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Eighth-Level Spells


Ageing (Necromancy)

Range:  5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  8
Area of Effect:  One creature
Saving Throw:  Special
Author:  Peter Gourlay 

Upon casting this spell, a black bolt of energy shoots out form the
wizard's hand, hitting one creature within its range. The creature
struck must save versus spell or immediately age 6d10 years. Any
humanoid who is aged must make a system shock roll or die from the
internal strain. If a creature makes its saving throw, it is still
strongly disoriented, suffering a penalty of -2 to-hit and +2 to Armour
Class for one round per level of the wizard.
Any creature that is slowed, paralysed, charmed or stunned suffers a -3
penalty to its saving throw, since they are less able to resist its very
powerful energy. The material component of this spell is a black opal
worth at least 500 gp.


Anti-Magic Resistance (Abjuration)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  8
Area of Effect:  The caster
Saving Throw:  None
Author:  Peter Gourlay 

This spell enables the wizard to operate normally in areas where magic
would otherwise not work. These areas include: magic dead lands, lands
within the radius of an anti-magic shell, and lands in the cone of the
anti-magic ray of a beholder. Each round in one of these areas while
under the protection of this spell, the wizard must save versus spell.
If the saving throw is successful, the wizard can cast spells normally
that round. A new saving throw must be made each round, and whether
successful or not, the effects only last for one round. Spells with a
duration longer than a single round remain as long as the wizard
continues to successfully save. This spell is also effective for spells
cast into one of these areas from a normal magic area, so long as the
wizard saves successfully.


Area Effect Lower Resistance (Abjuration, Metamagic)

Range:  10 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  8
Area of Effect:  30-foot diameter sphere, 1 person per level
Saving Throw:  Special
Author:  Kai Rottenbacher 

This spell is an improvement of the 5th-level area effect non-detection.
It affects up to one creature per caster level in a 30-foot diameter
sphere. The creatures which are to be affected are chosen by the spell
caster as long as they are within the area of effect. The creatures can
use their magic resistance at half the normal chance to resist the
effect of this spell. They get no other saving throw (not even their
scarab saves). If they fail their magic resistance checks, their magic
resistances are reduced by 4% per caster level. This works even on items
which provide magic resistance. This effect lasts for 1 turn per level
of the caster.
The material component is a handful of iron which has been filed from an
active iron golem's head. These iron shavings have to be corroded in a
solution made from a potion of magic resistance (which is spoiled by
this use) and one full gallon of water from the Styx which has been
touched in the previous minute by Charon (the boatman of the dead).


Bone to Dust (Alteration)

Range:  20 feet
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  Special
Saving Throw:  Negates
Author:  Jim 

This spell, when cast properly, will cause the living creature (provided
its anatomy is structured with bones) to have its bones become brittle,
and in 2 rounds after successful spell completion, the creature
collapses under the weight of its own body, unable to function or move -
 for its bones have crumbled to dust.
The caster can only affect creatures that possess the Hit Dice that are
within range of the caster. The spell will affect 1 Hit Dice per level
of the caster (creatures with the lowest Hit Dice are affected first).
The material component of this spell is a miniature grinder, which is
consumed in the casting.


Caligula's Vitality Drain (Alteration)

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

This terrible spell allows the wizard to drain the youth from a victim,
revitalising himself, at the expense of ageing the victim. Hardly a
spell used by good aligned wizards.
The wizard first prepares the spell, by casting the eight phase portion
of it. He then has his level in rounds to make contact with the victim,
and begin draining. To drain the youth of the victim, the wizard must be
in continuous contact with the flesh of the victim during the draining
process. The act of being drained is extremely painful to the victim,
and is sufficient to awaken sleeping victims, and allow charmed victims
a new saving throw. Even if the victim is conscious, however, the
draining will continue. The victim must break flesh contact with the
wizard to break the spell.
The wizard is able to drain a decade, plus one decade for every four
levels above first he possesses, i.e. 20 years at fifth, 30 at ninth, 40
at thirteenth, etc. Each year takes but a tenth of a round to drain, so
a decade is drained per round. If the spell is broken during casting,
the wizard will still have drained a number of years dependent on time
of casting (eg. contact broken after 2 rounds, 20 years drained). Due to
the imperfect nature of the spell, however, the wizard only reduces in
age by a year for every three drained from the victim.
Both wizard and victim will be affected by the change in age. The victim
will only suffer the disadvantages of ageing (Strength and Constitution
loss), whereas the wizard will only experience the benefits (Strength
and Constitution gain). After the spell, the victim will have visibly
aged, with greying hair, and lined, shaggy skin. The wizard will appear
invigorated, with grey disappearing from his hair, and the obvious
return of muscle tone. The victim must save versus paralysation, or fall
unconscious for 1d4 turns, if he is drained more than 20 years. The
wizard will experience a temporary 1d4 increase in Strength (not
including that gained from becoming younger), which will fade by 1 point
a turn. The wizard will also feel inebriated, an effect which persists
for 1d6 rounds.
This spell is only effective on humans. Long lived races, such as elves
and dwarves, as well as humanoid races, are immune from the spell, and
the wizard must save versus paralysation, or be knocked unconscious if
attempting to drain a member of these races.
Finally, there is no known cure for this spell, save a wish. The
material component of this spell is a scrap of flesh from a vampire,
which must be consumed by the wizard.


Call Chain Lightning (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 turn
Area of Effect:  360-foot radius
Saving Throw:  1/2
Author:  David Serhienko 

This spell functions, in all respects, as the 3rd-level priest spell
call lightning, except in the following regards: each bolt of called
lightning functions exactly as the 6th-level wizard spell chain
lightning.
This spell should be one of greatest scarcity and secrecy. It would be
sought by any lord looking toward world domination and would not be
given or traded for other spells. Allegedly created by the long missing
Lich Vecna, the incantation has surfaced three more times since his mad
bid for supremacy. On each occasion of its surfacing, it was used in
such a way as to call down the wrath of a certain Lord of the Elements,
Zeus, from whom the spell was stolen. To date, no wizard has
successfully called upon this power without having his soul destroyed by
the greatest of the Olympians. Perhaps you will be the first to escape
this fate. Probably not...


Call Dragon (Summoning)

Range:  40 yards
Components:  V, S, M
Duration:  Special
Casting Time:  4 rounds
Area of Effect:  Special
Saving Throw:  Negates
Author:  James Bray 

This spell summons forth a dragon of the highest Hit Die type, depending
on die roll (see below). The spell gives the caster no control over the
actions of the dragon. Sanctuary will not work. A die is rolled to
determine the type of dragon:

   D8 Roll  Dragon Type
      1     gold dragon
     2-3    silver dragon
     4-5    black dragon
     6-7    blue dragon
      8     red dragon

The saving throw is modified by one up or down per 2 HD of the dragon
above or below 15. The material component of this spell is a miniature
dragon, crafted from the finest materials, worth at least 10,000 gp.


Cantor's Closed Cottage (Alteration, Conjuration)

Range:  Special
Components:  V, S
Duration:  Special
Casting Time:  8 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Cantor

This spell creates an extradimensional space - an improved form of
Mordenkainen's magnificent mansion. It literally duplicates a small,
closed section of the wizard's plane, creating a temporary new
demiplane. The area of effect is a base 1 square kilometre per level of
the wizard. The duration is a base 2 hours per level, modified as below:
*   Each 1 square kilometre added to the base amount lessens the duration of
the spell by 2 hours.
*   Each 1 square kilometre subtracted from the area of effect increases the
duration by 3 hours.
The wizard can modify the terrain and plant features to a limited extent
when closing off the area. The land, animals, structures, etc. are
duplicated in the new planar space with the following restrictions:
*   No magic items or magically protected structures are duplicated.
*   Creatures of Intelligence greater than 2 cannot be duplicated.


Cloud of Doom (Alteration, Invocation/Evocation)

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 

The cloud of doom is a cloud of poisonous gas that forces all within it
to save versus poison or die in 1d3 rounds. The cloud is stationary. In
strong winds the duration of the spell can be halved or even quartered,
at the discretion of the DM.


Contact Higher Plane (Divination)

Range:  0
Components:  V
Duration:  Special
Casting Time:  2 turns
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell is a better and less risky version of contact other plane. In
all respects, save the table below, it is identical to that fifth level
spell.

                   Chance of  Chance of  Chance of
     Plane         Insanity   Knowledge  Veracity
   elemental           5%        55%        67%
  inner plane         10%        60%        70%
 astral plane         15%        65%        73%
outer plane, Int 19   20%        70%        75%
outer plane, Int 20   25%        75%        78%
outer plane, Int 21   30%        80%        81%
outer plane, Int 22   35%        85%        83%
outer plane, Int 23   40%        90%        86%
outer plane, Int 24   45%        95%        90%
outer plane, Int 25   50%        98%        93%

Chance of knowledge for the appropriate elemental plane is 90%, chance
of veracity is 81%.


Create Higher Undead (Necromancy)

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

Create higher undead is used by evil necromancers to create some of the
more powerful undead (most of these undead can also be created in other
ways). This spell will create wraiths, mummies, spectres, swordwraiths,
soul beckoners and inquisitors. Other undead can be created at the
discretion of the DM. The wizard must have the correct spell components
(listed below) and then cast the spell, which takes about one turn per
Hit Die of the undead. The undead are not under the direct control of
the necromancer, but they do tend to follow his commands. The source of
this control is not loyalty but fear, and if the necromancer is weak
then the undead may turn on him. In addition to the specific components
listed below, the necromancer must have a cup of dirt from a grave that
is at least one hundred years old, and a considerable portion of his own
blood. Due to this contribution of blood, the necromancer will be weak
the day after the spell is cast (-2 to-hit and to all saving throws),
and the spell cannot be cast again before a full week has past.

*   Wraith: the body of an extremely evil human who obtained at least
seventh level in life; five vials of unholy water created by the high
priest of an evil religion (minimum of fourteenth level).
*   Mummy: the mummified body of an evil human who obtained at least seventh
level in life; a solid gold statue of an evil Egyptian god (usually Set;
minimum 5000 gp value).
*   Spectre: the body of an extremely evil human who obtained at least ninth
level in life; a painting of the person being animated (the painting
must have been done when the person still lived).
*   Swordwraith: the body of an evil human fighter who obtained at least
seventh level in life (the fighter must have been part of a military
organization and must have fallen in a battle where his side eventually
lost).
*   Soul Beckoner: the body of an evil human, half-elf or elf that obtained
at least eighth level in life (the person must have died of natural
causes and must have been either a wizard or a thief; a philtre of
persuasion).
*   Inquisitor: the body of an evil human or demi-human who obtained at
least seventh level in life (the person must have been a ruthless,
sadistic torturer who was in charge of a torture facility); a rack or
other torture instrument on which a paladin of at least ninth level has
recently (within one year) been tortured to death.


Create Temple or Cathedral (Conjuration/Summoning)

Range:  10 feet
Components:  V, S, M
Duration:  3 hours per level
Casting Time:  2 turns
Area of Effect:  One 10 feet per level per side square formed in any
shape desired
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell creates the interior fittings of a temple or cathedral of any
kind depending upon the caster's desires. This includes up to 10 pewter
benches per level (each holding up to 10 people crammed), one rug to
cover the complete area of effect, one aisle rug per full 5 levels, one
altar with all the necessary religious regalia, one chandelier per 2
levels with one hundred lit candles each (if desired) burning for the
duration of the spell (can be dimmed, extinguished, and relit at will by
the caster or the receiving priest), one holy or unholy water basin per
level, one holy symbol per level, one speaking tier, one banner per
level with the pictures of the religion, one alms basket per level, and
one choir tier per 10 levels up to two feet per level high each. This
spell creates only the interior of the room; it doesn't create the
walls, floors, or ceilings.
The material components are one holy symbol from the religion, one drop
of holy or unholy water created by a priest of the religion, one
miniature bench of mahogany, one 1 square foot piece of a single large
rug blessed by a priest of the religion, a small wicker straw, one
candle blessed by a priest of the religion, one piece of silk (for the
banners), and one 1 foot cube of marble (for the tiers).
The effects of selling and combat possibilities are as for the other
room spells.


Curse of Lycanthropy (Alteration, Necromancy)

Range:  10 feet per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  8
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell curses one creature with one of the most horrible existing
curses: the curse of lycanthropy. The creature has saving throw versus
death magic; if it saves, the spell is negated; if it fails it is
affected as below. The creature is turned into a lycanthrope of the
caster's desires. It might not even be apparent that the creature has
suffered under the spell - until the next full moon sets in. At that
point the creature will change into the lycanthrope desired by the
caster and it is under the complete control of the caster who is
immediately notified that one of his creatures has changed into a
lycanthrope. The caster can see through the creature's eyes, hear
through the creature's ears, and use all other senses of the creature as
the creature can. He can even force the creature to do his will. If that
is tried, the creature gains a saving throw versus spell to resist the
command. Once it resists one command per level of the caster, it is free
of the caster's control and the caster cannot use its senses any more
nor can he try to force the creature to do his bidding. Until this point
is reached, the creature has no chance whatsoever of being cured -
unless a full wish is used. After this point is reached, the normal
chances exist for the creature to be cured by the normal means. Note:
during the time the creature is a werecreature it has no recollections
of what it was as a human, elf, etc. and vice versa.
The effect of this spell is permanent unless it is cured somehow. How
difficult this is is dependent on the DM. The duration of the control is
dependent as described above.
The material component is the head of a master lycanthrope (one who
controls at least ten others of its type) of the type the caster wishes
the creature to be changed into. The head has to somehow have stayed in
its animal shape without changing back to its normal humanoid shape.
This head has to be treated like a tathlum (a druidic or Celtic weapon,
described in the Legends and Lore book). It also has to be hurled at the
opponent. The caster has to make a to-hit roll; if he does not hit the
target, the spell (and the component) is wasted.


Dardan's Desolation (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per 3 levels
Casting Time:  8
Area of Effect:  25-foot radius
Saving Throw:  Special
Author:  Craig Singsank 

The casting of this spell causes an incandescent sphere of blistering
dry heat to envelop a 25-foot radius around the spell caster. All
vegetation in the area of effect will instantly wither and die from the
seething temperature as the ground buckles and cracks like hardened
clay. Any flesh exposed to this incinerating hellfire will stiffen and
crack like old leather and quickly peel away from the body. This
crematorium-like effect will continue until all that remains are the
creature's bleached and crumbling bones on the barren and lifeless
ground.
All creatures caught in the spell's area of effect must save versus
death magic or have the spell's torrid fervour snuff the life out of
them. If a creature saves, it takes 1d8 points of damage and loses one
point of Constitution for a turn. A creature must continue to save each
round they are in the ardent sphere with a cumulative penalty of -1. The
incandescent sphere doesn't harm the caster and follows him as they move
for the duration of the spell.
Certain aqueous beings are highly susceptible to the effects of this
spell. All amphibious creatures, slimes, jellies, molds, and water-using
creatures under 6 HD are automatically destroyed when exposed to this
spell, creatures over 6 HD suffer a -2 on their saving throw. Only
fire-using and related creatures are immune to the spell (undead are not
immune to the spell).
The material component of this spell is ground diamond (500 gp) and a
drop of the caster's blood.


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

Range:  0
Components:  V, S, M
Duration:  2d4 turns
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This spell is similar to Darklight's planar weapon. It conjures a large,
weightless weapon (speed factor 3), such as a two-handed sword or a
polearm, which can be used in total defiance of any restrictions. It
acts as a weapon, +5 in every respect, and does 5d12 points of special
planar damage. To determine which plane its energies are drawn from,
roll on the following table:

01-50. Elemental plane. Roll 1d4 to determine which:
1. Air. The weapon can release a gust of wind upon command, once every round,
   and can keep vaporous creatures at bay. It allows one to attack aerial
   creatures normally. It does double damage to earth or rock based
   creatures.
2. Earth. The weapon petrifies a creature on a natural 19 or 20. It can carve
   a path through solid rock at a rate of MV 4 per round. It does double
   damage to gaseous or aerial creatures, and can attack earth-based or
   rock-like creatures normally.
3. Fire. The weapon can emit a path of flame, 3 yards long, upon command (does
   burning hands damage as if cast at twelfth level of experience), and can
   melt ice at the rate of 3 cubic yards per round. It allows one to attack
   flame-based creatures normally, but does double damage to liquid
   creatures, water-based, or cold-using creatures.
4. Water. The weapon, if a hit is made on a creature, can attempt to "drown"
   the creature (assuming it is air-breathing) by filling its lungs with
   water. Thereafter, it must make a successful Constitution check at -4
   upon every hit or take an additional 3d10 drowning damage. It can soak
   any three adjacent 1-yard squares with water, extinguishing normal
   fires, upon command. It also allows one to attack liquid creatures
   normally. It does double damage to fire-based creatures.

51-60. Para-elemental plane. Roll 1d4 to determine which:
1. Ice. The weapon causes a creature to freeze stiff for 5d10 rounds, taking
   4d10 extra damage if it hits on a natural 20. It can freeze up to 1
   cubic yard of liquid per round of touch. It allows one to attack
   creatures of ice normally, but does double damage to earth-based and
   air-based creatures.
2. Magma. The weapon causes items touched to melt or become incinerated when it
   touches them, with no saving throw. On a natural 20, it does quadruple
   damage to normal creatures (quintuple to vulnerable creatures). It
   allows one to attack lava creatures normally, but does double damage to
   water-based or air-based creatures.
3. Ooze. The weapon coats a creature with mud and slime, and causes their lungs
   to fill up with ooze (they must then make Constitution checks for 10
   rounds or take 2d6 drowning damage per round). It allows one to attack
   slime or ooze creatures normally, but does double damage to fire-based
   and air-based creatures.
4. Smoke. The weapon causes 5d6 extra suffocation damage on a natural 19 or
   20. It can fill six 1-yard squares per round with smoke, which functions
   as normal smoke (the wielder is immune to negative effects of generated
   smoke). It allows one to attack mist or smoke-based creatures normally,
   and does double damage to water or earth-based creatures.

61-70. Positive quasi-elemental plane. Roll 1d4 to determine which:
1. Lightning. The weapon knocks a creature back up to 15 yards on a natural 19
   or 20, with a clap of thunder and 4d10 extra electrical damage. It
   allows one to attack electrical beings normally, and can do double
   damage to metallic, earth-based, or water-based creatures. Also, it is
   +6 to-hit against opponents with metal armour (because it is transmitted
   through such protections).
2. Minerals. The weapon on a natural 18, 19 or 20 has a 50% chance of severing
   (as a sword of sharpness), otherwise the creature is petrified. It
   allows one to attack crystalline or mineral creatures normally, but does
   double damage to air-based or particulate (dust or sand) creatures.
   3. Radiance. The weapon turns an undead or shadow-creature, and on a
   natural 19 or 20, blinds a normal creature for 5d10 rounds. It emits
   light out to a 120-foot radius. It allows one to attack creatures of
   light or radiance normally, and does double damage to shadow-based
   creatures or undead.
4. Steam. The weapon causes a normal creature to pass out from heat exhaustion,
   taking 4d8 extra damage, on a natural 19 or 20. It emits six 1-yard
   squares per round full of vapour (which does not hinder the wielder at
   all). It allows one to attack mist or vaporous creatures normally, and
   does double damage to flame (not purely heat-based) creatures or to cold
   (not purely water-based) creatures.

71-80. Negative quasi-elemental plane. Roll 1d4 to determine which:
1. Ash. The weapon causes 5d8 extra cold damage on a natural 19 or 20. It
   lowers the temperature in a 60-foot radius by 40 degrees F every round
   (except the caster's body temperature). It allows one to attack
   ash-based creatures normally, and does double damage to flame or
   heat-based creatures.
2. Dust. The weapon causes 5d8 extra deterioration damage on a natural 19 or
   20. If held in contact with solid material, it breaks down 1 cubic yard
   per round of such, leaving behind only fine dust. It allows one to
   attack particulate (sand or dust) creatures normally, and does double
   damage to crystalline, rock, or earth-based creatures.
3. Salt. The weapon causes 5d8 extra dehydration damage on a natural 19 or 20.
   If held in contact with organic materials, it desiccates them completely
   in 1 round. It allows one to attack salt elementals normally, and does
   double damage to water-based or liquid creatures.
4. Vacuum. The weapon causes 5d8 decompression damage on a natural 19 or 20.
   It sucks nine 1-yard squares per round full of air into oblivion (the
   caster has no problems breathing), creating gale-force winds and having
   worse effects in enclosed spaces. It allows one to attack creatures of
   vacuum normally, and does double damage to air-based creatures.

81-90. Border plane. Roll 1d2 to determine which:
1. Astral. The weapon is invisible, but ignores all physical barriers to
   attack. It can cut a creature's silver cord on a natural 19 or 20
   (assuming they are projected). It does double damage to creatures from
   the astral plane. A normal creatures isn't able to heal from its wounds
   unless magically healed (as the damage is to the being's aura).
2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but ignores
   all physical barriers to attack. It attacks ethereal, spirit, or
   in-phase creatures for double damage. A normal creatures isn't able to
   heal from its wounds unless magically healed (as the damage is to the
   being's spirit).

91-95. Material plane. Roll 1d2 to determine which:
1. Negative material plane. The weapon drains two levels or Hit Dice of life
   energy on a natural 19 or 20. The weapon has no effect on undead
   creatures, but does double damage to creatures with a link to the
   positive material plane.
2. Positive material plane. The weapon causes its special damage as healing to
   any living being, but if the being is already at full hit points, this
   applies as "damage". This "damage" is actual, but does not count as
   pulling a creature below full hit points in terms of this spell. On a
   natural 18, 19 or 20, it acts as a mace of disruption versus undead.
   Undead take double damage in any case from this weapon.

96-98. Outer plane. Roll 1d20 to determine which:
1. Seven Heavens. This weapon is gleaming white, and radiates golden light. It
   repels evil creatures as a fear spell, 15-yard radius. It does double
   damage to chaotic evil creatures, and cannot strike lawful good
   creatures. It can spray holy water upon command in a cone 1-yard base by
   10 yards long with a 5-yard maximum spread.
2. Twin Paradises. This weapon is of entwined silver and white marble. It can
   cure critical wounds three times per summoning upon lawful good and
   neutral good creatures, and cannot strike such. It does double damage to
   chaotic evil and neutral evil creatures.
3. Elysium. This weapon is of pure, glowing silver. It can turn undead and
   evil lycanthropes as a 15th-level priest. It does double damage to neutral
   evil creatures, and can disrupt undead creatures on a successful hit,
   although it cannot strike neutral good creatures.
4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken
   wood. It radiates a 12-yard radius field of animal friendship aimed towards
   the caster. It cannot strike neutral good and chaotic good creatures,
   but does double damage to lawful evil and neutral evil creatures. It can
   cure critical wounds to any normal plant or animal it touches, once per
   round.
5. Olympus. This weapon is made of fine, polished steel. It cannot strike
   chaotic good creatures, but does double damage to lawful evil creatures.
   It can create food and wine upon command, as the priest spell (cast at
   fifteenth level). It also does damage as if swung by one with 23
   Strength.
6. Gladsheim. This weapon crackles with lightning and fire, and is made of
   fine steel. It cannot strike chaotic good and chaotic neutral creatures,
   but does double damage to lawful neutral and lawful evil creatures. It
   gives a +5 to-hit and -5 on AC to any chaotic good and chaotic neutral
   warrior within 9 yards.
7-9. Limbo. This weapon randomly shifts colour, composition, and radiance
   every round. It can strike any creature who can be hit by +5 weapons. Any
   spell effect directed at the wielder is changed into a wild surge. It
   randomly polymorphs any substance or object it touches thrice per round,
   and on a natural 18, 19 or 20 polymorphs a creature randomly. It does
   double damage to lawful neutral creatures.
10. Pandemonium. This weapon is made of howling wind and darkness. On a
    natural 18, 19 or 20, it blinds and confuses (as the spells) its target.
    It cannot strike chaotic neutral and chaotic evil creatures, but does
    double damage to lawful neutral and lawful good creatures.
11. The Abyss. This weapon drips acid and venom, and is seemingly composed of
    demon-parts. On a natural 18, 19 or 20, it causes the target to save
    versus poison or take 5d20 poisonous acid damage, regardless of magical
    or natural resistance to poison or acid. It cannot strike chaotic evil
    creatures, but does double damage to lawful good creatures.
12. Tartarus. This weapon is composed of stagnant black liquid. On a natural
    18, 19 or 20, it causes complete amnesia which can only be removed by a
    heal spell. It cannot strike neutral evil and chaotic evil creatures,
    but does double damage to lawful good and neutral good creatures.
13. Hades. This weapon is composed of bone and blood. On a natural 18, 19 or
    20, the victim must save versus death magic or be transformed into an
    undead creature. It cannot strike neutral evil creatures, but does
    double damage to neutral good creatures.
14. Gehenna. This weapon is composed of mingled brimstone and shadow. It
    cannot strike neutral evil and lawful evil creatures, but does double
    damage to neutral good and chaotic good creatures. On a natural 18, 19
    or 20, it inflicts a rotting disease upon its victim (as per a mummy's
    touch).
15. Nine Hells. This weapon is composed of fire and brimstone. On a natural
    18, 19 or 20, the creature struck takes 5d20 flame damage, regardless of
    magical or natural resistance to fire. It cannot strike lawful evil
    creatures, but does double damage to chaotic good creatures.
16. Acheron. This weapon is made of cold iron which glows with a red radiance.
    On a natural 18, 19 or 20, it paralyses its victim. It cannot strike
    lawful neutral and lawful evil creatures, but does double damage to
    chaotic good and chaotic neutral creatures.
17. Nirvana. This weapon is perfectly symmetrical along at least two axes, and
    appears to be made of grey crystal. On a natural 18, 19 or 20, its
    victim is held for 5d10 rounds. It cannot strike lawful neutral
    creatures, but does double damage to chaotic neutral creatures.
18. Arcadia. This weapon appears to be made of wood which has been turned into
    precious metal. When it touches any poison or acid, the latter is
    instantly nullified. It cannot strike lawful good and lawful neutral
    creatures, but does double damage to chaotic neutral and chaotic evil
    creatures. It can cure poison when it is touched to any creature, up to
    five times per round.
19-20. Concordant Opposition. This weapon is of pure white crystal, fine
    steel, and polished obsidian intertwined. It cannot strike druids or other
    creatures who protect the balance. It does double damage to lawful good,
    chaotic good, chaotic evil and lawful evil creatures. Its attack ignores
    the defences of a creature whose powers are based on strong alignment,
    such as demons, paladins, and slaadi.

99-00. Unusual, demi-planar. Roll 1d4 to determine which:
1. Demi-plane of electromagnetism. The weapon is +6 to-hit against opponents
   clad in metallic armour. It can repel or attract metal objects with 20
   Strength within a 10-yard radius at command. On a natural 20, it knocks
   an opponent back up to 12 yards for 5d6 extra impact damage. It does
   double damage to creatures of a ferrous composition.
2. Demi-plane of shadow. The weapon is actually only quasi-real, but appears
   to be made of solid blackness. A creature struck must disbelieve or take
   double actual damage. It does double damage against creatures of light
   or any illusory "beings". On a natural 18, 19 or 20, blinds a creature
   for 5d8 turns.
3. Demi-plane of time. The weapon appears to be simply a wavering violet
   outline. It ages a creature 4 years for each point of damage accrued
   (random direction, 50% chance each hit of ageing older or younger). On
   a natural 20, it throws an opponent 1d4x1d10 days into the future (or
   the past - at the DM's option).
4. DM's option. This can be as strange as you like. It can be a weapon
   composed of the mists of Ravenloft, of the phlogiston, or of some far
   distant and really bizarre plane of the DM's own devising.

The material component is as with lesser planar weapon.


Darklight's Improved Force Armour (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  8
Area of Effect:  The caster
Saving Throw:  None
Author:  Keith Taylor 

This spell is an enhanced version of the 7th-level Darklight's force
armour. It is the same as the lower level spell, except as noted.
The armour is less awkward, giving the wizard full normal movement
capacities, but still incurring a -1 Dexterity penalty. It also adds
flight capabilities to the armour, with moulded constructs on the
armour's back which project coloured flame (actually jets of force, not
fire). These cannot be used to attack, but can propel the wizard at
MV 36, MC C in tight manoeuvring; over long distances, it can reach
MV 72, MC F. The flight capacity of the armour is limited to normal
atmospheric flight.
The arms of the suit are equipped with retractable blades of force,
"housed" above the wizard's forearms and springing forth upon mental
command. These act as +2 weapons for purposes of what creatures may be
hit, and can be used without proficiency penalties. One attack with each
per round can be made, and on a successful hit do 2d10 cutting damage.
The armour glows slightly reddish, with brighter areas at the joints; it
has obvious bumps on the forearms and the back, where bright red jets of
force emerge during flight from a squarish force structure.
The material component is a diamond cut so as to resemble a small
person, to which is affixed a ruby sword and sapphire wings.


Darklight's Redstar (Evocation)

Range:  100 yards + 20 yards per four levels
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  None
Author:  Keith Taylor 

This spell creates a red, starlike ball of energy in the wizard's
outstretched hand, which darts out at the specified target as a magic
missile. It does 2d12 points of damage (+1 HP per level of the caster).
It will dispel the spells armour, shield, wall of force, minor globe of
invulnerability, and, at the DM's option, other spells. If the redstar
hits such a spell, it will be weakened and only deal 1d6 points of
damage to the (formerly) protected creature. When struck by an
unweakened redstar, a spellcasting creature must save versus
paralysation at -4 or immediately forget (and must re-memorise) 2d4
randomly determined spells in memory.


Defy (Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell allows the caster to impose a penalty to turning equal to
half his level, so a 20th-level necromancer would totally nullify the
turning attempts of a 10th-level priest. The spell affects all evil
extraplanar creatures that can see the caster. The material component of
this spell is a holy symbol of some evil god (not necessarily the
caster's own). It is consumed in the casting.


Demonstar (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  8
Area of Effect:  One target
Saving Throw:  Special
Author:  Unknown

This powerful attack spell is used exclusively against natives of the
lower planes. Against other creatures, it is absolutely harmless. When
the spell is cast, a star appears in the hand of the wizard, and travels
at very high speeds to implant itself on the creature's forehead, or the
nearest equivalent of a forehead. Then the star starts to glow very
brightly and with great heat. The demon gets to make his magic
resistance roll, but at -30%. If he fails his saving throw, he gets a
saving throw versus spell every round to reduce some of the spell's
effects.
The star does 10d6 HP of damage per round, and immobilises the demon
with pain. The saving throw is for half damage and the ability to act,
despite the pain. The spell also blocks any gate attempts by the demon.
This blocking of gate attempts stops when the spell duration is over or
the demon is dead, whichever comes first.
The material component of this spell is a golden star.


Dheryth's Gateway (Alteration)

Range:  10 yards
Components:  V, S, M
Duration:  1 round + 1 round per level
Casting Time:  8
Area of Effect:  10-foot diameter disk
Saving Throw:  None
Author:  Jim Gitzlaff 

This spell creates a vertical disk 10 feet in diameter. It is a magical
portal to anywhere that is on the same plane, and that the caster had
been to previously. The portal clearly shows the other terrain and
permits two-way travel from either end of the gate to the other.
Nonliving material can only pass through if carried by a living
creature.
The gateway does not automatically open to the intended spot. The
success roll is dependent on distance to the target:

within 100 miles                              99%
within 500 miles                              50%
same planet                                   10%
other planet in same sphere                    5%

Thus, an attempted gateway from Waterdeep to Bloodstone would open with
only a 10% chance of success, while a gateway from the south shore of
Nyr Dyv to Greyhawk City would be 99% likely to work.
If the gateway fails to open properly, there is a 50% chance that it
opens somewhere else. The exact location can be determined randomly or
at the DM's discretion, but it need not be near the target spot. It
could as easily open to a place a thousand or more miles away as on
another planet. In any event, the material components, a 6-inch diameter
platinum mirror (200 gp or more) and a diamond-nibbed pen (used to draw
the gateway in the air, 1,000 gp or more) are consumed by the casting.
The gateway can neither target nor originate from a place that is sealed
from teleportation or interplanar travel (eg. areas guarded by some sort
of screen, sanctum, etc, or rooms lined with gold or lead).

Dheryth's Sanctum Sanctorum (Abjuration)

Range:  10 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 hour
Area of Effect:  Twenty-seven thousand cubic feet
Saving Throw:  None
Author:  Jim Gitzlaff 

This spell seals off an interior area (eg. building, room, cave) with a
volume up to 27,000 cubic feet, from entry by teleportation (including
teleport, teleport without error, dimension door, and even Drawmij's
instant summons and succour), plane shifting (including colour pools,
border ethereal penetration, and plane shift), and similar magical
effects.
Any of these teleport-like effects may be performed, however, if a
password is known and spoken during the attempted entrance. There can
only be one password at a time, but it may be changed by recasting
sanctum sanctorum. The material component for this spell is a platinum
lock, inlaid with gems, worth at least 10,000 gp.


Dispel Exhaustion (Illusion)
Reversible

Range:  10 feet per level
Components:  V, S, M
Duration:  3 turns per level
Casting Time:  1 round
Area of Effect:  One person per 2 levels
Saving Throw:  Special
Author:  Kai Rottenbacher 

This spell causes the affected creatures to believe their exhaustion of
combat has passed. Thus, they regain 50% of their lost hit points and
are able to run at full speed for the duration of the spell. This spell
does not actually cause the characters to regain their hit points. Thus,
if the duration runs out and they received additional damage they might
die from the exhaustion. Thus, all characters have to keep two different
scores for their character's hit points: one real list and one imaginary
list (or the DM keeps it for them). If their real list ever drops to
zero and the duration runs out before they received real healing they
die (or fall unconscious). If their imaginary list ever falls to or
below zero, say goodbye to your character, as he will drop unconscious
from the perceived damage and now the illusion does not work any more,
so the character immediately loses even those hit points he gained from
this spell (remember, illusions only function if the character is
conscious to perceive them). During the spell, a character may act at
double speed for one round once every ten-minute period. This doubles
all physical activity but not spellcasting.
If only for this last effect, the spell may be layered on the same group
up to once per 5 levels of the same caster. It is not possible to layer
this spell with the same spell from other casters.
The reverse, exhaust, forces the beings to be affected to make a saving
throw versus spell if they state that they don't believe the illusion.
If they don't state that they don't believe it, they get no saving
throws - not even those noted below. If they make their saving throw,
nothing happens. Those who make it may communicate the effect to their
comrades who tried to save but failed if this spell has not been coupled
with another spell which normally causes damage. If no other spell that
inflicts damage is cast in the same round at the same general area, then
anyone who has failed their saving throw can make an additional saving
throw once if another creature they can understand communicates this
fact to them. If they fail any of these saving throws (or never tried to
disbelieve) the spell makes the affected beings believe that they have
lost 50% of their remaining hit points. This continues so far, that they
have to make a system shock roll at half Constitution once they reach
their perceived zero or less hit points. If they fail they die. Even if
they make their system shock rolls they drop unconscious for the
duration of the spell.
The material component for the normal spell is a drop of boiled ethereal
essence mixed with rose oil. For the reverse you need a drop of frozen
ethereal essence mixed with the crushed remains of three scarabs taken
from a pharaoh's pyramid. How you get ethereal essence? Well, I'm not
going to tell you! And there aren't that many pharaoh's pyramids were
the remains of scarabs have prevailed in the fight with Father Time.
Again, for those unfortunates of you who don't know: this is another
spell transformed from first to 2nd edition; it was formerly an
illusionist spell, but I edited the material components a little.


Dragon Form (Alteration)

Range:  0
Components:  V
Duration:  1 round per point of Constitution per 6 levels
Casting Time:  10 rounds
Area of Effect:  One creature
Saving Throw:  None
Author:  James Bray 

The spell recipient takes the form of a dragon. Roll on the following
table to determine the type of dragon:

     D20 Roll       Dragon Type       Hit Dice
         1          red dragon           24
         2         green dragon          20
         3         white dragon          14
         4          blue dragon          10
         5         black dragon           7
         6           red youth            6
         7        black hatchling         1
       8-19          failure*             -
        20            gold**             20
* Failure results in a loss of 10 points of Constitution, recovered at
a rate of 1 per hour. If this drops the caster's Constitution below 1,
he is killed, unless a system shock roll is made, in which case his
Constitution is only lowered to 1.
** The duration is halved.


Dumbf Ound's Bottling Spell (Alteration, Enchantment)

Range:  30 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Dumbf Ound

This spell is result of a mistake. Originally intended as a less
powerful version of boat in a bottle, Ound didn't spend enough time
studying that spell before making this one. While this spell does put
one creature in a bottle and then corks it, it doesn't have the power to
shrink the person so it jams the person through the little top of the
bottle, the bottle of course being magically bound as not to break.
Effectively the spell kills the creature or being and puts what remains
in the bottle. Unfortunately this is a messy procedure and not for those
with weak stomachs. The material components are a bottle, a cork, and a
prism.


Dwarkanath's Arcane Expander (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  3 turns
Area of Effect:  Special
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This spell was devised by the archmage Dwarkanath to increase the
variety (but not quantity) of spells normally available to a
spellcaster. Essentially, Dwarkanath's arcane expander provides a number
of additional spells that the wizard can select during an adventure (or
group of small adventures that are encompassed in the duration). It does
not, however, increase the number of spells the character may cast
within a day.
For every two levels of the caster, one additional spell level's worth
of spells can be memorised. In other words, should an eighteenth level
wizard cast this spell, he could make selections that may be chosen from
when deciding upon a spell to be cast. Be aware that the character
affected by Dwarkanath's arcane expander must take the time to memorise
the additional selections. Because of the nature of the spell, the
recipient must begin memorising these spells within 1 turn of completing
the casting of Dwarkanath's arcane expander. If multiple spells are
being memorised, each must be started within one turn of the previous
spell.
In order to cast this spell, the caster must gather rare oils and
spices, as well as samples of brain tissue from specific spellcasting
creatures (the DM should choose something appropriate for his campaign).
Generally, the gold piece costs for the material components for this
spell are typically 10,000 gp.


Elemental Gate (Conjuration)

Range:  50 feet
Components:  V, S, M
Duration:  Special
Casting Time:  1 hour
Area of Effect:  One square foot per level
Saving Throw:  None
Author:  Unknown

This spell creates a small gate from an elemental plane. It allows the
free passage of objects and creatures from the elemental plane to the
prime material only, and not the other way around. If the gate is free
standing, it will only last for 2 turns + 1 round per level of the
wizard. It may be supported, though, by an ornate frame that will make
it last exactly as long as the frame itself.

            Element            Frame Type
             Air                Silver
             Fire               Brass
             Water              Gold or Gilt

Also needed as a material component of the type of material the wizard
wants the gate to open into. For instance, if the wizard wants salt
water to spew out of the gate, he needs to cast the water version with
a sample of saltwater. This works similarly with the other planes - air
of the appropriate freshness, temperature, etc. must exist as a sample.
The most common uses of this spell are listed below:

   Element  Spell Effect
    Air     May be used to ventilate rooms, provide breathable air, and
            maintain average temperatures.
    Fire    Often used to heat places in cold climates or serve as the heart
            of a forge.
    Water   Usually created to provide large quantities of fresh, drinkable
            water.

If the supporting frame is magicked with a protection from evil or good,
10-foot radius or similar spell, the vast majority of elemental
creatures that might stumble across the gate will be unable to pass
through.


Fellstar's Flame Jet (Invocation/Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per 5 levels (4 rounds maximum)
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Fellstar

When this spell is cast, a jet of flames shoots forth from the wizard's
hand; this jet is 5 feet wide and has a length of up to 10 yards per
level of the wizard (the wizard may vary the length from 1 foot up to
the maximum range). The jet travels in a straight line and is blocked by
normal obstacles (stone, metal, etc.). If the jet is blocked, it will it
will not rebound, but may flow around the barrier if it is small enough
(less than 5 feet across).
Anyone struck by the jet suffers 1d10 points of damage per two levels of
the wizard (up to a maximum of 10d10). A successful saving throw versus
spell reduces the damage by one half. If this saving throw fails, all
possessions must save versus magical fire or be consumed.
The flames from this spell will melt ice and ignite wood on contact;
they are able to melt a hole in a wall of ice in a single round (though
they will not destroy it), and can bring down a wall of fog instantly;
other wall spells are not affected by this spell.
The jet will remain in effect for one round for every 5 levels of the
wizard, up to a maximum of 4 rounds. A single creature must be chosen as
the target for the jet (but others may be struck if they are in the path
of the flames) and a new target may be selected each round the spell is
in effect.
If the wizard chooses, two jets (one from each hand) may be employed
instead of one; if this is the case, range and damage are halved (in
some cases, one jet will do one more die of damage than the other). A
separate target may be chosen for each of these jets each round they are
in effect.
At the beginning of each round the spell is in effect, the wizard may
split a single jet in two, or may combine two jets into a single one.
The material components for this spell are a powdered ruby and a
powdered fire opal which must be worth a least 500 gp together. The
powdered gems are mixed together in the hand(s) of the wizard at the
time of the casting; all material components are consumed with the
casting.


Fire Gem (Abjuration, Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3 turns
Area of Effect:  One gem
Saving Throw:  None
Author:  August Neverman 

This spell requires an expensive gem. The value of the gem depends on
the number of spell levels that will be cast into the gem. The gem's
value must be 5000 gp per spell level of the spell or spells
(cumulative).
This spell causes a gem to have a flame appear at the centre. The flame
has no real significance other than that the gem is ready to receive
spells. After a spell is cast into a gem it can be called forth in one
tenth of a round. The spell will act at the level it was cast into the
gem. The gem is destroyed in the process.
A spell that is going to be placed into a fire gem must be equal to or
less than the wizard's level divided by four, rounded down. An
18th-level wizard could put up to a 4th-level spell into a fire gem. A
24th-level wizard could put up to a 6th-level spell into a fire gem.
If permanency is used on a fire gem, it will allow the spell to be cast
a number of times per day. To determine how many times the spell or
spells can be cast, divide the wizard's level by five times the level of
the spell, i.e., a 1st-level spell cast into a fire gem at eighteenth
level will be able to be cast 18/5 or 3 times a day. If a conduit spell
is added before the permanency it will double the effects of the spell
(if appropriate) and double the number of uses per day.
Remember that a permanency and a conduit spell are a total of 19 spell
levels. Therefore a conduit, permanency and magic missile would require
a gem costing 20x5000 = 100,000 gp gem. Also the wizard would be unable
to cast spells for 20 days (due to the effects of the conduit).


Fire Storm (Invocation/Evocation)

Range:  10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  8
Area of Effect:  60-foot radius sphere
Saving Throw:  1/2
Author:  Peter Gourlay 

Fire storm is an expanded version of fireball. The instant after the
spell is cast, a 60-foot radius sphere is filled with extremely hot
flames. The flames do 1d6+1 damage per level of the wizard, with a
saving throw allowed for half damage.


Flame Bolts (Invocation/Evocation)

Range:  10 yards per level
Components:  S, M
Duration:  1d4 rounds
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  1/2
Author:  Jason Riek (Karaieth) 

This spell allows the caster to throw forth 1d4 bolts of red and white
flame. The number of bolts is up to the caster. During the round the
spell is cast, the wizard can do nothing else, and must concentrate on
summoning the energies necessary to cast the spell. The caster can throw
forth one bolt every round after the initial one until his bolts are
used up. A bolt inflicts 2d10 damage to everyone in its path (no saving
throw). It explodes when the wizard wills it to, when it collides with
a solid object (like a wall), or when it reaches the edge of its range.
If the caster used 1 bolt, it explodes in a 40-foot radius and to 10d12
damage (save for half on all explosions). Two bolts have a blast radius
of 30 feet and do 5d10 damage each. Three bolts: 20-foot radius and 5d6
damage. Four bolts: 10-foot radius and 5d4 damage. The material
components of this spell are a lit torch and a dragon's bone.


Freeze [2] (Abjuration)

Range:  5 yards per level
Components:  V, S, M
Duration:  1d4+1 rounds
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Kenneth C. Jenks 

This spell will put one creature in temporal stasis for 1d4+1 rounds.
This special temporal stasis cannot be dispelled, but the affected
creature cannot be harmed, contacted or influenced for the duration of
the spell.
The short, variable duration makes this more of an "escape from the bad
guys" spell than an attack spell, but you can always pick up your
newly-created statue and do interesting things to him - as long as this
is done quickly. This works best if you have cliffs or volcanoes nearby.
The material component for this spell, which was researched by
Whitewolf, is an hourglass.


Gate Fiend (Conjuration/Summoning)

Range:  20 yards
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  2 rounds
Area of Effect:  Special
Saving Throw:  Special
Author:  Peter Gourlay 

This spell is similar to the 7th-level gate lesser fiend, save that as
the power of the fiends being gated goes up, so do the price and the
risks. Any fiend gated in with this spell may save versus spell (with a
-2 penalty) to be free willed. Magic resistance is of no benefit.
However, even a controlled fiend will not automatically follow the
commands of the wizard. All "control" means is that the fiend will not
attack. Also, a free willed fiend will not always attack if the wizard
acts swiftly (of course, sometimes they will...).
This spell summons a single fiend, to whom the wizard makes an offer. If
the fiend accepts, it performs a task, which is often just fighting for
the wizard. This offer is included in the casting time of the spell.
After one round of casting, the fiend is on the prime material plane,
and if the concentration of the wizard is broken the fiend becomes free
willed. The nature of the offer varies with each summoning, but it
typically includes the chance to kill sentient creatures, and payment in
the form of magic or treasure (gold and gems being the most common).
Exactly how much should be offered is usually only found out by
consulting sages, old tomes, or wizards that use this spell often (of
which there remain very few). A quick wizard will increase the reward to
a free willed fiend. As with the lesser spell, a fiend that does not
kill a sentient creature will be free willed at the end of the spell,
with the option of staying on the plane for an additional 10 turns,
having a lot of enmity towards the wizard. With fiends that are not free
willed, the wizard can dismiss them at any time, returning them to their
own plane.
This spell can be used to summon the following types of fiends: abishai,
barbazu, erinyes, hamatula, osyluth, farastu, alu-fiends (no genii),
bar-lgura, cambions (either barons or major ones, no mages), and
succubi. The more powerful the fiend, the higher the price. The more
intelligent fiends (erinyes, some alu-fiends and cambions, succubi)
might demand as their price some service from the wizard. The nature of
the service will always be evil, and the goal of the fiend is to entice
the wizard into further summonings and greater evils so that eventually
the fiends (of that particular type) will control the wizard. If a deal
cannot be reached, the fiend is immediately returned to its home plane.
The material component for this spell is a holy symbol from any good
faith (minimum value 1500 gp; it must have been made by that faith)
which is broken as the spell is cast.


Giant Call (Conjuration/Summoning)

Range:  50 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  8
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell summons a number of giants to fight for the wizard, in the
manner of the other call spell. Unlike with those spells, the giants
summoned by this spell can perform other tasks, provided the wizard can
communicate with them. The giants summoned come from the following list:

Wizard's Level             Summoned Giants
     16-17          hill (12 HD) or stone (14 HD)
     18-19          fire (16 HD) or frost (14 HD)
      20+                   cloud (17 HD)

The wizard can summon up to 1.5 HD per level. The giants summoned will
never be spellcasters.


Greater Infravision (Alteration)

Range:  0
Components:  V, S
Duration:  1 day per level
Casting Time:  8
Area of Effect:  The caster
Saving Throw:  None
Author:  Peter Gourlay 

This spell is identical to the 3rd-level infravision, save for its
greatly increased duration. Note that the wizard cannot cast this spell
on other people.


Improved Mirror Image (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  4 rounds per level
Casting Time:  4
Area of Effect:  12-foot radius
Saving Throw:  None
Author:  Max Becherer 

This spell is a much more powerful version of mirror image. Not only are
more images (1d6 + 1 per 2 levels) created, but they last longer, and
the ruse can only be detected with a gem of true seeing or similar
device. The phantasms are solid for all intents and purposes, taking
damage when attacked instead of winking out. A wand of negation or
dispel magic will destroy only one of the phantasms. The material
component is a small mithril mirror worth not less than 500 gp.


Improved Permanent Illusion (Illusion/Phantasm)

Range:  20 feet per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  8
Area of Effect:  One 20-foot per side per level cube
Saving Throw:  Special
Author:  Kai Rottenbacher 

This spell works like a permanent advanced illusion with an included
bonus: it starts to have touch components as well. Thus, it could be
used to simulate something a character can touch in the illusion (even
in disbelief) and actually feel the illusion without the illusion
vanishing. If a character states that he disbelieves he gets a saving
throw versus spell at -4 due to the power of the spell if that character
actually touches the illusion - it does not work if he just sees it. If
he succeeds, he can pass through the illusion, but the illusion does not
vanish for him. If they still disbelieve, they can attempt a second
saving throw versus spell at their normal chances. If they succeed
again, they completely disbelieve the illusion. If they fail at one of
their saving throws they stay at their current state of belief or
disbelief. Thus, if they failed at their first saving throw, they could
still touch and feel the illusion (with all the consequences that
entails). If they failed their second saving throws they could pass
through the illusion but it would still exist as a very good hologram
for them - and they would still take damage if it were the illusion of
for example a wall of ice.
The material components are a small sample of the material normally used
to create the real article to be created by the illusion plus a small
opaque gem polished to mirror smoothness which has to be so thin has to
transparent again.


Improved Phantasmal Killer (Illusion/Phantasm)

Range:  5 yards per level
Components:  V, S
Duration:  1 round per level
Casting Time:  8
Area of Effect:  One creature
Saving Throw:  Special
Author:  Peter Gourlay 

This spell, like its 4th-level counterpart, draws on the inner fears of
the victim's subconscious mind to create a terrifying monster that only
he can see. The killer has all the abilities of its lower level cousin.
However, it attacks twice per round as a 6 HD creature, hitting any
Armour Class on a 19 or 20.
The defence for this spell is the same as for the 4th-level version.
Having been attacked by that spell does not grant a bonus to this one.
If the killer is disbelieved, the wizard has a 4% chance per level of
turning it onto a new victim. This chance drops to 3% per level for a
third victim, 2% per level for a fourth, and 1% per level for a fifth.
The killer can also be turned to a new victim if it kills its current
one. If any of the turning attempts fail, the killer is dispelled.
If the killer is turned on its creator (by a reflection, for example),
that wizard gets a +2 on a possible attempt to disbelieve. Anyone who
reverses the killer cannot direct it to any other victims except the
original caster.


Infernal Tornado (Evocation)

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

While the wizard is casting this spell, a dark ominous cloud begins to
gather in a 1 mile-diameter region centred over the target. Upon
completion of the spell, a dark, fiery tornado of fire grows from the
base of the cloud until it touches the ground. The whirling mass of fire
proceeds to wander about the area, incinerating everything in its path.
Each round, the tornado travels in a random direction at a movement rate
of 20. The flames inflict 1hp of damage per tenth of a round of exposure
for every level of experience of the spell caster. The diameter of the
cylinder is about 50 feet, and anyone within 25 feet must make a
Strength check each round to keep from being sucked into the cylinder by
the powerful blast of winds.
The material component of this spell is a large iron pot filled with
charcoal that must be kept burning for the duration of the casting.
Sulphur and 500 gp worth of crushed amber must be gradually added to the
pot.


Ironskin (Alteration)

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

This spell has a similar effect as stoneskin. It was copied from the
6th-level priest spell on Athas (see the Dark Sun books). It protects
the recipient from the damage of weapons, whether magical or normal
unless they function by touch (like a touch spell). In contrast to
stoneskin, this spell does not lose its efficiency if the weapon would
not have hit. It protects against 1d6 attacks + 1 attack per 2 levels.
Thus, if this spell would have been cast by a 16th-level wizard, it
would protect against 9 to 14 attacks that would have hit - don't deduct
those that did not hit (including those parried by the character). Thus,
if the roll had been 4, the recipient would be protected against a full
12 hits, not against 12 attacks. If he had been attacked 20 times but
only 10 would have hit, he still would have 2 protected attacks.
The material component is a minute full plate armour made from mithril
that has been enchanted with enchant an item and a mending spell. This
costs no less than 5000 gp. This spell is not cumulative with itself,
but it is cumulative with one (and only one) stoneskin.


Jamye's Spell Reversal (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level, minus 10 rounds
Casting Time:  8
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  D.J. McCarthy 

This spell affects the saving throws versus spells of the subject in
much the same way that the 5th-level Jamye's armour reversal (q.v.)
affects attack rolls, i.e. saving throw results that would normally
indicate success will fail, and results that would normally fail will
succeed. For example, a 19th-level wizard normally needs a 6 or greater
to save versus spell. If he is affected by a spell reversal, he will
need a 5 or less (i.e. a failure under normal circumstances) to save
versus spell. Protection devices, Wisdom bonuses, etc. still work to the
benefit of the subject, i.e. if the above wizard had a ring of
protection, +3 and a Wisdom of 16 (+2 magical defense), he would need an
8 or less to save versus most spells (5 normally, +3 for the Ring) and
a 10 or less to save versus spells that would give him his Wisdom bonus.
Likewise, penalties to saving throws still work to the detriment of the
subject. If the subject is willing, there is no saving throw; otherwise,
a normal saving throw versus spell (obviously, this is made before the
spell takes effect) will negate it.
There are certain special cases that apply to this spell. It is not
affected by spell turning. The only thing that can dispel it is another
spell reversal cast at the subject, who must make a saving throw while
under the influence of the original spell reversal. If the subject is
under the influence of another spell that grants invulnerability to
certain spells (shield versus magic missile, for instance, or any type
of globe of invulnerability, but not anti-magic shell), the subject
takes full, maximum damage from that spell with no saving throw. For
instance, a wizard has both shield and spell reversal cast upon him. If
he is targeted for magic missiles during the time both spells are
functioning, he will take 5 points of damage - the maximum possible -
from each missile that hits him.
The material components for this spell are a piece of amber worth no
less than 300 gp, and a doughnut made less than 24 hours previously.


Kelennor's Flesh To Ash (Alteration, Necromancy)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 turn
Casting Time:  7
Area of Effect:  One creature
Saving Throw:  Special
Author:  J.D. Falk 

This spell slowly incinerates a victim from the feet up turning him into
a pile of ash (imagine a cigarette). Once successfully started, the
spell cannot be stopped short of the use of a wish. A bright red-orange
ember slowly works its way up from the feet to the head converting all
flesh into ash. It is a very slow and excruciatingly painful process.
The victim is kept alive until the ember reaches the level of the brain
(to extend the torture to its maximum). Any fire-resistance or
successful saving throw versus death magic will prevent the conversion
to ash, but the ember still progresses its way up as normal, inflicting
2d12 damage, and renders the victim immobile for 1 turn due to the
intense pain. To date, there has been found no reverse spell to counter
the effects of a conversion to ash. Spell components include one black
smoky quartz, worth 75 gp or more (used up in the spell) and a strand of
webbing from a gargantuan spider soaked in its venom (not used up).
This spell was created by a drow vampire (W19/F9) named Kelennor.
Ironically, legend claims the first victim of this spell was the vampire
that changed Kelennor into his undead state.


Kiri's Tween (Conjuration/Summoning)

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

Upon casting this spell, a tween is summoned to adopt the caster as a
host. Upon adapting the caster, the tween gives him all of the benefits
described in the 1st. ed. Fiend Folio (page 91). They are: two rolls
instead of one for just about everything (to-hit, saving throws, damage)
where the caster takes the more beneficial roll and the opposite for
foes who take the worse of two rolls.
Tween: AC 10, HD: 1d8 + 1 per caster level, number of attacks: 1,
damage: by weapon type, special attacks: none, special defences:
etherial, MR: 0%, Intelligence: very, alignment: neutral, psionic
abilities: none.
To successfully cast this spell, a gate spell to the etherial plane must
first be cast successfully.


Kiss of the Nereid (Conjuration/Summoning)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Vinnie 

When the kiss is bestowed, the victim must roll a successful saving
throw versus breath weapon, with a -2 penalty, or drown instantly. If he
doesn't drown, he finds total ecstasy.


Lesser Wildfire III (Invocation/Evocation, Wild Magic)

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

This spell is identical to the 3rd-level lesser wildfire I, except that
any spell of levels 1-6 can be duplicated. Any saving throws are made at
a -1.


Life Leech (Necromancy)
Reversible

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  8
Area of Effect:  Special
Saving Throw:  Negates
Author:  Geoffrey Edward Fagan 

This spell allows the wizard to steal 2d6 years from a victim and add
them to his own life. The victim must be human and of a level equal to
or greater than that of the wizard. If the victim is of lower level, the
number of years transferred is multiplied by the victim's level and
divided by the necromancer's. Since the victim must be in the centre of
a pentagram at the completion of the casting, it is useful to have him
held or immobilised in some way. The reverse spell, give life, works in
the same fashion, except that the wizard ages 2d6 years while the
recipient becomes younger, and the recipient must be willing. In either
case, the material components are a black candle, a white candle, a drop
of blood from both parties, and a specially prepared glass screen.


Long-Range Carrier (Alteration)

Range:  100 miles per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

Long-range carrier is like 5-mile carrier but the range is 100 miles per
level of wizard.


Lorlovelm's Magical Manuscript (Alteration, Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  1 month per level
Casting Time:  1 turn
Area of Effect:  Scroll or spellbook touched
Saving Throw:  None
Author:  Phill Hatch 

This spell causes a written item to be moved to a small pocket
dimension, created by the spell. For the spell's duration, the item can
be called forth by a mental command from the caster. The caster cannot
call forth if he is insane, feebleminded, etc. When the item appears, it
is invisible to all but the caster and can only be detected by true
seeing or godlike powers (a dragon could not detect it). It can also be
detected by touch. The item floats one foot in front of the caster's
face, moving with him. The caster can see through it at will, or can
make it appear translucent, doubling reading time but allowing him to
detect movement on the other side. He can see the item even in darkness,
though not magical darkness. Pages, if any, turn at the caster's will.
The item can be sent back at will until the spell ends. If the spell's
duration expires and the item is still in the pocket dimension, it is
spilled into a random plane. The material component of this spell is a
glass prism, which is consumed in the casting.


Lorlovelm's Non-Detectable Magic (Abjuration, Illusion/Phantasm)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  8
Area of Effect:  One item touched per 5 levels
Saving Throw:  None
Author:  Phill Hatch 

This spell causes a number of magical items to be undetectable as
magical by any means short of the scrutiny of a greater god. The item
cannot be in physical contact with another being of more than animal
Intelligence at the time of casting. The spell lasts until the item is
no longer magical, and can be cast on an item before it is magical, as
long as it is magically endowed in the following round. Can also be cast
with enchant an item.


Lorth's Sending (Alteration)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  8
Area of Effect:  One creature touched per 2 levels
Saving Throw:  Negates
Author:  Aaron Sher 

The sending spell was created by Lorth the Traveller as a more versatile
form of teleport. When the spell is cast, one creature for every two
levels of the wizard (rounded down) is sent to a place defined by the
wizard as for a teleport spell (the wizard must have a mental image of
the place). The creatures must be touching the wizard, but "chains" are
possible. The wizard does not have to accompany them, but he may if he
so desires. There is no chance of error for this spell.
If any of the creatures sent is harmed within 5 minutes of arrival, all
of them will be bounced back to the place from which they were sent
(whether they want to go or not). Any damage incurred during those five
minutes, to themselves or their equipment, is erased. Note that this
does not allow the spell to be used as a quick and easy messenger spell;
anything dropped during the five minute grace period is returned with
its owner. This can be used as a fail-safe teleport. After the five
minute period elapses, the spell expires and the protected individuals
are on their own. The sending will not work across planar boundaries.
Unwilling creatures receive a saving throw versus death magic to resist
this spell.


Magic Resistance (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1d10 rounds + 1 round per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


As the name implies, this spell grants the recipient a small amount of
magic resistance. The amount provided to the recipient is 1% per level
of the caster, up to a maximum of 20%. During the course of the spell,
the recipient gains the benefits of a naturally magic resistant
creature, including the ability to lower the protection provided by this
spell temporarily (for healing magic, for instance). See the Player's
Handbook and Dungeon Master's Guide for the effects of magic resistance.
Unfortunately, the spell is not without its side effects. At the
expiration of the spell, the recipient must make a saving throw versus
death magic without any bonuses provided by magic items, potions, spells
and so forth - failure to save indicates that a magic item (determined
randomly, excluding artifacts) is drained permanently of any
enchantments.
If cast upon a creature with natural magic resistance, or already under
the effect of a prior magic resistance spell, the spell has no
beneficial effects, although the draining of a magic item may still
occur. Also, an unwilling creature automatically resists this spell.
A piece of flesh of a naturally magic resistant creature is required to
cast this spell.


Major Globe of Invulnerability (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  10-yard diameter sphere
Saving Throw:  None
Author:  Unknown

This spell is the same as the 4th-level minor globe of invulnerability
(q.v.), except with regards to casting time. This spell prevents the
function of 1st- to 5th-level spells passing through and affecting the
wizard within the sphere, while allowing the wizard to cast spells
through it.


Masol's Spell to Item Transferral (Alteration, Enchantment)

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

When this spell is cast, the wizard establishes a link with the item he
holds. Immediately after casting this spell, the wizard must cast
another touch ranged spell or the effects of the transferral are
negated. The casting time of this second spell equals its original
casting time plus 1. The second spell is cast in the same round as the
first.
Whenever the item hits another creature, the effects of the second touch
spell immediately take effect. The spell stays in the item until it
either is discharged, or the second spell's duration runs out.
A permanency spell cast on an item with transferral cast on it, will
have the effect of the transferral until dispelled (note that the second
spell will not be permanent).
The material component of this spell is the item on which the
transferral is to take place. Note that this implies that the item is
consumed in the casting (but after the discharge).


Mass Flesh to Stone (Alteration)
Reversible

Range:  5 yards per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  8
Area of Effect:  Special
Saving Throw:  Negates
Author:  Peter Gourlay 

Mass flesh to stone is the ultimate attack spell of earth elementalists.
It affects up to one creature per two levels in a 40-foot cube. If there
are more creatures in the area, those to be affected are selected
randomly. All those affected must save versus petrification or be turned
to stone. The reverse of this spell, mass flesh to stone, operates
normally, except that normal stone cannot be turned to flesh.
The material component of this spell is a significant part of a creature
that can naturally turn flesh to stone. The eye of a basilisk or medusa,
or several snakes from the head of a medusa would suffice.


Mass Speed Casting (Alteration, Enchantment, Metamagic)
Reversible

Range:  0
Components:  V, S, M
Duration:  5 rounds + 2 rounds per level
Casting Time:  8
Area of Effect:  One creature touched per 3 levels
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell has the same effect as speed casting, except that it works on
multiple persons. They have to be linked in a circle. The caster has to
touch only one person in the circle. He can choose which persons in the
circle gain the power - up to maximum spell capacity. The caster has to
quaff the material component: a potion of speed and a potion of human
control at once (roll for potion miscibility). If an immiscible result
comes up, the spell failed. No matter how ageless or protected the
character is, he has to roll a system shock roll at half Constitution.
If he fails, he dies and ages 10 true years per person in the circle, no
matter what protection he had. If successful, the caster ages only one
true year per person in the circle and survives otherwise.
In the reverse, mass slow casting, there does not have to be a circle
(the range is 10 feet), but the effects are the same as under the slow
casting spell, for any spell caster that can be affected by this spell.
A maximum of one person per 3 caster levels can be affected with this
spell. All persons to be affected have to be within an area of no more
than 100 square feet per caster level.


Meld Death (Alteration, Necromancy)

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

This spell allows the caster to borrow all the natural abilities of an
undead creature sampled by the components. This is why you'd see
necromancers packing skeletal shards all the time. Vampire hands and
mummy hands are the most popular. The caster does not suffer from undead
limitations. Attempting to make this spell permanent only works 30% of
the time, the other 70% of the time, it will transform the caster into
said undead (so be smart and use a lich hand if you're feeling lucky).
The material component of this spell is an undead's hand.


Morgwar's Undead Strength (Alteration, Necromancy)

Range:  10 feet
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 hour per Strength point
Area of Effect:  One undead
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell increases the physical powers of an undead. This spell can
grant an undead creature physical strengths up to a maximum of the level
of the caster with a maximum of 25. Each point of Strength increase
costs the wizard one Strength point and one Constitution point each -
permanently. Once the maximum of Strength for his level is reached, the
wizard can try to boost the fighting level of the undead by one for
every five Strength and Constitution points he donates. This can be
boosted to the level of a fighter of the wizard's level. The undead gain
all bonuses of a fighter of that level, including multiple attacks,
weapon proficiency slots, etc. They can even specialise (even with their
claws or in punching, wrestling, even martial arts).
The material components are a potion of giant strength (of any kind) and
a potion of undead control of the type of undead to be boosted per point
of increase.


Muier's Instantaneous Immolation (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Calvin (Azrael)

By use of this spell, the casting wizard can transform himself or
another creature into a ball of flame. While in this form, the affected
creature temporarily loses all his possessions and spellcasting
abilities, but is able to fly at a speed of 48 (A) and cause damage to
opponents simply by crashing into them. While immolated, a character
strikes with the normal THAC0 of a monster half his level or Hit Dice.
A hit causes 6d6 HP of fire damage.
An immolated creature can be harmed only by cold-based attacks and
magical weapons while in fireball form. Cold causes double damage to the
creature, while magical weapons cause normal damage. However, an
immolated creature in motion is extremely hard to hit, having a base
Armour Class of -2, which may be bettered (but not worsened) by the
creature's natural Armour Class without armour or other protection.
The material component of this spell is some sulphur.


Mystyk's Halflife (Necromancy)

Range:  5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  8
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Mystyk

When this spell is cast, a crackling, black bolt shoots from the
wizard's palm towards its victim. The wizard must make a successful
to-hit roll (with a +2 bonus) in order to hit the target; if this roll
misses, use the grenade scatter diagram to determine if anyone else is
hit by the bolt. If anyone is in the area of the miss, a normal to-hit
roll (with no bonus) is used to determine if the stray bolt hits anyone.
Anyone who is hit by the bolt must make a saving throw versus spell; if
this roll is successful, the spell has no effect and the bolt
dissipates. If the saving throw fails, the victim immediately loses half
of his current hit points (round fractions down), and is rendered
unconscious by the shock. These lost hit points may be regained through
normal means.
The material component for this spell is an onyx gem worth at least
500 gp. The gem is held in the hand of the wizard, and is consumed when
the spell is cast.


Mystyk's Major Backlash (Abjuration, Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  8
Area of Effect:  The caster
Saving Throw:  None
Author:  Mystyk

This spell is identical to Mystyk's improved backlash except for the
following: when the wizard is hit in melee, any damage suffered is
halved; in addition, if the wizard makes a successful saving throw
versus rod, staff or wand, the attack inflicts no damage at all. Also,
the energy bursts inflict 10d6 points of damage on any attacker; a
successful saving throw versus spell reduces this damage by half.
The material component for this spell is the same as that for Mystyk's
backlash except the gem must be worth at least 800 gp.


Mystyk's Plane Survival (Abjuration, Alteration)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 hour
Area of Effect:  One creature touched per 5 levels
Saving Throw:  None
Author:  Mystyk

This spell provides the wizard with a means of surviving on a hostile
plane of existence. In order for this spell to work, the wizard must
have access to a library or other source of information on the plane in
question. This information must then be studied for an extended length
of time; this period is equal to: 24 weeks - 1 week per level of the
wizard (to a minimum of one week). After this time has passed, the
wizard is ready to cast the spell.
Each time this spell is cast for use on a new plane, the normal study
time is required. If cast for use on a previously studied plane, and
less than a week has passed since the last casting with respect to that
plane, no additional studying is necessary as the information is still
fresh in the wizard's mind; however, if more than a week has elapsed
since the previous casting, a day of brushing up is required.
If the wizard is a sage with expertise in the plane in question, normal
research times are required (see section on sages in the Dungeon
Master's Guide) the first time this spell is cast for use on that plane.
If cast again within two weeks, no additional time for studying is
needed; if cast more than two weeks later, only 12 hours of brushing up
is necessary. These times also apply if the wizard is obtaining this
information from another sage.
Using the information gained from his studies, the wizard prepares the
plane survival spell. After one hour has passed, the spell is complete;
at this time, the DM secretly rolls percentile dice; a result of 5 or
lower indicates the wizard has used erroneous information in the casting
of the spell which will reduce the protection afforded by the spell, and
may even cause it to fail altogether (the exact effects depend on the
source of information and other factors, and it is left to the DM to
decide the exact results). If some or all of the planar information was
obtained by a sage who misdirected the wizard, the percentile roll has
a -25% penalty applied to it. Even if correct information is obtained
from a sage, a -5% penalty applies, since the wizard is using secondhand
information. In any case, if the roll results in a 1, the spell fails
altogether (although the wizard will not know this until attempting to
make use of the spell's protection).
If the spell was successfully cast, it will grant the wizard (along with
others, if the wizard's level is high enough) protection from the
hostile environment of the studied plane of existence. The recipients
may move about in the plane as if they were in the prime material plane;
conditions that would make it hazardous or impossible to exist in the
plane are negated by this spell. Spells have a chance of having normal
effects while under the influence of the plane survival spell: when a
spell is cast, if the wizard makes a successful saving throw versus
paralysation, his spell will have normal effects (as if it were cast on
the prime material plane) instead of the effects it usually has on that
plane.
If the recipients are still on the plane when this spell expires, normal
characteristics for that plane go into effect immediately. Note that
this spell provides no way of moving from one plane to another; it only
provides a means of survival once a plane is reached. The wizard may
have more than one of these spells in affect at a time, as long as the
appropriate amount of time has been spent studying each plane.
The material components for this spell are a diamond worth at least
1000 gp and a specimen of a substance related to the plane in question
(i.e. some fire for the plane of fire, darkness for the negative
material plane, etc.). Alternately, something symbolising the plane may
be used (i.e. a balance for the plane of concordant opposition). 


Nilspace Doorway (Alteration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  6 hours
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This is an extremely complex spell requiring significant preparation
before casting. First, an ornate, rune-encrusted stone archway must be
built, with an iron door hinged therein, the cost of constructing this
being no less than 10,000 gp. The runes follow a prescribed pattern, but
the door may be decorated as the designer wills. The spell is then cast,
and during the process the wizard must not be interrupted. This infuses
the arch (and door) with the proper magics. Included in this casting is
a specialized form of the permanency spell. When the spell is finished,
the door may then be opened into an extradimensional space of extensive
volume: 10 cubic yards per level of the caster, in a simple shape of the
caster's choosing. No complex forms may be made; thus, cubes, domes, and
other simple, continuous shapes are the only possibilities. The space is
featureless and black; not even the edges of its "walls" are visible,
although they are certainly solid to the touch. However, since the space
is permanent and stable, the wizard can have facilities built within,
regardless of the weight brought inside. Note that it does not matter
where the arch is set up, in the side of a wall, or even free-standing,
it is only accessible from one side, the other being featureless stone.
Also, note that other extradimensional spaces may be brought herein; the
door will not open for someone carrying such a space, be it a bag of
holding, a portable hole, or even a deeppockets spell whose duration has
not yet lapsed. The space maintains the last temperature and atmosphere
verbally requested by the wizard, the environment shifting instantly,
with conditions anywhere between 0 and 120 degrees F, with atmosphere
ranging from high-altitude to thick, sea-level, from extremely foggy to
pristine, and from muggy to desert-dry. Note that deadly conditions and
extreme weather may not be set up herein. Many other spells favourably
interact with the Nilspace's make-up; notably unseen servant, magic
mouth (reprogrammable in this case), invisibility (on the door), guards
and wards (switchable), and others, including Darklight's mysterious
manservant. Incorporating such a spell into the fabric of the Nilspace
requires an additional hour of casting during the creation of the space,
along with another 1,000 gp of craftsmanship on the arch. Another method
is to cast the spell to be incorporated with the assistance of certain
special components, different for each spell, but uniformly rare or
expensive. The incorporated spells are permanent within the nilspace and
are usually "user friendly", such as the reprogrammable magic mouth
mentioned above; the DM must decide what spells may be treated this way,
but no offensive or healing magics will take hold (typically the spells
are utilitarian in nature and of low power). Destruction of a nilspace
is extremely difficult and requires the equivalent of a wish. The spell
was created by the wizard Darklight.


Noska Trades' Mass Contagion (Necromancy)

Range:  5 yards per level
Components:  V, S
Duration:  Permanent
Casting Time:  8
Area of Effect:  One creature per level
Saving Throw:  Negates
Author:  Noska Trades

This spell causes a major disease and weakness in one or more creatures
in the same way as the contagion spell. Up to one creature per
experience level of the wizard can be affected, provided that all
subject creatures are within the spell range.
The afflicted individual is immediately stricken with painful and
distracting symptoms: boils, blotches, lesions, seeping abscesses, and
so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls
are decreased by 2. The effect persists until the character receives a
cure disease or spends 1d3 weeks taking a complete rest to recover.
Characters ignoring the mass contagion for more than a day or so may be
susceptible to worse diseases at the discretion of the DM.
Saving throws against the spell suffer a penalty of -1, and if a single
creature is to be affected, its saving throw suffers a -4 penalty.


Orko's Elemental Triads (Evocation)

Range:  15 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  6
Area of Effect:  Special
Saving Throw:  1/2
Author:  Orko

When this spell is cast, three bolts of fire, electricity, frost, water,
or acid shoot forth from the palm of the wizard. They may strike one,
two or three targets. If more than one target is struck, the targets
must be within 60 degrees of each other. The damage inflicted is 1d6 HP
+ 1 HP per level. The wizard must be able to see the targets. Successful
saving throws halve the damage. A saving throw applies to each separate
bolt so if only one creature is attacked then it must make three saving
throws.
The material component for this spell is a small piece of gold shaped
like a pyramid.


Phase Conjugation (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  8
Area of Effect:  One creature
Saving Throw:  None
Author:  Max Becherer 

This powerful defensive spell provides superlative protection against
directed energy attacks. Any spell or effect which projects a discrete
stream of energy at the recipient is deflected back in the direction
from which it came. This is more than just a simple deflection, however.
The spell is phase conjugated, which means it retraces its path exactly.
If the recipient is within half the range of the attacking spell, the
offending wizard suffers the full effect of his own spell, no saving
throw allowed. The reason this is so, is that the wizard cannot possibly
dodge fast enough to avoid the rebounding energies. Only magic
resistance, and whatever other defenses he may have, will protect him.
Examples of spells affected by phase conjugation are:
*  any ray-type spell,
*  magic missiles of any type,
*  lightning bolts (call lighting will not strike the wizard), and
*  cone of cold, heat, or force (only the recipient is protected).
Examples of spells NOT affected are:
*  fireball, or any similar magic (they change form on impact),
*  breath weapons,
*  power words,
*  touch spells, and
*  cone of acid or steam (they project matter, not energy).
The material component of this spell is a small device consisting of
three highly polished triangular mithril mirrors set at right angles to
each other, forming a corner of a cube. This device costs at least
1000 gp.


Pilpin's Black Death (Conjuration/Summoning)

Range:  120 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Pilpin

This spell conjures 250 flea-infested rats that carry the bacteria
yersinia pestis, commonly known as the black death or bubonic plague.
These rats will act as any other rat and simply scurry away. If this
spell is cast in a humanoid community, it will cause a number of
humanoids to become infected with the disease and probably die. The
number of people infected depends on the size of the community, the
season, and a little bit of chance. In the following table, the column
entitled "Number Infected" gives a number of creatures infected in the
community or a percentage of creatures infected. Use the value that
gives the smallest number.
For example, if the spell was cast in a village of 200 elves in the
middle of summer, the choice from the table is 300 elves or 60 elves
(30% of 200), the number infected is then 60 (because it's the smaller
number and 300 is impossible). It will take 2d6 days for the creatures
to become infected.

     Season       Number Infected      Plague
     Winter          50 or 5%            0%
 Spring or Fall     200 or 20%           1%
     Summer         300 or 30%           3%

The final column, "Plague", gives the chance that the disease actually
reaches epidemic proportions. If this happens, 1 in 3 humanoid creatures
(33%) in a 100-mile radius will be infected by the disease. The wizard
can be infected by his own disease.
A diseased creature will lose 2 points of Constitution, 1 point of
Strength and 1 point of Dexterity per day of infection until death,
which occurs when Constitution has reached -10. The rats and disease are
not magical and therefore cannot be dispelled. A creature does not get
a saving throw to resist being infected, it's strictly by chance. The
disease can be cured by a character with healing proficiency that makes
a successful proficiency check, or by magical means. A cured creature
will regain 1 point of each ability per day.
The material components are a tiny rat skin bag containing rotting
humanoid flesh, which both disappear upon casting.


Pilpin's Dark Wall (Conjuration/Summoning)

Range:  200 yards
Components:  V, S, M
Duration:  1 day per level
Casting Time:  7
Area of Effect:  Fifty thousand square feet
Saving Throw:  Negates
Author:  Pilpin

The spell conjures a 1 foot thick wall of black mist that causes death
to most creatures that touch it. The wall cannot be seen through, but
sound or objects will pass through it. Any living creature that touches
or attempts to pass through the wall must roll a saving throw versus
death, modified depending on their level as follows:

    Creature's Hit Dice       Saving Throw
          up to 1                 None
          1 or 2                   -4
          3 or 4                   -3
          5 or 6                   -2
          7 or 8                   -1
            8+                   Negates

The wall can be shaped into a rectangle, box, hemisphere, sphere, or
just one huge wall, as long as the surface area is 50,000 square feet.
The wall cannot be physically disturbed (i.e., blown away, pushed,
etc.), but parts of it can be negated by a successful dispel magic. It
can be penetrated using an anti-magic shell, or totally negated with a
wish. The material components are a crushed black pearl and a vial of
gaseous death poison.


Pilpin's Ephemeral Wand (Enchantment)

Range:  0
Components:  V, S, M
Duration:  24 hours
Casting Time:  Special
Area of Effect:  Wand touched
Saving Throw:  None
Author:  Pilpin

This dangerous spell turns a specially prepared wand into a magical wand
for one day. The wand can be used by anyone who knows the command word,
which is decided upon by the wizard.
The power the wand contains depends on what spell the wizard decided to
enchant the wand with. The wand can be made to cast any single spell,
chosen by the wizard, of up to fifth level that has a casting time of up
to 1 round (find familiar, strength, phantom steed, hallucinatory
terrain, conjure elemental, etc. could not be used).
The number of charges the wand contains depends on the number of times
the wizard casts the chosen spell into the ephemeral wand (obviously it
cannot have more than five charges). The wizard must have previously
memorised the appropriate spells. For example, a 16th-level wizard
creates an ephemeral wand that casts the 5th-level spell wall of iron.
If the wizard wanted to put five charges in the wand he would have to
use all five of his 5th-level spell slots to memorise five walls of
iron. He would then use all five of his wall of iron spells to give the
wand five charges. The wand cannot have different spells in it, a
different wizard cannot add charges to it, nor can it be recharged. The
spell in the wand takes as long to activate as the casting time of the
spell, and the spell performs at the experience level of its creator.
There is a 5% chance per usage that the spell cast from the ephemeral
wand backfires, the exact details depending on the spell being cast
(DM's love this kind of thing!).
The casting time for this spell is 1 turn plus 1 round per charge added.
The material component is an ivory wand, inlaid with a special gold
pattern (minimum 1000 gp in craftsmanship) and topped with a diamond
worth at least 1000 gp. The wand does not disappear at the end of the
spell (although it could very well get stolen): it simply becomes
non-magical.


Power Booster III (Alteration, Evocation/Invocation)

Range:  0
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  8 turns
Area of Effect:  The caster
Saving Throw:  None
Author:  Kai Rottenbacher 

Power booster is a spell that boosts the level of the caster for spell
effects only. This version, power booster III, can boost spells of up to
seventh level. For more information and an example, see the 4th-level
spell power booster I.
The material components for this spell are rather expensive: one 8000 gp
ruby plus one freshly taken drop of blood from the caster for each
booster level, plus a single freshly ripped out hair from the casters
head to be tied completely around each ruby.


Power Link (Necromancy)

Range:  10 yards
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  10
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Geoffrey Edward Fagan 

This spell creates a link between the wizard and the victim through
which magical energy can flow. Thus the wizard can cast spells centred
on the recipient, as if he were a projected image. Also, the wizard can
route malevolent spell side-effects, such as magical ageing, to the
victim. The material components of the spell are a chip of jet, an
herbal tea of spearmint and devil's dung, and a wooden disc. The
recipient must be an intelligent, living native of the wizard's home
plane.


Power Word, Castrate (Conjuration/Summoning)

Range:  5 yards per two levels
Components:  V
Duration:  Permanent
Casting Time:  8
Area of Effect:  10-foot radius sphere
Saving Throw:  None
Author:  The Carnal Knowledge Guide 

When this spell is cast, one or more male creatures of any type within
the spell range and area of effect are castrated. The power word
castrates one creature with 60 hit points, or it castrates two or more
creatures with 10 or fewer hit points each, up to a maximum of 120 hit
points. Which creature or creatures to affect must be stated at the
casting. The current hit points of the creatures are used.


Reduce Magic Resistance (Alteration, Evocation)

Range:  10 yards per level
Components:  V, S
Duration:  1 round per level
Casting Time:  8
Area of Effect:  One creature
Saving Throw:  None
Author:  Steve Bartell 

This spell is somewhat similar to the 5th-level lower resistance in the
Tome of Magic. The advantage of reduce magic resistance is that it uses
a method that eliminates the saving throw, and also reduces saving
throws versus death magic in addition to magic resistance for the
duration of the spell. This spell was written before the Tome of Magic
was released, and now my wizard often uses lower resistance in favour of
this one (once he obtained it), but this version of the spell still has
better effects - if the wizard is willing to use an 8th-level spell.
This spell works to temporarily deteriorate the innate magic resistance
of a creature. When cast, the victim's magic resistance is reduced 3%
per level of the caster for the duration of the spell.
The victim also has a penalty to all saving throws versus death magic
until the spell expires. As an added twist, the wizard may choose to
give up a spell that he has already memorised. The saving throw penalty
depends on the spell the wizard sacrifices (for example, a 3rd-level
spell sacrificed equals -3 to saving throws). Reduce magic resistance
absorbs the power of the sacrificed spell upon casting. The caster must
give up a spell.
For example: a 20th-level wizard casts reduce magic resistance at a
creature with 80% magic resistance. The wizard uses a 5th-level teleport
spell he has memorised for lowering the creature's saving throw. The
wizard loses the teleport spell from memory and the creature has a -5
penalty saving throw versus spell and other magic. Furthermore, the
creature's magic resistance is reduced to 20%.


Remember (Enchantment/Charm)
Reversible

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  5 minutes
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  August Neverman 

By means of this spell the wizard can cause knowledge to be temporarily
forgotten and remembered at a trigger. The trigger can be a word, event,
image or any other specific trigger device (eg., seeing the wizard
again).
The reverse of this spell, disregard, causes knowledge or memory to be
forgotten at a trigger. Again, the trigger can be a word, event, image
or any other specific trigger device (eg., being captured).
The degree of effect of this spell depends the complexity of the trigger
and the complexity of the description of what is to be remembered or
disregarded. This spell is mainly used to shield from a read mind spell,
and is especially useful in creating fake personas for infiltration. The
material component for the spell is a brush.


Repair (Alteration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  8 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Max Becherer 

This spell is a heavy-duty version of the 1st-level mend spell. It can
repair any non-magical item, completely mend one structural point per
level of the wizard, and can fix any magic item the wizard can create.
The material component is a complete miniature tool set appropriate to
the damage to be repaired. The set must be made of the finest materials
and cost no less than 200 gp. If a magic item is being repaired, a
special tool set costing one tenth the value of the damaged item, or
2000 gp, whichever is greater, must be used. The item must than save
versus magical fire for the spell to work.


Reverse Alignment (Enchantment/Charm)

Range:  180 yards
Components:  V, S
Duration:  Permanent
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell permanently reverses the alignment of any creature that fails
a saving throw versus death magic. Any neutral portion of an alignment
will go to one of the extremes (a 50-50 chance of either one). True
neutral will thus go to one of the extremes (lawful good, chaotic good,
lawful evil, or chaotic evil: equal chance of each one). Creatures that
are not intelligent enough to have an alignment, such as many animals,
are not affected by this spell. The only way to reverse this spell is
through a restoration. Creatures that fail their saving throw will
immediately begin to act in accordance with their new alignment, and
will resist any effort to have it reversed back.


Roteley's Greater Shatterwave (Evocation)

Range:  2 feet per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  9
Area of Effect:  10-foot diameter, 5-foot long cylindrical path
Saving Throw:  Negates
Author:  Michael Karapcik 

This is a more powerful, as well as earlier, version of the greater
shatterwave. Roteley designed the lesser version later to be more
practical, but is still fond of using the greater version in the
laboratories of unfriendly wizards. This version is the same as the
lesser shatterwave, but with the above and following changes. All saving
throws for items are at -2; monsters save at -1. Damage is 1d4 HP plus
one hit point per 2 levels (round up), with stunning at 10 seconds per
point of damage. Skeletons and such take 1d8 points of damage, plus one
hit point per level, again with stunning effects as above. Magic items
have a +3 total on their saving throw. Example: A 20th-level wizard
casts this spell. The wave will start within 40 feet of the caster's
hand, and it will follow a 100-foot long path 10 feet wide straight out.
An owlbear struck by the wave would take 1d4+10 points of damage and be
stunned for (1d6+15)/10 rounds.
These spells were designed as large scale versions of the shatter spell
which the wizard would still have some control over (they are direction
specific). They are also useful in that the wizard need not touch the
object affected, and more than one object can be targeted.


Rune III (Enchantment)

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

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


Sarius' Ethereal Gateway (Conjuration/Summoning)

Range:  20 yards per level
Components:  V, S
Duration:  Special
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None
Author:  William T. South 

This spell allows a wizard to create a 10x10 feet invisible magical
gateway which will provide access to the ethereal plane of existence, or
alternatively, provide a gateway from the ethereal plane to a connecting
plane of existence. The duration of this gateway is a base 24 hours. It
must be cast in an area of gaseous or liquid composition (i.e., not in
the earth or in solid rock), although, it may be cast so as to lay on
the floor (giving a chance of creatures falling into it) or against a
wall or portal. For every two levels above sixteenth, a wizard gains the
ability to create an additional 10x10 feet area (two if the caster is a
conjurer) which must either be used to increase the surface area of the
gateway or increase the power of the original 10x10 feet area by fusing
the two gateways together. The effects of increasing the power level of
a gateway are listed in the table below.
If a gateway is larger than 10x10 feet then all of its surface area
blocks must be increased to the same level of power to allow the gateway
the next higher power rating. For example, a 26th-level wizard creates
a gateway with dimensions of 30x10 feet and has three slots left, so he
will be able to double the surface area power rating to 2 if he so
chooses. However, if he were to use one of the remaining slots to add a
10x10 feet block to the surface area he would have no chance of raising
the power rating of the gateway to 2. Note that if a gateway is too
small for a creature to fit through, it will not be able to totally go
through the portal. It will, however, be able to poke part of its body
through and exist simultaneously on both planes.

 Power
 Rating    Duration             Comments (Cumulative Effects)
   1          1 day               Visible on the exit side
   2         10 days              Invisible on exit side
   3        100 days              Allows magic items to keep powers*
   4       1000 days              10% more resistant to dispel magic
   5     10,000 days              20% more resistant to dispel magic
   6       Permanent              30% more resistant to dispel magic
   7       Permanent              40% more resistant to dispel magic
   8       Permanent              (each power slot adds another 10%)
*   Usually, magical swords and similar items lose a plus for plane
crossing.
Each additional power slot beyond a rating of 3 adds a 10% extra
percentage that this spell will resist a dispel magic. For game
purposes, this is added onto the dispeller's percentage as a penalty.
Casting time is one turn for the initial gateway area and is doubled
every time another 10x10 feet block is added onto the area (i.e., two
turns for two 10x10 feet blocks or slots, four turns for three 10x10
feet blocks or slots, eight turns for four 10x10 feet blocks or slots,
etc.). Therefore, casting a gateway that uses 6 slots would take a total
of 32 turns. If the casting is interrupted after any slots have been
created only further creation of gateway surface areas or power slots is
disrupted.
For every 6 turns the wizard spends casting this spell the wizard's
Constitution score is reduced by one point. If the wizard's Constitution
reaches 0 he becomes unconscious and only a week of complete bed rest
will allow him to start regaining lost Constitution. Otherwise, these
points are replaced at a rate of 1 point for every two days of complete
bed rest. The point is not taken unless a full 6 turns of casting has
expired. Heal will negate the unconsciousness and raise the wizard's
Constitution to 1 point. Restoration will totally negate the effects of
any lost Constitution.
Gateways, once created, may not be altered by further castings of this
spell on the same area of effect. Only a successful dispel magic is
capable of destroying a gateway, although higher level power ratings can
make a gateway resistant to this spell. Power rating 1 gateways are
visible to creatures on the exit side of the gateway (usually the
ethereal plane) and may attract wandering monsters, though they will
most likely not be able to pass through. Anyone may pass through the
portal on the invisible entrance side, but only the wizard may freely
take creatures back through the exit side by touching them as they pass
through. The wizard may create magical amulets (base 500 gp value) which
will allow any creature to freely use gateways cast by him as though he
were touching them. On the ethereal plane, the wizard and anyone
possessing an amulet will be able to find any portal of the wizard in 5-
50 hours.
Any wizard familiar with this spell (i.e., either possessing the spell
as a castable spell in his spellbook, or having used a write spell to
put the spell in his spellbook) is capable of trying to force their way
through the exit side back to the entrance side by force of will. There
is a base chance of 50% modified by plus or minus 5% for every point of
difference between the wizard's current level and the level of the
wizard at the time of casting, though conjurers have a base 70% chance.
There are no material components to the spell, and the magical amulets
may be created at any time the wizard wishes, whether before or after
the casting of this spell. This spell will not work with the 8th-level
permanency spell.


Seizure (Alteration, Charm)

Range:  10 feet + 2 feet per level
Components:  V, S, M
Duration:  1 round per 3 levels
Casting Time:  5 rounds
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Brock Neverman 

When cast, this spell (also known by its nickname super spasm) causes
the victim to lose complete control over all muscles in his body for the
duration of the spell. This causes the victim to "spas out": fall down
and flip around like a fish out of water. There is a quirk to this
spell: any creature not possessing a central nervous system is not
affected by this spell. In all other aspects this spell is the same as
spasm. The material component of the spell is psehaw-monkey blood.


Selective Disintegration (Abjuration)

Range:  5 feet per level
Components:  V, S
Duration:  1 round per level
Casting Time:  8
Area of Effect:  20 cubic feet per level
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell can be used to duplicate the disintegration spell with the
added effect of making only selected parts disintegrate - if they fail
their saving throw. The selected parts can be as specific or as general
as the caster desires, but it takes additional casting time to select
the specified parts. For every ten words (don't count a and the as
words) in the specification an additional modifier is added to the
casting time until a casting time of ten is reached (at twenty words).
This is changed into a one round casting time, unless even that is not
enough to specify all different parts. If the objects to be
disintegrated are carried by a person that person gets a saving throw
first. If he fails, then the items get a saving throw versus
disintegration. If the specified objects fail, they are gone completely.
Note that this spell has a duration. This duration is the time during
which the specified objects (or creatures) can be disintegrated if they
enter the cubic area of effect. They have to make a saving throw for
every round they are in this area. Thus, this spell could be placed on
a doorway to disintegrate all living things passing through that don't
display a certain sign. If the specification can be circumvented then
nothing happens. The duration does not include those items or creatures
affected by the spell: once they are disintegrated they stay
disintegrated.


Sheath (Alteration, Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  8
Area of Effect:  Object touched
Saving Throw:  None
Author:  Paul D. Walker 

When this spell is cast, it empowers strong magics between a creature
and an item. The effect of this spell is to allow a creature to store a
favoured item into an extra-dimensional space and bring it forth at
will.
The object, while it is in its space, is completely undetectable, except
by means of a wish. It will also be perfectly safe in the space where it
is held.
During the casting of the spell, two command words and a physical
gesture must be specified. The command words are those to make the item
leave and enter the "storage" space. The gesture is used with the
command to bring the object back into the owner's possession. For
example, a creature would make a sword-holding gesture while using the
proper command to retrieve his sword.
The material components for this spell is a 5000 gp of blue sapphire
dust which is sprinkled on a phase spider web. The web is then wrapped
around the object and the enchantments are completed.
This is a great way to carry around important equipment. Wizards are
prone to cast this upon their spellbooks to always keep them handy.


Shift Gravity Plane (Alteration, Enchantment)

Range:  100 yards per level
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 round per ton of ship
Area of Effect:  One ship
Saving Throw:  Special
Author:  Kai Rottenbacher 

This spell causes the gravity plane of a ship to shift by up to a
maximum of 20 feet per level. This means that if a gravity plane of a
ship had passed through the keel of the ship it could now be shifted up
or down (if cast by a 16th-level caster) by up to 320 feet upward or
downward. If it were pushed upward it would cause everything to fall
upward until it either strikes another solid object above it or it falls
upward until it meets the gravity plane whereupon the thrust will be
reversed and so on. If it were shifted downwards the crew would probably
not notice anything unless the gravity plane had passed somewhere
through the ship amidships. The later effect would only cause some
problems if another ship would pass close enough to the affected ship so
that their gravity planes would intersect. In that case the larger ship
would cause the ship with the lower tonnage to instantly adjust its
gravity plane to the larger ship. Thus, this effect could cause quite
some damage to either ship in combat.
This spell requires a scale made from mithril which is severely
imbalanced by having one arm made extremely thick and one arm extremely
thin. This imbalance has to be countered by applying one ancient copper
coin (more than 1000 years old) to the lighter side of the scale per ton
of ship to be affected. The scale has to be large enough to contain all
coins at once. The scale itself has to cost no less than 10,000 gp.


Shout - Word of Sound (Alteration, Evocation)

Range:  0
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  5-foot per level long, 30 degree wide arc
Saving Throw:  1/2
Author:  Jim Vassilakos 

This spell allows the wizard to shout with such intensity that a sonic
field is generated, expanding in a thirty degree radius from the wizard,
doing 1d4 HP + 1 HP per level of damage to all within 5 feet per level
of the wizard in a 30 degree arc. Glass stands a 10% up to 50% chance of
breaking depending on whether it is free standing, fragile, muffled, or
sturdy, and creatures caught in the area of effect suffer deafness for
1d10 melee rounds. Victims save versus death magic for half damage or
suffer extended deafness for 1d10 hours and are stunned for 1d4 rounds.
Note that hard surfaces (such as stone walls) caught in the area of
effect may cause the sonic field to ricochet back upon the wizard, and
that wandering monsters within 1d6x1000 feet may be attracted.


Sillvatar's Dragon Armour (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  8
Area of Effect:  The caster
Saving Throw:  None
Author:  Allan J. Mikkola (Sillvatar) 

When this spell is cast, the wizard will be covered by a semi-real
coating of dragon scales. The type of dragon that provided the material
component determines the protection afforded by this spell: the Armour
Class of the wizard is equal to the appropriate dragon's Armour Class at
age category 1d6. For example, if the material component was obtained
from a green dragon, and a 6 is rolled for the age category, the wizard
would have AC -2 for the duration of this spell.
The material component for this spell is a small pouch of scales from
any type of dragon; this component is consumed when the spell is cast.


Smoke Cage (Alteration, Evocation)

Range:  10 feet per level
Components:  V, S, M
Duration:  1d4 rounds + 1 round per level
Casting Time:  7
Area of Effect:  20-foot radius
Saving Throw:  Special
Author:  Max Becherer 

This spell creates a 20-foot radius cloud of purple and black smoke up
to 10 feet away per level of the wizard. The smoke is impervious to all
forms of vision. The smoke cloud is actually extradimensional, employing
forces similar to distance distortion. The internal diameter of the
cloud is 100 to 150 feet; furthermore, the vapours contain a powerful
misdirection spell (saving throw at -2) which prevents those inside from
wandering out. The cloud persists for 1d4 rounds plus one round per
level of the wizard, after which it disperses. Only a strong wind will
break it up prematurely. Extradimensional devices in the cloud are
unaffected.
The material component is a black pearl worth at least 500 gp and a bent
compass needle.


Sonic Blast [1] (Illusion/Phantasm)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  60-foot + 10-foot per level long, 60 degree wide arc
Saving Throw:  Negates
Author:  Jim Vassilakos 

By means of this spell, the wizard creates an illusory sonic blast by
the clap of his hands which is capable of deafening and stunning
creatures which fail their saving throws. Once the direction and arc are
determined, creatures nearest the wizard are affected first, each one
draining the illusory magic from the spell until its power is expired.
Creatures failing their saving throw are stunned for 1d4 rounds,
however, on a successful Intelligence check those failing the original
saving throw are able to run, but not fight. The number of creatures
which may be affected is as follows:

Hit Dice   # Affected      Hit Dice   # Affected
 up to 1      2d20          7 or 8        1d6
 up to 2      1d20          9 or 10       1d4
 up to 3      1d12         11 or 12       1d2
 up to 4      1d10         13 or 14        1
  5 or 6      1d8          15 or 16      0 or 1 (50%)

This spell only has a somatic component.


Spell Attack (Illusion/Phantasm)

Range:  30 feet + 10 feet per level
Components:  V, S, M
Duration:  Special
Casting Time:  8
Area of Effect:  Special
Saving Throw:  Special
Author:  Kai Rottenbacher 

This spell is an improvement to the shadow magic and demi-shadow magic
spells. This spell can simulate any attack spell of seventh level or
lower with quasi-real effects.
If the spells quoted in the shadow magic or demi-shadow magic spell
descriptions are chosen, they function as follows:
If the attacked beings try to disbelieve the spell, they get a saving
throw against the illusion, but no other saving throws (except magic
resistance). If they succeed, the spell still causes a minimum of 3
points per die (reroll any one's or two's). If they fail, they take the
damage like those who did not try to disbelieve and failed their saving
throw. Those who did not try to disbelieve take the maximum damage
possible by the spell if they fail their saving throws against the
normally applicable spell. If they make their saving throws they take
their usually applicable damage (reduced by fire resistance, cold
resistance, etc.).
If a spell is simulated that is not mentioned in the shadow magic or
demi-shadow magic spell descriptions, it functions as normal unless the
affected being tries to disbelieve. In that case that person has to make
a saving throw versus spell. If it succeeds, the spell causes only one
hit point per die of quasi-real damage. If it fails, that creature takes
the usual damage. Note: this spell is so high powered that it can affect
even undead who are normally immune to illusions.
The material component of this spell is the material component of the
spell to be duplicated plus a silver mirror which has tarnished over
time.


Spellcrystal VIII (Conjuration, Invocation)

Range:  0
Components:  V, S
Duration:  8 months + 2 months per level
Casting Time:  8 rounds
Area of Effect:  One crystal, worth at least 800 gp
Saving Throw:  Special
Author:  Kris 

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


Star Strike (Invocation/Evocation)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  8
Area of Effect:  100 square feet per level
Saving Throw:  1/2
Author:  Kai Rottenbacher 

This spell is only effective in full sunlight or its equivalent (10
continual light spells with orange-yellow light within 10 feet of each
other, one daylight spell, or one sunsword being swung). This spell
causes a brightly intensive ray of sunlight to strike down in the area
of effect. This causes damage of 6d6 fire damage. This damage is so
intense, that not even magic resistance or natural fire resistance helps
against it - even if the spell is used against a fire giant, a fire
elemental, or a red dragon. This damage may be halved by a saving throw
versus spell. For undead, this is the same effect as full sunlight
(especially effective against vampires, which take double normal damage
with no saving throw in addition to the damage they normally take in
sunlight). This damage is applicable once every round at the beginning
of each round. This sunlight is so bright that anyone looking into it is
permanently blinded unless they save versus death magic. If anybody
intends to stay inside longer, they have to save once per round if they
have their eyes closed and at least three times per round with open eyes
or more if they have more than three actions per round. Undead do not
get a saving throw in this light against the blinding effect, unless
they are of the rare sort of undead that thrive and subside on sunlight.
The material component is a glass jar containing one stone of continual
light per round of duration. These are in addition of the ones described
above.


Stargate (Alteration)

Range:  Infinite
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 turn
Area of Effect:  Two gates
Saving Throw:  None
Author:  Unknown

This spell creates a gate between the wizard's current location and any
location which the wizard has been before. The gate can be freely
crossed in either direction and will last one hour per level of wizard.
Range is not an issue (hence the name of the spell). Anyone can cross
the stargate, as long as it is in existence. To cast this spell, the
wizard must have some chalk, blessed by a priest, with which he must
draw a star-shaped portal on a wall. The chalk is consumed in the
casting.


Stone Protection (Abjuration)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 turn
Area of Effect:  30 cubic yards per level
Saving Throw:  None
Author:  Kenneth C. Jenks 

This spell will protect any magical or non-magical stone in the area of
effect from the following spells: transmute rock to mud, passwall, phase
door, disintegrate, stone to flesh, animate object, earthquake,
polymorph any object, stone shape, distance distortion, and animate
rock. It further gives the stone affected a +3 on saving throws against
other attack forms (fireball, lightning bolt, cold, acid, blows, etc.).
An earth elemental can neither be conjured in the area nor enter it.
This spell will have no effect on stone golems or clay golems, but it
will prevent xorn, umber hulks, purple worms and similar creatures from
burrowing in the affected area. At the DM's option, non-standard spells,
spell-like effects (a horn of blasting, for example), and psionic
abilities which affect stone may be prevented from operating. This spell
can be made permanent by permanency with the loss of one point of
Constitution from the caster due to the use of the permanency. The
material component of this spell is a boulder of at least 400 gp weight.
This spell was researched by Whitewolf. Like freeze [2] (q.v.), this is
a pretty silly spell just for castle defense.


Stuff (Alteration, Conjuration)

Range:  0
Components:  V
Duration:  Special
Casting Time:  Special
Area of Effect:  Object or creature touched
Saving Throw:  Negates
Author:  The Warlord of Heaven 

This spell is used to stuff spells into high quality items or any
individual. The components are the same as those required to cast the
stuffed spell, plus some added verbal components. Casting time is 5
rounds plus the normal spellcasting time. About the duration: this spell
is either impact or mentally activated, to be chosen upon casting. The
spell will wear off after one month per level of the caster.
Some possible uses of this spell are: stuff a fireball in your arrow.
Stuff a stoneskin in yourself, with impact activation. If you are a
cleric/mage, stuff a heal in your moderately hurt pal (this gets the
best use out of your fighters: they can travel around with few hit
points, confident in the fact that the next blow they receive will bring
them back to their maximum). Stuff a mentally activated featherfall on
anyone. Stuff a meteor swarm in your shield (be sure to have magic
resistance though).


Summon Wraith (Conjuration/Summoning, Necromancy)

Range:  10 yards
Components:  V, S, M
Duration:  1 round + 1 round per level
Casting Time:  5
Area of Effect:  10 foot high cube
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

This spell is identical to the 1th-level summon shadow, except that it
conjures up one wraith for every three levels the wizard has attained.
These monsters are under the control of the wizard until they are slain
or the spell expires. If the wraiths are turned, they continue to serve
in any capacity which does not require them to confront the priest who
resisted them. The material component of this spell is a piece of black
jet.


Sunball (Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  8
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Max Becherer 

This powerful spell superficially resembles a fireball; instead of fire,
however, the ball consists of solar radiance. All within the area of
effect suffer 1d10 HP of damage per level of the wizard. Undead and
similar creatures suffer double damage. Creatures specifically harmed by
sunlight save versus death magic or are slain instantly. If the saving
throw is made, they suffer the effects of 1 turn of full sunlight per
level of the wizard.
The material component is a golden sun symbol with a large topaz set in
the centre. The symbol costs 2000 gp to make and is lost in the casting.


Target (Alteration, Invocation/Evocation)

Range:  Sight
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Jonathan Filter <2186filterj@vmsf.csd.mu.edu>

This spell is of short time duration because it is cast in tangent with
any other spell that the wizard has memorised. The target is cast first;
as stated above, the spell takes 18 seconds to cast. During this time,
the wizard must take the material component of the spell (an ordinary
arrow) and point it at one or more persons or items. The number of
persons or items that may be pointed to is limited to twice the caster's
Dexterity (this would allow a normal person to point at 4 persons or
items every 3 seconds). For each item pointed to, the caster takes 1
point of damage. At the end of these 18 seconds, the arrow disappears
and each person or item pointed to begins to glow as if enchanted with
faerie fire. At this point, anti-magic shells, magic resistance, etc.
are checked (with magic resistance at half normal). Anyone who is
glowing at this point is left very vulnerable.
Now, the wizard casts any spell that can be cast on or cast at someone
or something else (in the same round). Upon completing the spell,
everyone or everything which is glowing receives the effect of the
spell. The caster also takes the level of the second spell in points of
damage. The targets get to make their saving throws (if allowed) at this
point. If the second spell was a touch spell, the targets may add their
Dexterity bonus to their saving throw (if no saving throw was granted on
that touch spell, the targets get one versus death magic with a
successful saving throw indicating only half of the spell effects
worked). Range 0 spells are not able to be cast in conjunction with
target.
The advantages of this spell are obvious. For example, in the first
round of an attack where the party is hopelessly overwhelmed, a wizard
may be able to cast target and give his entire party improved
invisibility, thus allowing escape or a shift in the balance of the
fight. A second example: there are two blue dragons bearing down on the
party. They are flying close enough that one fireball could encompass
both, but the caster does not believe one fireball will do it. So he
targets them both and each is crisped by 2 fireballs (1 centred on
each).


Teleport Block (Abjuration)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 turn
Area of Effect:  One thousand cubic feet per level
Saving Throw:  Special
Author:  Geoffrey Edward Fagan 

This spell prevents teleportation into or out of the region specified by
the wizard, which may be of any shape and any size, up to 1000 cubic
feet per level of the abjurer. No character can enter or leave the
region by means of dimension door, teleport, or other-planar travel.
Teleportation within the region is not restricted, and teleport without
error has a chance of success equal to 1% per level of the wizard,
though it has the same chance of failure as a regular teleport attempted
under normal conditions. A wish will also provide transportation across
the boundary, as of course will walking, riding, and flying.
Any attempt to teleport or dimension door across the block will
automatically fail; all memory of the spell will be lost; and the wizard
must make a system shock check or be killed by the shock of the rebound.
Attempts at transplanar travel will also fail, but not in so dramatic a
fashion. The material component is a glass globe.


Teleport Warp (Alteration)

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

This spell causes all creatures teleporting into or out of the area of
effect to arrive in a prepared area. The area which the wizard wishes
the affected creatures to appear in must also be in the area of effect.
The space the wizard wishes incoming teleportees to arrive at must be an
open area, free from objects. It can be in the air, however, causing
incoming creatures to fall. Should a creature teleporting into an area
affected by this spell be larger than the area he would be sent to, then
he is effectively blocked and would not be able to teleport at all to
the area.
An example: the archmage Istle casts teleport warp on his tower. He
wishes all people who unexpectedly arrive to be placed in his dungeon
cell which is 10x10x10 feet. The cell is also in the area of effect, at
the bottom of his tower, which totally is under the spell. Thus a person
who teleports to his tower will arrive in a dungeon cell instead of the
wizards guest chambers. If Golstein the Chaotic decides to send his 18
foot tall iron golem over to Istle's bed chamber, he will find the golem
still there, unmoved.
All forms of teleport magic are affected, thus dimension door, pattern
teleports, and the like also would be warped. This is a great spell for
the wizard wishing to block an area for outside aid coming in short of
all planar travel.
The material component is a lodestone which must be placed in the
location the wizard wishes teleportees to arrive. It is consumed upon
casting.


Tempus Fugit (Alteration, Enchantment/Charm, Illusion)
Reversible

Range:  10 feet per level
Components:  V, S, M
Duration:  1 turn of real time per level
Casting Time:  1 turn
Area of Effect:  100 square feet per level
Saving Throw:  Negates
Author:  Kai Rottenbacher 

Some of you might remember this spell from the first edition Unearthed
Arcana book. It is almost the same spell with the exceptions noted above
and below. For those of you who don't know it, a short description
first: this spell causes a distortion of time in the minds of the
characters, so that any character in the area of effect ages 6 times as
fast but he also regains hit points 6 times as fast and he also rests 6
times as fast: for a character in the area of effect, ten minutes of
real time pass whereas he perceives a full hour to pass. This spell
works for spell casters to rest normally during its duration. Thus, two
real hours of sleep would equal 12 hours of sleep in the area of effect.
The casting time is actually a lot shorter, but it takes the full 10
rounds of casting time for the organism to change to the high-speed
effect of the normal tempus fugit version.
As combat normally requires concentration on the outside this spell is
no good for combat purposes. It is also not possible to use it in the
middle of combat unless the targets of this spell normally are to
concentrated on the outside so they immediately penetrate the illusion
and cause it to vanish for themselves. It is thus also not possible to
have someone sit as a guard during the effect inside the area of effect
as he or it is supposed to purposefully watch the surrounding world (in
short, this spell cannot be used during or in the preparation for
combat).
The reversed version, speude bradeoos, takes effect immediately but it
has the full casting time of one turn. It is not possible to cast spells
from the inside to the outside in a high speed effect as in that case
the caster would have to concentrate on the outside world. As the
illusion is a rather feeble one in respect to penetrating it, this
causes the illusion to vanish instantly for the person concentrating on
the outside of the area of effect. When under the influence of the
reverse, a full hour would be perceived as being only ten minutes, etc.
In this version, characters that have been under the effect of this
spell need a full ten minutes to recover from the effects, as their
reactions are so greatly slowed. This version you can use in combat (but
note the casting time).
Both spells are cumulative with each other up to a maximum of one spell
per 5 levels of the caster and both spells can be affected by
permanency. It is not possible to layer several spells from different
casters over the same area.
The material component for the normal spell is sand from an hourglass
which has been used for more than one year without ever having stood
still for longer than a six seconds. The reversed spell needs the sand
from an hourglass that has not been touched for over six years.
Note: this spell affects only an area. Thus, it does not move with the
caster. The area has to be solid ground (of at least one foot thick),
thus not every little carpet could be used, but if you could get solid
ground to move, well, you could have some permanent and cumulative spell
recuperation zones that could be moved...


Transformed Item Functionality (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Kai Rottenbacher 

This spell alleviates the undesired effect of being unable to use one's
own magic items after changing one's shape by polymorph, (druidic)
shapechange, etc. This spell makes all those items available for use to
the transformed creature even if the items are incorporated into the
body - but be logical in what you intend to do (say, for example you
shapechanged into a flea, then you obviously could not use your
quarterstaff, +3 to any effect (as it is too small) but the ring of
protection, +3 and the ring of fire resistance you are now wearing
somewhere in your body still function normally). Items which release
magical energy can still be used normally unless they require the item
to be touched to a target other than the releaser (you couldn't, for
example, use your potion of healing on a friend while being in flea form
but you could use it on yourself - with normal initiative modifiers).
Obviously, it would not be possible to use a long bow while being
transformed (unless you had shapechanged into a creature which could use
a longbow so you would probably also have no need of this spell then).
Spell-like effects somehow leave the body of the transformed creature
(maybe giving rise to some new legendary monster stories like the
horribly mutated lightning bolt spitting, regenerating killer flea) if
they have a range greater than touch, personal, or zero. If the creature
is killed, all items have to save versus disintegration or be destroyed
by the residual magic.
The material components are one small figure per item incorporated into
the body, carved from granite picturing the original creature. These
figures then have to be stoneshaped into a form which creates an
interconnecting form in which all the figures are somehow linked with
each other. Thus, it is not possible to pick up additional items unless
the caster has provided surplus figures in the casting. Up to a maximum
of one item per figure can be incorporated.


Twin (Evocation)

Range:  0
Components:  V, M
Duration:  Special
Casting Time:  20 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Brock Neverman 

This spell causes a creature to appear. This creature is physical, looks
exactly like the wizard, but has no personality: it is actually only a
channel through which the wizard can operate. The twin has only a
fraction of the hit points of the wizard:

      D6 Roll              Hit Points
      1 or 2              40% of wizard
      3 or 4              50% of wizard
      5 or 6              60% of wizard

This spell does not create possessions for this creature. The wizard
will wholly operate through this twin and therefore will need items for
this twin.
While the spell is in effect the wizard's body is effectively
unconscious. If the wizard specifically concentrates he can partially
sense the area around the real body. If the twin is destroyed the wizard
and any familiars automatically will lose half their hit points.
Furthermore the wizard will be unable to cast spells for 1d6 days.
The material component for this spell is a mirror.


Tyvek's Forceplate (Enchantment)

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

This spell temporarily (and rather destructively) transforms a complete
suit of plate mail into a magical plate mail with one plus per 4 caster
levels. The caster can "wear" this plate mail mentally, still allowing
him to use his hands to cast spells: the magical plate has mass nor
weight, and it does not prevent magic use. It affects Armour Class as
any other plate mail; when the duration ends the plate mail vanishes
forever (as does the real one, which is the material component).


Tyvek's Immortal Words (Enchantment)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell allows the caster to carve words onto almost any surface. The
components are the words to be written, a mithril chisel of dwarven
make, and dragon spittle. These words are permanent on the surface for
7000 years. If said stone is destroyed, the words will appear as flaming
letters at night time. If an abode is built to obstruct their original
view, they will begin to destroy the home, using earthquake once a year
at a random time. Tyvek plans to use this spell to retaliate on his
friends on his deathbed. Dispel magic will not affect this spell, though
a wish spell has a 70% chance of working.


Tyvek's Tectonic Entity (Conjuration, Enchantment)

Range:  10 yards
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 day per level
Area of Effect:  One creature
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell requires a diamond vial with elemental air contained within.
Using this spell traps an elemental spirit within a humanoid construct.
It behaves as a half Hit Dice stone golem for combat purpose.


Undead Conduit (Alteration, Necromancy)

Range:  1 mile per level
Components:  V, S, M
Duration:  Special
Casting Time:  8
Area of Effect:  One undead and one creature
Saving Throw:  Negates
Author:  The Warlord of Heaven 

This spell allows a necromancer to link the life of a living being to an
undead creature. The undead can now draw on the hit points of the victim
for combat purposes. The victim suffers the injuries that the undead
normally would. This of course makes taking prisoners much more useful.
There is a limit of one linked victim per undead. The link is broken by
a dispel magic or when the affected living creature dies. The material
component of this spell is an iron claw.


Vandergast's Vacuous Void (Alteration)

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  8
Area of Effect:  5-foot per level radius sphere
Saving Throw:  Special
Author:  Vandergast

This spell creates a momentary vacuum inside the area of effect. Anyone
caught inside this area must save versus spell to avoid the crushing
effects of the vacuum. If the saving throw fails, the victim suffers 8d8
points of crushing damage; all possessions must save versus crushing
blow at -4 or be destroyed. Anyone who dies outright from this spell has
more than likely (65%) been torn asunder from the pressure differential.
Note that this may make regeneration difficult, if not impossible. If
the saving throw is successful, the target suffers 4d8 points of damage,
and possessions are not affected.
The material components for this spell is an empty vial of which the
stopper is removed and which is broken at the time of the casting.


Whisper's Acid Pool (Alteration)

Range:  60 yards + 10 yards per level
Components:  V, S
Duration:  1 round per 2 levels
Casting Time:  8
Area of Effect:  10-yard per level square
Saving Throw:  None
Author:  Robert Johan Enters 

When this spell is cast, an area as specified by the caster within
stated limits, will transform into a four feet deep pool of acid.
Movement in this pool is reduced to 1/3. As long as creatures are in
this pool they receive acid damage, dependant on exposure. The damage
while upright or wading is 2d6 per round, and that of those who are
lying in it, or attempt to swim to the sides (might be faster) 2d10 per
round. At the end of the spell, the acid drains away, but the trench or
pool remains a depression. For this spell to have effect, the area or
volume must exist for the pool to form in. This is a great spell to stop
those pesky townspeople from following you in pursuit after you burned
down half their city in some sorcerous fight.


Whisper's Chaos Elemental Summoning (Conjuration/Summoning)

Range:  60 yards
Components:  V, S
Duration:  1 turn per level
Casting Time:  8
Area of Effect:  Special
Saving Throw:  None
Author:  Robert Johan Enters 

This powerful summoning spell opens a gate to Limbo, from which 1d4
chaos elementals are called forth. Chaos elementals are not strictly
speaking elementals, they are the embodiment of a multitude of chaotic
souls. The elementals appear as fleshy mounds with human features
interspersed all over their bodies (think of Freddie in some of the
later movies, pinhead before released from the statue in Hellraiser III
etc.). The chaos elementals have 6d6 HD, and do damage for 1 HP per Hit
Die when attacking. They have an Armour Class of 0, and move at MV 12
(for more on chaos elementals see the Manual of the Planes, Features of
Limbo).


Whisper's Dicey Healing Gate (Necromancy)

Range:  20 yards
Components:  V, S
Duration:  Special
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Special
Author:  Robert Johan Enters 

This powerful spell opens a small gate to the positive material plane
inside the target creature. If the creature wishes, he could attempt to
resist the spell by successfully making a saving throw versus spell, in
which case the opening of the gate fails. The caster must upon casting
the spell decide for how long the gate should remain open. The caster
can attempt to maintain the gate for up to 1 round per three caster
levels. However, such a gate is not completely stable, and the actual
effect will be 1 to 2 rounds longer or shorter (roll 1d4: 1 = 2 rounds
less, 2 = 1 round less, 3 = 1 round longer, 4 = 2 rounds longer). The
effect of such a concentrated gate inside the target's body is the
following. The positive radiance will add 2d10 HP to the creature per
round of exposure. However, if the total amount of hit points is
exceeded (the creature is fully healed, but the gate remains in effect),
the hit points will temporarily be added, but with the cumulative chance
of 20% per round of "overloading" that the creature's body receives a
surge of radiance, causing the body to explode. If the body explodes in
this manner, there is no way to bring the creature back to life.
If hit points are gained beyond maximum, without exploding, those hit
points will remain for 20 rounds and then recede by one point per round
until regular maximum hit points are reached. An exploding body will not
hurt bystanders, other than bowling them over, and thus maybe causing
1d6 HP falling damage or something like that, but it will definitely
smear the area around the exploded creature with the creature's blood
and itty bitty pieces. This spell should only be used in dire
emergencies, or can be used as an attack spell on an as yet unharmed
creature.
Only living creatures are affected by the healing process. If the spell
is utilized on undead, the effects will be spectacular. The undead will
be allowed a saving throw, but if the saving throw fails, it will
explode in a brilliant explosion, shattering the physical body, if any
is possessed, into tiny shards, and causing the psyche to be utterly
annihilated.


Whisper's Instant Einheriar Legions (Conjuration/Summoning)

Range:  60 yards
Components:  V, S
Duration:  1 turn per level
Casting Time:  8
Area of Effect:  Special
Saving Throw:  None
Author:  Robert Johan Enters 

This fun spell summons a legion of einheriar, or spirit soldiers. The
spell will summon forth 10d10 spirit soldiers. The troops will be pulled
from a plane that corresponds to the caster's alignment, and the power
who has these troops pulled away from his domain may not look too kindly
upon this act. The use of the troops should be in accordance with the
tenets of the caster's alignment, or there is a 10% cumulative chance
per casting of this spell that the power supplying the troops sends them
to fight against you rather than for you. The powers and equipment of
the individual spirit troops are determined as per the rules in the
Manual of the Planes, page 122.
It should be noted that the use of this spell can have a very powerful
impact if a large amount of nasty classes with high levels are summoned.
Since the soldiers can be highly intelligent, this force could easily
wipe out an entire army if used wisely.


Whisper's Rune of Protection versus Spells (Abjuration)

Range:  0
Components:  V, S
Duration:  1 day per level
Casting Time:  5 turns
Area of Effect:  One creature
Saving Throw:  None
Author:  Robert Johan Enters 

This spell brings into being a triad of yellow glowing runes on the
target creature. The runes bestow upon the bearer the benefit of a globe
of invulnerability. For more information on runes, see Whisper's rune of
protection versus weapons.
	Table of Contents:

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