any other spells the wizard currently controls will become dispelled
unless the wizard has no control over the spells in question after
casting them, and any spell the wizard is currently casting will be
disrupted.
This spell requires only the slightest mental control of the wizard to
operate, allowing him to cast other spells normally that do not require
his full concentration. Multiple castings of this spell will work, but
all of the detrimental effects are cumulative. The material component of
this spell is a small pouch (2 inches squared) of leather containing a
patch of fresh (not dried) fire giant hair mixed with ruby dust of no
less than 1000 gp value. The fire giant hair may be kept fresh with a
preserve spell or similar effect.


Sarius' Temporal Demi-Plane (Conjuration, Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  William T. South 

This spell uses the magical forces of the astral or ethereal planes to
create a small demi-plane. This demi-plane is connected to the current
plane of the wizard through a special (10x10 feet) gateway which is
invisible to all creatures except the wizard unless they are able to use
true seeing. When cast, this spell causes astral or ethereal stone to
form into a 10-foot cube. This cube houses the physical structure of the
demi-plane, but the interior is a distorted dimensional area with a
volume equal to 10 cubic feet of space per level of the wizard. In its
drab, grey interior, the demi-plane is governed by the physical and
magical laws of the plane in which it is created (astral or ethereal),
but does have a localised gravity which is under the control of the
wizard (normally equal to what the wizard is used to at the prime
material plane but it may be lowered all the way to 0 G at a rate of 0.1
G per round).
There is no need for air or nutrition since characters are governed by
the normal astral or ethereal laws. The wizard may change the interior
form, but may not decrease or increase the volume of the demi-plane.
Volume form is changed in 10 foot cubic blocks, and it is impossible to
make any area smaller than 10 cubic feet, though, pits and similar
obstacles can be created. Also, the normal temperature in the demi-plane
is 68 degrees Fahrenheit and may not be changed.
A wizard must touch someone for them to see and enter the gateway, but,
once inside, anyone may freely exit the demi-plane. If someone is able
to see the gateway through the use of true seeing, and he is a wizard
familiar with the wizard lock or temporal demi-plane spells, he may
attempt to enter the gateway by using his willpower to negate the need
for the casting wizard's touch. In game terms this means a successful
percentile roll with a base 50% chance modified plus or minus 5% for
every difference in level from the wizard in an upward or downward
progression, respectively. A wizard seeing the gateway and meeting the
stated prerequisites will automatically know that this is possible.
Otherwise, only spells of a wish-like nature will be able to discern the
entrance, though creatures with senses that extend into the astral or
ethereal planes will be able to see the large block of stone that makes
up the external surface of the demi-plane area and psionic characters
may be able to use probability travel to gate into the demi-plane if
they are familiar with it.
The demi-plane does not allow access to the astral or ethereal planes
unless it is destroyed, or if the wizard creates the demi-plane while on
one of these planes, in which case the entrance to the demi-plane is
actually entered on the plane in which it resides and not a connecting
outer or elemental plane. When the spell is initially memorised the
wizard must determine whether he will cast the astral or ethereal
variant of this spell. It is impossible for both to be used in the same
area of effect (on the prime material plane) due to conjugations of
magic energies required in maintaining the spell.
The structure containing the demi-plane is able to withstand 3 HP of
structural damage (versus hard stone) before it is disrupted. The
ethereal cyclone will inflict 1d100 HP of structural damage every time
it passes over the area of the demi-plane and the psychic winds of the
astral plane automatically inflict damage equal to half the current
structural hit points of the demi-plane's shell. The nature of the
demi-plane causes it to stay in one spot so it may be used as a
reference point if the spell duration is long enough (through the
possible use of a permanency type spell). But, no matter what spells are
applied to the demi-plane, it will always disrupt when its structural
hit points are brought to 0 or less. The contents of the demi-plane are
then thrown into the plane of creation and all creatures must save
versus spell at -6 or be knocked unconscious for a period of time equal
to one hour of time on the plane in question (not subjective time). If
cast on the ethereal plane the spell duration is extended by a factor 10
and on the astral plane the duration is extended by a factor 1000. The
material component of this spell is a miniature platinum ziggurat
embedded with peridots and having a finished value of at least 1000 gp.
The ziggurat must weigh at least 5 ounces.


Schmuk's Spell Exchange (Alteration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  7
Area of Effect:  The caster
Saving Throw:  None
Author:  The tiger 

This enables the caster to re-memorise a spell of higher or lower level.
He may exchange multiple lower level spells for one higher level spell.
The total number of spell levels of the lower spells must exceed the
level of the spell re-memorised by at least 2 levels. Alternatively, he
may exchange one higher level spell for one other spell, which must be
at least two levels lower. Schmuk's spell exchange must be cast in the
morning, before other spells are being memorised. The material component
for this spell is a golden balance, worth at least 5,000 gp.


Seduction III (Enchantment/Charm)

Range:  100 yards
Components:  V, S
Duration:  12 hours
Casting Time:  1
Area of Effect:  One person of 20 HD or less
Saving Throw:  Special
Author:  John Daniel 

Except as noted, this spell is the same as the 1st-level spell seduction
I. If a successful saving throw is made, this spell functions exactly as
the 4th-level spell seduction II (make another saving throw).


Serrel's Modified Enchantment (Alteration)

Range:  0
Components:  V, S
Duration:  1d30 days
Casting Time:  3
Area of Effect:  Object touched
Saving Throw:  None
Author:  The Wizard 

This spell does not enchant an object but merely alters the enchantment
an object already possesses in such a way that those opposed to the
caster gain absolutely no magical effect from the item whatsoever. There
is a 90% probability that the spell works exactly as planned, but the
other 10% of the time, the spell backfires, leaving the item useless to
all creatures, whether friendly to the caster or not, for the spell's
duration. Intelligent items cannot be altered by this casting.


Sever Shadow (Illusion/Phantasm)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  7
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Unknown

This spell operates as a shades spell producing a 60% real duplicate of
the creature touched as a shades would. If the original creature is a
spellcaster, the 60% applies to the shadow's effective level for spell
selection. Note that all of the shadow's spell effects are illusions.
The shadow creature is formed from the shadow cast by the original and
will be completely under the control of the original creature through an
ESP-like link. The shadow creature appears to have all the natural
abilities of the original. Many of these shadow abilities will be
illusionary.
No material component is required but the creature must be lit to
produce a shadow for the spell to work. For the duration of the spell
the original creature will not cast a shadow, the spell is sometimes
cast just for this particular side effect. The semi-real shadow form
produced by the spell will cast a shadow and can be used to create a
further duplicate, the 60% factor applies again, with another
application of the spell.


Sharpness (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per 3 levels upon use
Casting Time:  1 round
Area of Effect:  Edged weapon touched
Saving Throw:  None
Author:  Max Becherer 

When cast on an edged weapon, the weapon will become a weapon of
sharpness upon its next use, and will remain that way for 1 round per 3
levels of the wizard. The weapon may not be magical, except if subject
enchant an item.
The spell adds no plusses to the weapon (it severs on a 20), but plusses
due to quality or enchant an item do apply. The material component is a
mithril razor enchanted to +3 with enchant an item, costing 500 gp. The
spell can be made permanent, but to do so requires a specially forged
weapon, and a miniature version of the weapon forged from the same
metals in lieu of the razor. The total cost is at least 30,000 gp.


Sillvatar's Dragon Bite (Conjuration/Summoning)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  None
Author:  Allan J. Mikkola (Sillvatar) 

This spell is similar to Sillvatar's dragon claw, except it conjures a
shadowy dragon head within spell range. The procedures for attacks are
as per that spell, except the victims who are hit receive bite damage,
instead of claw damage. For example, if this spell is cast using the
material component from a white dragon, the damage inflicted by each
successful bite is 2d8 points of damage. In addition, each attack
receives a +2 on all to-hit rolls.
The wizard may conduct 2 attacks using this spell, each of which must
occur in a separate round. The dragon head dissipates when both attacks
have been made, the duration expires, or the head is dispelled. The head
is not harmed by other attacks.
The material component for this spell are the teeth from any type of
dragon; these teeth are consumed when the spell is cast.


Singing Cockroach (Alteration)

Range:  0
Components:  S, M
Duration:  12 turns + 1 turn per level
Casting Time:  1 round
Area of Effect:  400 square feet per level
Saving Throw:  Special
Author:  Brendan Knox 

The ultimate seige breaker... When the caster casts this spell on a
roach, it works its way into the enemies camp. Once in the camp, the
roach finds a nice place and starts to sing really bad. All within the
camp must make a saving throw versus spell or leave camp and go home. If
they make the saving throw, must make another one each turn with a
cumulative -1 to the roll. Needless to say, sieges don't last long... I
know it's a dumb spell, but it is the funniest thing to use in a siege
or large enemy encampment.
The material component for this spell is a seige tower, which is
consumed in the casting.


Spell Catcher (Abjuration, Metamagic)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5 rounds
Area of Effect:  10-foot radius sphere
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell allows a caster to catch up to one spell level in spells per
two caster levels in the duration of this spell. The caught spells can
be launched by the caster as if he had cast them at that time (even if
a wizard uses this to catch and cast a priest spell). Any spells can be
caught with this spell - even those spells only transmitted by touch.
The wizard does not know what spell he catches unless he succeeds at a
spellcraft check if he sees or hears the opposing caster during the
casting of the spell to be caught. Any caught spells can be released by
a mental order (up to one spell per round), in addition to another spell
cast or another action taken by the caster of the spell catcher. If the
caster tries to catch a spell with more spell levels than he has
available, he receives the full maximum effect with no saving throw (any
saving throws are automatically failed) of that spell plus any spells
stored in the spell catcher at their normal effects. If the duration
runs out (or the magic is dispelled) and there are spells still
remaining in the spell catcher the same thing happens with all spells at
their maximum effect. This is due to the massive draining effect on the
caster: any spells that remained in the caster's mind at the end of the
duration of the spell catcher will be drained completely and he needs to
rememorise them.
The material component is a memory moss, which is fully intact (at full
hit points), impregnated with a very weak acid containing the dissolved
remains of the book covers of at least five books which have contained
well over 100 pages of arcane knowledge. It is possible to reuse the
same book with always replaced covers, but to repair such a book cost a
lot (at least 1000 gp per cover).


Spell Connector (Alteration, Metamagic)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  7 rounds
Area of Effect:  The caster
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell allows the caster of spells to connect the effects of certain
spells. The spells have to be spells with initiative modifiers; the sum
of their initiative modifiers has to be no greater than 30; and the
spells are not allowed to have conflicting effects (it's impossible to
connect a fireball with a cone of cold, or a fear with a charm).
Under these restrictions, the casting times of all spells are added and
then multiplied by the number of spells. The resulting number is the
initiative modifier unless the number is ten or greater. If that happens
the combined spell has a casting time of one round per 10 full units of
initiative modifiers plus the remaining modifier (three spells are
connected to have a full 15 modifier; this would change into a 1 round
casting time with an additional 5 modifier the next round). It is not
possible to reduce the casting times of these spells by any means. Any
spells or items which cause a reduction of casting times will fail in
reducing these casting times.
The recipient of this spell gains one spell level per caster level.
These spell levels may be used to connect spell effects. Once they are
used up or one hour per caster level has passed the spell connector
ends. It is possible to layer up to three spell levels per caster level
into one creature. All of these spell levels have to be gained from one
caster. Another caster cannot offer any more spell levels.
The effects of connected spells are determined by the DM, but here is an
indication: cast a sleep, charm person, and forget connected at 6
kobolds. This would mean (1+1+2 = 4x3 = 12 = 1 round + 2 casting time).
If this spell succeeds they would most probably all go to sleep (as the
sleep spell has no saving throw) and be likewise immediately charmed,
but they would also forget who had cast spells against them.
The material components are the material components of the spells to be
connected, which are all contained in a glass sphere (one sphere per
spell component (V, S, M). For the verbal components a scroll is
necessary (not a magical scroll) containing the sounds and words of the
spells, for the somatic components the sphere has to contain a scroll
describing the hand movements and body motions, and the sphere for the
material components has to contain the material components of the
spells. The spheres may have hinges or screw-on caps, so they may be
opened. The glass balls have to be connected by a thin silver wire which
has to be wrapped around the glass spheres. As this takes some time, the
casting times of the spells might be increased even more unless one
knows far ahead which spells one wishes to cast with this spell
connector.


Spellcrystal VII (Conjuration, Invocation)

Range:  0
Components:  V, S
Duration:  7 months + 2 months per level
Casting Time:  7 rounds
Area of Effect:  One crystal, worth at least 700 gp
Saving Throw:  Special
Author:  Kris 

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


Spellshield (Abjuration)

Range:  0
Components:  S
Duration:  Special
Casting Time:  0
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

Spellshield is a very special type of spell. It consists of but a single
gesture, performed with both hands as if spreading something upon the
space before the caster. A curtain of light follows the movement, then
remains for a moment. Spellshield does not have to be declared at the
end of the round; it can be done at any time. If the caster has not yet
performed his action for the round, spellshield takes precedence. If he
has, he is given a -5 penalty on initiative for the next round. If he is
in the middle of casting another spell at the moment he wishes to use
spellshield, the other spell is broken and lost. The effects of
spellshield are as follows: it will block any other magic with a
directed effect which can be intercepted with the shield. In other
words, a spellshield could be used to stop a lightning bolt, a magic
missile, or a ray of enfeeblement. It would not stop a fireball (unless
the fireball was aimed directly at the caster) or a colour spray, since
these are not purely directed attacks (i.e., they don't have a
line-effect). Spellshield can be declared even after the spell to be
blocked goes off; in other words, the DM says: "the wizard casts a
lightning bolt and strikes Syzygy...", and at this point the wizard
Syzygy can say: "I'll block it with a spellshield". Waiting until damage
is rolled is not allowed, but this is a DM call; if the DM said, "the
wizard strikes Syzygy with a lightning bolt for 43 points of damage",
Syzygy wouldn't have much choice. The caster must see the enemy
spellcaster at the moment of casting; one cannot block a magic missile
from behind with a spellshield. The shield may be spread only in front
of the caster, and will not intercept spells aimed at anyone besides the
caster himself. Both hands must be used, and nothing may be held in
either hand. The shield grants a +2 on saving throws versus gaze attacks
for the time it is present (roughly 6 seconds) due to the slight haze of
light.


Stash (Alteration)

Range:  300 yards
Components:  V, S
Duration:  Special
Casting Time:  1 hour
Area of Effect:  Three hundred pounds per level
Saving Throw:  None
Author:  Unknown

Stores a large mass in hyperspace for an indefinite period of time until
a command word is spoken. The objects in hyperspace do not experience
passage of time, so, for example, a small army with all its weapons and
equipment could be stashed in time of peace and recalled when war
started. A wizard can have only one stash in effect at the same time: if
he wishes to stash anything, he will first have to recall the items or
persons previously stashed.
Only objects and willing victims are affected by this spell.


Stone Gaze (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  7
Area of Effect:  The caster
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell grants the wizard a gaze attack equal to that possessed by
medusae. Anyone within 5 yards per level that meets the caster's gaze
must save versus petrification or be turned to stone. Like a medusa, the
spellcaster is vulnerable to his own gaze. Unlike the medusa, the Stone
Gaze is an active attack: the caster must consciously attack one
creature, and only one attack can be performed per round. The only
exception to this is when the caster accidentally meets his own gaze.
The component for this spell is the eye of a creature that possesses a
stone to flesh gaze, such as a medusa or basilisk.


Summon Shadows (Conjuration/Summoning, Necromancy)

Range:  10 yards
Components:  V, S
Duration:  1 round + 1 round per level
Casting Time:  5
Area of Effect:  10-foot cube
Saving Throw:  None
Author:  S.C. Lawley 

When this spell is cast, the priest conjures up one shadow for every
three levels of experience he has attained. These monsters are under the
control of the spell caster and attack his enemies on command. The
shadows remain until slain, turned or the spell duration expires.


Summon Wizard (Conjuration/Summoning)

Range:  50 yards
Components:  V, S, M
Duration:  4 rounds + 1 round per level
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

Within one round of casting this spell, the wizard summons 1d2 wizards
to aid him. The summoned wizards' levels will be equal to 3/4 wizard's
level, rounded down, up to a maximum of twentieth level. The wizards
will appear anywhere within the spell range as desired by the wizard,
and will serve the wizard as monsters summoned via monster summoning
will. There is an 80% chance of summoning a mage, and a 20% chance of
summoning a specialist (determine school randomly). Equipment and
abilities are determined randomly. The material component for this spell
is an ornately carved, gem-encrusted, wooden staff (worth at least
100 gp), which is consumed when the spell is cast.


Supply Material Component (Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  8 hours
Area of Effect:  Special
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell provides other spells with the energy and guidance normally
supplied by material components. This spell gives the power to leave out
the material components of other spells - unless it is to be an item to
be enchanted: you cannot enchant an item without the item you wish to
enchant. The caster gains one spell level per 2 caster levels, with
which he may substitute material components for as many spells in spell
levels. These spell levels are used up by the spells the caster chooses
not to have a need for material components: the 3rd-level fireball's
material components of a ball of bat guano and phosphorous can be
substituted for three spell levels from this spell. Supply material
component lasts until the last spell level of this spell is used up.
They are cumulative with each other up to a maximum stack of 3 times the
caster's level in spell levels. This spell may be used to supply the
components for the future casting of this spell. Note: this spell does
not actually create the material components but only supplies the energy
and guidance usually supplied by material components.
The material component for this spell is difficult to provide: for the
first casting of this spell, the caster has to locate the very first
spell book he owned which still exists somewhere, rip out the first
spell located in the book, burn the pages, dissolve the ashes of the
pages in acid, neutralise the ashes with chalk dust until a paste is
produced. This paste has to be applied to a sapphire of no less than
5000 gp until the sapphire is completely covered. This is coated in
clay. It then has to be burned in a kiln to rock hardness. In the
casting, this "rock" has to crushed. For further castings, you need the
second and further spells from the first spell book. If that spell book
is used up, go to the next one, and so on... Yes, this spell rather
quickly uses up those "unnecessary" spell books.


Terror (Illusion/Phantasm)

Range:  5 yards per level
Components:  V
Duration:  1 round per 3 levels
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Negates
Author:  Peter Gourlay 

This is an advanced form of fear. When terror is cast, an invisible ray
shoots from the wizard's hand to the target, never missing. A new ray
follows each round, unless the wizard undertakes another action. The
victim must save versus spell with a -2 penalty or be affected as
follows: creatures of 6 HD or less immediately die of fright; those of
6+1-8 HD collapse to the ground for 6 full turns in utter terror,
refusing to notice any outside presence except a physical attack (if
attacked they fight back in berserk fury); 8+1-10 HD creatures flee in
panic for one round per level of the caster, automatically dropping
whatever they were holding; creatures of 10+1 HD or greater flee in
panic for one round per level of the caster but only have a 25% chance
to drop what they were holding.
The wizard can shoot forth one ray for every three levels he has
obtained, rounded down. Only one ray can be issued per round. Undead and
those creatures with protection against fear are also immune to terror.


Tharos' Temporal Study (Alteration)

Range:  1 foot
Components:  V, S, M
Duration:  Special
Casting Time:  6
Area of Effect:  Special
Saving Throw:  Special
Author:  Tharos

When this spell is cast a magical door outline, only seen by the wizard,
will appear one foot in front of the wizard. The wizard then may enter
through the outline (the wizard is the only one able to enter the
doorway). Once the wizard walks through the outline he will see a nice
sized furnished room (20x20x20 feet). While in this room the wizard will
be able to heal, re-memorise spells, sleep (safely), or do anything else
he is normally able to do, with the exception of new spell study, or the
casting of any other spells than healing spells. If an attempt to do
this is made the room will explode, doing 30d20 HP of damage to the
wizard.
The wizard may stay in this room for 2 hours + 1 hour per level, but as
soon as he leaves he will have been gone for only 1 second per hour
spent in the room (for example, Murlock, a 24th-level wizard casts this
spell and spends a whole day within the room, but when he leaves the
room his companions state that he has been gone for exactly 24 seconds).
If a wizard is still in the room when the spell's duration has come due,
the wizard must make a saving throw at -5 or be hurled into the void
(note: the wizard does age normally when in the room).
The material component for this spell is 50 gp value of each of the
following: diamonds, rubies, ivory and jade.


Tonal Attack (Enchantment/Charm)

Range:  60 feet per level
Components:  V, S
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Special
Author:  Jim Vassilakos 

This spell causes a spellcasting creature to temporarily lose the
knowledge of how to cast any spells unless a saving throw is made. Those
fortunate enough to have made their saving throw must make an
Intelligence check before casting each spell throughout the Attack's
duration. Even those spells that the recipient does manage to cast are
made as if they were cast by a wizard two levels lower with respect to
spell effects. If the saving throw is failed, the material components
are still expended.


Troll Call (Conjuration/Summoning)

Range:  40 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell summons a number of fierce trolls to fight for the wizard in
the manner of the other call spells. The wizard can summon either normal
trolls (7 HD cost) or, at sixteenth level, two-headed trolls. The wizard
can summon 1.5 HD per level, with all remainders being dropped. Only one
type of troll can be summoned. Other types of trolls could be summoned,
at the DM's discretion.


Twilight's Dark Hand of Magic (Enchantment/Charm, Necromancy)

Range:  10 yards per level
Components:  S, M
Duration:  2 rounds per level
Casting Time:  5
Area of Effect:  One person
Saving Throw:  Negates
Author:  Robert A. Howard 

Twilight's dark hand of magic is a vastly more powerful form of the
spells charm person and domination. Unlike the former spells, Elves and
Half-Elves don't have any more resistance against the dark hand than
anyone else. Like domination, the caster can control the person
affected. Unlike any previous charm, the affected person can still cast
spells, but only when the caster tells him to do so.
With the saving throw, the victim gets an initial saving throw versus
death magic, modified as below. He also gains another saving throw
whenever the controlling spellcaster demands an action which would
probably lead to the death of the victim, or to someone dearly loved by
the victim. Modifications are as follows:
Add the level, Intelligence, and Wisdom of both caster and victim
together. Compare the two. If, after all modifications, the caster's
total is equal to or lower than that of the victim, then the victim
gains a bonus to his saving throw. Otherwise, the victim has a penalty.

             Total            Saving throw
          difference        bonus or penalty
           up to -9                +4
           -8 to -6                +3
           -5 to -3                +2
           -2 to  0                +1
           +1 to +3                +0
           +4 to +7                -1
           +8 to +11               -2
          +12 or more              -3

The victim also gains a Wisdom bonus, offset by the Wisdom bonus
possessed by the caster - thus, if the caster has an 18 Wisdom and the
victim has a 12 Wisdom, then that is a penalty of -4 to the saving
throw, reflecting a struggle of wills.
This spell can be made permanent, without any threat of loss to the
caster's Constitution. The material component of this spell is a dark
crystal.


Tyvek's Forceshield (Enchantment)

Range:  0
Components:  V, S, M
Duration:  1 day
Casting Time:  1 hour
Area of Effect:  One shield
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell temporarily (and rather destructively) transforms a normal
shield into a magical shield with one plus per 4 caster levels. The
caster can wield this shield mentally, thereby allowing him to use his
hands to cast spells. It affects Armour Class as any other shield. When
the duration ends, the shield vanishes forever (the real one too).


Tyvek's Spell Interceptor (Alteration)

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One 1-foot wide coin of force
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell requires a platinum coin, hawk feathers, and a magnetized
iron wing. This force coin will fly to intercept and stop any attack
spell (fireball, lightning bolt, etc.). It flies at a rate of 36, with
class B. If used to smack something it will inflict 3d8 damage and
dispel itself.


Tyvek's Temporary Inner Strength (Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 round per 3 levels
Casting Time:  3
Area of Effect:  Person touched
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell requires a tiny iron heart sculpture, lion's blood, and holy
water (or unholy water if your recipient is evil). Casting it will have
the effect of bestowing 1d10 HP per 5 caster levels. Its short casting
time and life saving potential mark it as Tyvek's possibly most useful
spell. These phantom hit points take damage first, and can be used to
revive a person at negative hit points to waking life. Note, however,
that these hit points only stay until the end of the spell's duration.


Uldark's Radiant Bolt (Conjuration/Summoning)

Range:  100 yards + 5 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  One creature per bolt
Saving Throw:  1/2
Author:  Allan J. Mikkola 

When this spell is cast, a small interdimensional connection opens
between the quasi-elemental plane of radiance and the wizard's plane;
through this opening, a 1 foot diameter glowing sphere appears and
slowly hovers around the wizard. This sphere contains all colours of the
spectrum; this sphere will last for 2 rounds per level of the wizard; if
not used to its full potential at that time, the sphere dissipates.
During any round which the sphere is in effect, the wizard may discharge
a bolt of one colour of the spectrum; only one such attack may be made
in a single round, and the sphere may discharge only one bolt per
colour; once used, that colour disappears from the sphere. When all
colours have been discharged, or when the duration expires, the sphere
dissipates. Each bolt may affect one creature, and each colour has a
unique composition as follows:

 Colour      Composition   Item Saving Throw versus
  red         fire              magical fire
  orange      poison                 -
  yellow      acid                  acid
  green       gas                    -
  blue        lightning          lightning
  indigo      cold                  cold
  violet      force             crushing blow

All bolts do a like amount of damage: 1d6 HP + 2 HP per level of the
wizard. A successful saving throw versus spell reduces the damage by
half. If this saving throw fails, the victim's possessions must save
versus the indicated composition (if applicable) or be destroyed.
There is a chance that an extraplanar creature may enter through the
opening whenever this spell is cast. The chance of this occurring is:
20% - 1% per level of the wizard (to a minimum of 1%). Any creature
entering the wizard's plane will normally be hostile to the wizard.
The material component for this spell is a crystal or glass prism; light
is sent through the prism to create a spectrum when the spell is cast.
The prism is consumed with the casting of the spell.


Undead Army (Necromancy)

Range:  360 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell is a version of animate dead developed for immediate
battlefield use. It animates corpses in the same manner as the 5th-level
spell, but the magic only lasts for a limited time. Also, undead army is
very quick, requiring only a single word and a gesture. Those animated
resemble ghouls in all ways, including having 2 HD each. The wizard can
animate one of these creatures for every two levels (round up). The
ghouls created by this spell are unusually hard to turn: treat them as
if they were wraiths. They cannot be commanded or disrupted (command
results are ignored; disrupted results are treated as a turn).


Valcon's Spectral Army (Illusion/Phantasm)

Range:  200 yards
Components:  V, S, M
Duration:  Special
Casting Time:  2 turns
Area of Effect:  Special
Saving Throw:  None
Author:  Valcon

Using this spell, the wizard may create an army of semi-real humanoids;
any type of humanoid may be chosen, but all soldiers must be of the same
type. Because the army is somewhat real, they may not be disbelieved.
The army is made up of one or more "units", each of which is comprised
of 10 infantry soldiers. The wizard may create a number of units
according to the following table:

             Level           Number of Units
             14-15                  2
             16-17                  3
             18-19                  4
              20+                   5

The army may appear anywhere within spell range as desired by the
wizard. The army must not stray too far from the wizard; they may move
up to a distance of 20 yards per level of the wizard. This spell will
last until the wizard wishes it to end, or until all units of the army
are destroyed; however, a single wizard may not have more than two of
these spells in effect at any one time; any additional castings of the
spell will fizzle and be wasted.
Each unit always moves and attacks as a single entity; it will never
split up, or act independently, as each unit is a single component of
the illusion. The unit will have an Armour Class equal to 22 minus the
wizard's level, and hit points equal to 2 times the wizard's level (i.e.
a 16th-level wizard may create 3 units, each having an Armour Class of
6 and 32 HP). All hits on the unit count against the unit's hit point
total; an individual soldier may not be destroyed, even if all hits are
on a single target. Once the unit's hit point total is exceeded, all 10
soldiers in that unit are destroyed. Besides melee attacks, the army may
be dispelled, although only one unit may be dispelled per dispel
attempt.
Each unit will be equipped with armour appropriate to their Armour
Class, and will be armed according to what material components are used;
the wizard may provide one or more weapons for every unit he creates;
the units will then be armed with the corresponding weapon(s). Any
number of weapons may be given to a single unit, and each unit may be
equipped differently from the rest; the only stipulation is that the
wizard must have the appropriate number of the desired weapons available
when the spell is cast (in the case of missile weapons, the missiles
themselves need not be used as a component; the missile weapon suffices
in this case). Continuing the example of the 16th-level wizard, the
wizard may elect to equip all 3 units with longswords only (at the cost
of 3 longswords as a material component) or may wish to diversify by
equipping one with long bows and short swords, one with spears, and the
third with halberds; (at the cost of 1 each of a long bow, short sword,
spear, and halberd as a material component).
Since a unit always acts as a group, it may only make one or two attacks
per round, unless equipped with a weapon that normally allows multiple
attacks (i.e. a unit of long bow archers would receive 2 or 4 attacks
per round). If the unit makes only one melee attack in a round, it will
inflict 1d8 points of damage if successful; if two melee attacks are
made, each will inflict 1d4 points of damage if a hit is scored; the
amount of damage does not depend on the type of weapon used - all cause
the same amount of damage.
Missile attacks cause 1d4 points of damage if the minimum number of
attacks are made, or 1d2 points of damage if the maximum number of
attacks are conducted (i.e. a unit using long bows would do 1d4 points
of damage per hit if two attacks are made, or 1d2 points of damage per
hit if making 4 attacks).
Hurled weapons are not allowed by this spell. Under no circumstances may
these illusionary armies use any special attack or defense forms
normally employed by their race (i.e. an illusionary army of trolls will
not regenerate lost hit points). Strength, Dexterity, and similar
bonuses also do not apply.
In addition to the weapons required for material components, the wizard
must also have a suit of armour (and a shield, if desired) that comprise
the appropriate Armour Class for the units. One suit (and shield, if
used) is sufficient for all units created by this spell. All material
components are consumed when the spell ends.


Veringen's Curse (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 turn
Area of Effect:  
Saving Throw:  None
Author:  Warlock's Cave <94test00@leicester.ac.uk>

With the use of this spell, a wizard may summon a number of servants
from a currently unknown location. This spell is rare due to the
material component required. Each servant requires the presence of one
tooth from an adult or older dragon. There is no limit to the number of
creatures that may be summoned with each casting. It is important to
know the type of dragon that the tooth originated from at the time of
casting.
The servants are 5+3 HD, have the Armour Class of the original dragon
minus three, have two claw attacks for 1d6 damage each, have a breath
weapon as their special attack, and move at MV 12; flight: 18 (C). The
servants are 6-foot tall winged humanoid dragon creatures. The
coloration is as the original dragon and the breath weapon (of the
appropriate type) is 5d6, three times per day.
"Servant" however, is a misleading title since only if the eye-teeth of
the dragon are used and correctly named will the summoned beings serve
the caster. In all other cases the procedure goes astray and the
"servants" are uncontrollable and smitten with the unstoppable desire to
slay the caster. This is where Veringen met his end: when attempting to
alter the spell to work on any tooth from a dragon, he cast a double
handful to the floor and was torn asunder by his creations. Servants
speak the languages of the caster plus the original dragon type's.
Additionally, opposing colour types (chromatic versus metallic) will
attack each other wildly on sight.
This spell continues giving descriptions of the sort of missions that
will or won't be undertaken by the servant. A copy of this spell will be
made available to anyone who can predict the exact restrictions.


Water Survival (Alteration, Enchantment)

Range:  5 yards per level
Components:  V, S
Duration:  1 day per level
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This multi-purpose spell was developed for the exploration of the
elemental plane of water. It requires only one word to bring into
operation, so it can be cast underwater. The spell can take one of two
forms, chosen at the time of casting:
*Water breathing can be bestowed upon one creature per three levels of
the wizard.
*Water survival can be bestowed on a single creature. It includes: water
breathing, free action for the purposes of underwater movement only, and
a swimming speed of 18. As well, the beneficient receives a +2 bonus to
all surprise rolls while underwater.
Five levels are added to the caster's for the purpose of determining
whether water survival is dispelled.


Whale Call (Conjuration/Summoning)

Range:  120 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell is identical to the other call spells, except as detailed
below. Up to 1.5 HD per level can be summoned.

   Wizard's Level          Whale Summoned
        14-15             narwhal (5-7 HD)
        16-17          common whale (12-36 HD)
         18+              killer (9-12 HD)

Only one type of whale can be summoned, and all remainders are dropped.
The whales can only be used in combat.


Whisper's Helpful Portal (Alteration)

Range:  60 yards
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  3x10 feet area
Saving Throw:  None
Author:  Robert Johan Enters 

This spell is an improvement of the teleport spell. Instead of opening
an instantaneous conduit from one place to another, this spell creates
a portal that stays open until the caster wills it away, it is dispelled
or one creature per level of the caster has passed through. Note that to
pass first one way, then back by the same creature counts as two passes.
This spell allows the caster to flee to get help from the other side, or
take a short breather on the other side before coming back. However, the
portal manifests itself as a shimmering silver plane, and anyone who
wants to can pass through as long as it is activated. Hence it is not a
good way to flee from pursuit, as the pursuit can follow through the
portal as well, since the caster has to concentrate for some ten seconds
to close the portal.
For success in anchoring the portal, the same rules apply as a regular
teleport, thus caster beware, you might be in for a fall, or end up
encased in stone. However, if the first one through runs into solids,
that material will end up in front of the portal on the opened end (the
portal replaces the volume attempting to pass with equal volume from the
other side). Some DM discretion will be needed with the possibilities
this poses.
The material component is a small (3 inch) mithril rod, treated in such
a way as to be easily broken. At the end of the spell casting, the
caster breaks the rod, and the portal appears. Note that the rod does
not disappear, but once broken cannot be reused for this spell.


Whisper's Instant Demonic Guards (Conjuration)

Range:  60 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Robert Johan Enters 

This spell can only be used by a wizard who openly worships or works for
one of the chaotic Dark Gods. The caster must have the symbol of that
agency on his person. The caster loudly implores this deity's aid while
the caster throws the symbol on the ground. The symbol is grasped by a
taloned hand that reaches up from the ground (destroying tiles,
flagstones or whatnot if necessary), and pulled down. Three seconds
later, the ground explodes upward in one place per six levels of the
caster. In these places demons rise. 50% chance of these demons are of
type III, 25% type IV, 20% type V, 5% type VI. Note that the holy symbol
taken by the demons, is not returned to the caster, since it is
considered to be the material component for the spell.
These demons will remain and fight for or protect the caster for one
round per two caster levels, or until slain. Before the demons are slain
(but when they are hurt in such a manner that one or two more attacks
might kill them) they will request the caster that he release them so
that they can flee to their own plain (so that they do not need to
suffer the penalties demons face when slain on the prime material). For
every demon refused such release and subsequently slain, there is a
cumulative 5% chance that the next batch of demons summoned by this
spell is sent to punish the caster rather than help him. After such a
punishment, this chance is reduced to 0% again, and the cycle begins
anew. DM nastiness is expected on this matter.
The demons might overstate the extend of their injuries to escape
further humiliating servitude, when asking for early release, etc. Note
that ground must be available within the area of effect. This spell will
not work on a ship for example, although the solid stone floor of a
higher level in a building (or lower level of a dungeon) will be enough
to let the spell take effect.


Whisper's Legion of Doom (Necromancy)

Range:  60 yards
Components:  V, S, M
Duration:  6 turns + 1 turn per level
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Robert Johan Enters 

This is an improved version of the animate dead type spells. It will
animate up to twice the caster's level Hit Dice of undead within a 60
yard radius. These undead have full hit points and be imbued with some
of the Intelligence of the caster. While the spell is in effect, or as
long as any of the undead remain, the caster's Intelligence will be
lowered by one point. Note that this might make the caster unable to
cast high level spells after this spell is cast. I.e., a wizard with
Intelligence 16, will not be able to cast 8th-level spells while this
spell is in effect. The Intelligence of these undead allows them to use
weapons to effect, i.e., not just 1d6 but by weapon type for skeletons.
The undead can use armour, bows, etc. Still, only zombies or skeletons
can be made with this spell. The material component is a piece of bone
from a lich.


Whisper's Mass Teleport (Alteration)

Range:  0
Components:  V
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One yard per level radius
Saving Throw:  Special
Author:  Robert Johan Enters 

This spell is an improvement of the teleport spell, not in the accuracy
of the spell, like teleport without error, but rather in the amount of
stuff the caster is able to take with him. The caster is able to
teleport all beings and items within the area of effect to a location,
under the same rules for safe arrival as the 5th-level teleport spell.
Unwilling targets receive a saving throw to remain where they are. The
caster can specify which beings or items inside the area of effect are
and are not teleported, however items held by someone else are subject
to a saving throw by the holder of that object to negate its transport
if the holder does not want the item teleported. If a spellcaster does
not have the teleport without error spell in his repertoire, this spell
is known to have been used by the caster standing on a table. Should a
low arrival be rolled for, the table will be embedded in the ground, but
the caster will be safe.


Whisper's Minor Rune of Protection versus Spells (Abjuration)

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

This spell brings into being a yellow glowing rune on the target
creature. The rune bestows the benefit of a minor globe of
invulnerability. For more information on runes, see Whisper's rune of
protection versus weapons.


Whisper's Protection from Detection (Abjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3 turns
Area of Effect:  Up to 40-foot per level cube
Saving Throw:  None
Author:  Robert Johan Enters 

When casting this spell, the caster must stake out the area to be
protected with an unbroken trail of diamond dust and lit black candles,
which are the material components for the spell. The spell will last
only as long as all the candles are burning. One must be placed at every
ten foot interval, and the candles can be as large as the caster can get
his hands on (for duration). While the spell is in effect, no form of
magic or psionics can enter the area. Thus, it is impossible to teleport
inside, scry, detect or whatever. Astral or etherial bodies cannot enter
or see into the area, dreams (sent by dreamers, psionicists or spell
throwers) cannot enter either. As far as any magical effects are
concerned the area is simply not there.
Although primarily designed to ward against unwanted intrusions of any
kind, and protect those in the area from any unwanted detections,
peeking, or spying, the spell will also stop the effects of other spells
from entering the boundary. Thus, a fireball cast at the protected area
will simply vanish where the boundary starts, if already exploded, and
the magical fire will not form in or cross the barrier. Summoned
monsters cannot enter and gates will not form. However, in combat
situations, a small wind or the hand of a creature needs but to
extinguish one candle, and the entire spell collapses immediately.


Whisper's Super Wizard (Alteration)

Range:  0
Components:  V, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  None
Author:  Robert Johan Enters 

By means of this spell, a very special form of haste is put on the
caster. The caster's casting times are halved, and the caster can cast
up to two spells per combat round (if the casting times allow).


Whisper's Tap Magic (Conjuration/Summoning, Wild Magic)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  7
Area of Effect:  The caster
Saving Throw:  Special
Author:  Robert Johan Enters 

This unpredictable spell attempts to tap energy from the magical plane
that surrounds everything directly, and harness that surge in a manner
that is beneficial to the wizard. The wizard can attempt to keep the
gate open for one round per three levels of experience, however, the
gate is highly unstable, and the following roll will decide for how many
rounds the gate will be opened:

        D10 Roll          Number of Rounds Open
           1-2               two rounds less
           3-4               one round less
           5-6                as attempted
           7-8              one round longer
           9-0              two rounds longer

For every round the gate is open, the wizard regains a previously cast
spell of a random level (roll 1d8; no 9th-level spell can be regained
this way). However, the energies surging into the wizard's body, may do
the wizard harm. For every spell regained, the wizard must make an
unmodified saving throw versus breath weapon (dual classed or
multi-classed characters must roll against their wizard level for this,
even if they would gain a better saving throw from one of their other
classes). If the saving throw fails, the wizard will get damaged for one
hit point per level of the regained spell.
Also, there is only a 50% + twice the caster's level chance of opening
the gate this successfully. If the wizard fails this percentage check,
then a wild surge will occur. Check the wild surge tables of your
liking, or if you do not have any, roll on the table for the wand of
wonder for what effect occurs in stead of this spell.


Wind Tunnel (Alteration)

Range:  0
Components:  V, M
Duration:  1d10 rounds + 1 round per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Jim Vassilakos 

By use of this spell, the wizard creates a cylindrical tunnel of wind
ten feet directly in front of the wizard, ten feet in diameter, and
stretching 10 feet per level in length. As long as the wizard maintains
concentration on the spell, the tunnel's primary section will be under
the wizard's control. Once concentration is broken, however, it cannot
be retained, and the tunnel will move and grow in a random fashion for
the spell's duration, which cannot be shortened. The tunnel is capable
of moving 10 feet per round and growing at both ends at the same rate.
If it splits into parts due to this movement, it will grow at all loose
ends for the duration of the spell.
The wizard and designated friends may pass through the controlled tunnel
unscathed. Others, however, must make Strength checks to avoid being
pulled into the tunnel, make melee attacks at -2, and may take a point
of damage per round from loose sand, dirt, or pebbles. While in the
tunnel, missile and hurled attacks are made at -5. Such attacks through
the tunnel "skin" are next to impossible. Note that the wizard may walk,
communicate non-verbally, and still maintain control, however if the
wizard is hit or distracted, then control is lost. The material
component for this spell is a fan.


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

Range:  30 yards
Components:  V, S, M
Duration:  5 rounds + 1 round per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Al Singleton (Isaac Winthrop) 

This spell is akin to any one of the monster summoning spells. Any one
of the following undead may be chosen to be summoned: 2d6 skeletons, 2d4
zombies, 2d4 ghouls, 1d6+1 shadows, 1d6+1 wights, 1d4+1 ghasts, 1d4
wraiths, 1d3 mummies, 1d2 spectres, 1d2 apparitions, one ghost or one
vampire.
The undead appear at the end of the casting and fight to the best of
their ability until slain, the duration expires, they are released, or
they are further than 30 yards from the caster (the caster may not
intentionally move out of range, nor may the undead for they are not
free-willed while under the spell). At such time, they return to their
point of origination.
The material component is a lit candle inside a small bag.


Wolldin's Fearstalker (Illusion/Phantasm)

Range:  10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  Special
Author:  Wolldin

This spell creates an illusionary creature in the mind of its victim
much the same as a phantasmal killer. The fearstalker appears as a
shadowy creature of a vaguely humanoid shape (only the victim and the
wizard can see the creature). Once cast, the fearstalker will tirelessly
pursue its target; if the victim does not succeed in making a disbelieve
check (this intent must be specifically stated) it will be attacked by
the fearstalker.
The fearstalker has a movement rate of 24, has Hit Dice equal to half
the wizard's level (rounded down), has 2 attacks (2d6/2d6), and can be
hit only by +1 or better weapons. It is immune to charms and other
mind-affecting spells, but is susceptible to most other spells and magic
attacks.
Once the battle has been joined, nothing short of the death of one of
the combatants will end it. Rendering the victim unconscious will not
help, as the fearstalker will enter the target's dreams and the battle
will continue normally. If the caster of the spell is slain or rendered
unconscious, the current battle will continue normally, but the
fearstalker will not be able to return at a later time (see below).
If the victim of this spell is reduced to 0 HP by the fearstalker, he
must make a systems shock roll; if this roll fails, the victim dies and
the spell ends; if it succeeds, the target only believes he has died and
falls into a coma for 2d12 hours. Only heal or wish will rouse the
victim from this coma. If the target reduces the fearstalker to 0 HP, it
will vanish instantly. However, in this case, the fearstalker is not
actually destroyed; it will reappear in 4d6 hours (at full strength) to
again attack its victim (the fearstalker is not able to return if the
wizard has been slain, or if he was unconscious at the time of the
fearstalker's defeat in the previous battle).
The only way to permanently end this spell (short of the victim's death)
is to make a successful disbelieve check. The victim is allowed one such
roll each time the fearstalker returns after being defeated, as well as
when the spell is first cast. This disbelieve check has the same
modifiers applied to it as for the phantasmal killer spell.
The wearer of a helm of telepathy may not turn the fearstalker upon the
wizard. If the victim is asleep or otherwise unconscious when the
fearstalker returns, the battle will take place in the target's dreams,
and the disbelieve check is made with a -2 penalty.


Zandare's Twist (Alteration, Enchantment)

Range:  10 feet per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  7
Area of Effect:  Special
Saving Throw:  Negates
Author:  Johnny Lydon 

By means of this spell, the wizard changes the target creature,
effectively, inside out. The organs are outside the body and the skin is
inside. DMs: insert your own really graphic descriptions here... The
wizard must have a small leather pouch for the casting. At the end of
the casting, the wizard thrusts his hand into the bag and violently
pulls the bag inside out. Now the target is either painfully turned
inside out, or the wizard looks like a total fool. The spell affects one
medium size creature or two small creatures. Large creatures receive a
+3 to their saving throw.
Note that clothing, armour, etc. are in the inside also.


Zildjian's Improved Mnemonic Enhancer (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 day
Casting Time:  5 rounds
Area of Effect:  The caster
Saving Throw:  None
Author:  Joe Colleran 

This spell is much like the 4th-level Rary's mnemonic enhancer, except
that the magic-user is able to memorise, or retain the memory of, up to
seven additional spell levels (seven 1st-level spells, or one 1st- and
three 2nd-level spells, etc.).

Zildjian's Spellnet (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  Special
Area of Effect:  The caster or one creature
Saving Throw:  Special
Author:  Joe Colleran 

Zildjian's spellnet allows the magic-user to prepare a selection of
spells able to be cast at a moment's notice. The casting of the spell
creates a non-dimensional energy-space field, in which spells may be
held until needed. The caster then places any spells into the spellnet
he wishes to store by casting the entire spell except for saying the
last word. All material components are consumed at the time of placing
the spell in the spellnet. When the magic-user desires to call up spells
stored in the spellnet, he merely completes the final verbal components
of the spell. This action has an initiative modifier ("casting time") of
only 1, no matter which spell is being called up. Unlike normal
spellcasting which may be disrupted if the spellcaster is attacked,
calling up spells out of the spellnet is possible in all situations
where activating a magic item by a command word would be possible. The
wizard Zildjian specifically designed this feature to be the bane of the
organized "hit the magic-user before he can cast a spell" type of
fighters. Magical silence will stop the use of the spell, but a vocalize
spell will allow the spells to be called up via somatic components
rather than the final verbal ones. The maximum number of spell levels
that a caster may place in Zildjian's spellnet is equal to his level as
a wizard (for example, a 14th-level wizard could place two 5th-level
spells and one 4th-level spell in the spellnet, or two 7th-level spells,
or any other combination that does not exceed his level). The initial
casting of the spell takes one hour plus the casting times of the
individual spells to be entered. The spellnet and stored spells then
last in the non-dimensional energy field for 1 day per level of the
caster. After this time limit, the spellnet begins to decay and by the
end of the last day will be completely gone along with all remaining
spells held in it. The spellnet may be restored at any time prior to the
last day by casting of another spellnet to "recharge" it. This
"recharging" takes only one turn, rather than the one hour needed to
create it. During the "recharging" new spells may be added to replace
any lost spells, up to the maximum stated above. This is the only time
that replacement spells may be added or spell selection in the spellnet
changed. Spells held in the spellnet are considered cast for purposes of
memorisation of new spells, thus a temporary increase in the amount of
spells available is possible.
Certain other spells, magic items and conditions may cause interference
with Zildjian's spellnet. First, no two spellnets may be up at the same
time on the same wizard. If the wizard attempts to put a second spellnet
up on himself, both are destroyed, the wizard loses all memorised spells
for the day and is stunned for 1d4 rounds. Should one wizard attempt to
cast a second spellnet on another wizard as an attack, then both wizards
must save versus spell at -4 or each will be affected as above. If the
saving throw is made, the second spellnet is destroyed. The spellnet and
a mnemonic enhancer cannot be active on the same magic-user at the same
time. The spellnet is destroyed if cast on a magic-user with a mnemonic
enhancer up or if a mnemonic enhancer or a lucubration is cast on a
magic-user with Zildjian's spellnet up. Forget, feeblemind, confusion,
insanity or psionics may cause the wizard not to remember which spells
are in the spellnet, but do not directly affect it. A successful magic
jar or other type of possession causes instant decay of the spell, as
the spellnet requires that the mind reside in the body of the
spellcaster. Dispel magic, holy word, Mordenkainen's disjunction or
passing through an anti-magic shell will cause the instant decay of the
spellnet, unless it is immediately recharged as per the method given
above. The spellnet will not function in any area where a
non-dimensional or extra-dimensional space will not function (i.e. the
astral plane, or in the area created by a rope trick, Mordenkainen's
magnificent mansion, major ward, prismatic sphere or cube of force), but
it is not destroyed by the area and can be accessed again once the area
is left, unless the duration has expired. The spellnet will be destroyed
by the wearing or using of a ring of spell storing, ring of wizardry,
rod of absorption (casting spells only, absorption causes no problems),
helm of teleportation (refreshing memory option), purple ioun stone
(spell storing one), pearl of power, robe of powerlessness, or in
general any other memory enhancing or spell storing item or spell.
Finally, should the caster be so foolish as to climb inside a bag of
holding, bag of devouring, or portable hole with a spellnet up, a
terrible thing will happen. The caster will be affected as is normal for
the placing of an extra-dimensional space in a non-dimensional space.
Specifically, if the caster is in a bag of holding, the effects will be
as if the caster is a portable hole (i.e.: a gate to another plane). And
vice-versa, if the caster climbs in a portable hole (i.e. a rift to the
astral plane).
The material components for this spell are a sheet of vellum suitable
for inscribing magical spells, an ounce of squid ink, again suitable for
inscribing spells, a pinch of diamond dust and an optional small
crystal. All are consumed upon the creation or recharging of the
spellnet, except for the crystal which remains and glows in proportion
to the remaining duration of the spellnet.
	Table of Contents:

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