Third-Level Spells Acidball (Evocation) Range: 1 yard + 1 yard per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is identical to fireball except that it inflicts acid damage instead of fire. The material component is a ball of bat guano and caustic soda. Air Mask (Conjuration/Summoning) Range: 0 Components: V, S Duration: 2 turns per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: Negates Author: Joseph DuBois (Scooby) This spell creates a small invisible mask of air that is connected to the plane of air around the recipient's face. This mask will allow the user to breathe normally in almost any condition. In a stinking cloud, under water, or (in Spelljammer) in wild space or Pholgeston. Talking is normal through the mask, and allows for spell casting of spells that require verbal components when in such conditions. Albino Fruit Flies (Conjuration/Summoning) Range: 30 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: One 10-foot cube per level Saving Throw: Negates (but see below) Author: Unknown This spell causes a great cloud of small, white, harmless but annoying flies to spring forth. These bugs are so dense as to obscure vision within the cloud to only 2 feet. These albino fruit flies, while they do not bite, secrete a sticky, gooey substance, so that anyone caught within the cloud and failing a saving throw will be affected as if by a slow spell. While the cloud itself will only last for 2 rounds +1 round per level of the wizard, the effects of the sticky gunk on characters will last until they manage to wash it off, a feat which requires at least half a gallon of water for a man-sized creature, and takes 1 turn. Using more water will reduce this time, of course, and complete submersion in water will wash a character in a single round. These flies have an even worse effect on vegetation. Beings made from vegetable matter will take 1d3 points of damage per level of the wizard for as long as they remain within the cloud. Other vegetation will surely be eaten within a few rounds, destroying gardens or forests, and probably greatly angering any nearby druids! The material component of this spell is a live ash-white fly or any other kind of small, harmless, but extremely annoying insect. Alpha's Comet (Conjuration, Evocation) Range: 10 feet + 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Jason Nelson This spell creates a flaming missile with a trail of superheated noxious gasses. The comet unerringly strikes one target, the impact causing 3d6 points of damage and the flames an additional 3d6. Furthermore, any creature within 5 feet of the comet's path will suffer 2d4 points of fire damage. All those within 5 feet of the point of impact will suffer 3d4 points of damage. Anyone who suffers damage from this spell is also considered to have been engulfed in the noxious fumes, and will be at -2 on all rolls (10% spell failure chance) for 1d6 rounds due to coughing, choking, and blurred vision. The material component is a ball of pitch mixed with sulphur and phosphorus. Alpha's Darklight (Alteration) Range: 10 yards per level Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 3 Area of Effect: 15-foot radius globe Saving Throw: None Author: Jason Nelson This spell is exactly the same as the 2nd-level wizard spell darkness, 15-foot radius (q.v.), except in that the wizard can see normally through the darkness so created as if in normal lighting conditions. Alternatively, the wizard can bestow the visual benefits to another character by crushing the material component and sprinkling the dust into the eyes of the recipient. The material component is a piece of coal or charcoal, which must be crushed and applied as above. Note that the spell only allows normal vision through the darkness caused by the particular casting, and lends no benefit towards other darkness, either normal or magical. Alpha's Flames of the Faltine (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 2 rounds + 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Jason Nelson This spell sheathes the wizard in hot yellow flames and blurs the wizard's features somewhat, causing them to assume a smooth and somewhat indistinct shape, also turning a dark red colour. The flames will appear to be present even coming out of the wizard's eyes and mouth. These flames give the wizard no special protection, but they do shed bright light in a 30-foot radius. Furthermore, any creature striking the wizard with a claw, bite, or similar attack or a hand-held weapon less than 5 feet long will suffer damage as though contacting a wall of fire (q.v.) - 2d6 points of damage + 1 point per level of the wizard. Undead suffer double damage, and creatures especially susceptible to flame may also take additional damage. The wizard may attempt a melee attack to burn others with this fire, a successful blow causing 1d6 points of damage + 1 point per two levels of the wizard. Creatures passing within a 5-foot radius of the wizard suffer 1d4 points of heat damage. By standing still and concentrating, the wizard may extend this heat radiation, inflicting 2d4 within a 5-foot radius and 1d4 within a 10-foot radius, but this falls back to the usual level if the wizard stops concentrating or resumes moving. The wizard can attempt to destroy inanimate objects by touching them, requiring a saving throw versus normal fire to avoid destruction. This may be attempted once per round, at a -1 cumulative penalty for each consecutive round of handling. Items on the wizard's person at the time of the casting of this spell are unaffected by the flame. The wizard may end this spell prematurely if desired. The material component for this spell is a flask of oil, poured over the wizard's head during the casting of the spell, and an open flame of any size. Alpha's Heat Lightning (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One creature Saving Throw: 1/2 Author: Jason Nelson This spell calls down a bolt of reddish-purple lightning which strikes a single creature within range. The bolt inflicts 1d6 points of damage per level of the wizard. Cold or water-based creatures suffer an additional 1 points of damage per die, while creatures resistant to heat or electricity suffer half normal damage (1/4 with a successful saving throw). All non-magical metal worn by the target must save versus lightning (at +2 if the saving throw was made, but at -2 if the saving throw was failed) or be fused to any nearby metal (sword fused to gauntlet, pieces of armour fused together, preventing movement). The material component of this spell is a short glass rod, a bit of fur, and a bit of iron or lodestone. Alpha's Ice Bolt (Conjuration/Summoning) Range: 60 yards Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: Special Author: Jason Nelson With this spell, the wizard opens a small hole in the spatial fabric into the supernatural cold of the para-elemental plane of ice. It brings forth a shaft of solid para-elemental ice 6 inches thick and 10 feet long (the hole is opened for only a very brief time). This missile hits with great force, causing 3d10 points of damage from the impact alone. If the target saves versus petrification, only a glancing blow is dealt, and the victim suffers only 1d10 points of damage. An additional saving throw (also versus petrification, and at +4 if only a glancing blow was suffered) must be made, or the victim will be stunned for 1d6 rounds from the force of the blow. The ice absorbs heat from the nearby air, and this causes 1d6 points of cold damage (no saving throw) to all within 5 feet of the bolt's path, and within a 10-foot radius of the target creature. The bolt shatters upon striking its target, and the victim will suffer an additional 4d6 points of cold damage (2d6 if only a glancing blow was suffered). Fire-using creatures take double damage from the cold caused by the bolt, while those resistant to cold take none. Both types of creatures suffer full damage from the bolt itself. Water-based creatures in liquid form will suffer only 1d10 points of damage from the blow, and cannot be stunned, but they will automatically be slowed for 2d4 melee rounds. If the target creature is struck fully (i.e., fails the initial saving throw), then exposed items on that side of the wizard must make a saving throw versus crushing blow, and all items carried by the wizard must save versus magical frost (note also that items on the side struck by the bolt must save at -10, due to the cold and the blow). The material component of this spell is a clear gem worth not less than 100 gp. Alpha's Images of Ikonn (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: 15-foot radius sphere Saving Throw: None Author: Jason Nelson This spell is similar to the 2nd-level mirror image spell (q.v.). The wizard gains 1 mirror image for each level of experience, rather than rolling randomly. These images can appear anywhere within 15 feet of the wizard, and a blurring distortion effect occurs in the casting of this spell and at the end of each melee round which prevents isolation of the true wizard in the new melee round, even if the wizard was successfully attacked in the previous round. Area effect attacks (fireball, for example) can still affect the wizard even if his location is not known. As a final benefit, if one of the images is struck by an opponent, the wizard may make an unmodified saving throw versus breath weapon. If successful, the image will not be dispelled by the blow. The material component of this spell is a small carving or doll of the wizard and a broken mirror. Alpha's Lightwall (Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 10-foot per level long square Saving Throw: Special Author: Jason Nelson This spell causes a wall of dazzling yellow-white light to come into being at any point within the range of the wizard. Vision through the wall by any means is quite impossible, though it is negated by a darkness (q.v.) spell cast at it. When the wall first comes into being, all those within 10 feet of it who are not averting their eyes (thus a wizard could warn his companions that he was about to cast this spell) must make a saving throw versus petrification to avert their gaze from the wall in time to avoid being dazzled by its brightness. This dazzling results in a -2 penalty to-hit, a 20% spell failure chance for wizards, and a -1 penalty on initiative dice rolls. These effects persist for as many rounds as the difference between the victim's die roll and the roll needed for him to save. These effects can persist even after the duration of the spell has elapsed. Naturally, blind or sightless creatures are unaffected by this spell, but subterranean or dark dependent creatures (drow, duergar, or svirfneblin, for example) suffer a -3 on their saving throw. Further, they are not protected by their normal magic resistance, as the spell is not cast directly at them. They are as vulnerable to its existence as any other creature would be. The light given off is equivalent to a continual light (q.v.) spell within 20 feet, and equivalent to a light spell (i.e., normal torchlight) in an additional 80-foot radius. The lightwall, if cast outdoors, can be seen up to a mile away per level of the wizard (reflecting the additional size of a larger wizard's lightwall). The wall can, of course, be created smaller than the maximum size for the wizard's level. The wall itself causes no damage to creatures passing through it. However, a character fighting someone with a lightwall directly behind him suffers a -1 on his chances to-hit (note that this is cumulative with the dazzling effects described above). Similarly to the 1st-level wall of darkness (q.v.), sound is blocked by the lightwall, assuming that it does not allow sound waves to travel around the sides of it (as when cast outdoors, for example). It does not absorb sound or prevent spellcasting, it merely does not allow sound to pass through it (even if such sound is from a horn of blasting or a shout spell). The material component is a clear gemstone or a sunstone worth no less than 100 gp. Alpha's Lucent Lance (Alteration) Range: 10 yards Components: V, S, M Duration: 1 round Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Jason Nelson There must be some ambient light available in order for this spell to work. The effectiveness of this spell is determined by the amount of ambient light available. The wizard must concentrate for a full round to focus the light into the lucent lance, after which its energy may be released. The power of the lance is such that it can carve through wood or soft metal up to 4 inches thick, stone up to 1 inch thick, or hard metal up to .25 inch thick, this thickness multiplied by the appropriate modifier on the table below. Items carried by a living creature are partially protected by that creature's aura, and gain a saving throw versus magical fire (modified as below) to avoid being damaged by the lance. Living creatures suffer a base of 1d6 points of damage, modified as below, with a maximum upper limit of not more than 1d6 per level of the wizard. The lucent lance coalesces as a ball of light around the wizard's hand holding the material component, and shoots forth until maximum range is reached or until a sufficient thickness of material blocks its progress. The Lucent Lance may be traversed over an arc up to 1 foot per level of the wizard at its maximum range. The wizard's hand glows brightly while the spell is being cast and while it is active. Damage Saving throw Type of Light Modifier Modifier Candlelight .5 +3 Single torch or lantern 1 +1 Multiple torches, light, starlight, magical dagger 2 +0 Large bonfire, bright moonlight, continual light, magical sword 4 -1 Multiple magical light sources, indirect or filtered sunlight 6 -2 Direct sunlight, sunray 12 -4 If the light source used is a fire of some sort, that fire has a 50% chance of going out. A permanent light effect (a magical sword or dagger, for example) will lose its power to shed light for 1d10 rounds. A spell used as the light source will be automatically dispelled if it's a spell of up to third level, and will have its duration cut by 25% if it's a higher level spell. The material component is a small, oblong corundum rod worth at least 100 gp. Alpha's Night of the Leonids (Conjuration/Summoning) Range: 30 yards + 10 yards per level Components: V, S, M Duration: 1 round Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Jason Nelson This spell can only be cast outdoors at night. It calls down a number of flaming meteorites to strike unerringly any targets within range. The wizard can call down 1d4 meteorites, plus another for every five levels of experience (1d4+1 at 5th-9th, 1d4+2 at 10th-14th, etc.). Each meteorite strikes a single target, though more than one may strike any given target. Each of these "Leonids" comes blazing down from the heavens, striking for 1d6+1 points of impact damage and an additional 1d6+1 points of fire damage. The material component for this spell is a bit of meteoric iron. Alpha's Rolling Thunder (Evocation) Range: 0 Components: S Duration: Special Casting Time: 1 Area of Effect: 5-foot per level radius circle Saving Throw: Special Author: Jason Nelson The wizard need but throw his arms heavenward and a great rolling thunderclap will sound directly overhead. All creatures within 10 feet of the wizard must save versus petrification or be knocked prone, suffering 1d4+1 points of damage, and are automatically stunned for 1 round and deafened for 1d4+1 rounds. Those within one-half the radius of the spell (for example, within 25 feet of a 10th-level wizard) but not within 10 feet must save versus spell or be stunned for 1 round, and are automatically deafened for 1d4+1 rounds. All others in the area of effect must save versus spell or be deafened for 1d4+1 rounds. Alpha's Silverlight (Evocation) Range: 60 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: 30-foot radius sphere Saving Throw: Special Author: Jason Nelson This spell is similar to the 2nd-level continual light spell in that it creates a very bright light (almost as bright as full daylight). However, any creature within the area of light which is vulnerable to silver (wights, wraiths, lycanthropes, or devils, for example) will suffer 1d6 points of damage every round that it remains in the area of effect, and will be at -2 to on to-hit rolls and +2 to be hit due to the intense discomfort felt by such creatures while within the Silverlight. Alternatively, the wizard may throw the spell directly at a single target. Such a creature must save versus spell or be blinded for the duration of the spell. If the saving throw is made, the spell forms as per usual about one foot behind the intended target, and its duration is halved. A creature vulnerable to silver who is thus targeted need not save versus blinding, but will instead suffer 1d6+1 points of damage per level of the wizard, up to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A successful saving throw versus spell at -2 will halve the damage and reduce the duration of the stun to a single round. If thrown thus at a creature vulnerable to silver, the spell will not form normally, regardless of the saving throw, as its magic is used up in the attack on the creature. The material component is a bit of pure silver. Alpha's Starfire (Evocation) Range: 30 yards Components: V, S, M Duration: 1 round Casting Time: 1 Area of Effect: 5-foot diameter column, 30 feet high Saving Throw: Special Author: Jason Nelson This spell creates a column of brilliant, blazing silvery-white flames. All within 10 feet of the column not looking away must save versus petrification or be blinded for 1 round and dazzled (-2 to-hit, +2 to be hit) for an additional 1d3 rounds. Creatures adversely affected by bright light (drow, duergar, etc.) save at -3 versus this effect. Any creature within the narrow column of fire (most likely only a single creature) is automatically blinded and dazzled as above, and additionally suffers 1d6 points of damage per level of the wizard, up to a maximum of 10d6. A saving throw versus spell will halve this damage. If the spell is cast outdoors under a night sky, a bonus of +1 per die of damage is added. The material component for this spell is a bit of silver and a shard of crystal. Ape Call (Conjuration/Summoning) Range: 30 yards Components: V, S Duration: 2 rounds per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell is similar in effect to the other call spells. With it, the wizard can summon up to 1 HD worth of carnivorous apes to fight. The apes will only fight, they cannot be used for other tasks. Each ape has a Hit Die cost of 5, and all remainders are dropped. This spell can only be cast in tropical areas, and is a favourite of tribal spellcasters and witch doctors in these areas. Apparition (Illusion/Phantasm) Range: 0 Components: V, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Creature's face touched Saving Throw: Negates Author: Jim Vassilakos This spell transforms the recipient's or victim's face into a horrible and terrifying mask of the wizard's own imagination. The spell will not duplicate the face of any known creature, but the characteristic of a number of creatures can be mixed. The magic used is highly volatile, and often takes on a life of its own, adding emphasis to the ideas of the wizard. Creatures of 1 HD or less who are surprised must roll a saving throw versus spell or flee for 1d3 rounds. If the spell is cast on an unwilling victim, the victim is allowed a saving throw versus spell to avoid the affects. The material component is some rouge. Armeth's Sand Dome (Alteration) Range: 0 Components: V, S, M Duration: 1 hour + 1 hour per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Michael Kenyon This spell cause sand, earth, loose gravel, topsoil, etc. around the wizard to form into a hollow dune. The dune is one foot thick and large enough to hold 10 people, their gear and sufficient air for them to breathe comfortably for the duration of the spell. Note that the spell is sufficient for a certain number of life forms, so pets and the like take up just as much room for the spell's effect as a hill giant does and if a life form is more than 10 feet distant from the rest of the creatures, it is excluded from the spell. The dune is hard enough that it may be walked over by any creature of Medium size or less, without a chance of it collapsing. Should a creature of Large size walk on it, it holds for 1 round + 1 round per level of the caster, assuming that creature is not actively attempting to enter the dome. Larger creatures crush the dome in one round. From the outside, the dune appears to be part of the natural landscape and unless the person in question knows the terrain intimately, they will not suspect that there is anything afoot with the terrain. The dune cannot be seen through from the inside and it requires a hear noise roll to perceive sound through the earth. Common uses of this spell are to give the party a convenient place to sleep to avoid encounters or to protect the party from either sand storms or the beating mid-day sun. The material component is a glass dome, half filled with fine sand and a miniature silver replica of a campsite attached to the base. The item is worth 100 gp and is not destroyed with the casting of the spell. The sand, however, must be replaced with each casting, through the corked hole in the base. Upon casting the spell, the globe is shook, while the words "there's no place like home" are said in Svirfneblin. Astral Wall (Abjuration, Conjuration) Range: 1 yard per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 100 square feet per level, 5-foot radius at first level Saving Throw: None Author: Unknown This creates a wall (which can have any shape the wizard desires, including a sphere) which prevents physical effects which would pass through normal walls, such as teleport, astral projection, monkish "phase" ability, etc. Any such attempt by a character will fail, leaving the character on the same side of the wall. It is, however, possible to simply walk through an astral wall. If the spell is linked to an existing physical wall (including one created by wall of stone or wall of iron), the duration becomes one hour per level. The astral wall can be disrupted by dispel magic cast from either the physical or astral plane. The material component is a piece of parchment. Aura of Protection (Evocation) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 3 Area of Effect: The caster Saving Throw: None Author: Francois Menneteau This spell is a more potent version of lesser aura of protection, subtracting 3 from all attacks. Azalldam's Waterspray (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 50-foot long, 5- to 15-foot wide cone Saving Throw: 1/2 Author: Azalldam This spell causes a high-pressured cone of water to stream from the wizard's hand; this cone is 50 feet long, 5 feet wide at the wizard's hand, and 15 feet wide at the base. The majority of damage is caused by the high pressure of the stream; anyone caught inside the area of effect suffers 3d8 points of damage; a successful saving throw versus spell will reduce this damage by one half. Those who fail their saving throws must roll saving throws versus crushing blow for all their possessions to avoid their destruction. In addition, victims who fail their initial saving throws must make a Dexterity check; if this check fails, the target is pushed backwards 1d20 yards, and is knocked prone. The water from this spell will extinguish any normal fires, but has only a 50% chance to put out magical fires. This spell will inflict double damage on fire elementals or similar creatures. The material component for this spell is a large beaker of water which is used up when the spell is cast. Backstab Backlash (Abjuration) Range: 0 Components: V, S Duration: 1 turn per level or until activated Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Russian Wyatt This spell creates an invisible magical field covering the back of the spellcaster from head to toe. Should a thief attempt to backstab the wizard, or anyone else who attacks the mage's rear, the wizard will take full damage from the attack. But the attacker will be hit with a blast of pure force which does twice the damage of the attack, with no saving throw. Each casting creates a one-shot field. This spell will only be activated if the wizard is attacked by a hand-held weapon at close range; thrown weapons will not activate the spell (as there is no one to blast). The spell effects are non-cumulative, only one spell in affect at anytime. This spell was created by a wizard who had one too many spells disrupted by a thief's backstab. Whenever there is a combat situation where the wizard is surrounded or he sees a thief, this is usually the first spell he casts. Ball Lightning (Evocation) Range: 1 yard + 1 yard per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is identical to fireball except that it inflicts electrical damage instead of fire damage. The material component is a ball of bat guano and iron filings. Bilador's Spellshape (Alteration) Range: 10 yards per level Components: V Duration: Special Casting Time: 3 Area of Effect: Up to 20 cubic feet per level Saving Throw: None Author: Gregory R. Block When cast, this spell allows the altered spell to affect the area the wizard desires, up to 20 cubic feet per level. For instance, a 19th-level wizard (that's Bilador) could make a wall, 1x19x19 feet in any orientation which would be "filled" with the area of effect, a solid dome in a spherical shape 6 inches thick and having a radius of 15 feet, or flood a hemisphere with a radius of 6 feet. A hemispherical dome would have a radius of 22 feet at 6 inches thickness, and a cube 7 feet on a size could also be shaped. Any spell can be shaped, as long as the shape has a thickness at the axis of at least 6 inches. For instance, a teleport can move anything "encompassed". Lightning bolts become fields of lightning affecting all those encompassed. Abjurations can enclose areas or surround people. Bind Warder (Alteration, Charm) Range: 0 Components: V, S Duration: 1 round Casting Time: Until death of subject or caster Area of Effect: Person touched Saving Throw: Negates Author: Robert A. Howard Bind warder will allow the wizard to pass some of his mystical energy to another person (usually a fighter), giving that person enhanced endurance, the ability to sense magical creatures, and enhanced senses; allowing the target to sense where the caster is at all times (within a mile), and allowing him to know the condition the caster is in. The caster can sense where the warder is at all times (again, within a mile) and what condition he is in. Warders usually tend to defend the spell casters, though this doesn't have to be true. This depends on the person who was bound and on the binder himself. Any wizard can only bind one Warder at the same time. This spell cannot be ended voluntarily. Bleed (Alteration) Range: 5 feet + 1 feet per level Components: V, S, M Duration: 1 turn per level Casting Time: 3 Area of Effect: One creature Saving Throw: 1/2 Author: August Neverman When cast, this spell causes the victim's nose to bleed for the duration of the spell. The victim will loose one hit point every turn of the spell. The spell will also cause the victim to be highly uncomfortable and therefore fight at only 95% of efficiency (add 1 to the victim's THAC0). The damage can be negated by a cure light wounds, or having the nose completely bound and having the victim to lay motionless for the duration of the spell. The material component is a drop of blood. Bloodfire (Invocation/Evocation) Range: 30 feet Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: 1/2 Author: Ally's Spellbook This spell engulfs the target creature in a black and crimson glow that causes 1d4 points of damage per level (as magic missile) on the first round, diminishing 1d4 per round until reaching 0d4. The victim may make a saving throw every round, and if it makes its saving throw, it takes only half damage that round. The material component is a black onyx stone. Bolt of Stone (Evocation) Range: 40 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One 2-foot bolt Saving Throw: 1/2 Author: Peter Gourlay This spell creates a powerful bolt of stone, approximately two feet long, which strikes its target without fail up to the maximum range. The bolt inflicts 1d6 points of damage per level, to a maximum of 10d6. As well, any creature struck by the bolt must save versus petrification or be stunned for one round per two levels of the wizard. A separate saving throw is also allowed for half damage. The bolt can be used to open doors as a frost giant and inflicts damage to structures as a large catapult. Objects struck by the bolt may have to make a saving throw versus crushing blow to avoid being destroyed, at the DM's option. The material component of the spell is a polished piece of marble. Boot-to-the-Head (Abjuration) Range: 10 yards Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One creature Saving Throw: None Author: Unknown Boot-to-the-head causes a large boot to appear near the head of the spell recipient and kick him in the head. The spell recipient must save versus spell (with modifiers) or be stunned for 1 round. Modifiers are: -2 per level below caster, +2 per level above caster. For each hit, the boot does 1d4+2 stunning damage. If the stun damage total matches or exceeds the total hit points of the target, the target falls unconscious for 1d4 rounds +1 round per level of the caster. Note: no actual damage is done by boot-to-the-head. The target of the spell may not be changed once the spell is cast; the boot will continue to kick unconscious creatures until the spell expires. Concentration need not be maintained once the spell is cast. The spell caster must be wearing a boot. The spell is invoked by pointing to the creature to be affected, making a kicking motion with the booted foot, saying "boot to the head". The boot on the caster's foot does not disappear with the casting of the spell. Bovart's Right Touch (Enchantment) Range: 0 Components: V, S, M Duration: 1 year per 3 levels Casting Time: 1 hour Area of Effect: Limb or item touched Saving Throw: Negates Author: Ken Forslund (Bovart Seeslom) This spell was designed to work with Janx' artificial control to enable recipients of artificial limbs to have normal feeling sensation in their mechanical parts. It conveys a sense of touch and texture, but not temperature or pain. The material component is a bit of glue. This spell is cast immediately after the limbs are attached. Brains (Alteration) Range: 0 Components: S, M Duration: 6 hours per level Casting Time: 1 hour Area of Effect: Creature touched Saving Throw: None Author: Unknown The recipient of this spell gains a temporary increase in Intelligence as follows: Normal Intelligence Extra Points 1-4 4 5-8 3 9-11 2 12-13 1 These bonuses are not cumulative. The material component of this spell is the brain of a small rodent. Burning Hands II (Alteration) Range: 10 feet Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: The caster Saving Throw: 1/2 Author: Unknown This spell is exactly the same as its namesake except that it does twice the amount of damage and reaches 10 feet out. Burning Hands of Savanthalas (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: 1 (if using both hands: 5 if not) Area of Effect: 5-foot long cone Saving Throw: 1/2 Author: Savanthalas When the wizard casts this spell, flames shoot out of his hand (he has a choice of using one or both of his hands). This spell is meant to be versatile and as such it also allows one to still use a throwing weapon if the character has a Dexterity of 18 and uses only one hand for the casting (anything less than 18 receives a penalty to the to-hit roll equal to its difference with 18; 18 only hits on a normal roll with no bonuses). The damage is 1d4+2 HP for each level of experience. Creatures who make their saving throw versus spell receive only half damage from the spell but can still be nailed by the thrown weapon. Bushwack (Alteration, Evocation) Range: 120 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: One to 4 creatures in a 20-foot cube Saving Throw: Negates Author: Ally's Spellbook This spell holds up to four humanoid creatures completely immobile for five or more rounds. Bushwack affects any humanoid of man-sized or smaller including; brownies, dryads, dwarves, elves, gnolls, hobgoblins, nixies, troglodytes and others. The spell is centred on a point selected by the caster and brings into existence sturdy vines which spring from the floor (or mid-air if no surface is within the area of effect) and attempt to wrap the target creature in a cocoon-like entrapment. If the spell is cast at three or four creatures, each gets an unmodified saving throw. If only two creatures are targeted, each makes its saving throw with a -1 penalty. If the spell is cast at only one creature, the saving throw suffers a -3 penalty. Those creatures failing their saving throws are unaffected by the spell. Creatures failing their saving throws are fully enwrapped in the vines, whisked off their feet and held upside down approximately one foot off the ground. Held beings may not move nor speak, nor may they see or hear what is happening around them. The held creatures may be freed if the vines sustain damage equal to one half the caster's total hit points but any damage applied to the vines is equally applied to creatures held within them. The caster may end the spell with a single utterance at any time. The material component for this spell is a piece of creeping ivy. Cavevision (Alteration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 3 Area of Effect: One creature Saving Throw: None Author: Ally's Spellbook This spell enables the recipient to see in total darkness as if there was torchlight, up to the 10 feet per level. Magical darkness will still appear as complete darkness. The material component is a live firefly. Channel Item (Enchantment, Invocation) Range: Special Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One rechargeable magic item Saving Throw: Special Author: William T. South This spell is used to recharge any item which was initially created by the use of an enchant an item spell, such as magical rings, gems, rods, staves, and wands; but not limited to such. The wizard must be fully rested and not engaged in any physical activity to cast this spell. Usually, most wizards try to find a secure area since the result of spell failure can be deadly. He first cast this spell over the item, in the process opening up a channel between him and the magic item to be recharged, taking one round to initiate the channel. At this time, the total possible charges an item may contain may be discerned by casting identify at this time with a modifier of +10% added onto his normal chance of success. Then, the appropriate spells must be cast into the item to bring about its recharging. While the spells needed for various items are too large to be listed, it can be assumed that a spell which the item imitates is able to recharge the item (spell research can aid in gaining more knowledge of this subject). At the end of the recharging session (or at least before the channelling effect ends due to the casting time limitations) the wizard must "close" the item's channel. This requires a successful saving throw versus spell modified by +1 for every level of the wizard and -1 for every spell cast into the item which did nothing to recharge it. A failed saving throw means that none of the spells cast into the item had any recharging affect. If the wizard is physically attacked or the spell disrupted during the recharging period the wizard must make an unmodified successful saving throw versus spell, with a successful saving throw indicating the entire process has been merely cast for naught and a failed saving throw indicating that the magic item explodes for a magical blast effect in a 10- to 60-foot radius doing damage equal to 1d4 points of damage per charge the item currently contains (save versus spell for half damage). The item in question (unless of artifact or relic status) is irrevocably ruined in the explosion. The material component of this spell is a small gold funnel worth at least 100 gp value, which is destroyed in the casting of the spell. The source of this spell is the Telnorne Mageocrat. Charm Mammal (Enchantment/Charm) Range: 10 feet per level Components: V, S, M Duration: Special Casting Time: 5 Area of Effect: One mammal Saving Throw: Negates Author: Ally's Spellbook This spell is exactly the same as the 1st-level wizard spell charm person except that it affects only non-humanoid mammals. The material components are a few holly berries. Charm Man II (Enchantment/Charm) Range: 16 feet Components: V, S Duration: 1d6+4 turns Casting Time: 1 Area of Effect: 1d6 men per level of 4 HD or less Saving Throw: Special Author: John Daniel Except as noted, this spell is the same as the 1st-level spell charm man I. If a successful saving throw is made by a group's leader, the effects of this spell are reduced to those of charm man I (make another saving throw for the leader). If a leader of a group fails his saving throw, the spell works on him, but all other members of the group still get to make a personal saving throw to negate the effects. Charm Undead (Enchantment/Charm, Necromancy) Range: 30 yards Components: V, S Duration: Special Casting Time: 3 Area of Effect: One or more creatures in a 20-foot radius sphere Saving Throw: Special Author: Unknown This spell works just like the Player's Handbook's spell charm monster, except as noted above and that it only works on undead. Chime (Alteration) Range: 30 feet Components: V, S Duration: Special Casting Time: 1 round Area of Effect: One object Saving Throw: None Author: Unknown This spell enchants an object such that, when a condition is met (specified as in magic mouth), a reasonably loud chime, bong or ring will sound from the item. This chime is loud enough to wake a nearby sleeper or be heard from a nearby room. This behaviour will continue, functioning at most once per round, until the condition ceases, the item is destroyed, or the dweomer dispelled. Cobaltas's Infraflash (Evocation) Range: 0 Components: S Duration: Instantaneous Casting Time: 2 Area of Effect: 20-foot radius half circle Saving Throw: Special Author: Bladehawk This is a less powerful form of thunderflash, which only affects those using infravision, blinding them in all types of light however. Those not using infravision will feel a wave of heat wash over them, but will be otherwise unaffected. Conceal Magic (Divination) Range: 0 Components: V, S Duration: 4 hours per level Casting Time: 3 Area of Effect: Object touched Saving Throw: Negates Author: Paul D. Walker Cast this spell on a magic item and it renders that item undetectable by detect magic (great for hiding magical traps). The wizard will not know if the object has made its saving throw, though he can of course check this by casting a detect magic... Conjure Drink III (Conjuration/Summoning) Range: 10 feet Components: S Duration: Permanent Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell conjures alcoholic drinks, the quantity being determined by the quality desired by the caster. If beer or ale is wanted, 1 tun per 5 levels will appear. In the case of wine, 1 keg per 5 levels is conjured. If spirits are desired, 1 mug per 5 levels will appear. The components are only the desire to have the desired drink in the container in hand and a snap of the fingers of the other hand. Conjure Lesser Radiance Quasi-Elemental (Conjuration/Summoning) Range: 30 yards Components: V, S Duration: 1 turn + 1 round per level Casting Time: 3 rounds Area of Effect: Special Saving Throw: Special Author: Francois Menneteau With this spell the caster may freely summon one or more lesser radiance quasi-elementals (see the table below). The creatures will do anything within their power to aid the caster. The lesser elementals can be sent back by the caster, one at a time or all at once, at any time. They automatically return to their home plane after the duration of the spell. Conjured lesser elementals must be controlled by the caster. Otherwise, they simply assume a defensive posture until they return to their native planes. Lesser elementals will not attack the caster when uncontrolled. They may be controlled up to 30 yards away per level of the caster. Note that radiance elementals cannot be summoned at night. D100 Roll Creatures 1-10 Two 2 HD lesser quasi-elemental 11-50 Three 2 HD lesser quasi-elemental 51-80 Two 4 HD lesser quasi-elemental 81-00 One 6 HD lesser quasi-elemental Lesser Quasi-Elemental Intelligence: semi- (2-4) Alignment: neutral Armour Class: 3 Movement: flight, 18 (A) Hit Dice: 2, 4 or 6 THAC0: 18, 16 or 15 Number of attacks: 1 Damage per attack: 1d6+1 point per Hit Die Special attacks: see below Special defence: needs +1 or better weapon to hit Magic resistance: nil Size: S (1-foot sphere) Moral: elite (14) XP value: 270, 650 or 1400 Lesser radiance quasi-elementals inflict 1d6 points of energy damage + 1 point per Hit Die (double damage to creatures directly affected by sunlight), and all within 10 feet must save versus petrification or be -1 to hit from the blinding light. Light and energy attacks do not harm them. Fire and heat do only half normal damage. Cold and water attacks do double damage. Darkness keeps them at bay. Contain Area of Effect (Alteration, Metamagic) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 rounds Area of Effect: Creature touched Saving Throw: None Author: Kai Rottenbacher This spell gives the creature touched one spell level per caster level with which spells may be cast. The freely chosen spells are then changed in their aspects so that stay within a certain area of effect the caster specifies at the casting of these spells. This prevents the spells from expanding in their effect into undesired areas as it so often happens with these unruly fireball spells. This spell may be layered up to a maximum of 2 spell levels per caster level. As it works by touch it can be given to anyone who casts spells or uses items which duplicate spell effects (or spell-like effects). These creatures can use up the spell levels at their leisure: This spell lasts until all spell levels have been used up. The material component is a small silver box encircled with a paper strip inlaid with a strip of hammered platinum which costs no less than 500 gp (the whole arrangement). Control Normal Fires (Alteration) Range: 1 foot per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: 1 cubic foot per level Saving Throw: None Author: Brock Neverman This spell enables the wizard to cause fires as small as a torch or lantern to become as large as a 6-foot diameter bonfire or to cause a bonfire to shrink to the size of a torch or explode into a fire with a diameter of 18 feet. In this process fuel is burned according to the size of the fire. Also heat dissipation can be adjusted which will also affect the amount of fuel used. The amount of change a wizard can bring about in a fire is determined as follows: take the wizard's level divided by 2 and round it down. This is the maximum multiplier or divisor for the size (in volume) and effects of the fire. The material component differs for the two different uses of the spell: if the spell is used to increase a fire, the material component is a tinderbox, which is not consumed in the casting. If the spell is used to shrink a fire, the material component is a drop of water. Create Bedroom (Conjuration/Summoning) Range: 10 feet Components: V, S, M Duration: 2 hours per level Casting Time: 1 turn Area of Effect: 30 square feet per level Saving Throw: None Author: Kai Rottenbacher This spell creates the interior of a bedroom. It contains one or more beds (5 square feet per level maximum), covered in sheets (rheumatic covers), a thin layer of covers (in summer) or succeedingly thicker for other temperatures (up to and including Arctic temperatures), one pillow per two levels, one night table per 5 levels, one shuttered oil lamp (with oil) per table, a bed warming pan, some bed rugs, a small sparker set (to light the lamps), a small wardrobe with sleeping gowns (male or female), a night cap for men, one beard holder per level (any size), soft night slippers, and a covered bed pot. This spell creates only the interior of the room; it doesn't normally create the walls, floors, or ceilings. As with the other room spells, no items can be used to cause harm, help in combat; nor can they be sold. If tried, they vanish in a puff of smoke. The material components: a small bit of cloth or fur (for the covers, gowns, and slippers), a drop of oil (for the oil lamps), a tiny piece of flint (for the sparker set), and a tiny piece of any kind of metal (for the pot, pan, and lamp). Create Kitchen (Conjuration/Summoning) Range: 10 feet Components: V, S, M Duration: 1 turn per level Casting Time: 1 turn Area of Effect: 10 feet per side per level area (any shape) Saving Throw: None Author: Kai Rottenbacher This spell creates a complete set of kitchen utensils, including: a small icebox (large enough for approximately 6 to 8 gallons of fluid), 2 large fireplaces including a spit each, a stove with 8 fire places, an oven with three large compartments, 4 pots (large enough to contain enough stew for a very hungry halfling each), 8 small stirring dishes, 4 pans, 5 stirring pots, 3 hot water baths (for the pots), 3 cold water baths (again for the pots), 10 small but very sharp knives, 10 small spoons (for tasting), 5 large forks (for turning meat), 3 small hammers (for softening meat), 5 cutting boards, 2 egg cutters, a salad dryer, 3 large mixing bowls, a large sink, 3 waste baskets, 10 wooden stirring rods, 10 pan scrubbers, 10 wooden turnabouts, 3 corkscrews or one elaborate bottle opening set, and 3 serving dishes per level. This spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings. The utensils cannot be used for anything but cooking or the preparation of food (and I mean normal food, not what goblins consider food). Thus, the knives cannot be used to attack someone (or even to defend oneself with), the water in the water baths cannot be drunk or be used for washing or anything else but heating or cooling food still in the creation process, the waste basket cannot be used for anything but storing the remains of cooking the food, etc. If it is tried the appropriate utensil vanishes with a small puff of smoke. The whole set of utensils also vanishes at the end of the duration including anything still in the waste basket or the sink unless it is normally not put into these containers (thus, this spell cannot be used to escape a hopeless situation or to create utensils for an escape or something else). The utensils cannot be sold (if tried they vanish as above). They can only be used to prepare food. They will even vanish if they are used to block someone's way during combat. The material component depends on the quality desired: the caster needs a small model of a kitchen knife, a pot, a pan, a tiny stove, a tiny bit of ice (if the icebox is desired), a tiny splinter of wood, and a small spark. These miniatures can be from almost any material (except the wood and the spark as they are necessary for the fire). The utensils will be of the same material as the miniatures were made from. The caster can either use these material components during the actual casting or he can use it during the preparation. If it is used in the actual casting, the casting time is one turn; if it is used during the preparation time, the preparation (memorisation) time increases to one hour (instead of 45 minutes), but the caster can then summon the kitchen utensils at any later time with a snap of his fingers - ready to be used. Curse Weapon (Enchantment) Range: 5 feet per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 3 Area of Effect: One weapon Saving Throw: Negates Author: Unknown This spell is used to curse the weapon of an opponent. When it is cast, the wizard chooses which weapon to curse. Unless the owner of the weapon makes a successful saving throw versus spell, that weapon will have a penalty applied to all to-hit and damage rolls for the duration of this spell. The penalty is equal to 1 for every four levels of the wizard, to a maximum of -5. This penalty only applies to the chosen weapon, not to other weapons carried by the owner. This spell will negate magical bonuses (only for the spell's duration); if a weapon's magical bonus is reduced, its current value is used for determining which types of creatures may be hit by it (i.e., if a sword, +4 sword is reduced to +1 by this spell, it cannot be used to hit elementals for the duration of the spell). The material component of this spell is a small replica of the weapon to be cursed; it is consumed with the casting. Cyril's Bungee Snap (Evocation, Wild Magic) Range: 30 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One 10-foot per level long magical cord Saving Throw: Special Author: Craig Allen Campbell This unique spell allows the wild mage to pull wisps of raw magical energy directly from the astral plane to create a magical "bungee" cord. The term "bungee" was chosen by Cyril. He had heard the word long ago and didn't know what it meant, but has always liked the sound. He believes it to be from a long-forgotten language. Two loops on the ends of the cord are then looped over two items or creatures. After the wizard has looped the cord and released control of the magic, the raw magical energy in the cord collapses in upon itself, pulling the two items or creatures together at a magnificent velocity. Only creatures who are magically anchored or objects that are securely attached to something else are immune, although the DM may allow a "bend bars" roll for a character who reacts quickly to grab onto something. Note that there must be some way for a magical cord to fasten itself to each item. For example, a tree can be easily looped, but a wall can only be looped if there are protrusions or other fastening points for the cord. The two items or creatures are drawn together and will hit each other. Items drawn against items must save versus crushing blow or be broken into no less than 50 pieces. An item drawn against a person need not save, but the person will take falling damage in accordance with his previous distance from the object (1d6 per 10 feet with a maximum of 10d6). If the item is particularly small, the DM may impose less damage. Cyril prefers bouncing people off of walls with this spell. If two people are drawn together, each takes falling damage for half their previous distance apart. In all cases, the DM may call for Strength or Dexterity checks to hold onto items and saving throws versus fall to check for item damage. In the case of a creature drawn to an item, a saving throw is allowed for half damage. No saving throws are allowed for two creatures drawn to each other. The material component for this spell is a piece of string, looped at both ends. Dancing Lights II (Evocation) Range: Special Components: S Duration: 1 day Casting Time: 1 Area of Effect: One globe per level Saving Throw: None Author: Jim Gitzlaff and Jim Sisolak This spell creates up to one globe of light per level of experience of the caster. Each globe may be controlled separately and individually, and can float, bob, and otherwise behave rather like the lights from the 1st-level wizard spell dancing lights. The globes must either remain in sight of the caster or stay within a 30-foot per level radius lest they instantly vanish. They can move as fast as 200 feet per round. The globes may be given a variety of simple commands by the caster. These commands may be individual (eg.: "globe 6 stop there in the centre of the intersection") or global (eg.: "all globes spin around the head of that figure"). The globes are not intelligent, hence cannot be given commands that require more discernment than a magic mouth could handle. The globes are 1 foot in diameter and can be varied in colour (any) and brightness (anywhere from a guttering candle to a light spell for each globe). This spell has several major uses: * An improved, more eerie version of the 1st-level spell. * To provide portable illumination. The lights can brighten things on ledges, in rooms, in pits, etc., without risking any party member's health. Since each globe can be the equivalent of a light spell, this illumination can be quite significant. * To try to distract opponents in long range combat. Folks in melee usually dodge, jump, and otherwise dance about too much for this spell to affect them. Archers and spellcasters, on the other hand, need to be still and concentrate in order to be effective. For every three globes spinning or flashing around the eyes of a single archer, missile attacks are made at a -1 penalty to-hit. For example, if Zarg tries to shoot his crossbow while 8 globes whirl and oscillate around his head, he will get a -2 penalty to-hit. Spellcasters must make a Wisdom check at a -5 bonus to the roll in order to keep their concentration & avoid botching the spell. For every globe after the first, the caster gets a +1 penalty to the Wisdom check. For instance, Abulator is trying to disintegrate Malithe while 4 globes spin in front of his eyes. Thus, he must make a Wisdom check at a -2 bonus to the roll or his spell fails. The globes may be destroyed in two ways. A successful dispel magic cancels every globe in its area of effect. The alternative is to destroy the globes physically. They may be hit by magical, silver, or iron weapons (but not steel or wooden ones), have AC 0, and can take as many points of damage as the caster has levels of experience. Damage from spells will also harm the globes, though they are immune to fire and electrical damage of any sort. Darklight's Field of Infeasibility (Enchantment, Illusion) Range: 0 Components: V, S Duration: 2 turns per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell was created by Darklight when he was captain of a spelljamming vessel crewed by a mix of plasmoids, lizardmen, xixchil, and hurwaeti. It was designed in an attempt to keep local populations from being thrown into chaos at every landing. The spell creates a subtle field of illusion and enchantment around 2 HD of creatures per caster level, which lasts for two turns per caster level. This field clings to each being touched, whether they remain in a group or not, and radiates an insidious message to all who encounter or view the affected beings. This message reassures onlookers that there is nothing out of the ordinary about these beings. Thus, the most bizarre of beings may enter crowded groundling cities and not be subject to undue attention or attack. A side effect of this is that all reaction modifiers are nullified, negating Charisma and related bonuses. When an observer is questioned later about a being under the field's protection, they will remember the event precisely, and may become puzzled retroactively at their lack of reaction beforehand. The magic of the field tends to prevent this realization from becoming traumatic, however. Certain very powerful or extraplanar beings may not be affected by this spell: especially dragons, demons, devils, daemons, etc. generally will not sustain such a subtle camouflage, as their natural aura negates the feeble cloaking of this spell. Darklight's Haywire Hands (Conjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 1 yard per level Saving Throw: Negates Author: Keith Taylor This spell causes multiple twisting strands of thin wire to project from the caster's hands. Each strand consists of around ten wires, all tangled around each other. Up to ten strands can be conjured, one per three levels of the wizard, and each can be directed at individual targets within range and all within an arc of 60 degrees in front of the wizard. A strand will fan out upon striking a target, whipping and twisting around any solid objects to entangle the victim. Multiple strands can be targeted on the same victim as well. A target gets one saving throw versus breath weapon per strand, and if it succeeds, they manage to leap free or remain basically unhindered. A failed saving throw results in the victim becoming horrendously tangled in the strands. A bend bars roll (at +10%) is needed to escape, but multiple strands incur a -10% penalty per extra strand upon the roll. The strands can be cut with difficulty, each strand requiring 2d4 rounds in order to be sawn in two. The wire lasts until cut, at which point it winks out of existence with a "sproing" sound. The material component is a highly twisted bit of steel or iron wire. Darklight's Inexplicable Image (Enchantment) Range: 0 Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Object touched Saving Throw: None Author: Keith Taylor This spell is cast upon an inanimate object so that when a being next touches it, they receive a clear and perplexing mental image of the caster's choosing. The mental image can be of anything the caster desires, but not of any concept requiring more than three words to describe, or of any object or creature specifically. The image could be, for example, a white rose, but could not be a red and blue paisley silken smock manufactured in Calimshan. The image does not have to be a picture, but can be a simple concept or feeling, for example: "Doom lurks here", or: "Big apples yonder". Any sufficiently simple concept can be set into the spell. The dweomer remains passive within the object until a creature touches it, at which point the image manifests in their mind. Their reaction may vary: although they may not associate the image with the thing touched, they are aware that a distinct "something" has happened to deliver this mental message. The nature of the image also affects their reactions: the image of a pink bunny rabbit is less disturbing than that of a looming skull. This spell is often made permanent for various reasons. First, so that every creature touching an object receives the same image. This is accomplished by simply laying a permanency upon inexplicable image. Secondly, it is often incorporated into the enchantments of a magic item (often a sword) to give the item personality. Darklight's Ring Bolt (Alteration, Metamagic) Range: Special Components: V, S Duration: Instantaneous Casting Time: 2 (but see below) Area of Effect: Special Saving Throw: None Author: Keith Taylor This Metamagic spell will alter the course of a single bolt- or ray-class spell of up to seventh level into the shape of a ring. The casting time of the secondary spell is added to the 2 required to frame the Metamagic spell. When the bolt is cast, the caster chooses the point of origin as usual, and the bolt then arcs outward in a circular path. If the bolt's length is sufficient, it will form a circle with a radius of at least 20 feet. The caster has several choices when framing the magic: if the bolt's length allows for a circle of with a circumference of more than 20 feet, then it can either be made to loop several times in this 20 feet circumference path or it can be made to form a larger ring. The DM may require that the ring's radius be made an even 10-foot multiple or the bolt will take the standard radius. Also, the caster must decide the orientation of the ring. In outdoor conditions, many interesting vertical or diagonal possibilities exist, but the ring should not be made to bounce off walls - this would break the metamagic's control, and the bolt will careen in random directions, picking a new direction every 20 feet as per the grenade scattering chart. If the bolt is cast in a manner similar to lightning bolt, then the ring can start anywhere within range of the normal casting. However, some bolts begin from the caster's outstretched hand; in this case, the metamage can delay the ring's firing by 1d4, enough for the caster (only the caster, other creatures should have no idea what he is doing) to jump back out of the ring's ending point. Note that this spell cannot extend the normal length of such a bolt. If a bolt's length is not sufficient to finish a 20-foot circumference path, than it will not loop completely around. Darklight's Universal Digestion (Alteration) Range: 0 Components: V, S Duration: 24 hours Casting Time: 5 Area of Effect: One creature touched per 2 levels Saving Throw: None Author: Keith Taylor This spell is a last-ditch survival tactic by which the affected person may obtain balanced nourishment from anything which can be safely swallowed, including dirt, small rocks, leaves, sticks, coins, etc. It confers a +3 bonus on any saving throw versus ingested poisons during its duration, as a side effect. In addition, potions imbibed by the affected have only a 50% chance of actually working. The duration is one day; the recipients are advised not to eat any more "junk" after the first 12 hours without a re-casting of the spell, as the "food" might not have had time to digest. The rather ugly consequences that undigested rocks or coins in the bowels might have is left up to the DM's own imagination. The spell does not help the taste of the things eaten, however, and is designed to work with the Darklight's illusion of taste spell (q.v.). Scrolls have been found with only one or the other, however. Darkray's Strangling Rope (Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: One person Saving Throw: Negates Author: Dimitris Xanthakis Using this spell, the caster is able to hold motionless a human-sized or smaller creature. It affects humanoids and thri-kreen but not half-giants. The caster must use a piece of rope as the material component. He casts the spell on the rope and then he throws it to the target. The rope is turned into a yellow energy cord during the flight, then without error wraps around the target. The victim must save versus spell with a -2 penalty (but adjust for Dexterity), or be tied and held by the rope. When held, the victim cannot move any part of his body. The rope inflicts 1d4 points of damage each round, due to strangulation. If the victim wants to use psionics or magic (with verbal components only), a separate initiative must be rolled to determine when the damage occurs. The caster can end the spell at will. Daylight (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: 1 hour per level Casting Time: 5 Area of Effect: 120-foot per level radius sphere Saving Throw: None Author: Kai Rottenbacher This spell invokes a sphere of daylight that passes through creatures, walls or even the ground as if they did not exist. Thus, there are no shadows within the sphere, which denies thieves their hide in shadows ability - and a shadow (the monster) is easily detectable. A shadow will try to flee the area as quickly as possible as it is completely against its nature. Daylight causes a little harm to several other undead. It causes spectres to become powerless as within full daylight but they can still flee from its effects. It causes vampires no harm but makes them quite irritable. Liches sneer at such a feeble attack. Some other undead might be affected (DM's judgement). It might also be damaging to some fungi. The material component is a continual light scroll plus oil of bioluminescence (gained from glow bugs). Death Dance (Enchantment/Charm) Range: 40 yards Components: V, S, M Duration: 1 round + 1 round per 3 levels Casting Time: 3 Area of Effect: One creature per 3 levels in a 20-foot cube Saving Throw: Negates Author: Bret Mikeal O'Neal Victims of this spell are forced to dance uncontrollably, much like stringed puppets. This jerking movement is so unnatural that creatures are prone to hurt themselves. For each round under the influence of this spell the creature takes 1d6 damage from torn ligaments and wrenched muscles. Creatures affected by this spell are unable to take any action other than dance, but this requires the complete concentration of the caster, so the wizard can do nothing but control the dancers. If concentration is broken the caster can regain it anytime the dancers are within 40 yards. This spell will effect undead but not oozes or automatons. The material components of this spell are 4 pieces of string attached to 2 small sticks. Deaudionoyance (Alteration) Range: 120 yards Components: S, M Duration: 3 rounds per level Casting Time: 6 Area of Effect: One creature per 3 levels Saving Throw: None Author: Ally's Spellbook This spell is similar to silence, 15-foot radius but instead of silencing an area, it affects singular creatures and their equipment. Note that this spell must be cast upon living creatures (including plant-life) only and has no effect upon non-personal equipment. Thus if the spell were cast upon a guard, and that guard struck a gong, the gong would sound, while if the guard where to try blowing a horn, no sound would issue forth. The caster may end the spell any time prior to the duration. The material component of this spell is two small pieces of cotton. Decay (Necromancy) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: The caster Saving Throw: Negates Author: Bret Mikeal O'Neal When this spell is cast, the wizard collects and controls a powerful negative energy force that will decay flesh upon contact. This force will be seen as a shadowy darkness enveloping one hand. The spell remains in effect for 1 round per level or until the caster touches someone. The victim must save or watch a random limb wither away. creatures with decayed limbs are unable to use them for 1 hour per caster level. It is not possible to kill a creature with this spell since it will not decay the head or torso. Undead, automatons, jellies and anything without limbs are immune to this spell. The material components are a poisonous mushroom and a pinch of mould. Detect Charm (Divination) Range: 30 yards Components: V, S Duration: 1 turn Casting Time: 1 round Area of Effect: One creature per round Saving Throw: None Author: Geoffrey Edward Fagan This spell will reveal whether or not a recipient is under the effect of a charm spell, provided that the recipient fails his saving throw. Up to ten persons can be checked before the spell wanes. The wizard has a 5% chance per level of determining the exact nature of the charm spell (or spells) which affect the recipient. Detect Shapechanger (Divination) Range: 10 yards Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: One creature per level Saving Throw: Negates Author: Peter Gourlay By means of this spell a wizard can see the true form of any shapechanging creature. On the first round of viewing, the victim is allowed a saving throw versus spell. If this saving throw is successful, the wizard will think that the creature cannot shapechange. If the saving throw is failed, the wizard will know whether the creature has the ability to change form. On the second round of viewing, the wizard then sees the true form of the creature. There is only a saving throw on the first round, not on the second. Note that a wizard who knows polymorph self or shape change will be detected as a shapechanger, even if neither spell is currently memorised (the same goes for druids in their true form). This spell will not detect or see through illusions. Detect Teleport (Divination) Range: 0 Components: V, S Duration: Concentration Casting Time: 3 Area of Effect: 240-yard radius sphere Saving Throw: None Author: Unknown After casting this spell the wizard gets an impression whenever anyone arrives via teleport, enters or leaves the prime material plane in the area of effect. The spell lasts only while the wizard concentrates on it. The impression will not reveal the location within the range in which the effect occurs. Determine Prowess (Divination) Range: 10 feet per level Components: V, S Duration: 1 round Casting Time: 3 Area of Effect: One creature Saving Throw: Special Author: David E. Brooks Jr. and Elizabeth H. Brooks This spell allows the caster to determine the approximate power of the target creature in relation to the caster. When cast, the DM responds by telling the player the target creature's relative power by using phrases such as "about the same", "a little worse", "vastly inferior" or "much more powerful". If a saving throw is made by the targeted creature, the wizard casting determine prowess will always feel as if the target creature is "much more powerful" or "vastly inferior". The DM can determine randomly or choose as appropriate. Deity-level creatures automatically make their saving throw against this spell, and are allowed to choose the reading given to the casting wizard. Detonate (Enchantment, Invocation/Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One 5-foot per level cube Saving Throw: None Author: Jason Riek (Karaieth) This spell allows the caster to charge an item with magical energy and cause it to explode. The item must fit within the area of effect. It the item is larger, only one 5-foot cube per level is affected (part of a wall could be blown out, for example). The spell does not affect living creatures, but it does cause 1d6 points of damage per level to a maximum of 10d6 to all creatures within 10 feet of the object. The material components of this spell are burning coal and an eagle's feather. Dheryth's Tomelore (Divination) Reversible Range: 0 Components: V, M Duration: instantaneous Casting Time: 15 rounds Area of Effect: Book or scroll touched Saving Throw: None Author: Jim Gitzlaff With this spell, the wizard may detect whether or not a book or scroll is cursed, what language it is in, whether or not its contents are encoded or enciphered, and other general information about its contents. None of the following things will be revealed by the spell, though: 1.Absolutely nothing will be told about the special books listed in the Dungeon Master's Guide (a libram of ineffable damnation, a manual of puissant skill at arms, etc.). Likewise, very powerful books (artifacts or relics) will be utterly out of this spell's power. 2.Specific spells and scrolls will not be revealed ("secret page spell on page 2", "fire trap cast on cover", "explosive runes on binding", etc.), nor will the exact nature of a curse, if present, be told. 3.If the book or scroll contains spells, the wizard will not be told precisely which spells are there, although the DM might allow weak statements like "20 pages are devoted to spells", or "a few weak spells seem to be inside this tome". The reverse of this spell, tome shield (abjuration), must be cast on a particular book or scroll, which is thenceforth immune to Dheryth's tomelore for one month. It further resists the operation of the history and identify spells, granting the protected book a saving throw versus spell as if it were a wizard of the same level as the one who cast tome shield. The material component for this spell is a magnifying glass, for the reverse it is a blank page. Both are consumed in the casting. Dispel (Abjuration) Range: 30 feet Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Jim Vassilakos By use of this spell, the wizard can attempt to negate the effects of any other single spell providing that at least some part of that spell's area of effect is within thirty feet of the wizard. The base chance for success is 50% modified upward or downward by 5% per level the wizard is above or below the caster of the spell being negated. This spell can also be used to negate the magical effects of potions (either before or after ingestion), with the level of the potion maker being generally treated as twelfth. The material component of this spell is a piece of gum. Dispel Shield (Abjuration) Range: 0 Components: V, S Duration: Until dispelled Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Russian Wyatt When this spell is cast, a double layer of magical energy surrounds the caster at approximately 1 foot from the caster's body. This field's only function is to stop any two dispel magic spells cast at the wizard. This spell was created by a wizard for his human (actually a polymorphed dragon) apprentice, who believes it is actually a protection from polymorph other. The objective is that enemy mages can't turn him into a dragon and use him against his allies. Disrupt Spellcaster I (Alteration) Range: 5 yards per level Components: V, S Duration: 2d4 rounds Casting Time: 3 Area of Effect: One spellcaster Saving Throw: Negates Author: Peter Gourlay This spell makes the victim incapable of casting spells for 2d4 rounds. There is a saving throw versus death magic to avoid this. This spell actually makes spellcasting impossible by disrupting the magical energy of memorised spells. Thus, the victim could still cast a spell from a scroll, and innate spell-like abilities are not affected. Distract (Enchantment/Charm) Range: 60 feet Components: V, M Duration: Instantaneous Casting Time: 1 Area of Effect: One wizard Saving Throw: Negates Author: Jim Vassilakos This spell is specifically designed toward distracting wizards before they can unleash their magic. The victim must save versus spell at -5 or lose spell concentration. Note that this spell has absolutely no effect against non-wizards. All it does is interrupt the flow of magical information between the wizard's conscious and subconscious. The material component for this spell is a pair of scissors, which is consumed in the casting. Ditan's Decorating Hands (Conjuration/Summoning) Range: Special Components: V, M Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Ditan This spell creates one pair of magical hands per three levels of the caster. These hands are skilled artisans at half the caster's level, and will decorate any room to the fashion designated by the caster. After the room is redecorated the hands will disappear. The material component for this spell is a single pair of white leather gloves. Dragon's Breath (Invocation/Evocation) Range: 20 feet Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: Special Saving Throw: 1/2 Author: Brian J. Toleno With this spell, the wizard is able to imitate a single type of dragon breath for the duration of the spell, doing his hit points in damage. During the spell's duration and an equal number of rounds afterwards, the wizard cannot speak due to the strains this spell makes on his throat. The material component is a piece of dragon hide of the type of dragon the wizard is trying to imitate. Dreamoore's Eldritch Sphere (Evocation) Range: 20 yards + 10 yards per level Components: V, S Duration: Special Casting Time: 3 Area of Effect: 1-foot diameter sphere Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) This potent spell launches a mentally guided 1-foot diameter globe which travels up to 60 feet per 6 seconds and turns up to 90 degrees per round. The sphere strikes as a monster of the wizard's Hit Dice, but even on a missed roll, the missile may return the following round as long as the wizard concentrates. Once it hits, the globe disperses and inflicts 2d6 points of base damage + 2 points of damage per level of the wizard to the first creature touched, up to 2d6+20 maximum potential. The sphere harmlessly vanishes if the wizard's concentration is broken or the globe exceeds maximum range. Despite its limited area of effect, the eldritch sphere's true advantage is its damage potential and ability to pursue and possibly corner single foes. Drowse (Illusion/Phantasm) Range: 3 yards Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Brian Dawson This spell creates the illusion in the victim's mind of extreme exhaustion, and in fact he is on the verge of collapsing and falling asleep. The victim suffers a -4 to-hit, a +2 penalty on Armour Class, 50% vision reduction, and half his normal movement rate for the full duration of the spell. Wizards have a chance of spell failure equal to 100% - 5% per point of Intelligence. The spell can be negated by dispel illusion, but not by dispel magic. Dwindle (Alteration) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 3 Area of Effect: The caster Saving Throw: None Author: Jim Vassilakos The wizard is able to shrink himself to as small as one inch in height for the duration of the spell, during which time all items carried are also shrunk. This spell may be cancelled at any time by the wizard. Effects on combat mechanics are left undefined and to the DM's discretion. Eldarr's Spell Conversion (Alteration) Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Eldarr This spell allows its wizard to convert one spell into another of the wizard's choice. As long as the spell conversion is in effect, when another spell is cast, the wizard may choose to cast it normally, or alter it into another spell. The spell to be altered must be of third level or lower, and the spell to be converted to, must be of second level or lower (the additional level of power is expended in the conversion process) and must be a spell the wizard already knows, although it does not have to be currently memorised. This spell is usually cast at the beginning of a day or before a known encounter, to give the wizard ample time to replace it in his memory with another spell. Only wizard spells may be converted by this spell - priest spells are not affected by it, and only the wizard's own spells are affected. Range, duration, area of effect, and saving throws are as per the spell being converted to; the spell being converted determines the spell components and casting time (however, in order to convert a spell, a few additional incantations are necessary, and the name of the new spell must also be uttered; this effectively increases the casting time of the original spell by one). As an example of the use of this spell, let us assume Biff the wizard has cast this spell before a large battle; during the fight, Biff finds himself levitated by an enemy wizard and to be dropped from a great height. Unfortunately, Biff has nearly used up his complement of spells in the battle, and has a single fireball left - not much use in this situation. However, since spell conversion is in effect, Biff starts the incantations of the fireball anyway; when he is dropped, Biff casts the fireball but uses spell conversion to convert it to a feather fall, floating softly to the ground unharmed. The material component for this spell is the pelt of any were-creature; the pelt is consumed with the casting. Eldritch Fire (Invocation/Evocation) Range: 60 feet Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: 1/2 Author: Jim Vassilakos The wizard hurls a magical bolt of flame which does 1d6 points of damage on impact and has a 50% chance of catching the target's combustibles on fire (burning clothes do 1d6 to 2d6 points of damage depending on how heavy they are). Victim may make a saving throw versus spell for half damage. Fire-based creatures take no damage; cold-based take double. Energy Bolt [2] (Invocation/Evocation) Range: 40 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 Author: Francois Menneteau This spell functions almost identically to the 3rd-level lighting bolt. However, as it is a pure beam of light energy drawn from the quasi-elemental plane of radiance, undead creatures must save versus spell twice to take only half damage. The material component is an ebony rod of at least 1 foot length. Enhance Illusion (Alteration) Range: 30 yards Components: V, S Duration: 1 round per level Casting Time: 3 Area of Effect: One illusion Saving Throw: None Author: Mark A. Robinson This spell is one way for wizards to add actual substance to their illusions. Up to two rounds before casting an illusion (notably phantasmal force, improved phantasmal force or spectral force), the wizard casts this spell on the area in which the illusion is to initially appear. Once cast, the illusion then does 10% of the actual damage that it would do if it were real if the victim made a saving throw against it, and is treated as normal with respect to Armour Class, attacks, etc., if the victim failed the saving throw and doesn't recognise it as an illusion. The illusion also becomes AC 10, and gains 10% of the hit points it would normally have; however, illusionary creatures may never have more combined Hit Dice than the wizard. If the illusion is not cast in the enhanced area within 2 rounds the former spell will be wasted. Multiple enhance illusions on one illusion will cancel each other. This spell can also be used in conjunction with shadow monsters, demi-shadow monsters or shades, adding 10% more realism to that already inherent in the spell, and lowering the perceived Armour Class by 1. Enhance illusion is attributed to the deceased wizard Scaurlin Oberlin, who died in a magical duel with a grey slaad he summoned and subsequently released. This is reputedly the only spell Scaurlin ever wrote in his once promising career. Enhance Poison (Alteration, Invocation/Evocation) Reversible Range: 1 foot Components: V, S, M Duration: 1 hour + 1 hour per level Casting Time: 7 Area of Effect: One dose of poison per 5 levels Saving Throw: Special Author: Kris With this spell, a wizard can temporarily enhance the power of a poison, either making it more deadly, debilitating or potent, such as adding a -1 to the saving throw of the subject. This spell can only be used once on a given dose of poison. Multiple castings of this spell don't work. The reverse of this spell, dilute poison, makes a poison less lethal, granting a +1 to the subject's saving throw or making it less effective. If cast on a subject already having poison in his system, this spell grants a new saving throw. If cast to dilute the poison of a monster, the monster must be touched to be effective. Secondly, the monster gets a saving throw versus spell. The material component of this spell is either a dead black widow spider, or a dove's feather for the reverse. Enhanced Armour (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown This spell is identical to the 1st-level armour spell except that it confers 10 points of Armour Class reduction instead of 4. Note that it is not cumulative with the 1st-level armour spell, i.e., the two spells cast together do not confer 14 points of Armour Class reduction. Erelas's Curious Surge (Alteration, Wild Magic) Range: 0 Components: V, S, M Duration: 1d4 rounds + 1 round per level Casting Time: 5 Area of Effect: 20-foot + 2-foot per level radius sphere Saving Throw: Special Author: Dave Michaels This spell can be very complicated in combat involving numerous creatures within the area effect. All sorts of simplifications may be applied at the DM's discretion, but be consistent. The example given covers all basic possibilities. The casting of this spell causes an unusual wild-like surge in the area. Creatures within this area have their saving throws versus other effects altered as per the following table (roll once for each saving throw to determine adjustment). Caster D20 Roll Level 1 2 3 4 5 6 7 8 9 10 1 -1 -1 -1 - - - - - - - 2 -2 -1 -1 -1 - - - - - - 3 -2 -2 -1 -1 -1 - - - - - 4 -3 -2 -2 -1 -1 -1 - - - - 5 -3 -3 -2 -2 -1 -1 -1 - - - 6 -4 -3 -3 -2 -2 -1 -1 -1 - - 7 -4 -4 -3 -3 -2 -2 -1 -1 -1 - 8 -5 -4 -4 -3 -3 -2 -2 -1 -1 - 9 -5 -5 -4 -4 -3 -3 -2 -2 -1 - 10 -6 -5 -5 -4 -4 -3 -3 -2 -1 - 11 -6 -6 -5 -5 -4 -4 -3 -2 -1 - 12 -7 -6 -6 -5 -5 -4 -3 -2 -1 - 13 -7 -7 -6 -6 -5 -4 -3 -2 -1 - 14 -8 -7 -7 -6 -5 -4 -3 -2 -1 - 15 -8 -8 -7 -6 -5 -4 -3 -2 -1 - 16+ -9 -8 -7 -6 -5 -4 -3 -2 -1 - Caster D20 Roll Level 11 12 13 14 15 16 17 18 19 20 1 - - - - - - - +1 +1 +1 2 - - - - - - +1 +1 +1 +2 3 - - - - - +1 +1 +1 +2 +2 4 - - - - +1 +1 +1 +2 +2 +3 5 - - - +1 +1 +1 +2 +2 +3 +3 6 - - +1 +1 +1 +2 +2 +3 +3 +4 7 - +1 +1 +1 +2 +2 +3 +3 +4 +4 8 - +1 +1 +2 +2 +3 +3 +4 +4 +5 9 - +1 +2 +2 +3 +3 +4 +4 +5 +5 10 - +1 +2 +3 +3 +4 +4 +5 +5 +6 11 - +1 +2 +3 +4 +4 +5 +5 +6 +6 12 - +1 +2 +3 +4 +5 +5 +6 +6 +7 13 - +1 +2 +3 +4 +5 +6 +6 +7 +7 14 - +1 +2 +3 +4 +5 +6 +7 +7 +8 15 - +1 +2 +3 +4 +5 +6 +7 +8 +8 16+ - +1 +2 +3 +4 +5 +6 +7 +8 +9 The creature may attempt a normal saving throw versus spell against this spell 50% of the time each round. In other words, there's a 50-50 chance the creature may attempt a saving throw (if so desired - this spell could benefit the creature) each round. Magic resistance, wild magic immunities or resistances, or other surge protections (such as chaos shield) negate or resist the spell for that creature for the duration of this spell (if the necessary checks are successful). The material component of this spell is a silver piece. An example: if Erelas, the 10th-level wizard, casts this spell in the heat of combat, every creature within a 40-foot radius sphere flips a coin. If the coin lands heads, the creature may make a saving throw to negate the effects of this spell for the first round. Every round a creature is in the area effect (including the caster), a coin is flipped for that creature (if the creature so wishes - if it opts not to make the saving throw, it is automatically affected by this spell). If the coin lands tails, the creature is not entitled to a saving throw, and is affected by this spell as per the table below. If the coin is heads, the creature makes a saving throw. If the saving throw is failed, or if the creature declines the right to a saving throw, or if no saving throw is permitted, then every time that creature needs to make any other saving throws of any kind during that round, the creature must first roll 1d20 and consults the table below to see how his saving throw is affected. Instead of flipping each round, the first flip may be used to determine the resulting effects for the duration of the spell. For instance, if the flip lands tails, the creature is absolutely affected by this spell for its duration. If it lands heads, the creature may save against this spell every round for the spell's duration. This will greatly simplify the accounting, and reduce the number of flips required for the battle. If a creature leaves the area effect, the creature is no longer under the influence of this spell. If a creature enters the area effect during the duration of the spell, that creature is then subjected to the flips and rolls mentioned above, again if so desired. If a creature not originally affected by the spell enters the active area effect, that creature is subject to the spell as per the example above. Any creature with magic resistance makes the check only once, when the spell is first cast. Any creature not in the area effect, but who later enters the sphere, may make a magic resistance check. If a magic resistant creature leaves the area effect and re-enters it, it is up to the DM to decide if the creature gets another magic resistance check or not, regardless of whether it made the first one (the author suggests the creature would not, since the creature has already demonstrated its resistance to this particular spell, positive or negative). Example continued: there's a dragon (or part of one anyway) in the area effect when Erelas casts this spell. The dragon first makes a magic resistance check. It fails. It then flips a coin. The coin lands heads, so the dragon may make a saving throw. The dragon makes its saving throw. That same round, shortly after Erelas's spell goes off, another wizard casts a lightning bolt at the dragon. The dragon makes a completely normal saving throw versus that spell, as it is not affected by Erelas's spell this round. The next round, before any other actions, the dragon again flips a coin. It again lands heads. The dragon rolls a saving throw, but fails. Erelas casts a fireball at the dragon. The dragon rolls his magic resistance, and fails. The dragon rolls 1d20, and consults the table. He rolls a 7. The table indicates the modifier, at Erelas' level of 10, to be -3. The dragon then again rolls 1d20 for a saving throw. He rolls a 12. This would normally make it for this particular dragon, but the -3 penalty applies for this roll, which brings it down to 9. He thus fails, taking full damage from the fireball. On the third round, the dragon flips a coin. The coin lands tails, indicating that the dragon may not make a saving throw this time. Someone casts charm monster on him, he rolls his magic resistance, and fails. He rolls a 15 on 1d20, and consults the table: +3. He rolls a saving throw: 9. The modifier is applied, bringing that 9 to 12, which is enough for the dragon to save, so he is not charmed. On the fourth round, the dragon flips a coin, which lands heads. The dragon makes a normal saving throw (no chart check needed, as this throw is against the spell itself), and succeeds, thus not having to worry about this spell this round. Exploding Coins (Enchantment) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: One coin touched per level (10 maximum) Saving Throw: None Author: Unknown This spell allows the wizard to enchant one or more coins with an explosive charge; the more valuable the coin, the more potent the explosion (see table below). The coins will retain their enchantment until used or dispelled; the explosion will be triggered when the wizard utters a command word chosen during the incantation. Alternately, the wizard may choose a delay, after which time the coin will explode; the length of this delay may be up to 1 turn per level of the wizard (measured from the time the wizard speaks the chosen command word). The following table gives the amount of damage for each type of coin, along with the burst radius, and what level is required to enchant a particular type of coin: Type Damage Level Radius copper 1d3 5 2 feet silver 1d4 8 2 feet electrum 1d6 11 5 feet gold 1d8 14 5 feet platinum 1d10 16 10 feet A maximum of 10 coins may be enchanted per casting of this spell; also, no more than 20 of these coins may be brought within 30 feet of each other safely; if this occurs, each owner must make a saving throw versus spell for each coin. If a coin fails its throw, it explodes normally; if the throw succeeds, the coin simply vanishes in a puff of smoke. This spell has the additional limitation that it may only be cast once per two day period. The only material component for this spell is the coin to be enchanted; the coins are consumed in the explosion. Falerin's Irresistible Charm (Charm) Range: 0 Components: V, S Duration: 1d4 rounds + 1 round per level Casting Time: 1 Area of Effect: 10-yard cube Saving Throw: Special Author: The Wizard Developed by the evil mage Falerin while taking a trip through limbo, this spell is not evil in and of itself. Similar to charm person, this spell creates a 10-yard cube, extending from the caster. All creatures within the area of effect that are equal to or exceeding the level of the caster must make a saving throw or be charmed. Creatures of lower level than the caster may also make a saving throw, but at a -4 penalty. Creatures which normally have a resistance to charm spells have no resistance to this spell, nor do any Wisdom bonuses apply. Feldegast's Mana Shield (Abjuration, Metamagic) Range: 0 Components: V, S Duration: 4 rounds Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Ron This spell prevents a caster's spells from affecting himself, resulting in illusionary harm only. It likewises shield the caster from harm caused by inferior foes (whose level or Hit Dice are lower). Also, this spell grants a saving throw against spells for which there is normally no saving throw, or a +4 if there was a saving throw. Fellstar's Flaming Vortex (Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 8x2 feet vertical cone Saving Throw: 1/2 Author: Fellstar This spell calls into being a spinning vortex of flames that resembles a burning dust devil; the vortex is 8 feet high and 2 feet wide at its widest. The caster may direct the movement of the vortex in any direction desired, but it may not be moved across a body of water. The vortex moves at a rate of 10 feet per round, and the caster must maintain full concentration in order to direct its movements; if the caster loses concentration, the vortex will move in a straight line at full movement rate until the caster can again gain concentration. The wizard may not move the vortex further away than 10 yards per level of the caster, or the spell terminates. The caster may use the vortex to attack a single victim per round; he may attack the same target in following rounds, or may elect to move the vortex to attack a different one. Anyone struck by the vortex suffers 1d4 points of damage per level of the caster (up to a maximum of 10d4). A successful saving throw versus spell reduces this damage by half. The flames from this spell will ignite flammable materials on contact, but will not harm most other materials, unless exposure is prolonged. That is, if a creature is attacked by the vortex for only a single round, non-flammable possessions are not affected; if attacked on two consecutive rounds, all possessions must save versus magical fire normally (but only if the target fails his saving throw). Each additional round of exposure inflicts a -1 on all possessions' saving throws (no penalty in added to the target's saving throw). The material component for this spell is a piece of flammable material suspended from a string; the caster lights the material on fire and twirls it in a circle while casting the spell. He must continue doing this throughout the duration of the spell, and the material must remain lit; if it does not, the spell ends prematurely. Fireball from the Plates (Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Perry Horner This is essentially the same fireball as in the Player's Handbook, but with a slight change in the material component. Since bats are almost unknown in the Arctic, this spell was developed using whale oil. Note that like the paper in fire aura (q.v.), the whale oil is a replacement worked into the spell, not an optional substitution. A wizard learning fireball from the plates would need a supply of whale oil, although perhaps another organically produced oil could substitute. In the tropics, dolphin oil should work fairly well, say -10% to -20% on range and -1d6 damage. At that point, the wizard simply needs to convince the local sailors (preferably Greek) to go kill a few dolphins and bring back their carcases. Spell research into even other components is of course also an option. Flaming Sphere (Invocation/Evocation) Range: 10 feet Components: S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One 5-foot radius globe Saving Throw: Negates Author: Jim Vassilakos This spell causes a burning globe of 5-foot radius to come into being up to ten feet distant from the wizard and roll in the direction the wizard points at a rate of ten feet per round inflicting 2d4 points of damage to all creatures with which it comes into contact unless a saving throw versus spell is made thus negating the flaming sphere. The sphere may roll over low barriers not over four feet tall, or through all flammable barriers. It may even roll uphill (as long as the slope is no greater than 45 degrees) and may be extinguished by water or by lack of oxygen. The material component for this spell is a bit of sulphur. Force Shield (Abjuration) Range: 0 Components: V, M Duration: 5 rounds per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Jim Vassilakos This spell creates a magical shield of force around the wizard at a 6-inch radius, which absorbs damage at a rate of one point per round plus one point per two additional levels per round. The shield also protects the wizard from biting insects, foul weather, and poisonous gases. However, the wizard is unable to make physical contact with anything outside (but not under) the shield for the duration of the spell. The spell may be broken at will. The shield provides total invulnerability to magic missile, power bolt, word of power, magic darts, mystic bolt, and arcane bolt. The material component for this spell is a small shield. Forceball (Evocation) Range: 1 yard + 1 yard per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is identical to fireball except that it inflicts damage with an expanding globe of magic missile-like force. The material component is a ball of bat guano and sawdust cut from a giant's club. Forget Spell (Alteration, Metamagic) Range: 100 yards Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One spell-casting creature Saving Throw: Negates Author: Phill Hatch When casting this spell, the metamage tries to make another wizard, priest, or spell casting monster forget a single spell. The target must save versus spell at -5. If the saving throw is successful, nothing happens. If the saving throw fails, the target loses a random spell. The metamage does not steal the spell; the spell is simply forgotten. The material component of this spell is a bit of gum arabic. Free Action [1] (Abjuration) Range: 0 Components: V, S Duration: 5 rounds per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None Author: Unknown This spell grants the recipient the benefits of protection from paralysis, and the additional benefits of being able to function without penalty in a constricting environment (such as water, web spells, entangle spells, etc.). It does not affect paralysis already existing, unless it is cast specifically to counter such in which case it gives no further benefit. Free Action [2] (Alteration) Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None Author: Kenneth C. Jenks This spell enables the recipient to move and attack freely and normally whether attacked by entangle, web, hold, or slow spell, or when underwater. In the former case, the spells have no effect, while in the latter, the recipient can combat normally with hand-held combat (not missile) weapons. The material component is a drop of oil or a dab of grease. If the recipient has a familiar, it is affected as well for the duration of the spell, so long as it remains in contact with its master. Free Elemental (Abjuration) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay This spell can be used to free one creature summoned from the inner planes from the control of its summoner. Typically, it is used on elementals summoned by a conjure elemental spell or device, but it also works on such creatures as aerial servants and invisible stalkers. The spell is cast on the summoned creature, and unless the wizard who summoned it makes a saving throw versus death magic that creature is freed from control. The freed creature may return to its own plane (25%) but usually turns on the summoner and his companions (75%). This spell has no effect on creatures from the ethereal plane. Frost Breath (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: William T. South This spell allows the wizard to create a breath weapon similar to a cone of cold. Once the dweomer is cast the wizard may breath up to twice per day as if the breath weapon were an innate ability, causing no harm to himself. The area of effect for the breath weapon is a cone area 20 feet long with an ending base of 15 feet. The damage is 1d4+1 for every two levels of experience the wizard possesses, up to a maximum of 5d4+5 at tenth level. Attack creatures may save versus breath weapon for half damage. Any creature, including the caster, cannot have more than one of this spell active at any given time. The material component of this spell is a pinch of powdered marble blown into the wind when the spell is cast. The source of this spell is the Ranger/Mage Aramor. Gaseous Form [1] (Alteration) Range: 0 Components: V, S Duration: 1d6 rounds + 1 round per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: Negates Author: Tim Prestero This spell allows the wizard to turn the creature touched into a pink cloud of gas, for the duration of the spell. If the creature touched is an unwilling recipient of the spell, he gets a saving throw, with a successful saving throw negating the spell. The spell's effects are identical to that of the potion of gaseous form, with regards to movement rates, and the effects of a gust of wind spell. However, the wizard - if he casts the spell on himself - can turn non-gaseous at any time. Go-Behind (Alteration, Illusion/Phantasm) Range: 30 yards Components: S, M Duration: 1 round Casting Time: 2 Area of Effect: Special Saving Throw: Negates Author: Brian J. Toleno The wizard casts this spell by snapping his fingers. After doing this, the wizard is instantly transported behind his opponent (the wizard must be able to see this area). When this happens, an image of the wizard remains behind and imitates the actions of the wizard for two rounds, then disappears. The foe receives a saving throw versus spell to believe the image is unreal. The material component for this spell is a bit of sulphur. Godly Chaos (Invocation, Wild Magic) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 hour Area of Effect: The caster Saving Throw: None Author: James Fischman This spell, when cast while a wizard is memorising his spells for the day, calls upon the gods of chaos to grant the wild mage a small amount of priestly power. The wizard can substitute one or more of his spells to be memorised for priest spells of the sphere of chaos, albeit two levels lower. For example, the wizard can memorise the spell random causality (a 3rd-level priest spell of the sphere of chaos) instead of a 5th-level wizard spell. This spell can only be cast if the wizard is in good standing with the local gods of chaos. If the wizard has fallen out of favour with these gods, or has never been religious in the first place, no god will hear the request, and the casting of godly chaos will be wasted. Note that the chance of spell failure for low Wisdom must be rolled when the granted spells are cast, if applicable. Failure indicates that the spells are lost, without replacement. The material components of this spell are offerings of incense, and other valuable items, worth no less than 200 gp per level of priest spell requested, which are burned in prayer during the casting of this spell. Any material components of the granted priest spells must be available when those spells are cast, while an inscription of the wizard's sigil can substitute for a holy symbol. Gopher (Conjuration/Summoning) Range: 40 feet Components: V, S, M Duration: 2 hours per level Casting Time: 2 rounds Area of Effect: One creature Saving Throw: Negates Author: August Neverman When cast, this spell causes the victim to be followed by a crazed man who is convinced that the victim is a gopher. The man has a magic wand that shoots magic missiles as projectiles. However, the man always misses but he shows up at the worst times, for example when sneaking up on a sleeping dragon. Even though he misses he will continue to attempt to shoot the victim succeeding in destroying the area where the victim is. The man has AC -2, 200 HP, regenerates 2 points of damage per melee round, has an Intelligence of 5 and a Wisdom of 3. He just loves to yell "freeze gopher!" at the top of his voice. While this spell is in effect, the victim has a -95% to his chance to surprise. The material component of this spell is a gopher tail. Gorann's Rapid Intoxication (Alteration) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Keith Taylor This spell causes the creature touched during the spell's casting to instantly fail its Constitution checks for intoxication during the next 12 hours. A creature in this state will become rapidly drunk no matter what strength of alcohol they are drinking. The victim is generally not aware of the spell's existence on itself and may be puzzled by its lack of tolerance. The duration of the spell is one turn or until used, whichever comes first. The somatic component is a friendly pat on the back, and the verbal component is a cheery "Drink up!". Grand Unified Blast (Invocation/Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: Special Area of Effect: 20-foot radius sphere Saving Throw: 1/2 Author: Ken Arromdee This spell is actually a class of spells, which have been researched in many forms by many different wizards. The spell creates a blast in a 20 foot radius, which does 1d6 per level damage, with a saving throw for half damage. In the invocation versions, the spell creates a condition in the area of effect; this version does not expand to its full volume in confined spaces. The evocation version creates a small point of fire, cold, or whatever, which instantly explodes to full radius. The most basic form of the spell is the fireball. Other versions include iceball, steamball, etc. A wizard who knows any one version of this spell can research any other version at 50% of normal cost; he may also research, for free, versions of the same spell that differ only in the kind of damage done, after experience in the appropriate elemental plane. If you use "maximum number of spells known per level" in your game, extra versions of this spell of the same level as versions already known do not count towards the limit. The basic version of the spell is third level and does a maximum of 10d6 points of damage. Versions of this spell above third level exist, the spell's level being determined by the following additions: Cost Effect Free Different damage type (iceball, steamball, etc.). +1 Invocation version (does not expand in confined spaces). +1 Spell does 1d6+1 or 1d8 damage per level (same maximum number of dice). +1 Can be reduced to half radius at casting time, which adds an additional +1 point per die damage and gives -2 on saving throws. +2 Spell does a maximum of 15 dice of damage. +3 Delayed blast for up to 5 rounds (cannot be used with invocation version, since there is no explosion to delay). For instance, a delayed blast fireball that did 1d8 damage per level would be a 7th-level spell (+1 for damage, +3 for delay). The material component is a small ball made of bat guano and a relatively common substance associated with the type of damage caused by the spell: sulphur for fireball, salt from boiled water for steamball, etc. Grasping Hands of Horror (Necromancy) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One arm per level Saving Throw: Negates Author: The Jade Piper This spell causes a number of arms equal to the level of the wizard to reach out of the ground and grab at the target. The hands themselves do no damage, but when they pull a victim under, that victim begins to suffocate. Victims have to make a saving throw every round they are in the area of effect and for every extra hand they have a -1 on their saving throw. In a graveyard or similar corpse-infested area there is an additional -2 to the saving throw. If a victim fails its saving throw, it is dragged underground and starts to suffocate. Others can dig the victim out, mundanely or magically. He will be found two feet or so under the ground, paralysed, but quite aware of what happened. A really high-level wizard could cast this spell and affect many people by giving five arms to this target, four to that one, and so on. Grimly's Outstretched Arms (Alteration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: Person touched Saving Throw: None Author: Joshua Rosenfeld This spell allows one person the ability to stretch either or both of his arms up to 1 foot longer per level of the caster. The outstretched arms may be lengthened or shortened as often as desired while the spell is in effect, although they may not be shortened more than they were to begin with. The person affected may fight with outstretched arms at -1 to-hit. Thieving abilities involving the hands may be performed with outstretched arms, although with a -5% penalty for every 2 feet the arms are outstretched. If an outstretched arm takes more than 15 points of slashing damage in one blow, it is severed. This spell can only be cast once per person while the spell is in effect (that is, a caster may not cast this spell on the same person twice before the duration of the first spell is finished, and neither can another caster). The material component is a bit of gum Arabic. Gymlainac's Lightbend (Alteration, Wild Magic) Range: 0 Components: V, S Duration: 1d4 + 1 round per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None Author: Joseph Delisle This wild magic spell bends light waves around the recipient, creating an effect similar to the 2nd-level spell blur and a cloak of displacement. The recipient's form is both blurred and sways (regardless of movement), making him much more difficult to hit. When the spell is cast, roll 1d4 to determine the Armour Class and saving throw bonus. This spell was developed by the wild mage Gymlainac, in an effort to create a wild magic version of invisibility. Hang (Alteration) Range: 0 Components: V, S Duration: 3 days Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Unknown By casting this spell, the next spell the wizard casts will be held (will not take effect) until either the duration ends or the wizard says a keyword that will set off the spell. The spell that is held must be third level or lower, and a wizard can only have one spell hung at any given time. For those spells that require a direction or a special action (like pointing a finger for lightning bolt), the wizard will have to say the keyword and point at that time. It takes 6 seconds for the held spell to go off (no casting time, just a delay in going off), and the wizard should be given a bonus of 3 to initiative. When the keyword is spoken by the wizard, it is only letting go of stored energy. The wizard still has 80% of his activity left in the round: the wizard can make one attack or cast one 1st- or 2nd-level spell late in the round. The spell to be held must be cast with extreme caution. It will take twice the casting time and twice the components it would normally take to cast that spell. If the wizard tries to cast another spell while another spell is hung, the hung spell will fizzle. No material components are needed to cast hang, but those needed to cast the next spell after are doubled. Harbald's Fiery Boomerang (Evocation) Range: 60 yards Components: S, M Duration: 5 rounds + 1 round per two levels Casting Time: 1 Area of Effect: 3-foot + 1 foot per 5 levels radius Saving Throw: Special Author: Paul Ferron Upon casting this spell, the wizard causes a burning boomerang, of approximately 2 foot, to appear in his hand. This boomerang can be thrown on any target the spellcaster desires and explodes the moment it makes contact. If the target is missed the boomerang will return to the caster. Once the boomerang reaches the caster he can try to catch it. The caster is immune to any fire damage the boomerang causes, but not to the explosion. The caster can throw the boomerang over a range up to 60 yards (60 yards is long range; 40 yards is medium range; 20 yards is short range). Apply the appropriate to-hit penalties for the range. The wizard is able to, mentally, guide the boomerang, for which the caster receives a +5 bonus on his attack roll. If the wizard is not proficient with the boomerang, the bonus will negate the penalty for not being proficient. The target must be in a line of sight. If the caster uses the boomerang as a club, it will only do 1d6- 2 damage and the caster will receive a -2 to-hit because the weapon simply is not designed to be used as a club. The boomerang inflicts 1d6+1 points of damage when it hits the target. This damage is bludgeoning damage and not fire damage. If the wizard misses his target, but still hits the unmodified Armour Class of the opponent (the Armour Class without the protection from shield and armour), the opponent will only receive the fire damage and not the bludgeoning damage. After the initial hit, the boomerang explodes in an outburst of fire, delivering another 1d6 fire damage per 3 levels of experience (up to a maximum of 5D6). The explosion fills an area of 3-foot radius which is enlarged by another 1 foot for each 5 levels of the caster. Combustible materials are set afire when they do not save. Creatures in the area of effect also receive a saving throw versus spell for half damage. There is no saving throw, because, once hit by the boomerang, it is impossible to jump out of the area of effect of the explosion. Magic resistance will negate the fire damage (if successful checked) but not the bludgeoning damage. As long as the caster holds the boomerang in his hands, it will not explode. To catch the boomerang, the wizard must make a Dexterity check with a penalty of -2 or -3 if the boomerang was thrown on medium or long range. If the boomerang is caught, the wizard can throw it again and again, up to 5 rounds +1 round per two levels of experience (provided he catches the boomerang each time). He can only throw it once per round with a weapon speed of 4. The boomerang can only be caught if it didn't hit the target and returned to the wizard. There is a chance that someone or something tries to intercept the boomerang. If this someone or something tries to intercept the boomerang, roll on the following table: D8 Roll Result 1 Interceptor becomes target and boomerang explodes: roll for damage. 2-3 Boomerang bounces off the interceptor and falls 1d6 foot from the interceptor after which it explodes. Damage to everyone in the area of effect. 4-5 Interceptor intercepts and the spell wears off. Boomerang vanishes. 6-7 Interceptor misses the boomerang. Boomerang returns to the caster. Roll to catch. 8 Interceptor manages to get the boomerang off course. The wizard must make a Dexterity check with a -4 penalty (cumulative to range modifier) to catch the boomerang. If the wizard did not catch the boomerang, it will fly randomly through the area in which it was thrown for 1d4 rounds. The cater cannot mentally guide the boomerang any more. If the boomerang was thrown at short range, it flies through an area of 20 yards. Every creature (including the caster) should make a Dexterity check to avoid the boomerang. The boomerang has no target any more thus it will explode against the first object or creature it hits. So that object or creature becomes the target. If the boomerang reaches the caster after a complete circle through the area, the caster cannot catch the boomerang any more, he now has to make a Dexterity check to avoid the boomerang, just like any other creature. The material components are a bit of sulphur and a boomerang worth at least 50 gp. Heal Frostbite (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: The caster or creature touched Saving Throw: None Author: Perry Horner This minor healing spell heals frostbite and minor amounts of damage caused by cold, as well as any minor infections caused by frostbite or cold. The damage healed is 1d4 HP plus 1 point per 2 levels of the caster. Note that the damage must have been caused by cold, or by weapons such as a frost brand, and that only the extra damage caused by the cold is healed. The material component is a clear or white gem worth at least 10 gp. Heavy Magic Missile (Evocation) Range: 12 yards + 2 yards per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Max Becherer This is the most powerful of the common enhancements of the magic missile, combining the best of all three classes of improved magic missile. The wizard is able to call forth one missile inflicting 2d4+2 points of damage per level, at double the range of a normal magic missile. A variant which evokes 2 missiles inflicting 1d4+1 exists, but it is rare (5% of copies) and difficult to control (10% chance of failure per Intelligence point below 18). Hobar's Nasty Shards (Invocation/Evocation) Range: 60 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One creature per 3 levels Saving Throw: 1/2 Author: Sol Sukut Hobar created this spell for use on creatures immune to fire and cold. Upon utterance of this spell, metal shards fly from the casters fingertips to the target doing 10d4 points of damage. An additional target may be selected for every 3 levels of experience the caster has (damage done is still 10d4 per target). Therefore, a 10th-level wizard can hit 3 targets. The target may save for half damage. Material components are a porcupine quill and a lodestone. The quills are destroyed during casting, but the lodestone remains intact. Hold Spirit (Enchantment/Charm) Range: 120 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: One to 4 spirits in a 20-foot cube Saving Throw: Negates Author: Unknown This spell paralyses creatures which do not come from the plane they are on, including conjured spirits and spirits possessing another creature. If the spell is cast at 3 or 4 spirits, each gets an unmodified saving throw. If two are being enspelled, they save at -1. If there is a single target, it saves at -3. Held beings remain aware of events around them and can use abilities which do not require motion or speech. The material component for this is a straight piece of cold iron. Hypnosis (Enchantment/Charm) Range: Sight (reciprocal) Components: V, S, M Duration: 24 hours Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Jim Vassilakos The victim of this spell must save versus magic or be hypnotized by the wizard, thus obey all commands of the wizard, except those that are self-destructive or radically against his alignment. While under the "unclosed" spell, it will be somewhat apparent that the victim is under a charm (Intelligence and Wisdom checks apply), however, the spell may be "closed" by the wizard until the duration expires. To do this, the wizard may give the victim a set of instructions to obey under a specific set of circumstances. Until those circumstances arise, the victim will act normal not realizing that he is under the spell. After the spell has elapsed, the victim will have no recollection of any events while under hypnosis unless the wizard has instructed him to remember. In this way, the victim's long-term memory for the hypnosis period can also be programmed. To effect the hypnosis, the wizard must use a small shiny object to catch the victim's attention. This object is not consumed in the casting. Iceball (Evocation) Range: 1 yard + 1 yard per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is identical to fireball except that it inflicts cold damage instead of fire. The material component is a ball of bat guano and powdered glass. Ignite Metal (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 4 rounds + 1 round per 2 levels Casting Time: 5 Area of Effect: One weapon Saving Throw: Special Author: Patrick M. Phalen By means of this spell the caster is able to ignite a single metal weapon. The weapon must be either a special constructed blade of mithril or adamantite or a regular (steel) blade which has been consecrated in a special rite using a ceremony and bless spell and holy or unholy water. This confers an additional 2d6 points of damage on a successful hit by the weapon. Creatures especially vulnerable to fire take an additional 4 points of damage. Conversely, creatures that are normally immune to non-magical fire suffer 4 HP less. A successful saving throw versus magical fire halves damage. Note that attacks which hit the creature, but don't do damage (i.e., didn't penetrate armour or hit a stoneskinned or similarly protected creature) will do half or no fire damage depending in the saving throw. If someone besides the caster wields the weapon, the following penalties apply: * The spell duration is halved * The wielder takes 1d6 points of damage per round (save for no damage) At the end of the spell's duration, the weapon has to make a successful saving throw versus magical fire with the following modifiers or be destroyed: consecrated steel blade 0 mithril blade +2 adamantite blade +4 consecrated mithril blade +6 consecrated adamantite blade +8 If the weapon fails this saving throw the caster takes 4d6 points of fire damage (no saving throw). The material component is a bit of sulphur and oil which is sprinkled on the blade. Improved Armour (Conjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 rounds Area of Effect: Creature touched Saving Throw: None Author: Arrvid Carlson This spell is identical to the 1st-level armour, although it provides its wearer AC 2. The improved armour lasts until dispelled or until it has received 16 HP + 2 HP per level of the wizard worth of damage. Note: The armour does not absorb damage nor is it ordinarily visible. It will work with a shield (fighter/mages only), Dexterity bonuses, and other magical protection devices, like rings of protection and cloaks of protection, although it will not protect a creature wearing artificial armour. Artificial armour includes all manufactured armours, but does not include skin or hides that are a natural part of the creature to be protected. The material component is a small piece of finely cured blessed leather which the wizard must rub all over his body while casting. Note: the leather is reusable. Improved Continual Light (Alteration) Reversible Range: 60 yards Components: V, S Duration: Permanent Casting Time: 3 Area of Effect: 60-foot radius Saving Throw: Special Author: Brock Neverman This spell is similar to continual light (q.v.) except that it can be controlled to move and can be formed by the wizard into nearly any shape. The light is stronger than that of the continual light spell. It can blind easily (with an effective power of 1/4 power word, blind (q.v.), in duration as well as in levels or Hit Dice affected). The chance of being permanently blinded is only 5% - otherwise, the blindness is only temporary. The light can be aimed as a sort of "flashlight". This spell can be reversed to improved continual darkness (which will negate the spell). A continual darkness (the reverse of an ordinary continual light) will not affect this spell. Improved Know Alignment (Divination) Range: 10 feet Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature per level Saving Throw: None Author: Jim Vassilakos This spell enables the wizard to sense the alignments of one creature per level. Diviners of fourth level and above may sense the degree of commitment versus flexibility various individuals hold with respect to these alignments, and a diviner of seventh level and above may gain insights into recent transgressions and into the relationship these individuals have with their chosen deities. Intelligent Mist (Alteration) Range: 10 yards Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Unknown This spell is an extension of the 2nd-level talking mist spell and can be "triggered" to appear under certain circumstances. The spell can summon a Class I type of intelligent mist from the elemental plane of air. Once it appears, the mist delivers an introductory message, but doesn't dissipate immediately after delivery. It can then stay for its duration and converse with anyone in the area. The mist is actually a being from the elemental plane of air (albeit a low powered one). The difference between intelligent mists and other summoned creatures is that the mists actually have access to the knowledge of their summoner. This includes 1 language (chosen by the wizard) and information (not spells) dictated by the casting wizard. For a detailed description of the different types of intelligent mists, see the monster description provided with the 5th-level magic mist. As with the talking mist spell, the material component is the smoke of a burning piece of paper with the initial message written on it. Once the spell duration ceases, the mist returns to the plane of air, but if the spell is "re-triggered" before this happens, the same mist is summoned again, with knowledge of previous encounters. Iron Mask (Conjuration/Summoning) Range: 10 yards Components: V, S, M Duration: 8 rounds Casting Time: 7 Area of Effect: One person Saving Throw: None Author: Boudewijn Wayers This spell creates a full-face helmet on the subject's head. The helmet thus created is in all respects a +1 magical helmet, thus granting the subject all advantages and disadvantages from wearing such a helmet. For example, a wizard would no longer be able to cast spells, a psionicist could no longer use his powers, but both would be protected against called shots against their head and receive a +1 to their Armour Class. If the wizard is of at least eleventh level, there is an additional effect: the helmet has a lock that will lock in the round following the casting. This can be avoided by removing the helmet before the lock closes (make a Dexterity check). If the helmet is not removed before the lock closes, it can only be removed by a Dispel Magic or similar magic. The helmet will disappear when the duration expires. Note that since the target is not himself affected (the helmet is only created around his head), he receives no saving throw. The material component for this spell are a piece of leather and at least two square inches of cast iron. Jam Radio (Alteration, Divination) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 3 Area of Effect: 100-foot radius sphere Saving Throw: None Author: Unknown This spell prevents all magical communication spells of first or second level from crossing the boundary of its area of effect. Jamye's Prismatic Snowball (Alteration, Conjuration, Enchantment) Range: 0 Components: V, S, M Duration: 1 round + 1 round per 3 levels Casting Time: 3 Area of Effect: One snowball + one snowball per 3 levels Saving Throw: Special Author: D.J. McCarthy When cast, this spell creates a pile of coloured snowballs at the wizard's feet. The number of snowballs is equal to the duration of the spell in rounds - 2 at third level, 3 at sixth level, 4 at ninth level, etc. The wizard can throw one snowball per round as if he were proficient in snowball throwing. Other characters can also throw snowballs, but they will suffer a non-proficiency penalty for it (unless they have taken a proficiency in snowballs). The snowball has a range of 30 yards, plus 10 yards per Strength point of the thrower over 12. The snowballs do no physical damage when they hit; however, they have powers that vary with the colour of the snowball according to the chart below. In order for the snowball's magic to work, the target must be hit with it (a successful to-hit roll required). The snowball's power only affects the creature hit, even if the spell it duplicates has a greater area of effect. The snowballs are always picked up and thrown in the order given, starting with red and ending (assuming the wizard is high enough level) with violet. Number Colour Saving Throw vs. Effect 1 Red Spell Charm Person 2 Orange Spell Faerie Fire 3 Yellow Poison Taunt* 4 Green Paralysation Spook 5 Blue Paralysation Glitterdust 6 Indigo Spell Bind 7 Violet Wand Tasha's Uncontrollable Hideous Laughter The material component for the spell is a small rainbow-coloured marble. * If the yellow snowball hits on an unmodified die roll of 20, the victim has been hit in the face and has eaten some of the snow. It must then make an additional saving throw versus poison at a -4 or be violently ill (no attacks, Armour Class worsens by 4) for a number of hours equal to the wizard's level. Janx' Binding (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Object touched Saving Throw: Negates Author: Ken Forslund (Janx Jelantru) This spell is used to attach artificial limbs to their recipients. The spell is permanent, as it is magically fused to the body. It can only be removed if specifically dispelled or the recipient wills his limb to fall off. The spell must be recast to reattach the limb. The material component of this spell is a small ball of pitch or honey. Kaldane's Instant Burden (Enchantment/Charm) Range: 30 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: One person per 2 levels Saving Throw: Negates Author: Joshua Rosenfeld The victims of this spell will instantly feel twice the load that they thought they were carrying, slowing their movement and increasing encumbrance. If a character is suddenly burdened with one and a half their maximum encumbrance, there is a 50% chance that damage will be taken. Damage incurred is 1d6 per 50 pounds above the maximum. If a character is suddenly burdened with twice maximum encumbrance, damage will automatically be taken, with a 30% chance of causing a permanent limp or back injury. The material component is a piece of lead. Kaldane's Instant Fatigue (Enchantment/Charm) Range: 20 yards Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1d3 creatures per 4 levels Saving Throw: Special Author: Joshua Rosenfeld Similar to Kaldane's other spells, the victims of this spell must be within 30 feet of each other. For every four levels of the caster, 1d3 creatures can be affected. Each victim is allowed a Constitution check with a -4 penalty to try to negate the effects. This roll is further modified by a +1 bonus for every four levels of the victim (thus, a 9th-level fighter with a 16 Constitution would have to roll a 14 or lower to negate the spell). The result of the spell is that the victim suffers immediate fatigue, as described in the Wilderness Survival Guide (q.v.). This means a loss of 2 points in every ability score, along with any bonuses gained by a higher score (to-hit and damage adjustments for Strength, bonus spells for Wisdom, bonus hit points for Constitution, etc.); plus a further -2 on all attack rolls (to-hit and damage). Note that these effects are temporary. After one hour of rest the victim is allowed another Constitution check (with no modifiers, using his lowered score). If the check is successful, then the fatigue has worn off, and all ability scores are again back to normal; otherwise, the fatigue lasts for another hour, at which point another check is made. If a fatigued character continues to do strenuous activity, he must make a Constitution check once every turn or become exhausted. The instant fatigue won't last longer than three hours. The material component of this spell is sweat from some human or humanoid being (excluding that of the caster). Kaldane's Peaceful Rest (Enchantment/Charm) Reversible Range: 10 yards Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One person per level Saving Throw: None Author: Joshua Rosenfeld This spell allows any type of rest to be more beneficial. Those affected can rest or sleep for an amount of time, and when the time is over, for all purposes, it will seem as though they have rested for three times the amount that they really did. For example, someone under the influence of Kaldane's peaceful rest can sleep for 2 hours, and when he awakes, it will seem as if 6 hours of rest have passed. Hit points cannot be gained faster, but spell casters can benefit by sleeping shorter amounts of time than it normally takes before new spells can be memorised. Likewise, the effects of fatigue and exhaustion will wear off faster. The material components of this spell are a feather from a duck and a live cricket. The reverse of this spell, Kaldane's turbulent rest, makes it so that any amount of rest will not be beneficial (that is, spells cannot be memorised after such a turbulent night's sleep). Victims are allowed a saving throw, and the spell only affects the next night's sleep (provided the victims fall asleep within 6 hours) or the next period of rest (provided it occurs within the next 6 hours). The material component for the reverse is a pea. Kalim's Staff Swinger (Alteration) Range: 3 yards per level Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: The caster's staff Saving Throw: None Author: Sam Goutsmit With this spell, the caster enchants his own quarterstaff into a special "throwing staff". He can then swing it over his head and hurl it at his opponents at great speed. The staff is considered magical (+1) to determine what can be hit. The quarterstaff strikes with a THAC0 equal to that of a fighter of equal level (plus any Strength bonuses and magical bonuses). So, a +1 staff enchanted by a 5th-level wizard with normal Strength would strike at THAC0 15, damage done is 2d6 + 1d6 per 2 levels over 3rd (3d6 at 5th; 4d6 at 7th; and a maximum of 5d6 at 9th). When the staff hits something, or when it would leave the spell's range, it returns in the direction of the caster. The wizard then has to make a Dexterity check with a bonus of 2, to avoid dropping the staff and losing a full round recovering it. This staff-hurling is strenuous business, and the wizard can only do it for (Constitution DIV 3) rounds. After that, he cannot engage in any too strenuous activity (no spellcasting, nor combat; movement is halved) for 1d4 rounds. Also, at the end of the duration, the staff disappears, since it is the material component of the spell. This spell was developed by the Perendor Kalim, a well-known Transmuter, who lives in the Waterdeep area (Forgotten Realms). He is still adventuring and has been known to work on a new, defensive, spell, something that involved air shields. Kallum's Cold Frost (Evocation) Range: 100 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 30-yard radius sphere Saving Throw: 1/2 Author: Paul D. Walker This spell creates a ball of extreme cold and sharp ice particles which expands outward from its detonation point. All creatures in the area of effect will take 1d6 points of damage per level of the wizard from the cold (save versus spell for half damage). All objects in the area of effect will be frozen, and a layer of frost will cover the surface of everything in the area of effect. If a creature fails its saving throw then all of his items must make a saving throw versus frost or be destroyed by the extreme cold. Because of the sharp particles of ice created in the detonation, the explosion will still cause damage to those who are immune to cold. If a creature is immune to cold, then the damage will be 1d2 points of damage per level of the wizard with a saving throw for half as normal. The spell does structural damage to wooden structures as does the fireball spell. Otherwise, this spell is the same in all respects as fireball. The material components for this spell is a handful of glass crystals or any kind of crystals which is thrown in the direction that the wizard wishes the Iceball to go. Karthas' Vest (Invocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Kurki Risto The shimmering field of force that is created by this spell will act as an armour for the spellcaster. It appears as a transparent shirt worn by the caster and seems to be radiating some light. It gives that recipient an Armour Class of 0 against all physical attacks, from all directions. In addition, it gives a bonus of +2 to saving throws against spells and breath weapons during the duration of the spell. The material component of this spell is a 10x10 inch piece of fine silk. Kevin's Holy Rain (Invocation) Range: 20 yards Components: S, M Duration: 1 round per level Casting Time: Special Area of Effect: 3-foot diameter per level Saving Throw: Special Author: Paul Ferron This spell creates a small cyclone that moves from the wizard's finger and grows into a billowing white cloud from which a steady downpour of holy water falls. The cloud can be directed and controlled as long as the wizard concentrates on the spell. The cloud can move with MV 6. Undead creatures suffer 1d6+1 points of damage per round that they are in contact with the rain. Intelligent undead may save versus breath weapon for half damage. If the saving throw is successful, it means the undead has managed to avoid some of the rain. The cloud's area of effect grows bigger as the wizard advances in levels, up to a maximum of 30-foot diameter. As the area of effect grows bigger, the casting time gets longer: 1 per 2 levels with a maximum of 5. The rain from the cloud keeps falling for one round per level up to 10 rounds at most. The wizard can stop the rain at any time by ceasing to concentrate on the cloud. The cloud can be moved by any wind with a force up to 30 miles per hour; if the force exceeds this limit the cloud disperses. The rain remains holy only long enough to do damage; after it has made contact with any other matter, it becomes ordinary water. The material components for this spell are a drop of holy water and a hair from a priest of any good alignment. Kiri's Force Bolts (Evocation) Range: 20 feet + 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: One person or object Saving Throw: Negates Author: David Kelk This spell empowers the caster with the ability to throw powerful bolts from his hands at a rate of up to 3 per round. The maximum number that can be thrown is equal to the caster's level divided by 2. Any not used when the spell ends are wasted. The number of bolts thrown in one round must be declared before initiative is rolled. If none are thrown in a round, the caster may weave another spell without losing this one. The bolts have an initiative modifier of 2. The wizard must roll to-hit for each missile - hits with this spell are not automatic (Dexterity bonus applies). If the bolt hits, the target (if human size or smaller) must make a saving throw versus paralysation or be knocked over by the force of the spell. Called shots can be made with this spell, knocking items out of people's hands for example. The saving throw versus paralysation remains unchanged but the target may not necessarily be knocked over also. The material components are a number of gold rods, 6cm long, worth at least 30 gp each. Kiri's Giant Strength (Alteration) Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 1 round Area of Effect: Person touched Saving Throw: None Author: David Kelk The person this spell is cast upon gains superhuman (giant) Strength for the duration of the spell. The new Strength score is 18 plus the level of the caster divided by 3. The material component is giant hair or sinew from the giant type which strength is to be gained by the spell. Kiri's Guardian Sigil (Evocation) Range: 0 Components: V, S Duration: Special Casting Time: 1 round Area of Effect: One object touched or 10 square feet per level Saving Throw: None Author: David Kelk This spell is in many ways similar to sepia snake sigil in the Unearthed Arcana in that it traps people in a shimmering field of force. The spell can be cast upon an item or upon an area of up to 10 square feet per level. When casting the spell, the caster must specify the conditions that will set the spell off. Examples of possible conditions are for example: "anyone who touches my spell books besides me", or "anyone who walks on my welcome mat without first saying arador". One person per level can be named in the casting of the spell. When the spell is discharged, the target is trapped in suspended animation inside a impenetrable field of force. There is no saving throw against this spell. The only way to remove the field is to dispel it (against the caster's level), or wish it away. Kiri's Mystical Coat of Armour (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Person touched Saving Throw: None Author: David Kelk This spell creates a shimmering field of force that completely surrounds the recipient and all of his equipment. The magical armour absorbs 2 points of damage per level of the caster. The spell protects against physical and elemental attacks but not against falling damage, gas, or mental attacks. The field offers other benefits: * Immunity to vorpal, sharpness, or assassination attacks if the field still stands after the attack. * No need to save for items against breath weapon or the like, if the field still stands. * Pick pockets, poisoned attacks, and touch spells will have no effect with the field in effect. These benefits and others like it exist due to the fact that the body cannot be reached until the field is destroyed. The material component for this spell is a gilded piece of full plate armour of no less than 1000 gp value. Kiri's Mystical Screen (Abjuration) Range: 0 Components: V, S Duration: 3 turns per level Casting Time: 3 Area of Effect: Person touched Saving Throw: None Author: David Kelk When this spell is cast, the recipient is surrounded by a grey, repulser like field. The effects of this field is a bonus of 1 to the person's Armour Class per 2 levels of the caster and 1 to the person's saving throws per 3 levels of the caster. Kiss of Intoxication (Enchantment/Charm) Range: 0 Components: S Duration: 1 turn per level Casting Time: 1 Area of Effect: Person touched Saving Throw: None Author: A.C. This spell causes the victim to become completely drunk. He enters a state of great intoxication. Kiss of Slavery (Enchantment/Charm) Range: 0 Components: S Duration: Special Casting Time: 1 Area of Effect: Person touched Saving Throw: None Author: John Daniel When a wizard casts this spell, he must kiss the intended victim and the victim must be able to receive a kiss (cannot be in combat). This is actually a charm person without saving throw. Checks to break such a charm are made after twice the normal duration. The victim of this spell will obey any order unquestioningly. Klaus' Katastrophic Kustard Kascade (Conjuration) Range: 30 yards + 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 1-foot per level radius, 5 feet high cylinder Saving Throw: Special Author: Iain Clarke With this spell a portal to the prime custard plane is briefly opened, causing a cylindrical volume of custard, 5 feet deep, to fall onto the targets. At the time of casting the wizard must specify at what location the portal will open. Anyone caught in the cascade takes 1d3 damage per 10 yards the custard falls, and suffers the blinding effects of Klaus' krazy kustard pie. The targets must make a saving throw versus spell to protect themselves for half damage and prevent being blinded. Each 10 yards above the targets that the portal appears adds +1 to the saving throw roll, and if the modified roll is a 20 or higher, they escape entirely. Anyone in the custard has their movement rate divided by 4 for the first round and 2 for the next three, assuming the custard is free to flow away. The material component is a pinch of custard powder (dried milk and eggs) thrown in the air. It must be completely dry. Klaus' Killer Kustard Koypu (Alteration) Range: 15 yards Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: Negates Author: Iain Clarke This spell requires enough custard - which need not be fresh - to fill a small bowl. The custard is expanded into 2d6+1 per level custard-coloured coypu (large beaver-like South American rodents). They will rapidly attach themselves to the nearest humanoids (within 5 yards if possible, but probably only up to 3 coypu per person) and mill inquisitively around them wherever they go saying "Nyip!" repeatedly in a most annoying fashion. Victims who fail to save versus spell attack the coypu in preference to the real targets, unless the real targets are attacking them as well. Spellcasters who fail an Intelligence roll are distracted. Coypu harassing a person will impede them, reducing their movement rate by 3 per coypu. If they try to move faster there is a 30% chance per round (for a medium-sized creature) of tripping over a coypu, 15% for large and small creatures. If any coypu are attacked, harmed or have someone trip over them, all coypu attached to the person in question will promptly become slavering killer coypu and attack them until slain or the spell expires. They have 1 HD, AC 8 and a THAC0 of 18 with one bite attack for 1d4 points of damage. When the spell expires, they dissolve into gooey custard. Klaus' Kontagious Kustard Kough (Necromancy) Range: Special Components: V, S, M Duration: 1 day Casting Time: 2 hours Area of Effect: Special Saving Throw: Negates Author: Iain Clarke When this spell is cast on a small amount of custard or custard powder, it becomes infected with a mildly contagious cough capable of affecting one humanoid (not the spellcaster) on contact within the spell's duration. The custard can be delivered by any means including using it as the material component for another kustard-type spell. The victim must save versus poison (at +2 if none of the custard is at all ingested) to resist the effects. The illness causes frequent but mild coughing fits which expel small amounts of custard instead of phlegm. Humanoids near the victim must also save at +2 when coughing is going on. Anyone who saves is immune to that particular casting of the spell. The illness has a short duration of only 6d8 hours and an incubation period of 1 hour. Every round there is a 50% chance that a victim will be affected, unable to cast spells and with a -4 penalty to-hit. The material component is a bit of rotten custard. Klaus' Kreeping Korroding Kustard (Alteration) Range: 2 feet per level Components: V, S, M Duration: 10 rounds Casting Time: 1 round Area of Effect: Special Saving Throw: 1/2 Author: Iain Clarke From a small dollop of custard (the material component of this spell), this spell creates a mobile blob of corrosive, slow-moving custard about two feet in diameter. It can change its form and move at a speed of 4. It has 5 HD, AC 8 and a THAC0 of 16, and corrodes things it comes into contact with (see Puddings, Deadly for other general details). This effect is weak and will not take effect until the end of the round after contact. The affected area will smoke (if metal), sting (if skin), etc., giving warning and time to try and remove the remaining custard. Damage to creatures is 2d6, halved by a successful saving throw versus acid. The blob is unlikely to destroy a heavy obstacle such as a thick metal door or stone slab during the spell's duration. The blob is controlled by the caster, but does not need to be actively concentrated on to continue with its tasks and can be instructed during the round of casting. After the spell expires, the custard reverts to a normal dollop. Klaus' Kustard Kounteracting Kloak (Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Cloak touched Saving Throw: None Author: Iain Clarke When this spell is cast on a cloak, then that cloak cannot be affected by custard (magical or non-magical) except that resulting from spells of fourth level and above, and will move to protect its wearer. For example, if a large amount of custard lands on the wearer's head, the hood (if down) will lift up and the custard will run off. None of the effects will penetrate to the protected person. If necessary, the cloak can totally seal up over the wearer's face to prevent them being drowned by custard or blinded by a pie. It is advisable to use a hooded cloak with this spell. The cloak turns custard-coloured for the duration and returns to normal afterwards. The material component for this spell is a miniature umbrella. Know the Size of the Hidden (Divination) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 3 rounds Area of Effect: Substance touched Saving Throw: None Author: Keith Taylor Occasionally, when one comes across a partially buried object or a deposit of some substance, it would be beneficial to know the general size and shape of the thing. When a wizard casts this and touches a continuous substance or artifact, he obtains a clear idea of the thing's size and shape. Continuous mineral deposits, buried buildings, continuous wall systems, and other such objects of uniform make or substance can be subjects for this spell. Their extent is revealed to the wizard instantly, but if the sheer size of the object is greater than 2 miles per level along any axis, or if the object is extradimensionally active, then the casting wizard must save versus paralysation or fall unconscious for 1d10 rounds, after which their idea of its extent can be summed up as "pretty darn big!". Kuglan's Key Warden (Conjuration/Summoning) Range: 40 feet Components: V, S, M Duration: 1 turn + 2 rounds per level Casting Time: 7 Area of Effect: Special Saving Throw: None Author: Kuglan Kuglan's key warden is usable only by conjurer specialist wizards. It enables the conjurer to summon a seven-foot tall, shadowy humanoid - known only as a key warden or key master. The key warden (HD 4+4, AC 2, Strength 18/51, 1 AT, damage 1d6+3, THAC0 14) will fight only to defend itself. The creature, whose essence comes from the plane of shadow, wears a belt pouch (under its dark cloak) containing duplicates of all of the keys the wizard has seen, at a maximum distance of 20 feet, or touched within the last one day per level of the wizard. The warden is summoned to assist in opening doors, chests, and other locked objects. The conjurer may command it to unlock or open doors (etc.), within spell range, by employing either the keys or its strength. If none of the keys unlocks the object, the Warden, which never speaks, will bow to the wizard and wait for the conjurer's command to forcibly open the portal or object. If the conjurer so bids the warden, it will attempt to break down or break open the door or object, employing its strength (Open Doors: 13 in 20, 25% Bend Bars/Lift Gates). The key warden's body and keys vanish if the creature is slain; the Warden and its keys vanish at the end of the spell's duration, otherwise. The key warden will not give the keys to anyone, including the wizard, and, if someone is somehow able to steal any keys, the stolen keys will immediately vanish. The warden may be commanded to unlock or open as many doors and objects as the conjurer desires, within the spell's range and duration - taking one round per opening. The warden will only respond to commands by the wizard that involve unlocking or opening. Material components for the spell are five keys: one of gold, one of silver, one of iron, one of brass, and one of mithril. The components are not consumed by the casting, and may be used again. This source of this spell is the Kuglan Shadowgate of Melvaunt, an industrious mid-level conjurer who enjoys good relations with the Zhentarim. Lava Bolt (Conjuration/Summoning, Elemental (Earth, Fire)) Range: 10 yards per level Components: V, S, M Duration: Instantaneous (see below) Casting Time: 3 Area of Effect: One creature or object Saving Throw: None Author: Nathan Sugioka This spell conjures a bolt of molten lava which the caster may throw as if he were a fighter of equal level (Dexterity bonuses apply). If it hits a creature, it takes 3d6 impact damage plus 3d6 fire damage; unless the lava is somehow removed, the target will take another 3d6 each round, for 1 round for every 3 levels beyond fifth of the caster (1 extra round at eighth, 2 extra at eleventh, etc.). The material component is a piece (at least 2 ounces) of pumice, volcanic glass, or other lava-based rock. Leap (Alteration) Range: 0 Components: V, S, M Duration: 1 turn + 1 turn per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: August Neverman When this spell is cast the individual is empowered with the ability to leap. The distance the individual is able to leap is a total of 20 feet per level forward, backward or straight up. A number of jumps up to the level of the wizard can be made. Also, at the end of the leap, the individual will always land without taking falling damage. Leaps must be completed within 1 turn plus 1 turn per level after the spell is cast. An example: given a 7th-level wizard, the individual affected can jump up to a total of 140 feet in up to a total of seven jumps, i.e., seven times a 20 feet jump. The material components for this spell are the legs of a grasshopper or of a frog. Legolath's Weird Wildball (Invocation/Evocation, Wild Magic) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Tim Larson Legolath's weird wildball is identical to a fireball in all respects, except that the elemental type it is based on is different with each casting. Those creatures that are particularly susceptible to the various elemental types take double damage; normal damage if they make their saving throw - those that are particularly resistant take half damage, none if the saving throw is successful (unless the monster description suggests another method for handling attacks like this). Roll on the following table for elemental type. Remember to roll for a wild surge besides any strange effects that may happen due to this spell. For the wildball's results, roll on the following table: D20 Roll Wildball Result 1 Fire. 2 Magma (use only half the # of dice, but the magma sticks: each round it does one less die of damage until it is at 0) - this is nasty versus things that don't like fire or heat, taking an extra hit point of damage each round. 3 Earth (-1 to all dice of damage, but it also knocks the victim prone: must spend next round getting up and re-oriented) - nasty versus air elemental creatures. 4 Ooze (victim cannot breathe normally the next round, not harmful but prevents spellcasting that requires verbal components) - only particularly nasty versus breathing creatures (this is not a double damage case. Like many of the others this will generally only affect creatures that breathe but does not do double damage). 5 Water (use only half the number of dice, the victim is drenched afterwards if he fails his saving throw: watch those paper items) - again, only particularly nasty versus breathing or fire-based creatures (imagine casting it at people in a pit and getting this) - this is a double damage case, versus fire. 6 Ice (normal damage, but of course the specifics will differ) - nasty versus things that don't like cold. 7 Air (use only half the number of dice, victim is knocked prone and must spend next round getting up and re-oriented) - nasty versus earth elemental creatures. 8 Smoke (no damage, but it is hard to breathe: -2 to attack and damage, spells with verbal components have 30% chance to fail - the smoke stays in the area like a stinking cloud, 1 round per level) - only nasty versus breathing creatures, really. 9 Radiance (not as hot as fire, it does only 1 point of damage per level of the caster - those that save are outlined as by a faerie fire, those that do not are blinded as by a light spell) - nasty versus sighted creatures. 10 Ash (not as hot as fire, it does only 1 point of damage per level of the caster - same affect as smoke otherwise but only for that round and the next - the ash falls off) - nasty versus breathing creatures (fire elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of the caster that the elemental will be drained 1 HD). 11 Minerals (normal damage, all metallic weapons and armour are raised by +1 for 1 turn by the temporary exposure to the pure element). 12 Dust (does only 1 point of damage per caster level, all metallic weapons and armour are drained by -1 for 1 turn by the temporary exposure to this plane, also affects as smoke for the remainder of this round) - nasty versus breathing creatures (earth elementals take normal damage, as their very fabric is weakened by exposure to this, 1% chance per 5 levels of the caster that the elemental will be drained 1 HD). 13 Steam (-1 to all dice of damage, the victim is drenched afterwards if he fails his saving throw, but in this case the residual heat makes it evaporate quick). 14 Salt (use only half the number of dice, all liquid items on the victim must save whether he does or not or be dried up) - nasty versus water-based and moist creatures (especially amphibians) (water elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of the caster that the elemental will be drained 1 HD). 15 Lightning (does normal damage). 16 Vacuum (does half damage) - nasty versus breathing creatures, others still take damage because of the slap when the air rushes back in (air elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of the caster that the elemental will be drained 1 HD). 17 Positive Energy (heals the amount of damage rolled) - hit points can go to up to twice the maximum (temporary gain, 1 turn, damage comes from these hit points first), but if the victim exceeds this he explodes. 18 Negative Energy (does double damage to all but undead, save for only "normal" damage) - if victim is slain by this he turns into a free-willed ju-ju zombie with 3+12 HD. 19 Roll again ignoring 19's and 20's - the spell effect takes a 10-foot radius (not 20-foot) on victim and caster - both suffer only half damage. 20 Spell affects random person (if cast on a person) or object (if cast on an object) within 50 yards of the caster (roll again to determine exactly what kind it is, ignoring 19's and 20's). The material component is a wonderstone (a stone of many colours all mixed together, probably sedimentary, and not really all that wonderful). Leomund's Tiny Tavern (Alteration) Range: 0 Components: V, S, M Duration: 5 hours + 1 hour per level Casting Time: 3 Area of Effect: One 20-foot diameter sphere Saving Throw: None Author: The Net Alcohol Guide Creator A spell similar to Leomund's tiny hut, this spell was probably not made by Leomund. Speculation gives credit to one of Leomund's apprentices. In any case, this is a weaker spell but with extra niceties. Another strange relative to this spell is its sister spell Leomund's tiny brothel (definitely not from Leomund, thus adding evidence to the originals of these copies). When this spell is cast, the wizard creates an unmoving, opaque, soundproof sphere of force of any desired colour around his person. Up to 6 other mansized creatures can fit into the field with its creator, and they can freely pass into and out of the tavern without harming it. If the spellcaster removes himself from it, the spell dissipates. The temperature inside the tavern is a cool 60 degrees F, if the exterior temperature is between 0 degrees F and 100 degrees F. An exterior temperature below 0 degrees F and above 100 degrees F respectively lowers or raises, the interior temperature on a 1 degree for 1 degree basis. The tiny tavern also provides protection against the elements, such as rain, dust, sandstorms, and the like. The tavern can withstand any wind of less than hurricane force without being harmed, but wind forces greater than that destroy it. The interior of the tavern is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. A sturdy wooden table and seven chairs sit in the centre of the tavern. On the table are three bowls. One contains pretzels, one contains potato chips, and one contains peanuts. The bowls magically fill themselves with the snacks. Alongside the table is a chest filled with a neverending supply of ice and bottles of alcohol. The type of alcohol is dependent of the wizard's wishes. Each bottle may contain a different type of alcohol but no alcohol may be better than normal in quality. An illusion of a lovely, big-breasted, blonde wench and a handsome young gigolo will mingle around the tavern and serve the occupants' needs. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects will pass through the tavern without affecting it and its occupants, although the occupants cannot be seen from outside the tavern. The tavern can be dispelled. The material component for this spell is a small crystal bead that shatters when the spell duration expires or the tavern is dispelled, a glass bottle, and an oak stick (at least one foot long). Lesser Wildfire I (Invocation/Evocation, Wild Magic) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One spell Saving Throw: None Author: Peter Gourlay Lesser wildfire I allows the wizard to duplicate the effects of any one 1st-level wizard spell. The wizard does not need to know the spell being duplicated, but must have a general knowledge of the spell and its effects. Any saving throws versus the spell's effects are made at a +1. Life Transfer (Necromancy) Range: 0 Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 1 turn Area of Effect: 1-yard per level radius Saving Throw: None Author: Matthew Charlap By use of this spell, the preserver drains the life force of plants in the area of effect to one third of their full life force. Thus, plants will weaken, but they will regain their strength in a relatively short time. This energy is then stored in the preserver that has cast the spell, and can be used to revitalize a section of defiled soil of an area one ninth the size of the area of effect. The energy can be stored for 3 turns plus one turn per level of the wizard, during which period he cannot cast any other spells. The material component for this spell is a drop of water. This spell can - of course - only be cast by a preserver. Lohocla's Aqua Vitae (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: Creature touched Saving Throw: None Author: Reid Bluebaugh The great magic of healing is not limited to those medic priests that roam with adventuring parties. Lohocla bestows the art of healing to wizards through this spell. Known to some as the water of life, this spell's healing powers begin once the wizard anoints the injured person with alcohol. The alcohol may be of any type (beer, wine, liquor, etc.) but must be a minimum of 100 years old (created at least a century ago). When anointing the injured person, the wizard must have physical contact with the victim (touch him). After the spell is cast, it causes 1d8 + 1 per level points of damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only in so far as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury. This spell, along with permanency and a few other enchantments, can be used to make a healing potion. Unlike the priest's healing potions, this wizard's potion has the taste and effects of wine. An exciting concept indeed. Lohocla's Fire Flow (Alteration) Range: Special Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Reid Bluebaugh After the wizard casts this spell, a stream of flaming alcohol shoots out in a straight line from his clenched fist. The wizard can move the stream 90 degrees per round. Thus given 4 rounds, the wizard can cover 360 degrees, thus engulfing his surroundings. The amount of flaming alcohol is dependent of the wizard's level. A 5th-level wizard casts a stream: a 5-foot long stream, at a rate of 5 gallon per round. A 7th-level wizard casts a fountain: a 10-foot long stream, at a rate 10 gallons per round. A 9th-level wizard casts a geyser: a 20-foot long stream, at a rate 25 gallons per round. A wizard has the option of producing a less potent flow. For example, a 9th-level wizard is able to cast a geyser but may opt to cast a fountain or stream. When any creature comes in contact with the burning alcohol, it suffers 1d4 points of damage, plus 1 point of damage for each level of experience of the wizard. The liquid will remain for the duration of the spell doing 2 points of damage each round. Flammable materials touched by the liquid burn. Things burning can be extinguished in the next round after the spell ends if no other action is taken. "Stop, Drop, and Roll". The wizard's movement is quartered for the duration of the spell. Also, he may not perform any other actions except aiming the flow. The wizard may not stop the flow of the flaming alcohol, only the ending of the spell will do this. The material components of the spell are a bar of lye soap, a pint of pure alcohol, and a flame from any source. Lohocla's Tipsy Turvey Teleport (Alteration, Wild Magic) Range: 10 feet per level Components: V Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: Special Author: Reid Bluebaugh Lohocla wanted to help wizards escape from dire situations or get rid of their enemies very quickly. Unfortunately, the spell tries to do both which lends itself to chaos and tends to accomplish the wrong solution. The disorder of this spell presents itself in many ways, as most of Lohocla's spells do. This spell isn't the most powerful spell (although it may seem so), mainly because it has a big chance of backfiring. It might get the wizard and his comrades out of trouble, but it could give them some new problems. When this spell is used, the wizard is able to teleport a maximum weight of 250 pounds, plus additional 150 pounds for each level of experience above tenth (a 13th-level wizard can teleport up to 700 pounds), to a randomly selected place. If the optional saving throw is successful, the wizard and any comrades are teleported instead as long as everybody's weight is under the maximum weight able to be teleported. It is the DM's decision who gets teleported with the wizard if not everybody can be teleported because of the weight restriction. Roll on the table below to see where the victims are teleported. The information is provided to assist DMs in a running a clever and humorous scenario. The places presented here are ideas and suggestions from fiction and non-fiction of the past, present, and future. The DM should feel to modify the locations as he sees fit to better suit his knowledge (some suggestions are give in the description). The duration of the spell is 1d30 hours + 2d30 minutes + 2d30 seconds + 1 hour per level. DMs may opt to decide the duration based on his plans for the characters in the strange locations. DMs are encouraged to make these encounters exciting and unique. If the DM thrusts the characters into an exciting plot in a bizarre environment, then the DM should not be constrained by the spell's duration. The spell is intended to add thrills to a PC's adventuring career and a little fun for the DM's hard work. Table A: Locations (1d20). 1.Dodge City Saloon in Dodge City, Kansas (1874, real world). The characters find themselves just outside the swinging doors of an old west saloon in Dodge City, or an old west city the DM likes. Great scenarios exist in the root-and-tooted wild west. Hopefully, the character's arrival will stir up a lot of trouble with the outlaws, sheriffs, and other interesting folks. The DM is referred to the Complete Guide to AD&D Technology and the Boot Hill roleplaying game to assist in handling old west situations. 2.Miriam's Place in Nepal (1936, Raiders of the Lost Ark). Miriam's Place is a dive nestled deep in the cold mountains of Nepal. Miriam, inherited it from her father Abner, an archaeologist. The adventurers can appear in the establishment before Indiana Jones or the Nazis show up OR any time the DM wishes. Hopefully, the characters will tag along with Indiana Jones as he searches for the Ark of the Covenant (treat as a powerful artifact). If DMs want to allow characters to adventure with Indiana, then he should watch the movie and take some serious notes. It will be worth it, even though the players have probably seen the movie. DMs may want Indiana to go back to the characters' world as an exciting NPC or new PC. 3.Rosie's Bar or The Officer's Club at MASH 4077 in Korea (1950- 1953, MASH television show). The characters find themselves in one of the local bars of the MASH 4077. The DM can put them in any time with the old or new cast. Many exciting scenarios exist with this mad-capped crew. Frank Burns can capture the characters as the enemy. Hotlips could be attracted to one of the more charismatic characters. The DM should consider picking his favourite episode and drop the characters in the middle of it. "5:00 Charlie". 4.Schott's Brewing Company in Milwaukee, Wisconsin (1950s, Laverne and Shirley). The characters find themselves in the middle of the Milwaukee Brewing company surrounded by bottles travelling on conveyor belts and lots of other machinery. Two young workers, Laverne and Shirley, are nearby working. Of course, Laverne and Shirley will have to get involved with the characters, possibly even asking one of them out for a date (a good way to see the 20th-century city). DMs should watch the television show to see some of the mad-capped adventures they can get into if they stick with Laverne, Shirley, Lenny, and Squiggy. 5.The Regal Beagle in Los Angeles, California (1980s, Three's Company). The characters find themselves in a corner booth of a small pub. Sitting nearby by are Jack, Janet, and Chrissie (or Terry). Across the room is Larry, picking up women. The Ropers (or Mr. Firley) are also in the pub. Many exciting plots can develop if the characters interact with the people. Of course, it should be based on a huge misunderstanding, DMs should watch the television show to see how goofy everybody acts. Hopefully, DMs won't go crazy watching the show. 6.The Pacific Princess cruise ship somewhere on the Pacific Ocean (1980s, the Love Boat). Possibly one of the worst encounters, the characters find themselves at the bar by the pool or in the Pirate's Cove on the Pacific Princess cruise ship better known as the Love Boat. Of course, the first person they meet will be big-grinned Isaac Washington, the chief bartender. Other ship's crew are Julie McCoy, Gopher, the good doctor, and the captain. Hopefully, the characters won't be considered stowaways and can interact with everybody. All kinds of people can be passengers on the ship so the DM may go nuts with interaction. Please don't let Charo on. 7.Alcohol Anonymous Meeting, anywhere (present, real world). The characters find themselves outside a door which has "A.A." on it. If they enter, the characters see a bunch of people who are discussing their alcohol problem. They openly welcome the characters who must have a problem given their strange appearance and behaviour. 8.The Boar's Nest in Hazard County, Georgia (present, The Dukes of Hazard). The characters find themselves outside of a grey wood building with a Boar's Nest sign. There are some interesting motor vehicles in the dirt parking lot: an orange "racing" car with a 01 on the side and a confederate flag on top, a long white convertible with a bull horn on the hood, a nice-looking jeep with a golden eagle on the hood and "Dixie" written on the side, a old white pick-up truck, a tow-truck, and two beat-up police cars. If they enter the building, the characters find a country bar. Among the patrons are Uncle Jesse, Bo and Luke (or sadly Coy and Vince), Crazy Cooter, Enos, Cledos, and the sexy long-legged Daisy waiting tables in her oh-so-tight shorts. In a back room can be found Boss Hogg and Roscoe. Oh boy, the many scenarios in Hazard is unreal. The characters could get hired by Boss Hogg for a mischievous task. They could help the Dukes stop Boss Hogg and Roscoe do something terrible. They could get the Duke Boys out of trouble. And of course, everybody will want to become Daisy Duke's love interest. Personally, somebody should beat up Enos, that sissy hillbilly. Whatever scenario the DM creates, it should be based around the moonshine business. The DM should definitely have a hide speed car chase with all the jumps. The DM should also watch the show over and over again to really get the feel of Hazard County. 9.Bush Gardens Amusement Park in Williamsburg, Virginia (present, real world). The characters find themselves riding on the Loch Ness Monster Roller Coaster, or another exciting ride. Hopefully, the characters can survive the ride and tour the amusement park and the brewery. The characters, dressing as adventurers usually do, will find themselves be approached by the tourists thinking that they (the characters) are part of the attraction ("Look honey, get a picture of little Albert with the medieval mage"). The only way the characters can get American currency is to sell their gold, silver, copper, and platinum pieces to the tourists (DMs should be stingy in this regard, as the tourists would be). Hopefully, the characters will buy some souvenirs after obtaining some cash. As the advertisement states: "Come. See. Conquer!". 10.Cheers Bar in Boston, Massachusetts (present, Cheers). "Where everybody knows your name, and your friends they're glad you came...". That's right, the characters are in the famous Cheers bar with all the staff and patrons: Sam Malone, Norm, Cliff, Frazier, Carla, Rebecca or Diane, Woody or Coach. A DM should pick a favourite episode of the television show and thrust their characters in the middle of it. Many possible scenarios can take place in the bar. Their clothes alone allow Carla to insult the characters' wardrobe, Diane to believe the characters are a theatre group and request a performance, Frazier to try to help them mentally, and Norm and Cliff to accept them as long as they get a beer from them. 11.The Corner Cafe in Lavale, Maryland (present, real world). The Corner Cafe is in the Country Club Mall. This is a typical mall bar and DMs should feel free to change this to a bar in a familiar mall. The main point of this encounter is to get the characters into a mall. If they can get a hold of some money and try to fit in, then they can have tons of fun shopping. Of course, interaction with the mall rent-a-cops would be fun as well. 12.HammerJacks in Baltimore, Maryland (present, real world). The characters pop in amongst a large wild crowd in the ultimate heavy metal bar. The characters will mostly go unnoticed because everybody here is weird. Cans of warm beer for only $3.75 and drinks in plastic cups (glass is dangerous) for even larger prices can be bought. Overflowing toilets, sinks, and garbage cans are in the bathroom. But most importantly, the DM should have his favourite heavy metal (or close to heavy metal) group on stage with more groups to come. If the DM can't come up with one, have Guns N' Roses preforming when the characters arrive. Then Metallica and then Skid Row can perform. What a night, as long as the characters don't get drunk and pass out. This can lead to many exciting encounters, especially if the characters can get a hold of 20th-century technology, for example an electric guitar. 13.Improv Comedy Club, Los Angeles, California (present, real world). The characters find themselves in the back of a dark bar. There is a stage in the front on which is a person performing comedy. A waitress asks the characters if they would like to be seated now and then takes there drink orders. This encounter is a great place for the DM to do a comedy routine if that is his forte. Hopefully, the DM will at least put well known comics on stage like Dennis Miller. 14.Mo's Tavern in Springfield, U.S.A. (present, The Simpsons). The characters find themselves in the cartoon world of The Simpsons. What can be more exciting then being a cartoon. They get to me Mo, Homer, Barney, and the rest of the drunks. The DM is referred to the Toon roleplaying game to make this experience a memorable one. 15.The Nudy Bar in Paw Paw, West Virginia (present, real world). The DM can make this a strip bar nearest (and maybe even familiar to) the DM. If the DM is not familiar with such things, then the characters will find themselves in the back of the Paw Paw, West Virginia Nudy Bar. The bar is packed with loud, obnoxious hillbillies whaling and slobbering over naked, tattooed, scarred, somewhat attractive women. Very few people will notice the oddness of the characters due to the floor show. 16.The Safehouse in Milwaukee, Wisconsin (present, real world, James Bond movies). The characters find themselves outside a fairly non-descript cream brick building. The Safehouse is just south of the Windham hotel on Water Street. There is a deli on the north side of the building, and a restaurant on the west side overlooking the Milwaukee river. This is a secretive bar visited by men of government and specifically spies. Walking up to the east side of the building, there is a stairway leading up to a very simple door. The characters would assume that it is just a warehouse door, except for the sign which says "International Exports" (the name of the cover-company James Bond worked for). There is the main bar, and the "American Bar" in the Safehouse, along with a restaurant. Message tubes pass orders from the bars to the restaurant. The food is excellent, so popular the owners decided to open the deli on the north side of the building (which is an alternative entrance) which serves the same food during the day. There is a hologram "kissing booth" where a animated hologram woman blows a kiss for a quarter, an immense sliding wall puzzle in the restaurant, and a few other surprises. There is many exciting arcade games like Strategic Nuclear War, Star Wars, Spy Hunter, etc. Waitresses tend to be in elaborate states of dress and undress. The specialty drink of the house is Spy's Demise. DMs are encouraged to load up the Safehouse with spies and government men from television, movies, or the real world. 17.Cantina on the planet Tatooine (future, Star Wars). The characters have entered a bar in a galaxy, far, far away. They are in the bar made famous in the Star Wars movie. DMs can have the characters enter the bar at the same time Ben Kanobi and Luke Skywalker are trying to get Han Solo to fly them off the planet or the DM can have them appear at any time during the Star Wars Trilogy (or anytime during a Star Wars roleplaying game campaign). No character, no matter how odd-looking, will be out of place in a location filled with a multitude of strange races. They could mistake everything for some spelljamming place (if familiar with spelljamming) until they see all the non-magical technology (laser guns, space ships, etc.). Great interaction can exist with interaction between the characters and the Star Wars personalities. Clever DMs can redo the Star Wars movies, the characters tagging along with Han and Luke. 18.Paul Masons Winery, San Jose, California (present, real world). The characters get stuck in a tour group at the winery. During the tour they see modern wine making in action and then get sent to the wine tasting room for a little nip. 19.Ten Forward on the Enterprise (future, Star Trek: The Next Generation). The characters find themselves in Ten Forward on the starship Enterprise. Unfortunately, the "Intruder Alert" alarm has been set off by the characters. At this time, the characters will surrounded by ship's security. Possibly, Guiana may realize that the characters are from another time and place (possibly another dimension) and will interrupt to save their hides. For high-level characters, the DM may want to have the Borg attacking the ship at the time of their arrival. The DM is referred to the Complete Guide to AD&D Technology and the Complete Guide to AD&D Star Trek to assist in helping with this place. 20.The Promenade on Deep Space 9 (future, Star Trek: Deep Space 9). The characters find themselves on the promenade of the Deep Space 9 space station. Quark, the local proprietor of Quark's Place in the Promenade, greets the characters and tries to sell them many goods and services. Visit the holo-suite? Interact with the Starfleet officers? Maybe the borg are attacking the station? The DM is referred to the Complete Guide to AD&D Technology and the Complete Guide to AD&D Star Trek to assist in helping with this place. Magic Missile II (Evocation) Range: 60 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: One or more creatures in a 10-foot cube Saving Throw: None Author: Unknown This improvement on the 1st-level magic missile allows the wizard to fire 1 missile per 2 levels of experience. Each bolt can be individually targeted and does 1d8 points of damage. The spell fires that number of missiles every round until the wizard is hit or ends the spell. After the initial casting the missiles have a speed factor of 1 each and the wizard may move, or engage in any other action besides spellcasting after the missiles fire. Major Annoyance (Enchantment/Charm) Range: 5 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: One creature Saving Throw: 1/2 Author: Martin Ott This is an even more powerful version of minor annoyance and annoyance (q.v.). It makes the victim's leg hurt, exactly as if he has barked his shin on something. Although causing no damage, it is painful enough to disrupt spell casting in the round it is cast in, as well as subsequent rounds, to the limit of the spell. The victim also suffers combat penalties: Armour Class bonuses due to high Dexterity are negated, and attacks are made at a -2 penalty. A successful saving throw versus this spell reduces the duration of the spell to one round per two levels of the wizard, and reduces the attack penalty to -1. The material component is a coffee bean, carved to look like a miniature table. Maladweomer (Alteration, Metamagic) Range: 10 yards per level Components: V, S Duration: 1 round per level Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay Maladweomer causes all the spells and spell-like powers of the victim to function at the nadir of their effectiveness. Any damage caused by offensive magics will be the minimum possible, saving throws versus the victim's spells are at +4, and any ongoing spells are altered (for example, a creature previously charmed by the victim would receive another saving throw). Malta's Pattern Transport (Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Dean Dretske With this spell, the wizard can move himself and other materials from one pattern to another pattern. The two patterns must have the same image and the destination pattern must be at least as big in radius as the source pattern. Both patterns must be known to the wizard (current locations) and they must be laid flat. The destination pattern must not be supporting any object (even partially). The destination pattern must also be uncovered such that there is room for the incoming creatures or objects. If all of the above conditions exist, then casting the spell will transport the wizard and any objects or creatures which are completely supported by the source pattern to the destination pattern. All objects transported will end up on the destination pattern at the same ratio of distance to the edge as on the source pattern. That is, if an object is halfway from the centre to the edge on the source pattern, then it will be halfway from the centre to the edge on the destination pattern (regardless of the size of the destination pattern). An object is considered to be completely supported by the pattern when its weight is supported by the material inscribed in the outer circle of the pattern or by something which is itself completely supported. That means that a person held in the air by another will be transported only if the holder is completely supported. Flying creatures must not be flying at the time of transport. To cast the spell, the wizard must stand in the centre of an undamaged pattern and cast the spell. In the first round of the casting, the pattern will begin to glow (each colour of the pattern will emit its own colour). Over the next eight rounds, the pattern brightness will increase to approximately the same as outside on a sunny day. As the last word of the spell is stated, the brightness of the pattern doubles and all completely supported objects or creatures are transported to the destination pattern. If the destination pattern is not available (see above), then the transported objects or creatures are returned to the source pattern after one second (and the source pattern's saving throw is at -4). The source pattern is subjected to some heat and other energies in the course of the transport. These energies cause the source pattern to make a saving throw or be damaged (a single crack or burn mark will alter the pattern and render it unusable). The destination pattern is not subjected to the same amount of energy, so it does not need to make a saving throw. The lighting conditions at the destination pattern do not change, so the transported creatures will have to adjust to the current lighting (1d2 rounds, depending on lighting). Some notes: * Tossing a rug over an inlaid pattern prevents incoming transports. * Rolling up a rug or cloth pattern prevents incoming and makes it easier to transport the pattern. * The only bi-directional patterns are exactly the same size (hence the pattern Image spell). * The wizard must remain in the middle for all of the casting, but creatures or objects also transported only have to be on the pattern in the last seconds. Marty's Magic Bow (Evocation) Range: 0 (arrow range as per normal bows) Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Caster Saving Throw: None Author: Marty Marty's magic bow causes a magical force to propel objects from the wizard's fingers much as a bowstring. With arrows, the effect is to allow the wizard to release one arrow per round, each arrow attacking as a fighter of half the level of the wizard. The advantage of this spell is the fact that the arrow attacks are not magical: thus there is no magical saving throw involved for the target, so if the wizard makes his to-hit roll (at half his level on the fighter table) he hits, even if the target is, say, in an anti-magic shell, or in a cube of force, or if the target is magic resistant. There's probably a material component (say, a length of string made of silver thread, or something like that) but the arrows are not components - i.e., they're not consumed, and you might be able to reclaim some of them. Also, magical arrows would provide the appropriate bonuses to-hit and to damage. Mask Inebriation (Illusion) Reversible Range: 0 Components: V, S Duration: 3d6 turns Casting Time: 1 round Area of Effect: One creature Saving Throw: Special Author: Keith Taylor This spell creates a shell of illusion focused upon one drunken (but conscious) creature. Its purpose is to cause all observers to look upon the affected creature as entirely sober. It insidiously affects their perceptions so that they will interpret the person's actions and statements as those of a rational, sober individual. Any slurring of the speech, inconsistencies in statements, wobbling, or weaving will be overlooked or ascribed to some other factor. True seeing or other means of bypassing illusions are effective in countering this spell. The reverse, unbelievable sobriety, will convince observers that a sober creature is hopelessly drunk, and works on their perceptions in similar (but opposite) ways. In all other respects it is as the former application. Mass Bane (Necromancy) Range: 30 yards Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Up to 6 creatures Saving Throw: Negates Author: Robert A. Howard This spell duplicates on a grand scale the effects of a bleeding touch - 1d6 points of damage for every two levels of the caster. It affects 1d6 victims that the caster can choose. The victims must make a saving throw versus death magic, and if they fail their saving throw, suffer bleeding wounds which appear randomly on their bodies. The material component of this spell is a handful of metal shards. Mental Calm (Enchantment/Charm) Range: 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: One creature Saving Throw: Special Author: Brian J. Toleno When cast, the target receives a saving throw to avoid the effects of particular psionic effects. The target gets a saving throw versus ID insinuation, psionic blast, attraction and aversion for the duration of the spell. The saving throw is a saving throw versus spell with a +1 bonus for every 5 levels of the caster. This spell will not work on psionicists, but it will work on non-psionicists and those with wild talents. Merkridan's Misplayal (Alteration) Range: 2 yards Components: V, S Duration: 2 rounds per level Casting Time: 1 round Area of Effect: One instrument Saving Throw: Special Author: Merkridan This spell causes music emanating from a musical instrument to become twisted and harsh. The musical notes effectively become interchanged. The target instrument may be either magical or non-magical. Only magical instruments gain a saving throw (as if the attack were magical fire) to avoid the spell effects. If a bard is playing an affected instrument, all bard abilities directly resulting from the playing of his instrument are lost until the spell expires (or the bard uses a new instrument). The spell has no effect on sounds from living creatures, although it could effectively garble communication through instruments (i.e., signalling drums). It only works on items which are emitting music at any time while (or up to one round after) the spell is being cast. The origins and history of the spell Merkridan's misplayal are unknown. This spell was discovered in a lost laboratory complex on the deserted island of Arremara. Mikkis' Energetic Missile (Conjuration, Invocation/Evocation) Range: 30 yards + 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: Up to 5 creatures Saving Throw: None Author: Samuli Mattila This spell is similar to magic missile, except that it uses positive energy instead of normal magical energy. As many missiles are created as in magic missile. Normal living creatures do not suffer damage from these bolts, but must roll a saving throw versus paralysation or be stunned and blinded for 1d4 rounds. Undead and creatures from the lower planes struck by this spell take 2d4+2 points of damage per bolt. The material component of this spell is a platinum needle tipped with a diamond (together worth at least 150 gp). Mikkis' Tracking (Divination) Range: 0 Components: V, S Duration: 1 hour per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Samuli Mattila By means of this spell, the caster is able to see the tracks of a desired creature. Even the tracks of flying creature, a druid or a person using pass without trace can be followed. The caster cannot, however, follow very old tracks. Normal tracks, older than 1 day + 1 hour per level, and tracks made by flying creatures, druids, or creatures using pass without trace, older than 1 turn per level, cannot be tracked. The spell will also reveal the approximate speed of the creatures followed. Mikkis' Trollkiller (Invocation/Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 round + 1 round per 3 levels Casting Time: 3 Area of Effect: One creature Saving Throw: 1/2 Author: Samuli Mattila This spell creates a magical cloud above the desired target. It will follow the target at speed of 24 and rain acid upon it causing 4d4+4 points of damage per round. The victim is allowed saving throw versus spell every round and, if this is successful, he takes only half damage that round. The spell can be negated by dispel magic, or by an ice storm or similar spell which freezes the cloud. A very strong wind can lead the cloud away from the target. The material component of this spell is a spoonful of acid. Minor Weaving (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Kris With this spell, several wizards can combine their magical abilities and powers to create greater spells. If several casters want to combine their efforts, they must first decide who will be the head weaver. This person is the centre of the spell: without him, the entire spell structure collapses. Also, if he loses concentration all the efforts are lost and the spells as well. Next, they must decide which spell they are going to create. To create this spell, they may use several different or all the same spells of weaker levels which, combined, give the desired spell. These spells must in some way be related to the desired spell. The DM should rule what spells can be combined. To participate, all members of a "spellcloth" must roll their chance to learn spells: if they miss it, they lose the spell and their effort isn't counted into the whole of the spell. If the head weaver misses his roll, he made a mistake in the weaving of the spells into the new one and everything is lost. To calculate how much energy is created, take the number of mages involved (specialists count as 1.5 if they cast a spell within their specialty but as half if not) and divide this number by the total number of mages involved (specialist now count as one). If the resulting figure is larger than 1.25, make it equal to that number. Multiply this number by the total number of spell levels involved (i.e.: add all levels of the individual spells). Round down. If the energy created by the cloth is not enough to form the desired spell, the next spell in line is created instead. The experience level at which the spell is cast is the head weaver's level plus half the level of every other wizard involved. If this is lower than the minimum needed to cast the final spell then the spell is still cast, but at the casting level of this imaginary lower level wizard. Because spell weaving takes a lot of time, spellweavers always lose initiative. Also, the weavers cannot be separated by more than 10 feet, and no barriers may be between any individual and the head caster. The number of mages involved is also limited: 5 for a minor weaving. Minor weavers count as 2/3 when included in a major weaving and as 1/3 if included in a master weaving (q.v.) for the purpose of calculating the maximum number of mages. Minor weaving can only take 3rd-level spells or lower to weave successfully (the desired spell can be of higher level). Mirror Escape (Illusion/Phantasm) Range: 0 Components: S, M Duration: 3 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None Author: Unknown This spell is a modified mirror image spell. When it is cast, 1d4+1 images of the wizard appear in various places around him (in a 20-foot radius). Within seconds, they all start running in different directions. They are basically unseen servants that have an illusion upon them of the wizard. They will run until 4 points of damage have been inflicted upon them or 3 rounds have expired. The material component of this spell is a small smoke bomb that is cast down as the wizard's feet. Molten Ground (Alteration) Range: 20 feet Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: 2-foot per level radius circle Saving Throw: None Author: Vernon Lee This spell causes an area of the earth to bubble up molten lava in its area of effect. After the wizard spends one round casting, using up the material components of sulphur and lava rock, the spell begins. In the first round the ground tremors slightly, and those not wearing heavy feet covering such as metal boots can feel a slight warmth. In the second round of the spell the heat becomes very pronounced, and will ignite paper, cloth, and dry vegetation touching the ground. If the people in the area of effect did not announce that they were moving in this round, they are going to be injured. In the third round the ground becomes molten lava, wooden furniture bursts into flames, and metals with low melting points start to soften. Anyone in the area of effect takes 3d6 points of damage, 2d6 this round only if wearing thick shoes. In each additional round spent in the area of effect a person takes 3d6 points of damage, and any items carried by the person must safe versus fire or be destroyed. The intense heat of the lava may cause structural damage to walls that are near or in the area of effect. Wooden walls will be destroyed by fire just like wooden furniture. Protection from Fire will protect a person but not his items from this spell. Note that lava rock is hard to obtain in most medieval settings, and that the lava generated by this spell will not work as a component for later casting (it's marked by magic). Mylzek's Werechange (Alteration) Range: 0 Components: V Duration: 2 rounds per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Mark the Malkavian Mylzek's werechange alters the form of the caster to a half-man, half-monster killing machine. For the duration of the spell, the caster gains 2 extra hit points per level to a maximum of 20 at tenth level. The spell allows a +1 to the caster's THAC0 roll and he gets 3 attacks doing 1d4+2/1d4+2/1d10. When casting a spell in this form, the caster must first make a learn spells check to do so. If this roll is not successful, the caster may try again in the next round. When a wizard casts this spell for the first time, his non-proficiency penalty to his THAC0 roll is applied with the spell's bonus of +1 (i.e., -5+1=-4 to-hit). Multi-classed mages use their best non-proficiency penalty for this. For every ten castings of Mylzek's werechange after that (count only the ones in which combat occurs), the caster gets a +1 to-hit. Eventually, this will make up for the penalty and even go beyond to an overall bonus of +2 (maximum). The caster must choose the appearance of his were-form the first time he casts this spell. Any appearance will do as long as half of it is animal- and the other half is human-like. A wizard may only have up to 2 were-forms. He may only use one form each time he casts the spell. Note: a wizard must become proficient in each form separately. Note: The caster controls which animal he will simulate and the colour of his body during the change. He receives the movement rate of the animal type and possibly the ability to breathe water (but not air) if it is a water-bound form. Narwhal's Infectious Wound (Divination) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Weapon touched Saving Throw: Negates Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu> This spell works as a sort of slow poison or disease or curse. The caster casts the spell upon the damaging portion of a weapon, and when the weapon does damage to someone the spell is used. The victim takes 2 HP of damage for every three levels of the caster every round. The wound stays open and festering no matter how much dressing or medical care is given to it. While a cure spell will heal the damage, the wound is still there and will continue to plague the victim. The only way to get rid of the effect is to first cast remove curse and then cure disease on the victim. The material component is a piece of rotten meat rubbed on the weapon as the spell is cast. Natasha's Nasty Wildmine (Invocation/Evocation, Wild Magic) Range: 0 Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Object touched Saving Throw: None Author: George Bounoutas When this spell is cast, a chosen object held by the caster will radiate wild magic. The next time the object is touched (even by the caster), a wild surge is triggered. The effective level of the caster is added to the percentile roll, as per Nahal's reckless dweomer, but no luck magic such as Hornung's surge selector applies to this surge (as the caster may not be present to select the surge). Any surge that indicates that the intended spell takes effect will not have any effect. The object or creature that touched the object is treated as the target of the surge, while the object itself is treated as the caster. Natasha's Wildarmour (Invocation/Evocation, Wild Magic) Range: 0 Components: V, S, M Duration: 1d6 + 1 round per level Casting Time: 3 Area of Effect: The caster Saving Throw: None Author: George Bounoutas This spell causes the caster's body to radiate wild magic. Whenever the caster is hit for damage in melee, a wild surge is rolled. The effective level of the caster is added to the percentile roll, as per Nahal's reckless dweomer, and any luck magic such as Hornung's surge selector or a stone of wild luck (see the Net Libram of Wild Magic) active on the caster at the time of the surge may be applied. Any surge that indicates that the intended spell takes effect will not have any effect. The material component is a small piece of metal. Note that this spell only affects melee attackers: ranged attacks will not cause a surge. Necromantic Bolt (Necromancy) Range: 60 yards + 10 per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Christopher R. Invidiata and John Kirk When the wizard completes this spell, a blue glow encompasses his hand and then shoots forth, unerringly striking its target. This energy attacks the life force of any living creature. The creature must roll a successful saving throw versus spell or suffer 1d4 points of damage per level of the wizard and lose 1 point of Strength per level of the wizard. If the saving throw is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every two wizard levels. Lost Strength returns at a rate of 1 point per hour. Damage must be cured magically or healed naturally over time. This spell has a special effect on undead creatures. Undead struck by the bolt suffer no damage or Strength loss, but they must successfully save versus spell or flee for 1d4 rounds + 2 rounds per level of the wizard. Niiraloth's Random Sobriety* (Alteration) Range: 0 Components: V, S, M Duration: 1d4x100 rounds Casting Time: 3 Area of Effect: The caster Saving Throw: None Author: Keith Taylor This spell is unusual even for a wild magic dweomer, and is cast by taking a huge swig of liquor (the material component) after saying the magic words. It causes a strange type of drunkenness to overwhelm the caster. The wizard's state of intoxication is randomly determined every round, as per the table below: D100 Roll Intoxication Level 01-25 Sober (normal) 26-50 Slight (double effects) 51-75 Moderate (triple effects) 76-95 Great (quadruple effects) 96-00 Incoherent (casting impossible) Note that the chance of spell failure inherent to these states of drunkenness (see the Net Alcohol Guide for more information) is changed by the spell's magic to mean "chance of wild surge" instead. Spells which surge because of the random sobriety will have the enhanced effects noted above. A wizard who is sober will act and cast normally that round. A wizard in slight intoxication will have a 25% chance of surging any spell, but suffers all other side effects of drunkenness. Moderate intoxication means a 50% chance of surging, with other side effects retained. Great intoxication will cause all spells cast to surge (rather than making casting impossible), but has severe side effects otherwise. Incoherent means that the wizard is in danger of passing out - if this is rolled twice in a row, then the wizard will fall unconscious for 1d4 rounds. The caster will not know his level of intoxication, unless he is sober or completely unable to act due to incoherentness. A side benefit of this spell is that the wizard has a chance equal to the chance of surging to be able to escape (usually by stumbling, otherwise by colourful chaos-interference) any negative side effects of his wild surges during that round. Also, Nahal's Reckless Dweomer has triple chance to cast the desired spell normally during rounds in which the caster is either slightly or moderately intoxicated. Noska Trades' Ghoul Arrow (Evocation, Necromancy) Range: 70 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One creature per bolt Saving Throw: Negates Author: Noska Trades Ghoul arrow brings into being one bolt of negative energy for every 5 levels of the wizard. Each bolt can have a different target. Each bolt forms into three vaguely arrow shaped projectiles that hurl towards the wizard's opponent. The arrows never miss their target and inflict 1d6, 1d3, and 1d3 points of damage respectively. The affected creature must save versus paralysation or be paralysed in the areas hit by each of the arrows. Roll 1d6: D6 Roll Area Hit 1 left leg 2 right leg 3 left arm 4 right arm 5 or 6 body Limbs paralysed are rendered useless. Body paralysis eliminates any Dexterity bonus and results in the victim always acting at initiative 10. The paralysis lasts for 1d6+1 rounds. The material components are a handful of ghoul flesh and a drop of humanoid blood. Open Book (Alteration) Range: 0 Components: V, S, M Duration: Variable Casting Time: 1 hour Area of Effect: Tome touched Saving Throw: Special Author: Jim Vassilakos This spell may be worked upon a single, magically-sealed tome, causing the tome in question to open at the final utterance of the spell's verbal components: "Edro!". Note that a name which the book recognizes as its own must be known by the wizard in order to effect this spell. Generally speaking, a book which wants to stay shut may save versus spell at the level of its writer to avoid being opened, but special conditions may apply to this, furthermore, very special books may be equipped with more magical protection, such as the sigil of the author or powerful runes and wards. Some diamond dust must be sprinkled on the book for the spell to take effect. Orko's Lubricity (Alteration) Range: 3 feet Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: Special Author: Orko When cast on an individual creature, this spell gives the same effect as an ointment of slipperiness. If cast on a single object of 10 cubic feet volume of less, the object becomes impossible to grasp. Items held by creatures gain a saving throw. If cast on a floor it will make a 2 x 2 yards square area extremely slick: there will be a 95% chance per round that any creature standing in the area will slip and fall. Fallen creatures must save versus spell to regain their footing or crawl out of the area at 1 yards per round. The material component of this spell is powdered graphite. Pain (Necromancy) Range: 50 feet Components: V, S Duration: 3 rounds per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Jim Vassilakos While under the effects of pain, the victim suffers from excruciating pain and is unable to cast spells or to move at greater than half speed. The wizard must concentrate on the target for the spell to remain in working. Pander's Improved Identify (Abjuration, Divination) Range: 10 feet and 0 Components: V, S, M Duration: 1 round per level Casting Time: Special Area of Effect: One item per level Saving Throw: Special Author: Pander Pillma When Pander's improved identify is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again with a new casting of the spell and the current spell is lost since this higher level version requires intense concentration. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw. However, immediately before handling each item the wizard may scan the items for any cursed properties from a distance of 10 feet without touching the item. The wizard has a 5% chance per level of determining if there is a curse and also the exact nature of the curse, to a maximum of 90%, rolled by the DM. Each try is treated as one reading and the wizard need not use a slot to determine the exact nature of a curse unless he wishes. This part of the divination can only detect curses, not traps. It should be noted that the wizard may not add to the list of original items that were to be examined once this condition is established. If the act of detecting for a curse actually triggers one that affects the wizard he may make a saving throw versus spell to avoid the curse in question. The chance of learning a piece of information about an item is equal to 10% per level of the wizard, to a maximum of 90%, rolled by the DM. Any roll of 96 up to 00 indicates a false reading (91 up to 95 reveals nothing). Only one function of a multi-function item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions or a single item, or any combination of the two). If any attempt at reading fails, the wizard cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell. Exact attack or damage bonuses, charges of an item may be determined; one per reading. A longsword, +1/+4 versus undead has two individual functions. After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the wizard below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for unconscious character). The material components of this spell are a crushed pearl and jet gemstone (of at least 100 gp value each), and an owl feather steeped in wine, with the infusion drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent and the functions of a multi-function item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned. Pilpin's Infatuating Greed (Enchantment/Charm) Range: 60 yards Components: V, S, M Duration: 1 day + 1 day per level Casting Time: 1 round Area of Effect: One person Saving Throw: Negates Author: Pilpin This spell causes a person (as defined in charm person) to be overcome with tremendous greed. If the person fails a saving throw versus spell, he will want the first thing of value that he sees, and if refused, will become very angry. They will not act against their alignment or foolishly risk their life to get what they want, but will not give up until they own the item or one just like it. The person will sell or trade anything they possess to get the item. Once in possession of the item or a replica, the affected person will want the next item of value that they see, and this will continue until the spell duration expires. For example: Mel, a lawful good ranger affected by the spell, becomes infatuated with a beautiful carriage he sees in the street. Mel attempts to buy the carriage from its owner, but the owner refuses to sell the carriage on the grounds that it's from a far away kingdom. Mel denounces him as greedy and inconsiderate. Mel then starts to journey to the distant kingdom to get one for himself. Eleven days later the spell wears off (if cast by a 10th-level wizard) and he finds himself 11 days away from home attempting to buy a carriage he has no use for. Shandar, a chaotic evil fighter affected by the spell, spies a golden crown she just has to have. Unfortunately it belongs to her boss, a High Priest of Hisisi. Realizing that she can't just take it, she spends all the money she has to hire an assassin for the job. The mission is successful and she gets the crown. When the assassin hands her the crown, Shandar's attention is suddenly focused on the exquisite ring the assassin possesses. Quickly deciding that the assassin is no match for her in open combat, she immediately attacks the assassin. Not very smart: the assassin kills her. The spell can be negated by a heal, wish, or a successful dispel magic. The material components are a gold piece and a small piece of lodestone. Pobithakor's Tracer (Divination, Evocation) Range: Special Components: S Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Paul D. Walker This spell was created by an archmage known as Pobithakor the Powerful, a wizard who was better known as Pobithakor the Paranoid. His fear of absolutely everything around him drove him to take extreme measures to protect himself. This spell is cast when the wizard is being scried upon (see the Dungeon Master's Guide on Detection of Scrying, page 141). If a wizard detects that he is being scried upon, by any means, then the spell can be cast. This spell causes the scrying device to become two-way. Not only does the scrying creature see the wizard, but the wizard can see the scrying creature. Also, whatever powers the scrying device has, such as clairaudience, the spell also gives the wizard such powers. The range and area of effect are those of the scrying device itself. The duration is that of the scrying device. Once the wizard breaks off contact the spell ends. If the scrying creature breaks off contact, the wizard can still scry up to the maximum duration of the scrying device. The wizard will receive all the information inside his head. If the scrying creature becomes aware that he is being scried upon and then casts a dispel magic, the spell will end, but his own scrying device will become unusable for one day. If the scrying creature casts Pobithakor's protection, Pobithakor's tracer will end and the creature's scrying device will be usable. This spell can be a useful device for long range communication for prearranged meetings between two people. Project Sensory Effects (Illusion) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 20 yards Saving Throw: Negates Author: John M. Martz With this spell, the wizard projects certain sensory effects onto another target, making it appear that the target is actually the person casting the spell (sensory effects of spellcasting are discussed in the Dragon Kings source book, pages 46-52). The wizard must first cast project sensory effects normally (note: this spell does not project its own effects when cast, only the effects of subsequent spells, including subsequent project sensory effects spells). Then, for the duration of this spell, the sensory effects of every spell that he casts have a chance of being projected onto a randomly determined target within the area of effect. Each time the wizard casts a spell while project sensory effects is in effect, simply count all possible targets within 20 yards of the caster (do not count the caster - do count the caster's companions and any other humanoid within the area of effect) and roll the closest die to determine which one is the target. For example, if there are seven possible targets, roll 1d8, rerolling any rolls resulting in eight. The target is allowed a saving throw versus spell, including the -1 penalty when this spell is cast by an illusionist. If he fails, he appears to be the source of the sensory effects that normally emanate from the caster. If he succeeds, the sensory effects appear to originate from the caster, as normal. A wild mage has a 50% chance of selecting the target, as long as the target is within the area of effect; if the roll is above 50%, determine the target randomly. The spell affects visual, aural, olfactory, taste, and tactile effects; "additional" effects are included at the DM's discretion, but grand effects are never affected. The somatic concealment proficiency has no effect on whether or not a target is perceived as the source of any projected effects; however, the sensory alteration proficiency can be used to increase or decrease the intensity of the sensory effects regardless of the perceived source of the effects (see the Dragon Kings source book, page 48). The material component is a pinch of silt, collected during a silt storm. Protection from Chaos, 10-foot Radius (Abjuration) Reversible Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: 10-foot radius sphere around creature touched Saving Throw: None Author: Unknown This spell is the same as the 1st-level spell protection from chaos (q.v.) except with respect to its area of effect. Protection from School of Magic (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per 3 levels Casting Time: 3 Area of Effect: Creature touched Saving Throw: Negates Author: David E. Brooks Jr. and Elizabeth H. Brooks This spell will grant the recipient a +2 bonus to saving throws against spells of a specified school of magic. If this spell is cast by a specialist mage and is used to protect against one of his opposition schools, the recipient gains an additional +1 to his saving throw versus spell. Chrysolite is necessary for the spell regardless of the school. Other material components differ for each of the schools of magic. They are: School Materials Abjuration No other material component necessary Alteration Diamond Conjuration Iron shavings Divination Opal Invocation/Evocation Miniature brazier Illusion/Phantasm Fleece Necromancy Rosemary This spell does not apply to spells cast by a wild mage or by an elemental mage, nor to any spell cast by a priest. Also, psionics and other spell-like abilities are not affected by this spell. Protection from Stoning (Abjuration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: One creature per 3 levels within a 20-foot radius Saving Throw: None Author: Ally's Spellbook This spell completely protects the affected creatures from all forms of attack that change flesh to stone for the duration of the spell. Once cast, the affected creatures may leave the 20-foot radius and still be protected from stoning. The material component is a basilisk's tail. Quiz's Deathbow (Conjuration/Summoning) Range: Special Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 Author: Brian A. Weibel At the completion of casting, a magical short bow is created in the spell caster's hand. This bow allows the wizard to use it as if he were a fighter of the same level, proficient in the short bow. The wizard also gains any missile attack adjustments for Dexterity. The bow itself has a +1 to-hit. It damage varies on the amount that you pull the string back. Maximum damage is equal to 1d6 per level. Different combinations of arrows can be created. Two arrows per round can be fired, as long as the maximum damage has not yet been met. For example, if the caster is of eighth level, he can fire eight 1d6 arrows over the course of 4 rounds minimum, a single 8d6 arrow, or any combination between the two. The bow remains in the caster's hand until all of the magical energy is used up, to a maximum of 1 round per level, until the caster decides to cast another spell, or until the caster is hit with a successful dispel magic. At the completion of the spell, the bow vanishes. The range of the bow is 5/10/15. The material component for the bow is a miniature gold short bow of great artistry worth at least 1,000 gp. For every 1d6 of damage fired from the deathbow, the material component drops in value by 5 gp. Note that this is fired damage, not potential damage. If the caster can fire 8d6 worth of arrows, but chooses to use only 4d6, the gold bow's value decreases by 20 gp. Quiz's Nullifying Magic (Illusion/Phantasm) Range: 30 yards + 10 yards per level Components: V, S Duration: 1 round per level Casting Time: 3 Area of Effect: One magic using creature Saving Throw: Special Author: Brian A. Weibel When this spell is cast, the wizard creates the illusion of one of the most fearsome things imaginable to the victim, simply by forming the fears of the victim's subconscious mind into something that his conscious mind can visualize. In this case, the fear is that the victim can no longer cast spells. The only defense against Quiz's nullifying magic is an attempt to disbelieve, which can be tried as many times as desired. To disbelieve the phantasm, the subject must specifically state that he is making the attempt and then roll a saving throw versus spell. For each attempt of a saving throw after the first there is a -1 to the roll. For example, attempting a fourth saving throw would have a -3 penalty to the dice roll. Random Spell II (Invocation/Evocation, Wild Magic) Range: 0 Components: V Duration: Instantaneous Casting Time: 3 Area of Effect: One spell Saving Throw: None Author: Peter Gourlay This spell is identical to the 1st-level random spell I, save that it duplicates the effects of a 4th- or 5th-level spell. Rathe's Trigger (Conjuration) Range: 3 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One cube foot per level maximum Saving Throw: Special Author: Aaron Sher The trigger spell is designed as a defensive spell. When it is cast, the wizard defines a volume which must be at least half a foot in every dimension. This area begins to glow faintly. The wizard then casts another spell directly upon the trigger's area of effect. It must be touched by the wizard when applying the second spell. The glow then vanishes, but both spells remain. The second spell is held by trigger until someone enters or touches the spell's area of effect. At this time, the second spell will go off. If it is an area effect spell (fireball or web, for example) it will be centred on the centre of the trigger area. Other considerations (the dimensions of the web, for instance) must be specified at the time of casting the second spell. Person-affecting spells (hold person or charm person, for example) will be applied to the person who triggered the spell. A saving throw is applicable only if allowed by the second spell. If the wizard is in or touching the trigger's area of effect, it will not go off. This allows the wizard to escort others safely through the trapped area. One possible use for this spell is two triggers overlaid in a corridor, one with a fireball, and the other, placed slightly behind the first, with a wall of force. If a person enters the regions from the wrong direction, the fireball will go off, and the wall of force will instantly restrict the blast to one direction. If a person enters the regions from the other direction, the wall will trigger first and shield him from the blast. The spells will last until triggered, but if the second spell is not applied immediately, the trigger will only last one turn per level of the wizard. The material component is a black pearl of not less than 500 gp value per level of the second spell. Reconstruct (Divination) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One pound per level Saving Throw: None Author: Paul D. Walker This spell temporarily resurrects an item that was shattered, burnt, or disintegrated, so that the forensic wizard may study it. He must gather as much of the debris as possible, for otherwise the object can be but partially reassembled, in which case it may be illegible or unidentifiable. The object will be very fragile, but it may be the subject of various divination spells such as identify or reveal owner. The material component is a drop of honey. Resist Electricity (Alteration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Unknown Except as noted above, this spell is identical to the 2nd-level priest spell resist electricity (q.v.). Resist Fire (Alteration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Unknown Except as noted above, this spell is identical to the 2nd-level priest spell resist fire (q.v.). Rhuva's Spellscan (Divination) Range: 0 Components: V, S, M Duration: 4 hours + 10 minutes per level Casting Time: 1 minute Area of Effect: 10-yard per level radius sphere Saving Throw: None Author: Colin Roald Provided the wizard is conscious and within the area of effect, he will be made aware of any spellcasting conducted in that area. The particular spell cast is not made known, but the location of the wizard is, precisely if the wizard is familiar with the area, generally otherwise. The notification is sufficient to disrupt casting in progress, unless it is consciously suppressed before casting (if suppressed, the wizard does not realise the scan was triggered). Material component is a handful of crystal dust. Roland's Wondrous Wardrobe (Alteration) Range: 0 Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: Negates Author: Magii-Milkman This spell allows the caster to change the cut and design of the target's clothes and armour as he sees fit during the duration of the spell. This spell may be used to alter the caster's clothing into armour and change them back again at will during the duration of the spell. If the target is not the caster then the recipient is allowed to make a saving throw each time his outfit is changed or altered. The material component for this spell is a miniature wardrobe carved out of wood. The verbal and somatic gestures consist of dancing around in a little jig and saying "Seven with one blow!". Origins: Roland thought that this spell would be more useful because he would be able to change in and out of armour at will. In addition he thought that if anyone were to annoy him or try casting spells he could make their clothes ill-fitting or clad them in heavy armour, making spell casting difficult if not impossible. However, he again never saw his short-sightedness and never foresaw the possibility of having to take his armour off in the first place in order to cast this spell. Sacremon's Emperor's New Clothes (Illusion/Phantasm) Range: 5 yards per level Components: V, S Duration: 2 rounds per level Casting Time: 3 Area of Effect: One person Saving Throw: Negates Author: David Kelman This spell, devised by my gnome illusionist primarily as a good prank spell, causes all of the target's clothing and bodily possessions to become invisible, but not the target itself. The target sees his or her clothes as they normally are. Swords in scabbards are considered bodily possessions, but not if in hand. Any clothes put on after the spell is cast do not become invisible. Invisible items remain so for the duration of the spell or until dispelled. Sand Storm (Alteration) Range: 60 yards Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 4 Area of Effect: 50-foot radius Saving Throw: Special Author: Michael Kenyon This spell creates a sand storm from any convenient source of sand, gravel or loose topsoil in the area of effect, which may be used either defensively or offensively. In its defensive capacity, the sandstorm may be used as a cloak for an escape or as a means of blocking pursuit. In an offensive capacity, it may be centred on one or more persons and have effects on them. The degree of the storm created is variable, based on a 1d20 roll on the table below. For every 3 levels of the wizard casting the spell, the wizard may add or subtract a 1 modifier. Unless noted as such, there is no saving throw for effects. D20 Roll Type of Storm Effects 01-04 Light Obscured vision, 3/4 movement rate 05-12 Moderate Obscured vision, 1/2 movement rate, 1 HP per round damage 13-17 Heavy Obscured vision, 1/2 movement rate, 1d4 HP per round damage 18-19 Turbulent Obscured vision, 1/4 movement rate, 1d6 HP per round damage, save versus death magic +2 or choke on dust, etc. for 1d10 damage extra (roll each round until the saving throw is made) 20 Extreme Obscured vision, 1/8 movement rate, 1d8 HP per round damage, save versus death magic or choke on dust, etc. for 1d10 damage extra (roll each round until the saving throw is made), save versus spell or be blinded (save once) Note that any man-sized or smaller flying creature is downed by a heavy storm, large creatures are downed by a turbulent storm and gargantuan creatures are downed by an extreme storm. The material component of the spell is a handful of fine sand which is blown off the hand in the direction in which you wish the sand storm to rise. Sanh's Laser Bolt (Evocation) Range: 6 yards + 1 yard per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: One creature Saving Throw: Negates Author: Max Becherer Sanh's laser bolt is the most powerful of Sanh's simpler light ray spells. It inflicts 1d6 hit points per level of the wizard. A fumbled saving throw results in permanent blindness in one eye, followed by 1d6 rounds of total blindness and 2d6 rounds in a dazzled state. As per the earlier spells, the light is both monochromatic and non-magical. Sanh's Slippery Surface (Alteration, Evocation) Range: 1 yard per level Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: Special Saving Throw: Special Author: Max Becherer When cast, this spell covers a surface (usually a floor) with an unstable, rapidly shifting force field, rendering it extremely slippery. Anyone within the spell's effect must roll a Dexterity check for every action taken to avoid slipping and falling. The following penalties apply: * Standing: -1 * Walking: -3 * Running: -5 * Fighting: -9 Anyone who falls will slide toward the edge of the area affected. Creatures with magic resistance roll each round to be unaffected for that round only. The area of effect is one 10x10 feet square per level (100 square feet), and the duration is one round. If the wizard wishes, area may be traded for duration, for instance, a 10th-level wizard may affect 1000 square feet for 1 round, 500 square feet for 2 rounds, 250 square feet for 4 rounds, etc. The area affected must, however, be at least 10 square feet (that would be 10 square feet for 100 rounds for our 10th-level wizard). The surface the spell is cast on must be relatively smooth. A wooden floor with a loose board or two, or a slightly bumpy stone surface is OK, gravel, however, is not. It is also possible to cast Sanh's Slippery Surface on a wall (rendering it impossible to climb on) or a ceiling. The material component for this spell is a small vial of oil, or a fresh banana peel. Using oil of slipperiness (one tenth of an ounce) doubles the effect of the spell and adds an additional -1 penalty to all Dexterity rolls. Note: Using oil of etherealness as a material component is an invitation to disaster. If this is done, roll 1d100 on the following table: D100 Roll Effect 01-85 Opens a rift to the ethereal plane, see below 86-95 Spell fizzles 96-99 Spell functions at half the wizard's level 00 Spell functions normally The wizard must save versus death magic or be destroyed. All within 20 feet of wizard save versus death magic or be thrown into an ether cyclone. The wizard is automatically sucked in. 20 feet diameter rift to ether lasts 1d6 turns + 1 turn per level of wizard. There is a 1% chance per level of the (very foolish) wizard that the rift will be permanent. Sarius' Golden Circles of Protection (Evocation) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 3 Area of Effect: One floating 2-foot diameter circle plate per level Saving Throw: None Author: William T. South This spell creates golden, shimmering circular plates of force which move around the wizard in a constant motion, deflecting any missile, hand, or weapon attacks directed at the wizard. The Armour Class of the wizard is improved by a factor of 1 for every three circles still active and any successful physical melee attack (other than boulders, ballista, or attack forms similar to a dragon's belly-flop manoeuvre) will be deflected automatically. Non-missile attacks by creatures with an effective Strength of 21 or greater require a saving throw versus breath weapons to deflect. Each circle is able to sustain 6 points of damage before being disrupted, so if a deflected attack does not cause enough damage to disrupt a circle (chosen randomly) the circle will remain active. For every five circles active, the effects of breath weapons directed at the wizard will be reduced by 1 HP per damage die, with 1 HP per level being the maximum reduction allowable. But, unless the breath weapon causes less damage than the current hit points of a circle, it will assuredly disrupt the entire field of circles in the process. While the circles orbit the wizard he is at a -1 to-hit penalty for every circle active whenever a to-hit roll is needed, including spells. The wizard may create fewer circles than the maximum possible. The material component of this spell is a single gold piece for every circle created. All pieces are thrown into the air where they disappear and are replaced by the floating circles. Selective Defiling (Alteration, Necromancy) Range: 20 yards Components: V, S Duration: Special Casting Time: 3 Area of Effect: Special Saving Throw: Negates Author: Matthew Charlap As a preserver is avidly against defiling, the typical preserver, after sufficient experience, will realize what causes defiling, and why preserver spells don't defile. As such, he can learn to use this knowledge for his own good. This spell may emulate any cantrip-like effect, the energy for the spell being drained from a specific plant source. The spell can be used for two specific purposes - any other use is strictly prohibited to one who wishes to preserve the land. *To kill a carnivorous plant that is a threat. Because of the selective nature, the preserver can drain the plant's life without affecting the non-hostile plants around it, and will thus leave the soil nutrient rich. *To neutralize organic poisons. Organic poisons, since they are made from the basic elements of life, are also affected by defiling spells, but only if specifically targeted. Note that with this use, another spell effect should not be allowed. Any other use of this spell condemns the wizard to the penalties normally associated with a preserver casting a defiling spell. Shadow Bridge (Illusion/Phantasm) Range: 20 feet Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: 5-foot wide, 5-foot long per level rectangle Saving Throw: Special Author: Aaron Wigley This brings into being a shadowy construct that people who believe in it can see clearly. The wizard automatically believes in the spell, others have to save versus spell to do so. The bridge will support any weight put upon it, as long as that weight is put there by people who believe in the spell (physical objects dropped onto the bridge will fall through), even if there is no apparent support. The bridge can take on the form of a bridge, staircase or ladder. The bridge lasts for the duration, but only as long as the wizard concentrates on it and has line of sight with it. The wizard can discontinue the spell at any time. Shadow Stave (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 3 rounds per level Casting Time: 8 Area of Effect: Special Saving Throw: None Author: Aaron Wigley This spell brings into being a dark, hardwood quarterstave, that gives off a slight, dark glow. The stave is woven from wisps from the plane of shadow, and remains in existence for the duration of the spell. The weapon is considered to be magical, with a +1 rating per every 5 levels of the wizard (+1 to-hit, +1 damage, -1 initiative). The wizard has the weapon ready to parry or attack at the end of the casting, (somatic components allow the action of a normal quarterstave attack). Only the wizard can use the weapon. If the staff is dropped, only the wizard can pick it up. To all others it is insubstantial. The wizard can phase the weapon in and out of reality (this action is considered to be at speed 1, and can be combined with a normal attack, for example, to phase the staff into reality, and perform a normal attack, the weapon speed is 1 higher than normal). While it is phased out of reality, the staff is only solid in the wizard's hands, it appears to be a shadow of its normal form, and it can pass through physical objects. While phased, it can hit incorporeal objects that are involved with the shadows. The weapon does 1d6 + the plusses listed above points of temporary damage (that lasts for an hour) to physical beings. Illusionary beings and beings made from shadows take permanent damage. Material components are powdered carbon, and at least a splinter of hardwood. Shadowfire (Alteration, Invocation/Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Special Author: Peter Gourlay Shadowfire combines fireball and darkness, 15-foot radius. The spell creates an immobile area of darkness, 20 feet in radius. The instant after the spell is cast, the darkness is filled with rippling black fire, doing 1d4 points of damage per level of the wizard, to a maximum of 10 dice. A saving throw is allowed for half damage, but not to ignore the darkness. The damage only occurs on the first instant, not in subsequent rounds. Unlike a fireball, the flames do not adjust to fill thier maximum potential volume. The material component is a lump of coal. Shailar's Spell Concealment (Illusion) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: The caster Saving Throw: Special Author: David E. Brooks Jr. and Elizabeth H. Brooks By use of this spell, it becomes possible for a wizard to conceal the motions and sounds used to cast spells. Essentially, an illusion of the caster performing mundane activities applicable to the current situation is created, i.e., eating food if at a banquet or browsing through goods at a bazaar. Viewers that suspect that something is amiss are allowed a saving throw versus death magic at a -2 to negate the effects of the spell in so far as the viewer is concerned. Viewers that make their saving throw are allowed to communicate the truth of the fallacy to others, thus allowing them one additional saving throw with a +2 on the die roll. The reaction of the viewers is entirely dependent upon the situation at hand (peasants and serfs might become frightful, while regents and royalty could be infuriated, for instance). If desired, the Wizard may cancel the spell at any time. The spell lasts for 1 turn per level of the caster or until the wizard character has cast any quantity of spells equal in level to the experience level of the wizard. Shut Up (Alteration) Range: 60 feet Components: V, M Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Jim Vassilakos This spell causes the mouth of the victim to disappear (only skin will be present) for the duration of the spell. The victim may not talk (except in muffled noise), nor place any objects in his mouth. When cast against a wizard, a dispel magic will negate shut up; however, concentration of any previous spell in the works will be broken. The material component is a plaster. Snowball (Evocation) Range: 10 yards + 1 yard per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 2-yard radius sphere Saving Throw: 1/2 Author: Unknown A snowball is an explosive burst of cold gas, which comes into being with a loud "whoosh" and delivers damage proportional to the level of the wizard who cast it, i.e., 1d6 points per level of the wizard. The snowball doesn't expend a considerable amount of pressure, and it will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume (the area which is covered by the snowball is a total volume of roughly 33000 cubic feet). Besides causing damage to the target, the snowball freezes all liquids within its radius. Items exposed to the spell's effects must make a saving throw to avoid being affected. Items with a creature which makes its saving throw are considered to be unaffected. The wizard points his finger and speaks the range (distance and height) at which the snowball is to come into being. A streak flashes from the pointing digit and unless it impacts upon a material body prior to attaining the pre-described range, blossoms into the snowball. If creatures fail their saving throws, they all take full hit point damage from the spell. Those who make their saving throw manage to dodge, fall flat or roll aside, and thus take only half damage from the effect of the spell. The material component of this spell is a hollow crystal filled with water; suspended in the water are tiny white quartz flakes (cf. fireball). Sonoric's Magic Tracker (Divination) Range: Special Components: V, S, M Duration: 1d4 rounds + 1 round per level Casting Time: 3 Area of Effect: 20-foot radius sphere Saving Throw: None Author: Tim Prestero With this spell, the wizard is able to illuminate the tracks of any being of which he has a some item that was in contact with the being a number of turns equal to the wizard's level previously. The item could be anything from a shirt, to a scrap of hair, or drop of blood. The tracks are only visible to the wizard, and only tracks within the area of effect are visible. The spell only illuminates tracks within the spell's area of effect (which moves with the wizard), and will only illuminate tracks made on a solid surface (i.e., if the being being tracked took to flight, or dove into water, the trail would end there). However, if the wizard is able to reach the spot where the trail was resumed (i.e., the being being tracked wades out of a river at a certain spot), the wizard may resume tracking. It is up to the wizard to determine which direction leads to the most recent tracks (i.e., which are coming and which are going), although the spell does illuminate a "footprint" of the being which is being tracked. The spell will allow the wizard to track the being if it climbed walls, and even if it tried to obscure its path, by throwing dirt over it. Objects over 3 inches thick covering the path, however, do obscure it. The material component of the spell is some thing which had been in contact with the creature to be tracked, up to the wizard's level in turns previously. Once the spell is cast, the wizard need not carry the item with him. Sonoric's Trance (Divination, Enchantment/Charm) Range: Special Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 10-foot radius sphere Saving Throw: None Author: Tim Prestero This spell allows the wizard to mimic the actions of a creature, provided the actions occurred within a number of turns equal to the wizard's level. During the casting of the spell, the wizard must touch some object which the target creature was in contact with for at least a round, and that contact must not have occurred more than the wizard's level in hours previously (this object is not consumed in the casting). Upon casting the spell, the wizard goes into a trance, during which he loses all control of his actions (save versus spell at -4 to break spell), and begins mimicking the most recent actions of the target, provided the actions occurred within the area of effect. The spell does not allow the wizard to mimic actions of which he is incapable, such as climbing walls, or broad jumping 20 feet, and the wizard merely imitates any spells the target may have cast, and doesn't actually cast the spell (although observers may recognise the spell he is attempting to cast). If the target did something which would take it outside of the area of effect, such as rapid movement beyond the abilities of the wizard, or teleportation, the spell is broken. The wizard must decide how far back in time he would like to begin mimicking the actions of the target. The actions of the target may take the wizard beyond the original area of effect, but there is a 10-foot radius sphere over which is determined whether or not the target left the area of effect. The wizard has the option of casting such movement spells as fly and feather fall, prior to trance, to facilitate movement such as climbing, and even flying, and to take the pain out of such actions as falling (if the target was a clutz). The target must be man sized, and humanoid. The wizard's trance will be broken by such things as damage, slapping, and other unpleasant stimuli. Soul Safe (Abjuration, Necromancy) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: Special Author: Geoffrey Edward Fagan With this spell, a necromancer stores the soul of the recipient in a piece of jet, the material component. While his soul is thus protected, a character suffers a penalty of -2 to attack rolls and saving throws, he does not heal naturally, and magical healing functions on him at only half normal efficacy. If the character is slain by undead while under the effects of this spell, however, his soul cannot be corrupted and forced to rise as undead itself (though the body can still be animated as a zombie or skeleton). If the soul safe is destroyed, or if the spell expires, the soul will return (across any distance) to its body, unless that body is dead, in which case it will journey to its final resting place. This spell affects only races with souls: dwarves, halflings, and humans. Speak with Dead (Necromancy) Range: 1 foot Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One creature Saving Throw: Special Author: Peter Gourlay This spell is similar in operation to the 3rd-level priest spell. The wizard must have the majority of the remains of the body, including the head or skull. The dead are as evasive as possible when questioned. Though the dead cannot tell outright lies, they will tell half-truths or be very cryptic. The dead will have great though not total knowledge of the wizard and his goals (the DM should assume that whatever he knows, the dead person also knows). This spell is more powerful than the priest spell, but the dead tend to be as unhelpful as possible. Even dead people who agree with the necromancer will dislike being summoned. This spell cannot be cast more than once per month on any single creature, and any creature summoned more than once in any given year by the same necromancer receives a +3 to its saving throw. Wizard's Maximum Length Time Number of Level of Time Dead Questioned Questions up to 6 1 month 3 rounds 3 7-8 1 year 5 rounds 5 9-12 10 years 1 turn 7 13-15 100 years 1 turn 9 16-20 1000 years 2 turns 11 21+ any 2 turns 13 A necromancer specialist always casts this spell as if he were one level higher. Players should be forewarned of possible side effects of casting this spell (loosing spirits, attracting the attention of lower planar powers, etc.) that occur at the discretion of the DM. Spellcrystal III (Conjuration, Invocation) Range: 0 Components: V, S Duration: 3 months + 2 months per level Casting Time: 3 rounds Area of Effect: One crystal, worth at least 300 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.). Spider Call (Conjuration/Summoning) Range: 20 yards Components: V, S, M Duration: 2 rounds + 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Peter Gourlay Spider call summons a variable amount of spiders to fight for the wizard. The spiders will fight for the duration of the spell and then disappear, but they cannot be used for other tasks. This spell was developed by drow wizards in the service of Lolth. Spiders are selected from the following table, depending on the wizard's level: Wizard's Level Summoned Spiders 5-7 large 8-10 huge 11-13 giant 14+ phase The wizard can summon up to 1 HD of spiders per level (drop all fractions). Giant spiders count as five Hit Dice and phase spiders count as six. A wizard can always summon spiders from a lower level. Only one type of spider can be summoned, and all remainders are lost. Giant water spiders can be summoned at eleventh level and giant marine spiders at fourteenth. Other types of spiders can also be summoned, at the DM's discretion. The material component of this spell is a drop of the wizard's blood. Spirit Call (Conjuration/Summoning) Reversible Range: 10 yards Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Unknown This summons one incorporeal spirit of Hit Dice equal to one half the wizard's level from the astral plane. The round after it is summoned, it will begin to perform services for the wizard. In its native form, it is a powerful unseen servant which can go up to 100 yards from the wizard, lift 50 pounds per Hit Die, and fly at 18. This form has a punch for 1d6 points of damage, AC 0, and takes one point of damage from any weapon blow. Secondly, it may provide animating force to a body or statue, in which case it uses whatever weapons or armour are available (a stone statue will be AC 0, damage 2d6 or by weapon, MV 9, unless affixed or possessing wings). Thirdly, it may attempt to take over the body of one enemy creature. The being so affected is allowed a saving throw, and the spirit will be forced back to the astral plane immediately if the saving throw is successful. If the saving throw fails, effects are as a domination for the duration of the spirit call, but the domination cannot force someone to use magic (the spirit would not understand the instructions). A spirit who has less than half of its hit points left will be unable to possess someone. The spirit can be forced back to the astral plane by a successful dispel magic, or by casting the reverse of this spell, dismiss spirit. The material component is a piece of candy. Spiritwatch (Necromancy) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: 100-yard per level radius Saving Throw: None Author: Kurki Risto This spell will summon and bind the spirit of a recently dead person to watch over and guard the caster or an area specified by the caster at the time of the casting, for the duration of the spell. The spirit is obliged to warn the caster, but only about any visible and obvious threat that it can sense or about any intruder on the warded area, as specified by the caster. The only person able to communicate with the spirit is the caster. The material component is a recently deceased body. Steamball (Evocation) Range: 1 yard + 1 yard per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is identical to fireball except that it creates a blast of super hot steam instead of fire. The material component is a ball of bat guano and salt from boiled seawater. Steelskin (Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None Author: Peter Gourlay This spell hardens the skin of one creature so it is better able to resist physical attack. A creature protected by this spell has its Armour Class lowered by two, and takes -1 on each die of damage from physical attacks. The material component of the spell is a small steel bar. Stone Limbs (Alteration) Range: 10 yards per level Components: V, S Duration: 2 rounds per level Casting Time: 3 Area of Effect: 1d4 creatures in a 40-foot cube Saving Throw: Negates Author: Peter Gourlay Unless the victims save versus spell, they will find that all of their limbs, and indeed their entire bodies, have grown heavy and stiff. All to-hit rolls are at -2, and Armour Class is raised by two. Initiative rolls are made with a +3 penalty. The creature's movement rate is cut in half, and non-magical flying is impossible (though creatures that are flying when first affected by this spell will glide to the ground, not fall). Stoneskin II (Abjuration) Range: 0 Components: V, S, M Duration: Infinite Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Jim Vassilakos The recipient of this spell is completely immune to one non-magical attack. Only one stoneskin can be cast on one creature, any next one cancelling the previous one. The material component for this spell is a diamond worth at least 300 gp. Stren's Improved Floating Disk (Conjuration, Evocation) Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: Special Area of Effect: Special Saving Throw: None Author: Dean Dretske This spell is an improved version of Tenser's floating disk. The big improvement is the speed of the disk - now 30. The disk can also move from 3 feet to 30 feet off the ground or water. The disk movement is based relative to the wizard, which prevents the wizard from riding their own disk. However, if two wizards use this spell, they can ride each others to travel. This travel can either be in the form of independent movement (tricky to communicate since somebody else is steering yours) or master-slave. In the master-slave travel, one wizard steers a disk while he rides on a disk which stays the same distance from its wizard. S1 <--> S2 <--> M Caster 1 is the master and riding in the back (caster 3's disk). Caster 2 is in the front riding on the master's disk - his own disk stays x feet behind him. Caster 3 rides in the middle and his disk also stays x feet behind him. Caster 1 steers the chain while the other two can sleep, eat, cast spells, etc. All other parameters are the same as Tenser's floating disk. Strength of the Damned (Alteration, Necromancy) Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: 1 turn Area of Effect: Person touched Saving Throw: None Author: Garinthrall This is a variant of the 2nd-level strength spell. Unless otherwise noted it mimics the effects of strength. This spell can only be cast on a willing recipient. This spell utilizes a creature's own life force, temporarily binding it with negative material plane energies, channelling the resulting energy flow to produce unholy strength in the spell recipient. Strength gained is based upon class as follows: Class Strength Gain Warrior 1d10 points Wizard 1d6 points Priest 1d8 points Rogue 1d8 points All character classes, not just warriors, have the chance to jump into exceptional Strength ratings as if they were warriors providing that this spell gives the recipient greater than 18 Strength. Warriors, on the other hand, are allowed to advance as high as 19 Strength through the use of this spell. The recipient of the spell will undergo a minor change in appearance as well while the spell's duration is in effect. Bright, white, pinpoints of light will glow in the centres of the subject's eyes as a result of the large quantity of negative plane energy that is being utilized to augment the character's Strength. At the end of the spell's duration, the recipient will experience a terrible backlash from the exertion upon his life energies and the terrible experience of such close contact with negative material plane energies. As the spell's duration ends, the recipient must make a saving throw versus death magic. Success means that he takes only 2d8 points of damage. Failure indicates that the life force of the character was damaged greatly and the character takes 2d8 points of damage and also loses one life energy level (experience level, Hit Dice, etc.). Creatures without Strength ratings receive a bonus of +2 to attack and damage rolls on all attacks. The material component for this spell is a bit of bone from a giant skeleton or a pinch of vampire dust. Styrman's Fireform (Invocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Styrman This spell causes the wizard to be surrounded by an aura of magical fire. It will cause non-living objects not in the initial area when spell is launched to burn (i.e.: the wizard doesn't end up naked). It does 2d4 points of fire damage to anyone within 10 yards of the caster during the duration of the spell. It can be cancelled by very heavy rain or immersion. During the duration, it adds the effects of fire resistance upon the caster, but increases cold damage by +1 per dice. Obviously, Styrman developed iceform as well (use your preferred components, sulphur and glass or mashed firenewt brains and snowman's broom respectively, or whatever). Suggest Illusion (Illusion/Phantasm) Range: 6 yards + 1 yard per level Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 3 Area of Effect: One creature per 3 levels Saving Throw: Negates Author: Paul D. Walker This devious spell causes a targeted creatures to believe that they have just discovered and successful disbelieved an illusion. This is a bit of misdirection caused by the wizard, as the item selected by the wizard to be believed as an illusion could actually be real. This spell could be great for causing enemies of the wizard to walk into a pit because it "does not really exist". If the victim has a reason to believe that a so called illusion is actually not an illusion, then he get a saving throw versus spell to actually determine if the item is an illusion or not. The material component of this spell is a bit of burning incense, which of course adds to a magical "atmosphere", thus making the victims believe even harder that they are really seeing an illusion. Tanach's Timely Component (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Sol Sukut This spell is useful for creating a component when away from a guild or supply point. The spell is cast as the wizard names the desired component. If the component is monetary, such as jewelry or powdered gems, twice the amount required in gold pieces must be held in the wizard's hands during casting, that is, 500 gp worth of powdered ruby requires 1000 gp or 1000 gp worth of gems or jewelry. The desired component will appear at the end of the casting. Note: the component will not appear in a containment vessel if one is required. The wizard must hold this in hand as well and the component will then appear in the held vessel. Teeth and Claws (Illusion/Phantasm, Necromancy) Range: 60 yards Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: One creature Saving Throw: Special Author: After casting teeth and claws, the caster merely has to advance towards his intended target, baring his teeth and hands predatorily before tossing a tooth or claw at the target. If the creature fails its saving throw versus spell, it sees the advancing spellcaster as something or someone inimitable and flee. What follows is not entirely in its mind. The sound of claws scrabbling over the ground and teeth snapping are audible to all within hearing range. Outside of the target's mind, teeth and claws has no physical body aside from four sets of claws and a mouth full of teeth. Teeth and claws is 90% invisible in shadows and darkness. It is fuelled by the target's imagination and fears, and continues pursuit until the target successfully disbelieves in it. Therefore, doors and other barriers would only delay pursuit. Teeth and claws will pace and claw at the barriers. Should these barriers be removed and the victim continues to believe in it, teeth and claws resumes pursuit. If it catches up with the target, it will attack as a 1 HD creature (4 claws at 1d2, teeth at 1d4). Teeth and claws can only be attacked with +1 weapons or better. The spell expires when the target successfully disbelieves it or if it takes 8 points of damage. The creature has AC 4. The material component is the a tooth or claw from some predatory creature - prepare yourself - and turns to dust in either case. It does not affect the phantasm's appearance because it has none outside of teeth and claws. Teht's Improved Scent Masking (Alteration) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature or item Saving Throw: Negates Author: Joe This spell is similar Drawmij's scent mask in the Greyhawk Adventures hardcover, with the added benefit of not only masking the scent of the recipient, but also to enable the target to smell like something else. However, the recipient is not immune to the smell, so don't make your friends smell like troughs. The material component is a piece of what you wish to make the target smell like: skunk fur to freshen up your mother in law, for example. Telepathic Familiar (Divination) Range: 1 mile + 1 mile per 2 levels Components: V, S Duration: 1 hour per level Casting Time: 1 round Area of Effect: One familiar Saving Throw: None Author: Unknown This spell enables the wizard and his familiar to communicate mind-to-mind as though they were speaking with each other. It provides for greater understanding and depth of communication than is enabled by the empathic link automatically conferred by the find familiar spell. If the wizard and his familiar become separated by a distance greater than that allowed while the spell duration is still in effect, the spell does not wink out but begins functioning again if the distance is closed. Tenser's Deadly Strike (Enchantment) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Tenser This spell improves the martial prowess of the wizard. All melee attacks made by the wizard are at the usual chance to hit, but every successful attack does maximum normal damage to the opponent for the duration of the spell. The spell only affects hand-held melee weapons and hurled weapons, not device-propelled missile weapons. The material component is a set of tiger claws. Thunderball (Invocation/Evocation) Range: 100 feet Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Jeff Smith When the spell is cast, a ball of fire (like a fireball) blossoms, that does 10 points of damage. If the victims fail their saving throw, they are also stunned for 1 round per level, because thunderball also hits them like a concussion grenade. Because of the concussion aspects, things such as skeletons are also affected. A very simple spell, but not one to be used underground, as the concussion could cause a cave in. The material component is rain water from thunderstorm. Thunderclap (Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius circle Saving Throw: Negates Author: Ally's Spellbook At the completion of this spell, a powerful sound wave emanates from the caster in a deafening boom. All creatures (excluding caster) must save versus death magic or be stunned for 1 round per 3 levels of the caster's ability. Creatures making a successful saving throw are deaf for 2 rounds per level of the caster (as per magic missile). Stunned creatures fall to the ground and are incapable of any actions. The material component is a bit of ash of a tree struck by lightning. Timejump (Alteration, Enchantment) Range: 0 Components: V Duration: Special Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Joseph Delisle Timejump allows the teleport ahead in time by roughly 60 seconds. When the spell is cast, the wizard disappears for 1 round, and then reappears in the same place. For the wizard, the shift in time is instantaneous, so he cannot prepare for "re-entry" in any way. The wizard reappears at the same time in the round that he disappeared (using initiative as a clock), and cannot take any actions during the round of "re-entry". If a solid object is blocking the spot where the wizard will reappear, then he will be trapped in the astral plane. Getting home is up to the wizard. Timespeed (Alteration, Enchantment) Range: 30 feet Components: V, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: One creature per 2 levels in a 20-foot long square Saving Throw: None Author: Joseph Delisle This spell is similar to a haste spell, but instead of speeding up the recipients' metabolic reactions, timespeed alters the flow of time around the recipients. As a result, for every minute that passes in the real world, 2 minutes pass for those affected. Because time itself is being changed, those affected by this spell do not age. On the down side, all spells or spell effects cast on the recipients of a Timespeed only last half as long (going by "real world" time), regardless of whether or not they were cast before or during the Timespeed. The maintenance cost of psionic powers that affect only the psionicist is doubled as well. Wizards cast spells as if they were under the influence of an alacrity spell (see the Tome of Magic). The material components are two clock faces painted on slate, one an hour ahead of the other. These are consumed during the casting. Tomelore (Divination) Reversible Range: 0 Components: V, M Duration: Special Casting Time: 15 rounds Area of Effect: Book touched Saving Throw: None Author: Unknown With tomelore, the wizard knows whether a text is cursed, what language it is in, its author, and other general information about its contents. Nothing specific about its safeguards, contents, or history will be revealed, though. The material component is a lens, and is not consumed in the casting. The reverse of this spell, tomelie, makes all of the above information seem to be other than it is when determined using divinatory spells. It lasts for one month unless dispelled. The material component or the reverse is a drop of black ink. Twilight's Companion (Conjuration/Summoning) Range: 1 mile per level Components: S, M Duration: Special Casting Time: 2d12 hours Area of Effect: 5 animals Saving Throw: Negates Author: Robert A. Howard This spell is a more powerful version of the 1st-level find familiar. When the spell is cast, five animals will be summoned to the caster. The caster chooses whichever animal he wants as his familiar. The familiar will usually be stronger than others of its kind (roll normal Hit Dice, rerolling any rolls of 1, 2, or 3). In addition, the animal will be smarter than normal animals (roll 2d4 for Intelligence, adding on normal creature Intelligence to the result). It is possible to gain pseudo-dragons or other exotic creatures as familiars with this spell. In all other ways, this spell is similar to the find familiar spell, except that along with the herbs that must be burnt, an offering must be made - if raw meat is offered, for instance, then you could get a wolf, a coyote, a hawk, a badger, and a bobcat to arrive, all of whom make savings throws versus death magic. If they save, then they will just flee, and the caster must make his choice from those animals that remain behind. The caster can refuse all of the animals, but must wait for at least a year before casting this spell again. Twilight's Darkness Bubble (Alteration) Range: 10 yards per level Components: S, M Duration: 5 rounds per level Casting Time: 4 Area of Effect: 30-foot sphere Saving Throw: None Author: Robert A. Howard This spell creates a thin bubble of darkness which light cannot penetrate. However, on the inside of the bubble, light can exist, though the viewer cannot see beyond the darkness bubble. The material component for this spell is a piece of obsidian. Twilight's Rope of Floating (Alteration) Range: 0 Components: S, M Duration: 5 rounds per level Casting Time: 1 round Area of Effect: One 20-foot per level rope touched Saving Throw: Special Author: Robert A. Howard This spell will allow a silk rope of good condition to temporarily duplicate the characteristics of a rope of climbing. In addition, the rope can even float vertically across open air and attach itself to an object, for example on the other side of a chasm. One turn after the spell is completed, the rope will burst into flames and consume itself. The rope itself is the material component for the spell. Vanquil's Clinging Pockets II (Alteration) Range: 0 Components: V, S, M Duration: 1 hour + 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Joseph Delisle This spell is almost identical to the 1st-level version, except in the area of effect: the caster can choose a person to bestow this spell upon, who gains all the benefits of the spell and is not hindered by it. Also, all pockets, pouches, backpacks, etc. that the person is carrying are protected by one casting of this spell. Vanquil's Immunity to Pain (Enchantment, Illusion/Phantasm) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Special Author: Joseph Delisle This spell is a mixed blessing. It prevents the subject from feeling any kind of pain, either from wounds or artificially induced (i.e., magic, psionics). Thus, wizards and psionicists can use their abilities regardless of what kind of damage they take in a round, and tortures and pain-inflicting abilities (like the psionic Inflict Pain) do not affect the recipient. On the down side, the recipient is unaware of any hit point losses, poisoning, disease, etc., and does not know if he has been hit or needs healing. The recipient could be down to 1 hit point and not know it. Low Intelligence creatures tend to feel invulnerable while under this spell (no pain, no injury), while higher Intelligence ones realize the danger of the situation. Unwilling creatures get a saving throw versus spell. Vanquil's Snowball (Enchantment, Evocation) Range: 25 yards per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special Author: Joseph Delisle This spell functions like improved version of Snilloc's snowball (although developed without knowledge of Snilloc or his spells). When cast, it creates a blue-white snowball in the wizard's hand, which is then thrown in the same round, with a chance to hit equal to the wizard's THAC0 plus 3. As it flies towards the target, the snowball expands to become a 3-foot diameter mound of snow. Neither shield nor protection from normal missiles (or similar spells) will stop the snowball, but a minor globe of invulnerability will. Immunity to cold will not prevent damage, nor being knocked over if the saving throw is failed, but will prevent the target from being unable to cast spells. If the target makes his saving throw versus spell, he takes 1d2 points of damage per wizard level (maximum 8d2 points of damage), and cannot cast spells in that round or the next round. If the target fails his saving throw, he takes 1d2 points of damage per wizard level (up to 8d2), is knocked down (i.e., prone), and the intense cold prevents spellcasting for the next 1d6+1 rounds (due to severe shivers and chattering teeth). This spell was developed as an anti-spellcaster weapon, and definitely not intended for general use. It appears here only because the formula was stolen by an ungrateful apprentice of the elven mage Vanquil. Despite the fact that the apprentice was killed by Vanquil himself less than two weeks after the theft, the spell had already been circulated to several unscrupulous wizards. Warstone (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Unknown This spell enchants up to three small pebbles, which can be no larger than sling bullets. They can then be hurled or slung at an opponent. The warstones have a +3 to-hit and to damage, and are considered to be enchanted for purposes for determining if a creature can be struck. Upon striking, the stone shatters and flings shards in a 5-foot radius, inflicting 1d3 points of damage, or only 1 if the stone is smaller than sling bullet size. The stone will still shatter if it misses. The material components are three unworked stones. Whisper's Acid Glob (Evocation) Range: 10 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: Special Saving Throw: 1/2 Author: Robert Johan Enters This spell is similar in nature to fireball and lightning bolt. However, the spell is limited to a single glob, and has no area effect. On the other hand, the acid glob will do 1d8 points of damage per level of the caster. The glob is a yellowish substance that splatters all over the target upon impact. However, if the target saves, the glob hits only scathingly, and the remaining half will travel on, and thus might hit someone else, should another creature be standing behind the primary target. This target saves to see if he gets only half or no damage. Whisper's Bolt of Darkness (Necromancy) Range: 10 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: None Author: Robert Johan Enters This spell is similar to a fireball, except that there is no saving throw, and the damage is only 1d4 points per level. The spell is also not affected by such spells as globe of invulnerability, various shield spells, wall of force, etc. It will sail right through them. Only magic resistance or an anti-magic shell can protect the target(s) of this spell. Whisper's Icy Avalanche (Evocation) Range: 10 yards per level Components: V Duration: 1 round per level Casting Time: 1 Area of Effect: 15-yard radius area Saving Throw: None Author: Robert Johan Enters The casting of this spell brings five feet of ice and snow to come crashing down in the area of effect. All those caught under the ice and snow will be hurt for 5d8 HP. After the first round, all those not protected against cold will receive an additional 1d4 points of damage per round. Crawling movement out of the snow (the only method save flying or dimension door or other such magical methods) is only 5 yards per round, and extremely strenuous. After exiting the snow and ice by crawling, the target(s) must regain their breath for 6 seconds per yard traversed. Fireballs, walls of fire and similar magics will melt the ice and snow in a single round, though those trapped will then suffer those effects. Note that one's protection from cold needs not necessarily be a magical spell or such. Warm clothing and the like (see the Wilderness Survival Guide) will also protect against the cold, though there is no protection against the first 5d8 HP, since that is mostly impact damage. Whisper's Major Rune of Armouring (Alteration) Range: 0 Components: V, S Duration: 1 week per level Casting Time: 2 turns Area of Effect: Garment touched Saving Throw: None Author: Robert Johan Enters This spell is the same as the 1st-level Whisper's rune of armouring spell, with the following exceptions. The Armour Class increase is two points on any the allowed garments, and the spell could also be applied to certain kinds of armour, if the wizard is capable of wearing them, being dual class or multi-class. If cast on armour rather than cloth, the power of the spell is reduced to an increase of one in the Armour Class. The armour cannot already have been magical, nor will the spell be effective on more than two pieces of armour worn at the same time: a helmet and armour, armour and shield, whatever combination the caster desires. If the major rune is cast on a garment already containing a regular rune, the major rune will supersede, and replace the regular rune. If the spell is used on a piece of armour, and the caster wishes to also wear a cloth garment with the spell, only one garment can be so enspelled effectively. Thus one armour and one cloth would work, the armour increased by one Armour Class, the cloth by two. Whisper's Minor Screaming Meteor (Evocation) Range: 60 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One creature Saving Throw: Special Author: Robert Johan Enters This spell causes a meteor to come swooping down from the skies, and rush headlong at its intended target. The meteor comes in with a terrifying shrieking noise. The meteor will unerringly strike a single target. If the target fails a saving throw versus paralysation, the noise of the meteor will have him transfixed, and unable to move. The meteor will strike for maximum damage of 1d4+2 per level of the caster. If the target does make its initial saving throw, he may attempt to dodge the meteor, if he declares that as his action (do not automatically roll a saving throw), rolling a saving throw versus breath weapon, in an attempt to halve the damage sustained. Since the meteor will come swooping in from the sky, the spell can only be cast when open air is somehow available, though the spell could be cast in a room with a fireplace for example. The material component is a small phosphor crystal which is crumbled to dust during the casting process. Wimbly's Enwrapment (Alteration) Range: 5 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: One creature Saving Throw: None Author: Paul D. Walker When this spell is cast, a little blob of a sticky, web-like material flies toward it's target and completely wraps it in a very strong, very sticky webs. The webs cannot be broken unless the target creature has at least a 23 Strength. To determine if the blob hits, roll the attack as if the blob was a monster of Hit Dice equal to the wizard's level. There are 3 applications of this spell: *as a glowing sigil drawn in the air by the wizard and pointed at the intended target *as a glyph marked on a surface that is touched or gazed upon *as a small character written on some magic work to protect it The material components of this spell are some strands of web that a giant spider uses to bind up its captured prey. Winthrop's Undead Summoning II (Conjuration/Summoning, Necromancy) Range: 30 yards Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 2 Area of Effect: Special Saving Throw: None Author: Al Singleton (Isaac Winthrop) This spell is like monster summoning, except that the spell is forgotten when the caster learns a higher-powered version of the spell. This causes the caster to lose the ability to cast this lower-level version and it even disappears from his spellbook (this spell is normally transcribed from a scroll). Any one of the following undead may be chosen to be summoned: 2d6 skeletons, 2d4 zombies, 2d4 ghouls or 1d6+1 shadows. The undead appear at the end of the casting and fight to the best of their ability until slain, the duration expires, they are released, or they are further than 30 yards from the caster (the caster may not intentionally move out of range, nor may the undead for they are not free-willed while under the spell). At such time, they return to their point of origination. The material component is a lit candle inside a small bag.