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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 artifac