Fourth-Level Spells A Lert (Conjuration/Summoning, Evocation) Range: 0 Components: V Duration: 2 turns per level Casting Time: 1 Area of Effect: 10-foot per level radius Saving Throw: None Author: Jeff Tolle This spell summons into being a lert, which is a small, blue, humanoid creature. This creature is insubstantial, and thus can neither attack, nor be attacked. A lert's main purpose is to alert the party members of imminent danger. It can sense behind doors and around corners, and will telepathically inform the wizard of any danger it senses, provided the wizard is awake. Acid Spray (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: Special Saving Throw: 1/2 Author: Paul D. Walker When this spell is cast, it causes a cone shaped spray of acid to extend outwards from the wizards hand. The length of the cone is 5 yards per level of the wizard and the cone terminates with a circular area with a radius of 2 yards per level of the wizard. The start of the cone is a circular area of a 1-foot radius. The damage from the acid is 1d4 + 1 per level of the wizard. The material component of the spell is a vial of acid which is thrown in the direction which the cone will go. Advanced Magic Mouth (Alteration) Range: 10 feet Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One object Saving Throw: None Author: Unknown This spell is identical to magic mouth except in that the maximum activation range is only 10 feet and that it will continue to function as instructed, over and over, until the object is destroyed or the dweomer dispelled. Alcoreax's Icetrail (Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: Negates Author: Alcoreax This spell creates a wave of hardened ice which the wizard actively directs. After casting, the wizard simply taps the ground to activate the spell. The wave of ice begins where the wizard taps the ground, and reaches its full dimensions after advancing only 10 feet. It travels at a speed of 40 feet per round. The crest of the wave is 10 feet high and 15 feet wide; after the crest of the wave has passed, the remaining "trail" is only 3 feet high. Creatures coming into contact with the crest suffer 2d6 points plus 1 point damage per level of the wizard, or half this amount if the creature is cold-using (in general, cold-dwelling creatures take half damage from this spell, rounded down, and cannot suffocate as a result of this spell). In addition, creatures of less than large size must save against paralysation or be buried under the crest. Buried individuals take an additional 1d3 points of cold damage each round and must initially make another saving throw against paralysation or start to suffocate under the ice (use the rules for drowning). Trapped creatures may break free, taking 1 more point of damage per level of the wizard from sharp ice. The crest of the wave can be disrupted by 30 or more points of fire damage, or negated by a wall of fire in any case. At the end of the spell duration, the crest of the ice wave immediately loses all momentum and melts; the spell will cause no more damage, and trapped creatures can easily break free taking no damage. The material components for this spell are a steel pin and a glass of icewater. Alcoreax is the headmaster of Talarin Niulivius, one of the better magical schools on the continent of Niulivia. Alcoreax's icetrail is the only spell he has researched. This one took him over five years to develop. Alpha's Acid Rainstorm (Conjuration/Summoning) Range: 240 yards Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: 30-foot long square Saving Throw: 1/2 Author: Jason Nelson This spell, which functions only out of doors, causes thin streams of hissing violet acid to fall within its area of effect. All within the area must save versus spell or suffer full damage. The spell inflicts 1d8 per two levels of the wizard (rounded up). All exposed items in the area must also save versus acid or be destroyed. Characters under heavy cover which is not destroyed by the acid are fully shielded from the effects of the spell. The acid, once it strikes the ground, harmlessly disappears. The material component for the spell is a small vial of aqua regia and a strip of zinc. Alpha's Acid Resistance (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Jason Nelson This spell grants the subject complete immunity to acid, up to a point. The spell's basic duration is 10 rounds per level of the wizard. However, for every point of acid damage that would have been suffered by the character (after saving throws and any other protections have been considered), the duration of this spell is reduced by one round for every point of acid neutralised by the spell. This spell also protects the subject's equipment from needing to make any item saving throws versus acid for as long as the spell is in effect. The material component is a small glass vial containing lye and water. Alpha's Ball Lightning (Evocation) Range: 10 yards + 10 yards per level Components: V, S Duration: 4 rounds Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Author: Jason Nelson The caster of this spell can create one to four spheres of glowing electrical energy. These spheres resemble dancing lights (q.v.), and the wizard can control them in the same way. The spheres can be moved up to 120 feet per round. Each ball is about 5 feet in diameter, and any creatures approaching within 5 feet will dissipate that ball's charge. The charge values are: Number of Lightning Balls Damage Done 1 4d12 2 5d4 each 3 2d6 each 4 2d4 each A saving throw versus spell results in half damage, indicating that contact was across an air gap. Note that more than one creature approaching within 5 feet in a single round can be affected by the ball if that occurs. Alpha's Chill of the Void (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 1 round Casting Time: 5 Area of Effect: 20-foot wide, 5-foot per level long path Saving Throw: None Author: Jason Nelson This spell brings forth a wave of supernatural cold, rolling forth from the wizard's outstretched arms to the maximum area of effect. Its cold vacuum kills all normal vegetation in the area except for trees, which have a 50%-100% chance to survive (DM's discretion, based on size and native environment). This cold inflicts 3d4 damage and the vacuum an additional 3d4 to all living creatures within the area of effect. Vegetable and fungoid monsters suffer double damage from this spell. The material component is a piece of ice. Alpha's Elemental Form (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: None Author: Jason Nelson Use of this spell enables the wizard to transform the matter of a creature's body into the stuff of a particular elemental plane. The elemental form enables the character to engage in normal combat with an elemental of the same or opposite form (i.e., water would allow combat versus water or fire elementals), or an elemental creature, without needing a magical weapon to hit. It also provides protection versus the same element as if a ring of warmth (+2 on saving throws, -1 per die of damage, regenerate 1 HP of elemental-caused damage per turn). The subject can also exist without danger on the appropriate elemental plane, and can move normally there. It does not empower the subject with perceptions not normally possessed (for example, seeing through the rock of elemental earth), but it does prevent elemental damage. A character possessing a ring of elemental command who assumes elemental form of the same type gains the cumulative effects of both, and is empowered with senses on the appropriate plane as if in normal air. If this spell is cast on the prime material, the spell will last 1 turn per level of the wizard. If cast on the appropriate elemental plane, or in the border ethereal of that plane, it will last 12 turns per level. If cast while on an elemental or para-elemental plane different from the form assumed, start with the base of 12 turns per level and halve the duration for each plane removed. An elemental form in opposition to the plane the wizard is on (air versus earth, fire versus water) cannot be assumed at all. The material component is a small amount of the appropriate element on hand (a handful of clay or earth or a torch flame will suffice). Alpha's Firefall (Alteration) Range: 10 yards per level Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: Special Author: Jason Nelson This spell is an improved version of the 2nd-level pyrotechnics spell (q.v.), specifically the fireworks application of that spell. That portion of the spell functions exactly as the pyrotechnics spell does with respect to duration, area of effect, saving throw, and the blinding effect created. However, the fireworks created by this spell are more along the lines of a geyser of brightly burning liquid fire, arcing upwards approximately 60 feet into the air and raining down within a 30-foot radius area surrounding the perimeter of the basic fire source. All in this area of effect suffer 2d6 fire damage with no saving throw allowed. Further, a central prominence of flame is thrown upwards by this spell, and the wizard may direct this column of fire at a single target within 60 feet of the fire source. This plume of fire will inflict 4d10 damage to the victim, although a saving throw versus breath weapon is possible to halve this damage. The liquid fire continues to burn during the following round, under the same conditions as during the first round, although the fire is less intense and causes only half the damage caused during the first round. Combustibles in the area of effect must save versus normal fire (if struck only by the burning spray) or magical fire (if the victim of the central plume fails his saving throw or if the central plume is directed at an inanimate object) to avoid being set afire. A creature who is within the area of the spray who is targeted by the central plume will not also suffer fire damage from the spray, as this minor flame is all but lost in the fury of the central prominence. The spray does not fall within the area of the original fire source, but only within 30 feet of the perimeter of the fire source. An aerial creature flying within 60 feet above the rising geyser of liquid fire is affected just as a creature on the ground would be, and may also be targeted with the central plume, if the wizard so desires. The material component for this spell is a lump of pitch mixed with sulphur, saltpetre, and magnesium, as well as an existing fire source. Alpha's Flames of Falroth (Alteration, Evocation) Range: 10 yards Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: Jason Nelson This spell conjures an extra-dimensional black flame to surround a single object or creature within range. This fire has exactly the opposite effect of normal fire, in that it restores creatures or objects burned to destruction by fire or acid to their original state. This will not restore life to a person slain by a fireball, but it will restore the body to full health, such that a raise dead will bring the character back to full physical health (though an amount of time equal to the time dead must be spent recovering from the psychological shock). Similarly, it will not restore enchantment to a once destroyed magic item, though a limited wish is capable of restoring the lost enchantment to the item reconstructed by the flames of Falroth. In order to restore an item or creature, the target must fail a saving throw of the same type that resulted in its destruction. Hence, plate mail destroyed by the breath of a black dragon must fail a saving throw versus acid, and an adventurer felled by a fireball must fail a saving throw versus spell. For effects against which there is no saving throw (for example, wall of fire), assume the saving throw to be as against breath weapon for creatures or magical fire for items. It is thus more difficult to restore items that were more difficult to destroy in the first place. One such saving throw may be attempted each round, and as many saving throws as desired may be attempted during the use of this spell. No object can ever be affected by this spell after the spell has been used on it once, whether or not it was successful. Once the saving throw is failed, the object will take 2 rounds to be fully reconstructed from its remains. The flames of Falroth may be moved to another object or creature at any time during the spell's duration, with 1 round of concentration on the part of the wizard. The flames of Falroth are very hostile to ordinary fire. They may be used as a fire extinguisher of sorts, and will extinguish a 10-foot cube of normal flame every round. Magical fire spells must be checked as per dispel magic, but multiplying the wizard's level by 2 for the purposes of determining whether the target spell has resisted the effects of the flames of Falroth. If this dispelling attempt is unsuccessful, the flames of Falroth will vanish back from whence they came. If cast at an elemental fire creature of any sort, the flames of Falroth will automatically cause 6d6 damage to that creature. After this initial attack, the target creature may make a saving throw versus spell at 3. If successful, the flames disappear without causing further harm. If failed, however, the flames continue to attack the creature's very substance, causing 3d6 damage every round. A new saving throw is allowed each round, the chance to save improving by 1 each round (-2 after the second round, then -1, etc.). This continues until the creature is dead, the wizard moves the flames away (after which time that creature will no longer be affected by the flames of Falroth); or until the spell expires or a saving throw is made - in both of these cases, the flames disappear. A fire-using or dwelling creature that uses fire but is not native to the elemental plane of fire (for example, a fire giant, a red dragon, or a chimera) will not be harmed by the flames of Falroth, but any external fire powers (fire breath, spells, immolation, etc.) will cause only half normal damage, as their effectiveness is mitigated by the flames. The material component is a bit of green wood, a handful of ashes, a smoky quartz crystal, and a piece of obsidian. Alpha's Hunting Pack (Conjuration/Summoning) Range: 30 yards Components: V, S, M Duration: 5 rounds per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Jason Nelson This spell summons into the wizard's vicinity a pack of canines who will fight on behalf of the wizard, if such is required. The composition of the pack will be as follows: D100 Roll Pack 01-10 4d4 jackals 11-60 3d4 wild dogs 61-90 2d4 wolves 91-00 1d4 dire wolves The pack will follow commands to the best of its ability, so long as they are relatively simple (attack, return, heel, etc.). If attacked by the wizard or his fellows, all creatures summoned will instantly disappear. The hounds can track as well as a 5th-level ranger, and can be commanded to perform this activity if it is requested of them (such as by allowing them to smell an article of clothing from the creature to be tracked, etc.). The hounds will arrive 1d10 rounds after the spell is cast. The material components are a piece of fresh, uncooked meat and a finely crafted silver or ivory hunting horn, worth not less than 100 gp, which must be sounded during the casting of the spell. Alpha's Rainbow Blast (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 1-foot wide, 10-foot + 5-foot per level long beam Saving Throw: Negates Author: Jason Nelson This spell is very much like the 2nd-level rainbow beam spell, but is much more powerful. Besides a slightly larger area of effect, and the fact that a solid object will not stop the beam unless larger than 2 feet wide and formed of solid stone or some such similar dense material, i.e., the beam is not stopped by mere flesh, even if armoured, but would be stopped by a stone wall. The spell does 1d6 HP of damage + 1 HP per level of the wizard. The swirling, coruscating tendrils of multihued light also have properties as listed under the rainbow beam spell. A target resistant to one or more of these forms of attack takes one less point of damage per die per attack that it is resistant to. The opposite applies for creatures that are particularly vulnerable to a certain form of attack (for example, a frost giant is immune to cold, but is not particularly vulnerable to fire, so it would take one less point of damage per die. A green slime, vulnerable only to fire and cold, would take 5 fewer points of damage per die). The indigo (holy water) beam does normal damage except to creatures affected by unholy water (paladins, lammasu, etc., who are considered being resistant), and those affected by holy water (undead, demons, etc., who are considered specifically vulnerable). The victim is entitled to a saving throw, which, if successful, indicates that the beam has missed. It may hit another target, though. Also, if a target is struck by the beam, he must save versus petrification or be struck in the face and blinded for 1d4+2 rounds. The material component for this spell is a small diamond worth not less than 100 gp. Alpha's Ray of Paralysis (Alteration) Range: 10 feet + 5 feet per level Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Jason Nelson The wizard extends his arm, points his finger, and speaks a word to cast the spell. A thin, light blue ray leaps from the wizard's finger. The intended target must save versus petrification. If the saving throw is failed, the creature is struck by the beam and, unless the creature possesses some innate magic resistance, is paralysed for 2 rounds per level of the wizard. If the saving throw is made, the pencil-thin ray has missed its original target and continues on in a straight line to the extent of its range. Any creature in the path of the beam must make the same saving throw or be struck and paralysed. If the ray actually strikes, there is no saving throw versus its effects. Size L creatures must save at -1, size H at -2, and size G at -4. Conversely, size S creatures save at +1 and size T at +3. The ray can affect only target in any event. The material component is a clear gem or a piece of amber worth at least 100 gp. Alpha's Shadowfire (Evocation, Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 1-foot diameter, 5-foot per level long ray Saving Throw: 1/2 Author: Jason Nelson This spell calls forth a seething black ray shot through with veins of green fire. All creatures in the path of the spell will suffer 1d4 damage per level of the wizard, up to a maximum of 20d4. A successful saving throw versus breath weapon will result in only half damage. A creature that is immune to fire or to energy drain will suffer only half damage (a quarter if a successful saving throw is made). If the damage rolled exceeds a target's remaining hit points, that target is disintegrated. The material component is a black opal worth at least 500 gp. Alpha's Sheet Lightning (Evocation) Range: 30 yards Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 10-foot per level long square Saving Throw: Special Author: Jason Nelson This spell creates a very bright flashing jolt of sheet lightning within the area of effect. All those in the area receive 4d4 electrical damage with no saving throw. In addition, those within must save versus petrification to avoid being blinded for 1d3 rounds and must save versus breath weapon to avoid being stunned for 1d3 rounds. Those carrying large, mostly metallic weapons (for example, swords or battle axes) or wearing partial metal armour (studded chain) save at -2 versus the stunning and suffer +1 per die of damage. Those in full metal armour (splint mail or better) save at -4 versus the stunning and suffer double damage. The material component is a bit of fur and a sheet of fine crystal worth at least 50 gp. Animate Clothing (Illusion/Phantasm, Necromancy) Range: 60 yards Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One or more pieces of clothing Saving Throw: Special Author: By casting animate clothing, the cast can add body and substance to an illusion. The spell animates one or more articles of clothing, drawing its power from the vestiges of life energy left by the most recent wearer. The clothing fills out to the proportions of the previous owner, around which the caster can create an illusion, generally of someone wearing the clothing. The animated clothing moves, wrinkles, and stretches as if worn, and exerts tension and mild force. Should someone touch or come into contact with the clothing, it will feel as if someone was actually wearing the clothing. Attacks or forceful contact adds a +2 to disbelieving the illusion. The material component is any article of clothing that has been worn within one week. Almost any article of clothing can be animated: shirts, pants, dresses, hats, boots, gloves, etc. One article per three levels can be animated at once, clothing that comes in pairs counting as one (gloves, socks), and can be mismatched, although mismatched articles filling out to different proportions could be suspicious. Even pieces of armour may be animated, however due to the heavier mass and lessen flexibility, each counts as two articles of clothing (a complete suit of plate armour is not counted as one item, but a leather jerkin is). Animated clothing can move and lift light objects, turn pages in a book, pick up a small gem, but cannot perform actions requiring dexterity, such as unrolling a scroll or picking a pocket. They furthermore cannot attack or wield weapons, not even daggers or darts. Any attempt exhausts the life energy fuelling the spell instantly and the clothing ceases to be animated. Animated clothing remains so as long as the caster concentrates. The illusion of the creature is not a separate spell, but part of animate clothing. Additionally, an illusion of the creature who most recently wore this clothing is not automatically supplied by the spell. The clothing used has to have been worn for at least 8 hours for there to be enough residual life energy to animate with. Once the spell has been cast on the spell (successfully or not), the clothing cannot be animated again until it has been worn again for another 8 hours. The clothing remains animated for as long as the caster concentrates, but, like phantasmal force, the caster cannot perform other actions. Armour (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None Author: Ally's Spellbook This spell armours the recipient creature in a magical aura. The armour bonus is 4 plus one point of Armour Class per level. Thus, a 7th-level caster would get an Armour Class of 2, while an 11th-level caster would get an Armour Class of 0. If actual armour is worn, the better of the two (real armour versus the armour spell) is used. This spell works with rings and other magical protections plus the creature's Dexterity bonus if any. The material component of this spell is a left glove. Atom Blast (Invocation/Evocation) Range: 5 feet per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: 1 pound per level Saving Throw: None Author: Jim Vassilakos This spell causes any solid, non-animate, non-magical, non-living substance to explode from within causing 1d4 points of damage per level of the wizard to creatures within ten feet of blast. Attacking Mist (Conjuration/Summoning) 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 can summon a class II type of intelligent mist from the elemental plane of air. The creature is summoned when an event triggers the spell (similar to magic mouth). The spell attacks first person encountered. The mist will stop an attack after it has been summoned upon conditions set by the wizard. 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. The instructions for the attacking mist must be written on a piece of paper (the material component of this spell), which must be burnt in the casting. Whether the mist stops attacking or wins the battle, it will not return to its own plane until either dispelled or the spell duration expires. For example, Raji casts an attacking mist spell. He states that a mist will be summoned when anyone comes into this room, and will cease to attack anyone who speaks his name. Beacon (Alteration) Range: 60 yards Components: V, S Duration: 1 round per level Casting Time: 4 Area of Effect: 5-mile long, 1-foot wide beam Saving Throw: None Author: Francois Menneteau A ray of light of any colour springs from the caster's palm. It can be up to 5 miles long. This ray inflicts 2 points of damage per level of the caster to any creature directly affected by sunlight. Beetle Call (Conjuration/Summoning) Range: 50 yards Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell summons a variable number of beetles to fight for the wizard. The beetles cannot be used for other tasks. The type of beetle that can be summoned depends on the level of the wizard: Wizard's Level Summoned Beetles 7-10 fire, bombardier 11-13 water, boring 14-17 stag, slicer 18+ death watch (11 HD), rhinoceros Note that beetles from a lesser level may always be summoned. Up to 1 HD per level of the wizard can be summoned (round down). Only one type of beetle can be summoned, and all remainders are dropped. Other types of beetles may be summoned at the DM's discretion. The material component of this spell is a small, live beetle. Bergil's Fire Bolt (Evocation) Range: 20 yards + 5 yards per level Components: V, S, M Duration: Instant Casting Time: 4 Area of Effect: Special Saving Throw: 1/2 Author: Bergil The spell creates a powerful bolt of plasma that in inflicts 1d8 points of damage per level to anyone in its area of effect (maximum damage is 12d8). This bolt is 60 feet long x 5 feet wide, it cannot be forked. It streaks outward much like a lightning bolt. It does not reflect, however. If the firebolt hits a wall, the plasma spreads out in a 5-foot radius hemisphere, anyone in the hemisphere takes damage. Thus it is possible to hit someone standing near a wall twice with the firebolt, once with the bolt and once with the hemisphere. The firebolt automatically sets fire to anything combustible in the path or in the hemisphere. The bolt has the same penetration ability as a lightning bolt. The material components are a stick, a bit of sulphur, and a dab of royal honey. Blood Scent (Alteration) Range: 0 Components: V, S, M Duration: 9 rounds Casting Time: 4 Area of Effect: Creature touched Saving Throw: None Author: Steve Bartell This spell causes the recipient to give off the strong smell of blood as if they were bleeding profusely. The victim will take no damage from the spell and there are no visible effects, only the scent of blood. The smell attracts carnivorous creatures in the area - usually sharks. The spell has a 10% chance of attracting wandering monsters on the first round after casting, with an additional 10% each round thereafter. This chance increases to a maximum of 90% on the ninth and last round of the spell duration. The type of creatures appearing depends on the area the spell is cast. The DM can do a wandering monsters check to determine what shows up. The creatures that appear will be so strongly attracted to the spell victim that they will ignore all other living things in the area. When the spell duration expires, the scent immediately disappears and the attracted carnivores will no longer be attracted to the individual. However, if they successfully drew blood from the victim, chances are they will continue to attack. The material component for this spell is a shark's tooth. Note: this spell was created for use underwater. If the DM allows, the spell can be used in a land-based campaign to attract carnivorous creatures. The spell may not be as effective out of the water - at the DM's discretion. Bolt's Hell Hail (Evocation) Range: 10 yards per level Components: V, S Duration: Special Casting Time: 7 Area of Effect: 40-foot square Saving Throw: None Author: Phill Hatch Hell hail is a fire version of ice storm with some implementation differences. As a storm, it has the same area of effect as an ice storm, but causes only 3d8 for damage. The storm is largish hailstones that drop from above. On impact, they burst in a fiery flash of heat and energy. It will ignite flammable materials failing their saving throws and break fragile containers on impact, perhaps igniting the contents. The storm is unlikely to burn a table, stout chairs, large logs, leather objects and the like, The storm doesn't last long enough to light them. In this form, its duration is instantaneous. When cast as a sheet of flames, its effect is quite different. While the spell has a longer duration in this mode (1 round per level of the caster), it has only one initial flash of heat and power, so thin hair, very dry and thin paper or other fiery substances will be consumed. Scrolls, books and the like will not be harmed unless they are unrolled, open, in use or in other vulnerable circumstances. Even then, only the exposed areas will suffer the damage. Creatures are not normally harmed though small insects may be consumed in the initial flash. The area radiates heat, but not enough to cause damage, though passing through will be uncomfortable. The fires rage 7 feet high in the area for the duration of the spell and may block vision. The crackling of the flames makes communication across the field difficult if not impossible. Low Intelligence creatures won't enter the burning area and will try to flee from the fire zone immediately. Standard Intelligence creatures must make a saving throw versus paralysation to willingly enter the area. High Intelligence creatures may enter and exit the area freely. Bone Bow (Evocation) Range: 0 Components: S, M Duration: 1 round + 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Bret Mikeal O'Neal This spell calls into being a magical long bow, consisting entirely of human bones. For each round that the spell is in use the caster can fire two bone arrows a round. These are shot with long bow range brackets at a THAC0 of a fighter of half the wizard's level. These count as +3 for what creatures can be hit, are not stopped by magic resistance and do 1d8+2 damage (plus Strength bonus) each hit. The material components are a wish bone and a length of silk thread. Bone Lock (Necromancy) Range: 10 yards per level Components: V, S, M Duration: 2 rounds per level Casting Time: 4 Area of Effect: One creature Saving Throw: Special Author: Peter Gourlay This spell causes the bone joints of a creature to lock, effectively immobilizing it for the duration of the spell unless it makes a successful saving throw versus death magic. Even if the saving throw is made, the creature is slowed. Obviously, a creature must have a bone structure in order for this spell to be effective. Any creature that is entirely composed of bone saves at -3. The material component of the spell is a bone shard. Branit's Backstabbing Surprise (Conjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Person touched Saving Throw: Negates Author: Arrvid Carlson This spell provides protection against backstabbing. When the recipient of the spell is backstabbed, a cloud of acid is created behind the spell recipient which blows back and out to form a semi-sphere 8 feet in radius. All within this area, the recipient not included, take 6d4+6 points of acid damage. Note that the backstabber gets no saving throw (due to surprise and proximity), all others receive half damage upon a successful saving throw. A backstabbing attack is any physical attack or combination of attacks initiated from behind which causes damage equal to one fifth or more of the victims hit points at the time of the attack, assuming the attacker is within 8 feet of the victim when the attack is initiated. The spell is in effect until dispelled or discharged. This spell will work in combination with other defensive spells. The material component is 100 red ants which must be rolled in the wizards hands, the husks then thrown over each shoulder of the recipient, and the juice rubbed into the recipients back. Broom (Enchantment) Range: 0 Components: V, S, M Duration: 1d6 hours + 1 hour per level Casting Time: 1 turn Area of Effect: Broom touched Saving Throw: None Author: Geoffrey Edward Fagan A witch uses this spell to enchant her broom with the power of flight. The broom flies with a movement rate of 30, minus 1 per 14 pounds above 182 pounds which it is carrying, and it can climb and turn at an angle of 30 in response to the verbal command of its mistress. While the enchantment lasts, the witch can summon the broom from up to 300 yards away. The material components are a broom, which is not used up by the casting, and a feather, which is. The long casting time is necessary to set the command words, but if the spell is recast on an already enchanted broom, it has a casting time of 3. Byrnaal's Apologetic Release (Conjuration/Summoning) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 hour Area of Effect: Special Saving Throw: None Author: Phill Hatch This spell is not for the animal lovers out there. For the rest of you: sick of that toad you got stuck with for a familiar? Bored with your skunk (he never was very good for parties)? Now there is Byrnaal's apologetic release! This spell releases any creature from a find familiar spell with no adverse effects to either the animal or the caster. It causes the ex-familiar to return to the exact state it was in before bound as a familiar: in age, memories, etc. Not appropriate for very serious campaigns, but there are times when this spell could have a serious, beneficial use in a campaign (for instance, the wizard is a wild magician and rolls that evil wild surge that gives him an assassin imp as a familiar). Byrnall Magefyre was the very first character I ever created, and still going strong (when he's not too busy fighting off Cyric, the Night Parade, the Cult of the Dragon, Orcus, and the Second Unhuman war on Toril). Byrnaal's Astounding Negation (Alteration, Necromancy) Range: 10 yards per level Components: V, S Duration: 1 round per level Casting Time: 7 Area of Effect: One creature Saving Throw: 1/2 Author: Phill Hatch This spell reduces the magic resistance of any creature by 2d10% + 1% per level. A successful saving throw reduces this loss to half (round up), but the creature's magic resistance has no effect on this spell. The somatic component consists of merely pointing at the target. The verbal component is this: the caster must utter three truths about the target. Depending on how well this is roleplayed, the DM should give saving throw bonuses or penalties, or change the amount by which the magic resistance is lowered. Note: This spell was made three years before the Tome of Magic containing the 5th-level lower resistance spell came out, so seniority is claimed by the original poster. Chaos Vision (Illusion/Phantasm, Wild Magic) Range: 10 yards per level Components: V, S Duration: 1 turn per level Casting Time: 2 rounds Area of Effect: 10-yard per level radius sphere Saving Throw: None Author: Unknown This spell offers some protection from teleport spells by constantly shifting and shaping what an area looks like. Thus, a wizard cannot use information gathered previously to teleport to the affected area as the surroundings will have seemingly changed. Objects located in this environment or entering it will be affected as well, first appearing as one object or animal and then shifting to another. Another use found for this spell is as a trap. Slimes, moulds and other creatures that don't need senses to attack can be placed in this environment and are effectively invisible. Any attacks on anything in the area of effect is hindered by a -4 modifier to-hit. Note that true seeing and similar spells that see through illusions will likewise penetrate this one. The illusion itself will not cause any damage, although it may cause characters to react in such a way as to hurt themselves. The main purpose of this spell is simply to constantly conceal. Cheffield's Kingly Feast (Conjuration/Summoning) Range: 30 yards Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One person fed per level Saving Throw: None Author: Paul D. Walker This spell is similar to Cheffield's major feast except that it brings into existence food and drink which is of extremely high quality. The food is excellent and nourishing. The drink is rich and tasty. This meal is truly fit for a king and his kind. In addition to the main meal are appetizers to serve before and desserts to be eaten afterwards. Nobody who is being served by this spell will be unable to finish their food. The material components of this spell are rich spices (40 gp) and a good quality wine (minimum 10 gp) which must be mixed together when the spell is cast. As a final note it must be pointed out that the four and twenty black birds baked in a pie is an optional feature. Chill Grasp (Alteration, Necromancy) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Savanthalas This spell combines shocking grasp and chill touch. As on chill touch, the cold aura is generated and creates an aura around the caster covering him on all sides. All attackers should make a saving throw versus fear or paralysis. The next aspect of this spell is the release of an electrical discharge when the character touches a creature. The charge is a little less damaging than the original shocking grasp spell due to the energy being diverted to the chill aura. The damage ends up as 1d6+1 per level. There is no saving throw for damage. Circle of Protection (Alteration, Necromancy, Summoning) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Jim Vassilakos By means of this spell, the necromancer inscribes a circle of protection (usually with magically prepared chalk) to which he "ties" a thaumaturgic triangle into which a demon or spirit or elemental may be summoned by other spells. Inside the circle, the wizard cannot be hurt by the summoned creature, nor can that creature be loosed except by the wizard's will. An Intelligence check must be made to determine if the circle was properly inscribed. The circle (along with any other merged inscriptions) may be temporarily neutralized by simply rubbing a break. In this way, no creatures may find their way into the wizard's plane, though the circle may be easily restored by casting a restore circle spell and inscribing out the break. The material component for this spell is some incense to be burnt, worth at least 1000 gp. Conjure Drink IV (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. Either wine (one tun per 5 levels) or spirits (one keg per 5 levels) can be conjured. 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. Continual Ambience (Alteration) Range: 60 yards Components: V, S, M Duration: Permanent Casting Time: 4 Area of Effect: 60-yard radius globe Saving Throw: None Author: Paul D. Walker This spell is the same as the 2nd-level wizard spell ambient light (q.v.), except as noted above. Continual Weather (Alteration) Range: 40 yards + 5 yards per level Components: V, S, M Duration: Permanent (until dispelled) Casting Time: 4 Area of Effect: 10-yard per level radius area Saving Throw: None Author: Keith Taylor This spell is used to create a standing weather pattern in an area. It creates a zone in which the desired weather repeats indefinitely, and lasts until dispelled. The varieties of weather possible are numerous, but cannot include cataclysmic upheavals of the environment. It is possible to cause precipitation, whose run-off vanishes at the borders of the spell, being recycled so as not to unduly disturb the environment outside the spell's area of effect. Snow, sleet, hail, and rain are all possibilities for the continual weather. The temperature is also variable, but heated or cooled air does not heat or cool air outside the zone. The maximum temperature of the zone is 110 degrees F, and the minimum is -10 degrees F. The humidity (in absence of precipitation) and wind speed can be set as well, although wind speed cannot be greater than 35 miles per hour. Again, these effects end at the borders of the spell. Astronomical oddities cannot be maintained by this spell: it is impossible to have a region of eternal sunlight or star patterns. Day and night do occur within, although overcast conditions may reign in the zone, and the heat of the sun has no adverse effect on snow or ice within. The material component is a pinch of dirt from a wild magic zone. Create Poison (Conjuration) Range: 0 Components: S, M Duration: 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: Special Author: Ally's Spellbook This spell creates a poisonous liquid or gel. The potency of the poison is dependant upon the level of the caster. The saving throw against the poison is at -1 per 3 levels of the caster. Up to one ounce of poison per casters level may be created and be of contact, ingestion, or injection type. Note that any creature normally immune to poison will be totally unaffected by this spell. The material component of this spell is a wand of hemlock. Create Smithy (Conjuration/Summoning) Range: 10 feet Components: V, S, M Duration: 2 hours per level Casting Time: 1 turn Area of Effect: 20 square feet per level Saving Throw: None Author: Kai Rottenbacher This spell creates a complete smithy. It includes a forge (normal metals), large forge with articulate bellows (for very hard metals (up to and including mithril), a full set of hammers, a full set of clamps, a water basin for tempering, a large anvil, a small curved anvil, small smithing tools, a set of metal chisels, a set of artistic metal working tools, a small amount of welding wire, a welding iron, and several other miscellaneous tools for metal working. The spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings. The tools cannot be used for combat nor for sale. They cannot be used to hide behind, under or in. If any of these are tried the whole arrangement vanishes in a puff of smoke. Water or other material vanishes instantly if it is not used for the required purposes. The material components can be used either during casting (for a casting time of one turn) or during memorisation (for a memorisation time of 1 hour and 20 minutes). If the material components are used during casting the casting time is one turn. If they are used during memorisation the smithy can be created with a snap of the caster's fingers. Cyril's Bungee Cord (Evocation, Wild Magic) Range: 30 feet per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 4 Area of Effect: One 10-foot per level long magical cord Saving Throw: None Author: Craig Allen Campbell This spell creates a cord similar to the one created with Cyril's bungee snap. However, there are a few notable differences. This cord will loop itself over the caster and one other creature within the range of the spell. On the round after the casting, the two will be drawn together to meet in the middle of the cord. They will not hit each other, however, and will pass harmlessly past one anther until the cord stretches out to its original length. In essence, the two switch places in between rounds. During the "in between round switching", both are allowed a melee or item attack on the other when they meet in the middle. These attacks are made at a +2 to-hit. The cord will continue to switch the two back-and-forth for its full duration, unless cut. The caster can cut the cord at any time. Any other character may cut the cord by successfully dispelling it or by inflicting damage to it with slashing weapons. The cord has an Armour Class of -2 and as many hit points as the caster has levels. If the cord is cut before the full duration has been reached, a wild surge results. The person who cut the cord is treated as the caster and the person attached to the cord and furthest away from the cut point is treated as the target for the wild surge result. If the caster himself cuts the cord, his level is added to the surge roll, as per Nahal's reckless dweomer. Both the caster and the target may take any normal action during regular rounds (between switches), but all actions are at a +6 penalty to initiative. Movement is restricted to one quarter the normal rate. Armour Class bonuses for high Dexterity are lost while entangled in the cord, as are Dexterity bonuses to hit with missile weapons. If either the caster or the target move such that a solid object is between them, they are still drawn together, but will take falling damage, much as in Cyril's bungee snap, and the cord will be cut, causing a wild surge. The material component for this spell is a piece of gold wire, looped at both ends. Damian's Insulated Envelope (Abjuration) Range: 0 Components: V, S, M Duration: 2 rounds + 1 round per level Casting Time: 4 Area of Effect: The caster Saving Throw: Special Author: Jay Due to his personal dislike of lightning the archmage Damian crafted this spell to specifically counter its harmful effects. When cast, this spell seems to cover the wizard in a pale blue light resembling an envelope. Once cast the wizard gains 2 Benefits (much like fire shield): * a saving throw versus lightning at + 2 indicates no damage to the wizard. A failed saving throw merely indicates half damage. If, at any time, the wizard is hit by any acid or acid spell, the wizard must save normally or take double damage. * if any melee attacks are made on the wizard, on a successful strike the wizard takes normal damage but so does the attacker. The material component is a self addressed stamped envelope. Dardan's Dehydration (Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: 7 rounds Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: Special Author: Craig Singsank When this spell is cast, a small dusty ecru-coloured sphere will issue from the palm of the wizard's hand. When hurled in the air the sphere will explode at the desired range into a billowing cloud of cascading dust and powder. All creatures in the area of effect must save versus death magic. If the targets make their saving throw they are only effected for the first three rounds of the spell. Otherwise they are affected as follows: Round 1: The victim's eyes begin to burn, their mouth becomes parched, and their lips begin to crack. They lose -2 on their to-hit and initiative rolls this round. Spell casting is impossible for the duration of the spell. Lastly, the creature endures 1d4 points of damage this and all following rounds. Round 2: This round, the sweltering heat and scorching dryness engulfs the character's whole body. They lose -4 on their to-hit and initiative rolls and all Dexterity and Strength bonuses. Round 3: By this round the victim feels as if every pore in their body is ablaze. This pain is so intense it blinds them and drives all other thoughts from their mind. The character can only lash out with a -6 on their to-hit and initiative rolls and a loss of all Dexterity and Strength bonuses. Round 4: The agony of fluid being torn from the body is so savage this round the character falls to the ground tearing at his clothes and body. The character's anguish is so severe they lose 1d4 points of Constitution for a turn. Besides the previously stated penalties the character can also be attacked as if they were stunned or prone. Round 5: see round 3. Round 6: see round 2. Round 7: see round 1. All fire-using, undead, animated, and related creatures are immune to this spell. However, all amphibious creatures, slimes, jellies, puddings, molds, and water-using creatures incur twice the duration and intensity of the spell. The material components of this spell are several pinches of powdered bone and a bit of spittle. Darklight's Alcohol Fountaining (Conjuration) Range: 0 Components: V, M Duration: 3 rounds Casting Time: 1 Area of Effect: 20-foot radius area Saving Throw: None Author: Keith Taylor This spell was designed in order to aid one in freeing oneself from webs, viscous globs, and other such sticky substances which can be dissolved with alcohol. The material component, a flask of any alcoholic liquid, must merely be in range for the spell to work. Upon the casting of this spell, the caster's body begins to emit great amounts of alcohol, which spray in all directions for the duration of the spell. The caster may wish to waterproof his more delicate belongings to save them from damage before casting the spell. Any substance which could normally be dissolved with the aid of alcohol is quickly broken down. Note that the alcohol sprays reach a 20-foot radius, so that a sizeable section of web or such could be covered. Note also that alcohol is highly flammable, so this spell should be used with caution. Darklight's Creature Item (Alteration) Range: 20 feet Components: V, S Duration: Permanent Casting Time: 1 turn Area of Effect: One creature Saving Throw: Special Author: Keith Taylor This spell functions in a similar way to the 3rd-level item spell, but is designed to work upon living creatures. A creature affected by the spell is altered into a piece of cloth, as per the item spell. Very small creatures who have been itemized will be cloth pieces of roughly life size, but large ones are shrunk to no more than 1x1 foot cloth representations. While in this state, they are in a state of suspended animation, and could remain in such a state indefinitely. If an intelligent being's possessions have all been itemized previously (disregarding magic items - those resist the process), then they will be included in the final item. A willing creature can forego its saving throw; charmed creatures are considered willing. Unwilling creatures (who have somehow been kept still for a turn) get a saving throw versus polymorph to resist the change. The cloth piece resulting is somewhat resilient, getting +3 to all material saving throws, but if destroyed, kills the creature. Returning the creature to (normal) life merely entails tossing it upon the ground (with this being the stated intent) or speaking a command word specified by the caster upon casting. Darklight's Delivering Bolt (Alteration, Metamagic) Range: 10 yards per 2 levels Components: V, S Duration: Instantaneous Casting Time: 2 (but see below) Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell "loads" any one 1st-, 2nd- or 3rd-level spell that is normally cast via touch into a bolt of magic which can be used to deliver it at range. Single-charge spells, such as shocking grasp, are fired through the bolt and work normally on the target if the bolt hits. If a spell works over a number of rounds rather than a certain number of touches, or if there are multiple possible charges delivered over a series of touches, then the spell can be "fired" through these bolts, one bolt per round throughout the normal spell duration. Other types of touch spells should be dealt with in a similar manner at the DM's option. Beneficial as well as offensive spells can be loaded and launched in this manner. Only one spell per casting of this Metamagic spell can thus be affected. The casting time of the Metamagic includes the casting time of the secondary spell within itself, adding 2 to the latter's normal casting time. The bolt looks like a pointy beam of light in the wizard's preferred colour. Note that the caster must make a successful roll to-hit for the bolt to strike its target, unless the target is willing to be struck or cannot dodge. Darklight's Inexplicable Manifestation (Enchantment, Illusion) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One object Saving Throw: None Author: Keith Taylor This spell is cast upon an inanimate object so that when a being next touches it, a limited illusory manifestation of the caster's choosing occurs. The manifestation can be of almost any nature the caster desires, but cannot be designed to fool or scare anyone, as it is clearly some sort of phantom sensation. The manifestation can be visual, sonic, or olfactory; it appears or manifests near or around the creature touching the enspelled object. It could be, for example, the image of a white rose, the scent of the ocean, or the sound of a crying kitten. An image cannot be larger than about 3 feet across at most, a sound cannot be louder than loud conversation, and a smell cannot incapacitate or choke anyone. The dweomer remains passive within the object until a creature touches it, at which point the image manifests. 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 manifestation - usually this seems to be some sort of ghostly phenomenon. 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 causes the same manifestation. This is accomplished by simply laying a permanency upon inexplicable manifestation. Secondly, it is often incorporated into the enchantments of a magic item (often a sword) to give the item personality and flair. A piece of paper with a colour drawing or detailed description of the manifestation is the material component. Darklight's Invisible Spell (Alteration, Metamagic) Range: 0 Components: V, S Duration: 1 round Casting Time: 1 round Area of Effect: One spell Saving Throw: Negates Author: Keith Taylor This metamagic spell can affect any one spell of fifth level or lower. It functions to cloak all visible effects of the spell, making it invisible. This has the effect of reducing its damage by 1 per die (but not below 1 point per die), but making it more conducive to stealth. For example, a fireball modified by invisible spell would explode with normal noise, heat, impact, and such, but would be invisible. Note that this does not conceal either the caster or the spell's victims, only the visible portion of the spell. It adds 3 to the casting time of the other spell, but requires no extra material components. The casting of the other spell must be started within the duration of this spell. Darklight's Lofty Eye (Divination) Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 1 round Area of Effect: Sight (see below) Saving Throw: None Author: Keith Taylor This unusual spell gives the caster an elevated view of his surroundings. The caster must stand still with eyes closed for the duration; he is then able to look down from a point hundreds of feet directly above the spot where he is standing. Needless to say, the spell's utility is limited by visibility conditions - it does not grant the ability to see through trees, clouds, smoke, etc. It will not function at all if cast indoors or underground. Trees are not a barrier to the spell's operation, but it does not lend any special visual acuity, so fine details of things on the ground may not be picked out. The duration is limited by caster concentration. The spell's material component is a looking glass. Darklight's Minor Planar Weapon (Conjuration, Wild Magic) Range: 0 Components: V, S, M Duration: 5d6 rounds Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell summons a small weapon composed of planar energies. It is solid and non-damaging to the caster, but its substance is usually unusual. It typically takes the shape of a dagger, but can be any small-sized weapon the caster is proficient in. Its base damage is equal to that of a weapon, +1 of its type, as is its ability to hit, but it does 1d10 points of special damage based on its extraplanar energies. When this spell is cast, roll 1d100 and consult the table below to see what plane is drawn upon. Note: when multipliers are given to damage, apply the multiplier only to the "special" planar damage of the weapon (1d10, usually), and when the description says that it can attack certain creatures "normally", then the special planar damage does not apply to that creature type. 01-50. Elemental plane. Roll 1d4 to determine which: 1. Air. The weapon can disperse 1-yard portions of a cloud of smoke or gas if swung at them, and can keep vaporous creatures at bay or attack aerial creatures normally. It does double damage to earth or rock based creatures. 2. Earth. The weapon petrifies a creature on a natural 20, if they fail a saving throw versus petrification. It does double damage to gaseous or aerial creatures, and can attack earth-based or rock-like creatures normally. 3. Fire. The weapon can set any flammable substance alight by merely touching it, and can melt ice at the rate of 3 cubic feet per round. It allows one to attack flame-based creatures normally, but does double damage to liquid creatures, water-based, or cold-using creatures. 4. Water. The weapon, if three successive hits are made on a single creature, can attempt to "drown" the creature (assuming it is air-breathing) by filling its lungs with water. Thereafter, it must make a successful Constitution check every hit or take an additional 2d6 drowning damage. It can extinguish normal fires by touch, and allows one to attack liquid creatures normally. It does double damage to fire-based creatures. 51-60. Para-elemental plane. Roll 1d4 to determine which: 1. Ice. The weapon causes a creature to freeze stiff for 3d4 rounds and take 3d4 extra damage if it hits on a natural 20. It can freeze up to 1 gallon of liquid per round of touch. It allows one to attack creatures of ice normally, but does double damage to earth-based and air-based creatures. 2. Magma. The weapon causes items struck to melt or become incinerated if they fail a saving throw versus magical fire. On a natural 20, it does triple damage to normal creatures (quadruple to vulnerable creatures). It allows one to attack lava creatures normally, but does double damage to water-based or air-based creatures. 3. Ooze. The weapon coats a creature with mud and slime, and on a natural 20, causes their lungs to fill up with ooze (they must then make Constitution checks for 6 rounds or take 1d6 drowning damage per round). It allows one to attack slime or ooze creatures normally, but does double damage to fire-based and air-based creatures. 4. Smoke. The weapon causes 2d4 extra suffocation damage on a natural 20. It can fill one 1-yard square per round with smoke, which functions as normal smoke (the wielder is immune to negative effects of generated smoke). It allows one to attack mist or smoke-based creatures normally, and does double damage to water or earth-based creatures. 61-70. Positive quasi-elemental plane. Roll 1d4 to determine which: 1. Lightning. The weapon knocks a creature back up to 4 yards on a natural 20, with a clap of thunder and 1d10 extra electrical damage. It allows one to attack electrical beings normally, and can do double damage to metallic, earth-based, or water-based creatures. Also, it is +4 to-hit against opponents with metal armour (because it is transmitted through such protections). 2. Minerals. The weapon on a natural 20 has a 50 percent chance of severing (as a sword of sharpness), otherwise the creature must save or be petrified. It allows one to attack crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures. 3. Radiance. The weapon turns an undead or shadow-creature on a natural 20, otherwise on a 20 it blinds a normal creature for 2d6 rounds. It emits light out to a 30-foot radius. It allows one to attack creatures of light or radiance normally, and does double damage to shadow-based creatures or undead. 4. Steam. The weapon causes a normal creature to pass out from heat exhaustion on a natural 20. It emits one 1-yard square per round full of vapour (which does not hinder the wielder at all). It allows one to attack mist or vaporous creatures normally, and does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures. 71-80. Negative quasi-elemental plane. Roll 1d4 to determine which: 1. Ash. The weapon causes 2d6 extra cold damage on a natural 20. It lowers the temperature in a 20-foot radius by 15 degrees F every round (except the caster's body temperature). It allows one to attack ash-based creatures normally, and does double damage to flame or heat-based creatures. 2. Dust. The weapon causes 2d6 extra deterioration damage on a natural 20. If held in contact with solid material, it breaks down half a cubic foot of such per round, leaving behind only fine dust. It allows one to attack particulate (sand or dust) creatures normally, and does double damage to crystalline, rock, or earth-based creatures. 3. Salt. The weapon causes 2d6 extra dehydration damage on a natural 20. If held in contact with organic materials, it desiccates them completely in 2 rounds. It allows one to attack salt elementals normally, and does double damage to water-based or liquid creatures. 4. Vacuum. The weapon causes 2d6 decompression damage on a natural 20. It sucks one 1-yard square per round full of air into oblivion (the caster has no problems breathing), creating medium winds and having worse effects in enclosed spaces. It allows one to attack creatures of vacuum normally, and does double damage to air-based creatures. 81-90. Border plane. Roll 1d2 to determine which: 1. Astral. The weapon is invisible, but ignores all physical barriers to attack. It can cut a creature's silver cord on a natural 20 (assuming they are projected). It does double damage to creatures from the astral plane. A normal creature isn't able to heal from its wounds unless magically healed (as the damage is to the being's aura). 2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but ignores all physical barriers to attack. It attacks ethereal, spirit, or in-phase creatures for double damage. A normal creatures isn't able to heal from its wounds unless magically healed (as the damage is to the being's spirit). 91-95. Material plane. Roll 1d2 to determine which: 1. Negative material plane. The weapon drains one level or Hit Die of life energy on a natural 20. The weapon has no effect on undead creatures, but does double damage to creatures with a link to the positive material plane. 2. Positive material plane. The weapon causes its special damage as healing to any living being, but if the being is already at full hit points, this applies as "damage". This "damage" is actual, but does not count as pulling a creature below full hit points in terms of this spell. On a natural 20, it acts as a mace of disruption versus undead. Undead take double damage in any case from this weapon. 96-98. Outer plane. Roll 1d20 to determine which: 1. Seven Heavens. This weapon is gleaming white, and radiates golden light. It repels evil creatures as a fear spell, 5-yard radius. It does double damage to chaotic evil creatures, and cannot strike lawful good creatures. It can spray holy water upon command in a cone 5-foot base by 30 feet long with a 10-foot maximum spread. 2. Twin Paradises. This weapon is of entwined silver and white marble. It can cure serious wounds once per summoning upon lawful good and neutral good creatures, and cannot strike such. It does double damage to chaotic evil and neutral evil creatures. 3. Elysium. This weapon is of pure, glowing silver. It can turn undead and evil lycanthropes as a 9th-level priest. It does double damage to neutral evil creatures, and can disrupt undead creatures on a successful hit, although it cannot strike neutral good creatures. 4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken wood. It radiates a 3-yard radius field of animal friendship aimed towards the caster. It cannot strike neutral good and chaotic good creatures, but does double damage to lawful evil and neutral evil creatures. It can cure light wounds to any normal plant or animal it touches, once per round. 5. Olympus. This weapon is made of fine, polished steel. It cannot strike chaotic good creatures, but does double damage to lawful evil creatures. It can create food and wine upon command, as the priest spell (cast at ninth level). It also does damage as if swung by one with 18/00 Strength. 6. Gladsheim. This weapon crackles with lightning and fire, and is made of fine steel. It cannot strike chaotic good and chaotic neutral creatures, but does double damage to lawful neutral and lawful evil creatures. It gives a +2 to-hit and -2 on AC to any chaotic good and chaotic neutral warrior within 3 yards. 7-9. Limbo. This weapon randomly shifts colour, composition, and radiance every round. It can strike any creature who can be hit by +3 weapons. Any spell effect directed at the wielder is changed into a wild surge. It randomly polymorphs any substance or object it touches once per round, and on a natural 20 polymorphs a creature randomly. It does double damage to lawful neutral creatures. 10. Pandemonium. This weapon is made of howling wind and darkness. On a natural 20, it blinds and confuses (as the spells) its target. It cannot strike chaotic neutral and chaotic evil creatures, but does double damage to lawful neutral and lawful good creatures. 11. The Abyss. This weapon drips acid and venom, and is seemingly composed of demon-parts. On a natural 20, it causes the target to save versus poison or take 2d20 poisonous acid damage, regardless of magical or natural resistance to poison or acid. It cannot strike chaotic evil creatures, but does double damage to lawful good creatures. 12. Tartarus. This weapon is composed of stagnant black liquid. On a natural 20, it causes complete amnesia which can only be removed by a heal. It cannot strike neutral evil and chaotic evil creatures, but does double damage to lawful good and neutral good creatures. 13. Hades. This weapon is composed of bone and blood. On a natural 20, the victim must save versus death magic or be transformed into an undead creature. It cannot strike neutral evil creatures, but does double damage to neutral good creatures. 14. Gehenna. This weapon is composed of mingled brimstone and shadow. It cannot strike neutral evil and lawful evil creatures, but does double damage to neutral good and chaotic good creatures. On a natural 20, it inflicts a rotting disease upon its victim (as per a mummy's touch). 15. Nine Hells. This weapon is composed of fire and brimstone. On a natural 20, the creature struck takes 2d20 flame damage, regardless of magical or natural resistance to fire. It cannot strike lawful evil creatures, but does double damage to chaotic good creatures. 16. Acheron. This weapon is made of cold iron which glows with a red radiance. On a natural 20, it paralyses its victim. It cannot strike lawful neutral and lawful evil creatures, but does double damage to chaotic good and chaotic neutral creatures. 17. Nirvana. This weapon is perfectly symmetrical along at least two axes, and appears to be made of grey crystal. On a natural 20, its victim is held for 2d6 rounds. It cannot strike lawful neutral creatures, but does double damage to chaotic neutral creatures. 18. Arcadia. This weapon appears to be made of wood which has been turned into precious metal. When it touches any poison or acid, the latter is instantly nullified. It cannot strike lawful good and lawful neutral creatures, but does double damage to chaotic neutral and chaotic evil creatures. It can cure poison once per round when it is touched to a creature. 19-20. Concordant Opposition. This weapon is of pure white crystal, fine steel, and polished obsidian intertwined. It cannot strike druids or other creatures who protect the balance. It does double damage to lawful good, chaotic good, chaotic evil and lawful evil creatures. Its attack ignores the defences of a creature whose powers are based on strong alignment, such as demons, paladins, and slaadi. 99-00. Unusual, demi-planar. Roll 1d4 to determine which: 1. Demi-plane of electromagnetism. The weapon is +5 to-hit against opponents clad in metallic armour. It can repel or attract metal objects with 15 Strength within a 3-yard radius at command. On a natural 20, it knocks an opponent back up to 6 yards for 2d6 extra impact damage. It does double damage to creatures of a ferrous composition. 2. Demi-plane of shadow. The weapon is actually only quasi-real, but appears to be made of solid blackness. A creature struck must disbelieve or take double actual damage. It does double damage against creatures of light or any illusory "beings". On a natural 20, blinds a creature for 2d6 turns. 3. Demi-plane of time. The weapon appears to be simply a wavering violet outline. It ages a creature 1 year for each point of damage accrued (random direction, 50% chance each hit of ageing older or younger). On a natural 20, it throws an opponent 1d4x1d100 rounds into the future (or the past - at the DM's option). 4. DM's option. This can be as strange as you like. It can be a weapon composed of the mists of Ravenloft, of the phlogiston, or of some far distant and really bizarre plane of the DM's own devising. The material component is a carved ivory representation of the weapon to be generated, with runes representing the various planes of existence scribed upon it. Darklight's Mysterious Manservant (Conjuration) Range: 0 Components: V, S, M Duration: 1 week per 3 levels Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Keith Taylor This spell is a favourite of eccentric or showy wizards. The spell calls into being an invisible, intangible force which is imbued with a limited intelligence. It is especially receptive to permanency, with no risk of losing Constitution points. The force obeys verbal commands and is able to produce a variety of useful, usually mundane objects. It tends to become confused if the request is not specific, however: due to its comprehensive knowledge of the multiverse, the request "give me my hat" might result in a black top-hat or a Stetson rather than the wizard's favourite pointy cap. No information about other people, places, or things can be surmised from quizzing the manservant, however. wizards who use this spell tend to anthropomorphize the force, carrying on one-sided (to others) arguments with it over misguided conjurations, such as the Stetson mentioned earlier. Strangely enough, they speak as if they receive actual replies, even though no other person can hear them, and they themselves do not recall actually hearing anything. Any conjured object leaving the wizard's possession or which the wizard tells the manservant to get rid of immediately vanishes. Conjured objects are limited in size to no more than 5 pounds or so; also, since nothing conjured can be given away and expected to exist any more, value matters little. Also, no magic items, components, weapons, or other offensive items may be conjured. Alternatively, the servant can "hold" indefinitely up to 100 pounds worth of material or up to 25 items of any sort for later recall. No item held may weigh over 1,000 pounds. These, being items with actual existence, are not limited in nature or substance as conjured items are. Held items vanish completely, but the manservant will always remember that they are there. The second application is not recommended for the temporary casting of the spell, because any items still held when the spell lapses vanish forever. The manservant can be cast onto another person (and even made permanent), but only if they both are wizards, and able to cast conjuration magic. Darklight's Personality Fragmentation (Enchantment) Range: 60 yards + 5 yards per level Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One target Saving Throw: Negates Author: Keith Taylor This rather ruthless spell may be targeted upon one intelligent creature within range. Only non-humanoid creatures get a saving throw versus spell to avoid the spell's effects, as their minds are harder to "lock onto". The target of the spell, and no one else, sees a glowing sledgehammer which strikes him on the head. The target's psyche immediately splits into 2d4+1 separate personalities, each having a 30% chance of being insane, the original personality not counted in that number, but still in existence. Their alignments, nicknames, and insanity should be then determined randomly by the DM. The target has a 20% chance of being stunned for four rounds, otherwise a random personality takes control within one round. The victim can fight the spell over the long run: for each week of this malady, the original personality may make a saving throw versus death magic to remove one random personality. Otherwise, the insanity works like the standard form, with the normal chances for random switching. The material component is a small silver hammer, with the word "Maxwell" inscribed upon it. Darklight's Rubbery Transformation (Alteration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Keith Taylor This spell transforms the caster temporarily so that he is extremely flexible, bouncy, and rubbery. Blunt weapons, impact, and falling damage do not affect him in this state, but knock the wizard 1 yard per point of damage over 5 points in the direction opposite to that from which the attack came. Falling damage causes the caster to bounce in a random direction (use the grenade-like missile chart), one yard for every 20 feet fallen. The caster can attempt to control the direction of his bounces (off walls, floors, ceilings, people) by making a Dexterity check at -5 upon impact (but only if he sees it coming). Bladed or piercing weapons do -2 points of damage per die, with the possibility of no damage inflicted. Magical attacks may or may not injure the caster: heat, cold, and most energy damages him normally, but force attacks are resisted as blunt weapons. The wizard's equipment is transformed in the same fashion, and remains rubbery as long as he does. If the wizard bounces into a person with a velocity of more than MV 10, he may do damage or knock them over, at the DM's discretion. The material component is a chicken bone, boiled to flexibility. Darklight's Shockwave (Evocation) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: 30 feet to 100 feet wide, 50-foot long arc Saving Throw: Special Author: Keith Taylor This pulse of force, sound, and wind can be emitted when the caster swings his arms (or, optionally, his staff). This action causes a thunderous wave of force along a 50 foot long path; it is 30 feet wide at its beginning, but expands to 100 feet wide at the end of its travel. The force will knock back creatures caught in it as follows: Distance Saving throw Side Size Thrown Type Effect T 3d6x10 feet Wands, -3 Unconscious for 2d10 rounds; 1d10 damage S 2d6x10 feet Death, -2 Unconscious for 2d8 rounds; 1d8 damage M 1d4x10 feet (if Death, -2 Unconscious for an Open Doors 2d6 rounds; roll is failed) 1d6 damage L 1d3x5 feet (if Spells Topples over; an Open Doors 1d4 damage roll is failed) H 10 feet (if an Spells, +2 1d4 damage Open Doors roll is failed) G 5 feet (if an None Nothing Open Doors needed roll is failed) This spell has no material component. Darklight's Staff of Pain (Enchantment) Reversible Range: 0 Components: V, S Duration: 2 rounds per level Casting Time: 4 Area of Effect: The caster's staff Saving Throw: None Author: Keith Taylor This spell causes the caster's staff to be surrounded at both striking ends with a crackling, dark aura. The colour varies, but is generally dark and ominous. The aura enhances the staff's value as a weapon in several ways. It gives a +1 to-hit (this does not affect what creatures may be hit by it). Also, it induces extreme, mind-numbing pain in any target it hits. This pain forces the creature to make a system shock roll at -30% or fall unconscious for 2d6 rounds. Even if they succeed, they can take no action for the rest of the round, and are at -3 (or -15%) on all rolls for the next two rounds. The aura is not dispelled by a single attack, it lasts for the entire duration and can be used for as many attacks as the caster is able to make. The reverse of the spell, staff of pleasure, causes the ends of the staff to be surrounded at both ends with a bright, metallic glow. The colour varies, but is generally positive and cheery. The staff can still be used as a weapon, but has a chance of inducing sadomasochistic tendencies in the creatures hit (5% chance for any single being hit). The aura induces extreme pleasure in a being hit by the spell, effectively disrupting all concentration and making them unable to do anything else in the round. If they fail a system shock roll (no modifier), they pass out from the pleasure. The aura lasts for the entire duration, and people might just line up to be tapped by it. There is a third application of the spell, which must be memorised separately, as if it were a reversed version, and which is called staff of pleasure and pain. It combines the spells, making one end of the staff glow with the pain aura and the other end with the pleasure aura. Both ends function as above, and a creative wizard can find hundreds of uses for this version. Darklight's Subliminal Message (Enchantment) Range: 0 Components: V, S, M Duration: 3 days per level Casting Time: 4 Area of Effect: Special Saving Throw: Negates Author: Keith Taylor This spell is cast upon a paragraph of writing, a sign, or a drawing of some kind. The writing or image should be freshly made by the caster himself or while he watches, and upon its completion the caster casts the spell. The spell implants an invisible "subtext" into the work, causing all who read it to subconsciously be compelled by its meaning. The message conveyed subliminally is chosen by the caster, and should follow the guidelines of suggestion (q.v.). Those viewing or reading the work are then required to roll a saving throw versus paralysation or be compelled to follow its directives. A person succeeding the throw is unaware that anything has occurred, and even those whose behaviour has been altered by the spell have no idea where their implanted urges originated. The suggestion remains for a maximum of two weeks, or until acted upon. The exact duration of the behaviour changed depends on the nature of the suggestion. As with suggestion, no obviously suicidal or alignment rending activity can be forced upon a victim. The material component is the paper upon which the subliminal message is inscribed. Darkray's Absorbing Cloak (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis When a wizard casts this spell, he is surrounded by an invisible aura, like a cloak, that absorbs and stores magical energy in the form of spell levels. Once cast, the cloak lasts until it absorbs its maximum (see below). One such cloak can absorb up to half the caster's level (round down) in wizard spell levels. The spells absorbed must be cast directly at the caster. Area effect spells (like fireball and cloudkill) cannot be absorbed. If a spell cannot be totally absorbed, the cloak has no effect on it. When the cloak absorbs its maximum, it remains active for another round. During this time, the wizard can enhance the effects of a single other spell using the previously stored energy: he can cast one spell as if he was one level higher than he actually is, per two full spell levels absorbed. If the wizard chooses not to use the stored energy, it is released the following round as a harmless warm light around him. Example: an 8th-level wizard casts absorbing cloak; he can absorb up to 4 spell levels. Some time later, he is hit with a magic missile (+1) and a lightning bolt (+3), all absorbed. At the same round, another magic missile hits, but as the cloak is full, damage is normal. In the following round, the wizard decides to use the stored energy to enhance his own lightning bolt. The bolt will inflict 10d6 points of damage instead of 8d6 HP, with appropriate adjustments to range and area of effect. The use of true seeing or similar magic will reveal the presence of the protective aura, in the form of a shadow cloak worn by the caster. The material component of the spell is a silver or gold piece, consumed in the casting. The spell is not cumulative with itself. Darkray's Antimagic Blade (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis This spell is a rather offensive version of dispel magic and is primarily used to actively counter hostile magic. Upon casting it on a blade of any type, the weapon is surrounded with a red aura and thereafter acts as a +1 weapon (with normal penalties if the caster is not proficient in it). Every successful strike of the blade dispels magic, as per the spell, at the caster's level and using the attack roll as the dispel roll. This can be used against anything normally subject to dispel magic: magical barriers, items, or effects of any kind. The caster can end the spell at will. The use of the blade does not hinder movement and does not preclude spellcasting any more than an ordinary blade does. The caster is immune to the dispelling effects of the blade. The material component of the spell is any bladed weapon, which is not consumed when the spell expires. Darkray's Fiery Disruptor (Evocation) Range: 10 yards per level Components: V, S Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Dimitris Xanthakis Darkray formed this spell from Melf's minute meteors and magic missile. Its main purpose is not to inflict damage but to counter a hostile spellcaster. The spell enables the wizard to cast small fiery globes, one per level of experience he has attained. The wizard can throw one globe per round at the same or different living targets. Each of them inflicts 1 point of damage. They are formed from pure magical energy and seem to materialize over the head of the caster before speeding towards their target. The missiles have two special characteristics: they never miss (as do magic missiles) and they always strike at the very beginning of a round. The conditions required to hit a target with this spell are the same as those of magic missile. If a target goes invisible after he has already been struck by at least one ball, he is allowed a saving throw versus spell to avoid each missile aimed at him while he remains invisible. The conditions in case (B) of Melf's minute meteors also apply to this spell. Since the globes created by this spell are similar to magic missiles, they can be countered with appropriate ways. Darkray's Magical Enhancer (Alteration, Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis This spell belongs to the field of metamagic. Using it, a wizard can augment the effects of spells cast the rounds following the casting of this one. The duration of the spell is one round per two full caster levels, up to seven. Magic that can be affected includes all spells of fifth level or less with a casting time that is less than or equal to seven rounds. The effects of an augmented spell persist even beyond the duration of the enhancer. The material component is a small gem stone of any value. The stone starts to glow when the spell is cast and from then on, it acts as a transformer of energy: the caster can spend some of his own hit points each round to increase the casting level of his spells, 1 HP per spell level. For example, a 5th-level wizard wants to cast fly as if he were eleventh level. He casts magical enhancer; in the following round, he must spend 6 HP to be able to cast fly at eleventh level (11- 5=6). The duration of the fly will be at least 12 turns (duration of fly: 1d6 turns + one turn per level), even though this is much longer than the duration of the enhancer. The maximum casting level that can be achieved with this spell is 20. The enhancer will not affect other metamagic spells. If the augmentation brings the caster's hit points to zero or less, the character dies but the desired spell is completed. Darkray's Poison Protector (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: Creature touched Saving Throw: None Author: Dimitris Xanthakis Since poisons on Athas can be extremely lethal, Darkray created this spell to protect himself and his companions from such attacks. The spell can protect against any one method of poisoning: injected, ingested or contact. Upon casting, an invisible aura surrounds the recipient (using detect invisibility, eg., reveals the aura). If protecting against injected or contact poisons, the aura covers the whole body. If it is against ingested poisons, it just covers the mouth. The aura protects the subject against a number of poison attacks equal to the half the caster's level (five times at ninth level, etc.). The protection lasts until dispelled. If an attack using poison is made using the suitable method, the subject suffers no damage from the poison; he suffers normal damage if a weapon was used to deliver the poison, however. An individual can only be protected against one method by means of this spell at any given time. The material component of the spell is a drop of a poison that the subject must consume during the casting; the poison must be of the appropriate type, that is injected, ingested or contact. Protection against natural poisons is granted only if these belong specifically to the poison table. The spells stoneskin and Darkray's mail of power (q.v.) take precedence over the poison protector; attacks negated by these spells do not affect it. Darkray's Spell Booster (Alteration, Evocation) Range: 0 Components: V, S Duration: 1 round per two levels Casting Time: 4 Area of Effect: The caster Saving Throw: None Author: Dimitris Xanthakis This is a metamagic spell. When a wizard casts this spell, he strengthens the power of spells he subsequently casts. The spell lasts for one round per two experience levels of the caster. While the spell is in effect, the saving throws of opponents struck by the caster's spells suffer penalties: -2 at seventh level, -3 at tenth, -4 at thirteenth etc. The penalties are cumulative with every other saving throw modifier. Deadly Strike (Enchantment) Range: 0 Components: S Duration: 1d6 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Jim Vassilakos This spell causes all successful hits on hand-held or hurled weapons to strike for maximum damage versus opponents. The caster must be the one using the weapons. Deadthought (Divination, Necromancy) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Corpse touched Saving Throw: None Author: Geoffrey Edward Fagan This is essentially telepathy with a corpse, as the wizard probes the brain of the deceased for specific data. The DM must decide if the information sought is basic, well known, merely known, or forgotten. The table below lists the chance of finding the information and the amount of time required by the search (if location is in fact possible), but the DM can alter these numbers if the body is in a particularly advanced state of decomposition. Type of Chance of Time Information Finding Required Examples Basic 96% 1 Name and profession Well Known 70% 2d4 Relating to current mission Known 30% 3d4 Relating to previous missions Forgotten 2% 1d10+10 Overheard once This spell will continue as long as the wizard concentrates, but on every round there is a 1% chance of that he will go insane. The material component is a pair of metal helmets, linked by a copper wire. Deave (Alteration, Illusion/Phantasm) Range: 10 yards per level Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 4 Area of Effect: One creature Saving Throw: Special Author: Paul D. Walker This spell causes a temporary sensory overload to occur in all the sensory nerve endings of the target creature. Because of this overload of all the senses (sight, smell, touch, taste, hearing), the target will be "burnt out" for the duration of the spell. The creature will find himself in a state of total sensory deprivation for the spell's duration. This means that the creature will not be able to see, hear, taste, feel or smell anything. The creature will remain completely helpless for the duration. There is an additional side effect of this spell. Because the loss of the senses can be so shocking an experience to some creatures, there is a 1% chance per point of Intelligence and Wisdom that the creature will suffer from the insanity of catatonia for a duration of 2d4 weeks afterwards. This can be cured with a cure insanity. If the creature makes its saving throw versus spell, then the spell does not completely take effect. Only 1d4 of the creature's senses are affected (determine randomly which). Note that some combination of lost senses could leave the creature helpless anyway. The material components for this spell are a small leather hood, a shrill whistle, several sharp pins, smelling salts, and a drop of lemon juice. Dehydrate (Alteration) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: One creature Saving Throw: 1/2 Author: Peter Gourlay This spell causes 1d6 points of damage per level of the caster (maximum 15d6) to any creature that is water-based or has a substantial amount of water in its system. Thus, for example, spectres, stone golems and air elementals are immune to this spell. Creatures that dwell primarily in water save at -1 and those from the elemental plane of water save at -2 and take +1 on each die of damage. Deja Vu (Divination) Range: 20 yards Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Vernon Lee This spell throws the victim back to the location he occupied at a point in the recent past. It does not turn back time, it merely teleports back along the victim's "time line". This restriction makes the resistance that the magic must overcome much less than a full teleport other would have to fight. Deja vu sends the victim to the position he occupied 1d6 hours in the past per level of the wizard. If the victim would be placed inside another object or creature, the victim is placed in a random direction along his time line until an unobstructed location is found. The material component is a timekeeping device which is destroyed at the time the spell is memorised by the wizard. Delusion (Enchantment/Charm, Illusion) Range: 10 feet Components: V, S, M Duration: 1 turn per 5 levels Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: August Neverman This spell causes the affected character to be deluded into thinking that one or more of his statistics or powers have been modified (either positive or negative, at the wizard's option). The material component for this spell is a drop of perfume. Detect Planar Stress Point (Divination) Range: Special Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell allows the wizard to find special planar stress points where the casting of gate or planar gateway is easily accomplished. This spell searches through the planar structure. The planar stress points occur naturally. At these stress points, the planar clusters form a natural gap through which travellers might pass. The range depends on the casting time: for every turn cast the wizard can search through an area of 100 square miles per level shaped in any shape he desires. Thus, it could be a long thin strip or a true square shape that spreads out from the wizard. This might seem rather large but considering that not many natural planar stress points exist, that might be relegated. The duration also depends on the casting time: the effect of this spell lasts for two rounds per turn of casting time after the points have been found and the caster has stopped casting. During this time any planar stress points in the area of effect glow with magical power. They thus become a beacon for any creatures looking for them on both sides of the planes - and not all of them will be benign creatures. Once a planar stress point is located the casting time of conjuration/summoning spells such as gate or planar gateway can be reduced by a full 50%. Thus, a conjure elemental would only take five rounds to cast. The problem with such stress points is that there is a 5% chance per turn of the follow-up spell that some kind of creature breaks through the gap created by the follow-up spell: a conjure elemental, cast by a 10th-level wizard would have a 5% chance for the full 10 turns duration that something breaks through - whether the wizard stops early or not. The casting of a conjuration/summoning spell significantly weakens the border between the planes. If the caster decides to use the normal casting time he can receive double the results: either a double Hit Dice monster, or double the normal number of monsters, etc. but in that case the chance of breakthrough rises to 20% per turn. These stress points are created everywhere one finds an artifact of other-planar power or an item of very strong magical power that links somehow into another plane (very strong means over 8000 XP per item) or with a concentration of over 20 magic items with planar connections that have a sum of over 100,000 XP total. The material component for this spell is a magical item of no less than 1000 XP worth plus a compass made completely from diamond except the needle which is made from adamantine (no less than 5000 gp). Detect Spellcasting (Divination) Range: 10-yard per level radius Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Unknown This spell allows the wizard to scan a surrounding area for spells being cast by other spellcasters. The affected area has a radius of 10 yards per level of the wizard (up to a maximum of 200 yards); the wizard may make the area of effect smaller if he wishes. Any wizard spells that are currently being cast, will be detected (priestly magic is not affected). The wizard is instantly aware of the school of magic of all spells in this area; the name of the spell will also be known, if it has already been learned by the wizard; in addition, the wizard gains a general feeling of the location of the caster of each of the spells (i.e., approximately 30 feet east). The relative strength of two spells from the same school will also be detected. For example, if a meteor swarm and a burning hands are both being cast in the area of effect, this spell will detect which is more powerful (this will also work for two fireball spells cast by two wizards of different levels); the actual level of the spell is not revealed, and two spells of different schools cannot be compared in this way. The wizard may choose one spell to target for specific information; this includes: the name and level of the spell (as well as the wizard's level, if that is relevant to the strength of the spell), the spell's target (object, location, creature, etc.), and the exact location of the wizard. Illusions of fourth level or less are revealed, as long as the wizard is of higher level than the caster of the illusion. Illusions of fifth level or higher will return a false reading (i.e., what the wizard believes the spell to be) unless the wizard has already disbelieved that illusion. This spell does not detect spells which are already in effect. It does however detect all spells as they are cast, as long as the duration lasts (i.e., if this spell is cast by a 10th-level wizard, it will detect all spells that are cast in the following ten rounds). This spell does have a drawback: the maximum number of spells that can be processed safely is equal to the wizard's Intelligence divided by three (round fractions down). If there are more than this number of spells being cast inside the area of effect, the wizard must make a successful system shock roll or fall unconscious for 1d6 rounds (this roll must be made every round this condition exists). The material component for this spell is a powered gem worth at least 100 gp which must be tossed in the air when the spell is cast. Dheryth's Monomorph (Alteration) Range: 0 Components: V, S Duration: 1 day per 3 levels of experience Casting Time: 4 Area of Effect: The caster Saving Throw: None Author: Jim Gitzlaff This spell was designed to allow a wizard to look like something he does not for an extended period of time. It grants the non-magical locomotive powers, senses, and metabolic processes of the race of creature whose form is taken. However, a significant part of the spell is dependent on the specific creature whose shape the wizard wishes to assume. Thus, only one shape may be taken on by the wizard using this spell - ever. When this spell is found (for instance, on a scroll or in another person's spell book), it already was custom designed by some other wizard to adopt a certain form (race, height, weight, hair colour, etc.), and nothing the finder can do will make it do otherwise. This is because the choice of creature vastly changes the structure of the Monomorph, and thus the choice of shape may only be made when researching the spell from the ground up. When this spell is independently researched by a wizard, he gets to decide the specifics of the form the spell grants. If any wizard wants to "change" an existing monomorph, so that a different shape can be assumed, he must head into a library and research this change as if it were an entirely new spell. The costs for this, though, are at -25% because the wizard has a copy of the other form of monomorph as a model. There is no reason why a wizard with enough time and money could not possess several "versions" of this spell. When this spell is cast, the wizard is able to assume the form of a single bipedal humanoid (human, demi-human, faerie, goblin, etc.) with which race the wizard is familiar, but not any quadruped (for example, a centaur), wholly magical being (for example, a golem or demon), or other creature not relevantly humanoid. The wizard assumes the shape of one such creature upon casting the spell, and retains that shape until the spell ceases to function. He may cancel the spell before it would normally elapse, but may not alternate between the monomorphed and regular forms while the spell is functioning. Monomorph will allow changes as follows: Wizard's Weight Weight Maximum Level Minimum Maximum Races Age change 7-8 -10% +10% as wizard none 9-11 -20% +25% any known 10% 12-13 -30% +50% any known 20% 14-15 -50% +80% any known 40% 16-17 -70% +125% any known 60% 18+ -90% +200% any known any The colour of eyes, skin, and hair can be changed to any possible value, as can hair length, sex, and other details. The body whose shape is assumed has the same physical statistics as the wizard, subject to all racial and age modifiers, minimums, and maximums (of the form adopted, of course). The new form will not radiate magic, but it may be dispelled. Dimmable Light (Invocation/Evocation) Range: 10 feet per level Components: V, S Duration: 1 turn per level Casting Time: 4 Area of Effect: 60-foot radius sphere Saving Throw: Negates Author: Kai Rottenbacher This spell simulates the light spell but it can be dimmed to absolute darkness (if there is a natural darkness around). Thus, it is very useful for those sneaky groups that have always been detected by their light source - until now. This light output can be change from zero to 100% with but a mental command of the caster or the recipient - if the recipient is willing and has been given the mental command word. With the exceptions noted above it works like the normal light spell. Disenhandment (Alteration) Range: 0 Components: V, M Duration: 4 rounds + 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Bret Mikeal O'Neal By means of this spell, the caster removes his hands from his body and controls them from up to 60 yards away. This does not damage the caster, although it may look strange. The enchanted hands may do anything that the wizard could normally do with them: attack (with or without weapons), manipulate objects, and cast spells that do not require verbal components. The hands can move up to 90 feet per round, and leap 15 feet. They have AC 7 and hit points equal to twice the caster's level. The hands attack with the wizards THAC0 and do 1d3 damage per hit. If the hands are killed, they will lay prone until the caster can recover them, when they will reattach themselves and act normally. The components are a sticky length of gauze and a silver scalpel. Disguise [1] (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Jim Vassilakos This spell allows the wizard to assume the appearance of any humanoid, provided he is familiar with the person whose appearance he wishes to assume. The spell may change the height of the wizard by up to one foot, sex, facial features, colour and length of hair, build, and even voice. However, it does not change the wizard's clothing, skills, or personality traits. Someone familiar with the real person has a (3xlevel + 2xWisdom)% chance of seeing through the disguise by noting subtle changes in personality. Actions entirely out of character would allow all to make a Wisdom check to detect the disguise. In order the affect this spell, the wizard must keep in his possession an item from the body of or an item constantly worn by the person to be assumed. Disguise [2] (Alteration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: None Author: Ally's Spellbook This spell changes the appearance, smell, and vocal sounds of the affected creature. The size of the creature may be changed up to 2 inches per level of the caster. The effectiveness of disguising a creature as one of another type depends on the casters familiarity with the target creature (left to the DM's discretion). Note that this spell does not imbue any of the racial abilities or resistances of the disguise type creature. The material component of this spell is a piece of coloured clay. Dispelling Bolts (Alteration) Range: 20 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One or more creatures Saving Throw: None Author: Ally's Spellbook This spell sends out bolts much like the magic missile spell. One bolt per level is created. Creatures hit by a bolt are treated as if a dispel magic had been cast upon them. The material component is a bit of india rubber. Displacement [1] (Illusion) Range: 0 Components: V, S, M Duration: 24 hours or until dispelled or destroyed (see below) Casting Time: 4 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown When cast on a subject, this spell causes the subject to appear to be 2 metres to the left or right (50% chance of each at time of casting) of his actual location. The subject will appear to react to attacks aimed at his apparent position as if they had actually hit him. If the subject appears to have been killed by an attack aimed at his apparent position, he cannot move more than 2 metres from the apparent location of his corpse without cancelling the spell. The material component of this spell is the eye of a displacer beast. Dissolve Lesser Quasi-Elemental (Abjuration) Range: 30 yards Components: V, S, M Duration: Permanent Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Francois Menneteau This spell cause a lesser radiance, lightning or mineral quasi-elemental to lose its internal integrity: the lesser quasi-elemental dies. The material component is a miniature golden shield, worth at least 20 gp. Dreamoore's Eldritch Shield (Abjuration) Range: 30 yards Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) This spell protects the recipient from any magic-energy based attack. Each individual manifestation (magic missile, eldritch sphere, etc.) directed at the recipient is absorbed by the shield, whether or not they successfully hit. The eldritch shield can withstand up to 1d4 attacks + 1 attack per three levels. Note that regular attacks also reduce an eldritch shield without any penalty, and the shield may only absorb spells which the wizard has sufficient levels to cast (for example, a 9 HD eldritch shield can protect from 1d4+4 magic missiles or similar spells, while a griffon would take three off from the shield and still inflict normal damage). The material component is sapphire and diamond dust which is sprinkled upon the creature to be protected. Dreamoore's Warding Shield (Abjuration) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One creature Saving Throw: None Author: Jonathon Salazar (The Adept's Spellbook) The warding shield is a unique magical screen which encompasses one creature and protects it from harm. The shield remains completely invisible until struck by any attack, including weapons and spells which cause direct damage. Then it then flares pale blue, absorbing part or all of the attack (any damage which is not absorbed goes directly to the character using the shield). The warding shield may absorb up to base 1d4 HP of damage + 2 HP per level of the wizard. If a magic resistant creature attacks the spell's host, then its resistance is checked first. Success indicates that the shield is bypassed during that attack, and damage goes directly to the person being protected. However, the shield remains intact until it loses all hit points, gets dispelled, or until all hit points elapse, at a rate of 1 HD per turn. A person may have only one warding shield at a time. The material component is 50 gp worth of diamond dust which is thrown into the air as the spell is cast. Drider Form (Alteration) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Peter Gourlay This spell allows the wizard to transform himself into a drider, the drow-spider cross. The wizard gains all the abilities of a drider, except spellcasting. The wizard can still cast his own spells normally. The wizard gains the once-per-day innate spellcasting of drow, a poisonous bite, 15% magic resistance, and night vision. However, unlike similar polymorph spells, the wizard must remain in the drider form until the spell ends or is dispelled. The wizard who cast drider form cannot dispel it: another spellcaster must do it. The wizard is not healed at the end of the spell. Dwarkanath's Tutor (Enchantment) Range: 0 Components: V, S Duration: 1 hour per level Casting Time: 2 rounds Area of Effect: Creature touched Saving Throw: Negates Author: David E. Brooks Jr. and Elizabeth H. Brooks Dwarkanath's tutor is a highly useful spell in situations that require that the recipient to use some skill not presently known. Any non-weapon proficiency that is listed in the Player's Handbook (or other official supplement) may be learned, provided a suitable "tutor" is used as a base from which to draw the knowledge. This tutor should be a willing, intelligent creature that possesses the skill desired. If unwilling, the tutor must fail a saving throw versus death magic (at +4) for the spell to be successful. The recipient of the skill gains use of the borrowed proficiency as if he actually gained the knowledge through normal means. Note that his level of knowledge is exactly that of the tutor. Under no circumstances (short of a wish) can this knowledge be retained after the spell's expiration. If the recipient already knows the skills that are to be endowed upon him, the spell automatically fails, except when the tutor's knowledge of the skill is higher. Although not specifically mentioned above, languages can be learned through the use of Dwarkanath's tutor. Eldarr's Flameshroud (Abjuration, Evocation) Range: Special Components: V, S, M Duration: 1 round per level (but see below) Casting Time: 4 Area of Effect: The caster Saving Throw: Special Author: Eldarr When this spell is cast, the wizard is enveloped in an invisible shroud of flames. True seeing or similar magic will reveal the shroud, and detect magic will reveal strong lines of abjuration and evocation magic. The spell imparts on the wizard the equivalent of fire resistance for the duration of the spell (see the description of the ring of fire resistance in the Dungeon Master's Guide). In addition to the protection aspect of this spell, the wizard may also use it offensively: any target that comes within 10 feet of the wizard may be attacked using the shroud; a small finger of (clearly visible) flames shoots from the shroud and strikes the victim, inflicting 1d4 points of damage, plus 1 point per level of the wizard (up to a maximum of 1d4+20). A successful saving throw versus spell reduces the damage by half. Only one such attack may be made per round, and each attack reduces the spell's duration by one round (thus, an attack may not be made the last round the spell is in affect). Anyone who scores a successful melee hit on the wizard while he is under the protection of this spell suffers damage equal to that inflicted by an attack from the shroud (1d4 + 1 per level); again, a successful saving throw versus spell reduces the damage by one half. The duration of the spell is not affected in this case. The material component for this spell is any normal cape with a chunk of sulphur placed in the pocket; the cape must be worn throughout the duration of the spell; if it is removed, the spell ends prematurely. The cape is not affected by the casting of this spell, but the sulphur is consumed when the spell ends. Eldarr's Shockshroud (Abjuration, Invocation/Evocation) Range: Special Components: V, S, M Duration: 1 round per level (but see below) Casting Time: 4 Area of Effect: The caster Saving Throw: Special Author: Eldarr This spell is nearly identical to Eldarr's flameshroud; it covers the wizard in an invisible shroud of electricity. The shroud is detectable by the same means covered in the flameshroud description. This spell provides the user with immunity to lightning and other electrical attacks for the duration of the spell. The wizard may use the shroud to conduct electrical attacks in the same manner as that for flameshroud; damage is identical, and each attack reduces the duration by one round. The shroud will also provide protection versus melee attacks as per the flameshroud, with electricity again replacing flames. In addition to the cape (which is not harmed), this spell requires a specimen of any electricity using creature, such as an electric eel; this specimen is consumed when the spell ends. Electric Shroud (Invocation/Evocation) Range: 0 Components: V, S, M Duration: 2 rounds + 1 round per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: 1/2 Author: Ally's Spellbook The creature affected by this spell immolates in a shroud of crimson electricity. The spell allows for a +2 saving throw versus spell. Any melee attack made against the recipient of this spell results in a shock doing 1d4+1 HP of damage per level. The material component is a piece of glass. Elemental Turning (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per 2 levels Casting Time: 5 Area of Effect: 60-foot radius Saving Throw: Negates Author: Peter Gourlay This spell drives out true elementals of one designated type when the spell is cast. If the elemental fails its saving throw versus death magic, it must leave the area of effect and cannot return for the duration of the spell. Any elemental that cannot leave the area, or is forced into a position where it cannot escape the spell, immediately withdraws to its own plane. The spell is centred on the wizard, and moves with him. The spell does not break the concentration of any creature controlling the elemental, or affect other creatures from the elemental planes. The material component is a bit of element from the plane opposite to the one being affected - fire for water elementals, water for fire elementals, a puff of air for earth elementals and earth for air elementals. Enemy Blink (Alteration, Enchantment/Charm) Range: 30 yards Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: 4d6 creatures Saving Throw: Negates Author: Jay Makes an enemy blink if its saving throw is failed. Otherwise it is like blink. Good for use if the enemy is near a cliff or large body of water. The number of creatures affected is determined randomly, by rolling 4d6. You cannot make people save twice, i.e., "I've got 12, I use them all on him, have him save 12 times" won't work. Erelas's Meaningless Scribble (Conjuration) Range: 10 yards Components: S, M Duration: Permanent Casting Time: 4 Area of Effect: One page per level Saving Throw: None Author: Dave Michaels When this spell is cast on blank parchment, meaningless lettering and punctuation appear on each page of the parchment at the rate of one page per round. The lettering may resemble (1) that of several random or chosen languages (at least three) in the handwriting of the material source (see below under material components), or (2) it may resemble no language at all. If the writing is viewed with true seeing, a glass of deciphering, or other similar means of divination, one of the following occurs: 1. If the lettering was that of random languages (chosen or not), the viewer sees the lettering all as one language, but still meaningless. 2. If the lettering is purely random, the viewer sees new, purely random lettering, which is still meaningless. If the spell is cast on parchment already containing writing, the effect is neither permanent, nor defacing, but does produce the same effects as above for 1 round per level. Material components: enough ink wells to complete the job as if it was being performed manually (i.e.: one well per 5 pages or so - DM's or factual discretion), and a quill pen. The ink is consumed as the letters appear (thus if the spell is dispelled prior to completion, the remaining unused ink is not consumed). The effect of (1) requires a sample of the languages to be used. For best performance, the full alphabet of each language should be scribed on a page of parchment (or several pages, depending on how many languages you wish to use, and how big your writing style is). Effect (1) shall produce handwriting matching the sample writing. Effect (2) produces completely alien writing. Perhaps hieroglyphics, perhaps pictographs resembling oriental characters, perhaps an actual character from a real language - or close to it, or perhaps a simple scribble. Euclarke's Offhand Remark (Enchantment/Charm) Range: 10 yards per level Components: V, S, M Duration: 1 round per 3 levels Casting Time: 3 Area of Effect: 30-foot radius sphere Saving Throw: Negates Author: David E. Brooks Jr. and Elizabeth H. Brooks By uttering a short, muttered phrase, the caster forces one or more creatures within the area effect to make a saving throw versus death magic or fall victim to Euclarke's offhand remark. The victims, should they fail their saving throw, suffer a highly unusual urge to perform all activities for the duration of the spell with their off hand. For example, right-handed fighters will use their left hand (with appropriate penalties) and a left-handed scribe will attempt to use his right hand to pen a scroll. Spellcasters under the effect of Euclarke's offhand remark suffer similar difficulties - any spell that requires somatic components gets an initiative modifier equal to 20 minus the victim's Intelligence to cast, but is otherwise unaffected. To effect the spell, the caster needs a small silvered mirror which must be polished carefully with the caster's off hand. Ambidextrous characters are not affected by this spell. Unfortunately, no ambidextrous wizard can use this spell either. Excite Fire (Alteration) Range: 20 feet Components: V, M Duration: Instantaneous Casting Time: 1 Area of Effect: One fire source Saving Throw: 1/2 Author: Jim Vassilakos This spell causes fire to hurl itself at a victim for up to five feet per point lost for a maximum of sixty feet. Upon contact with the victim, the fire does 1d4 points damage per level of the wizard minus range loss and divided by two if a saving throw versus spell is successful. Since the fire is dragged from a source (the material component), that fire is effectively lost from the source. Candles supply 1 point each, torches can supply 6 points, flasks of lighted oil supply 12 points, and average sized fireplaces or campfires supply 30 points. Fayn's Conflagration of the Bowels (Evocation) Range: 5 yards per level Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One person per 5 levels Saving Throw: Negates Author: Fayn This spell causes the recipients innards to become consumed in a magical fire. The victim suffers one point of damage per level of the caster. In addition, if the intended victim misses his saving throw roll, he becomes racked with intense pain and falls to the ground for 1d4+1 rounds. The victim of the spell is unable to function in any coherent manner during this time period. Observers may notice a stench and see wisps of smoke emerging from the victims orifices during this period. After the effects of the spell expire, the victim may begin functioning coherently again, however, the pain does not completely subside for 24 hours (only role-playing effects). The spellcaster has the option of directing more than one "dose" of this spell at one victim (provided that the caster is of a sufficient level). In the case where two doses are directed at one victim, he makes his saving throw roll at -2 to the die, suffers +2 points of damage per level of the caster, and is incoherent for 1d6+1 rounds. This should be extrapolated for more than two doses. The material component is a bit of rotten food. Feldegast's Ego Submergence (Abjuration) Range: 0 Components: V, S Duration: 1 day Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Ron This spell grants non-detection by scrying, detect ... spells, and mind reading divinations, as well as a saving throw bonus of +4 versus charm-like effects. However, the spell ends abruptly if the caster proper scries, reads mind or charms. This spell does not alert the caster to scrying or the like, and may be overpowered by a spell of greater level. Fellstar's Flaming Water (Alteration, Evocation) Range: 10 yards per level Components: V, S, M Duration: 2 rounds per level Casting Time: 4 Area of Effect: 10-foot per level radius Saving Throw: 1/2 Author: Fellstar This spell will cause an area of water to instantly burst into flames as if covered with oil and set alight. The centre of the area of effect may be as far away as 10 yards per level of the caster; the area of burning water has a radius of 10 feet per level of the caster, but may be smaller if the caster desires. The spell must be cast on an open body of water, such as a lake, river, or ocean; it may not be cast at a container of water on the person of an individual. If the centre of the area of effect is on the surface, the flames will remain only on the surface; if the spell is cast underwater, the flames will form a sphere (if the distance between the surface and the centre of the area of effect is less than 10 feet per level of the caster, the flames will obviously not form a perfect sphere; in this case, the surface of the water will burn as well). The fire will last 2 rounds per level of the caster, or until extinguished; the flames cannot be doused with water, as this added water will burn as well. The fire must be extinguished by magical means (i.e., dispelled or via a fire quench or similar magic), or be allowed to expire. If cast underwater, the duration of this spell is halved. The flames from this fire are sufficient enough to start ships on fire, and any creature caught in the area of effect suffers 3d6 points of damage, plus 1 point per level of the caster (to a maximum of 3d6+20). A successful saving throw versus spell reduces the damage by half. If this spell is used to attack a water elemental or similar creature, the damage is doubled, and there is a -4 penalty to the saving throw. The material components for this spell is a vial filled with a water and oil mixture. Fire Aura (Abjuration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 4 Area of Effect: The caster Saving Throw: Special Author: Perry Horner By means of this spell, the caster surrounds his body with an aura of magical green fire. The fire aura extends 1 foot from the caster's body and provides illumination in a 10-foot radius. It provides complete immunity to all forms of fire, both natural and magical; the flames can be extinguished only by dispel magic or a similar spell. Those touching the fire aura suffer 2d4 points of damage; additionally, if the touched victim fails to make his saving throw, his body is set afire with green flames. The flames persist for 2d4 rounds. Each round the victim is engulfed in these flames, he suffers an additional 1d6 points of damage; the victim's attack rolls are made with a -2 penalty during this time. The material components for this spell are a scrap of singed paper and a piece of flint. Fire Breath (Evocation) Range: 0 Components: V, S Duration: Special Casting Time: 4 Area of Effect: 50-foot long, 25-foot diameter at end, 5-foot at base cone Saving Throw: 1/2 Author: Peter Gourlay This spell enables the caster to breath a cone of fire in the dimensions indicated. The fire does 1d10 damage per three levels of the wizard (rounded up), with a saving throw allowed for half damage. The wizard has the option of breathing the fire immediately, or waiting for up to one round per two levels. If the spell is discharged in a round other than the one it was cast in, it has an initiative modifier of +3. If for some reason the spell is not discharged before the spell expires, the fire explodes in the stomach of the wizard, inflicting 3d10 points of damage. Fog Warrior (Conjuration, Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: August Neverman This spell creates a creature much the same in appearance of that created by the 2nd-level fog phantom (q.v.). This creature however can do damage (one to half the level of the wizard hit points of damage per successful hit). It has a THAC0 equal to that of the wizard, and a Strength equal to the wizard's level. The fog warrior has a -2 Armour Class and can be hit only by weapons with a magical +1 or greater. It has 10 hit points + 1 hit point per level of the wizard. It cannot be dispelled by wind or fire, although fire and ice will do damage to it. The material component of this spell is some smoke. Force Bolt [1] (Alteration, Evocation) Range: 0 Components: S, M Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: Negates Author: Brock Neverman This spell causes an invisible bolt to launch forward from the wizards fingertip. The bolt does not explode on contact with whatever it is directed at, but rather burrows through almost any object (note that a +5 or better magic armour deflects it). The bolt has 10 hit points + 2 hit points per level of the wizard, these hit points being "burrowing points". For each 10 hit points of damage a normal magical item takes it will loose a plus. A normal shield or splint mail or leather armour will use up 5 hit points, chain mail will use up 7 hit points, and full plate will use up 10 hit points. For some reason, ordinary elven chain will always cause this spell to reflect (magical elven chain does not have this effect unless it is +5 or higher). Items do get a saving throw, and once an item makes its saving throw, the spell is lost. The material component for this spell is a bit of iron. Gaseous Form [2] (Alteration) Reversible Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: Negates Author: Kenneth C. Jenks This spell causes an individual, as well as the non-living items which it carries or wears up to 1000 gp weight per level of the wizard, to become gaseous in form and able to flow accordingly at a base speed of 3 per round, subject to wind conditions. The gaseous form cannot be physically harmed except by magical fires or lightning, in which case damage is normal, but the gaseous creature may be affected by mind-related attacks such as charm, hold or suggestion spells. However, a whirlwind causes double damage to a creature in gaseous form. The spell lasts for the entire duration and can only be removed by the reverse of the spell. During this period, the creature can see and hear, but no magic items or spells may be used. Psionics (except for body weaponry and shape alteration) will function normally, and psionic combat can take place. Spells cast on the creature prior to this spell will remain in effect for their normal durations (resist fire, protection from lightning, etc.). The reverse, solidify form, allows the gaseous creature touched a saving throw versus death magic. If the creature touched fails the saving throw, the creature immediately resumes solid corporeal form and cannot resume gaseous form for the duration of the spell. If the wizard casts this spell on himself, he may include his own familiar in the area of effect. If this spell, or its reverse, is cast on an unconscious or dead creature, it is allowed no saving throw. The material component for gaseous form is a mouthful of smoke; the component for solidify form is a mouthful of rock. Note: this spell was researched by the mage Paul, also known as Purple. Gaseous form was specifically invented for battling vampires with its reverse. Dimension door is a much better escape spell, and invisibility is a much better infiltration spell, but this one is fun to spring on new DMs. Glamden's Mixer (Alteration) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: One potion Saving Throw: None Author: Glamden This spell requires the wizard to have a potion of any type in his possession. The potion is held in the wizard's hand, and when the spell is cast, the content is instantly removed from its container and reappears in a potion container in the target's possession. The DM then makes a potion compatibility check (see the Dungeon Master's Guide, page 135) for the target potion and applies the results normally. If the target has one or more potion containers in sight, the wizard may choose which one to affect. If the target has no containers in sight, then one is affected randomly; if the target has no potion containers in his possession, then the spell has no effect. This will also work on a potion that is just about to be quaffed, as long as the wizard gains the initiative. The only material component for this spell is the potion to be mixed with the target's potion. Gregori's Awareness (Divination) Range: 0 Components: V, S, M Duration: 3 rounds per level Casting Time: 3 Area of Effect: 100-foot radius sphere Saving Throw: None Author: David E. Brooks Jr. and Elizabeth H. Brooks This spell grants the caster the ability to know when any spell is being cast within the area of effect. Additionally, the direction and distance of the spell activity is known as well. If a saving throw versus death magic is made by the caster, he is granted some additional information about the spell, such as its level or school. Under no circumstances, however, does Gregori's awareness detail what particular spell is cast or who the caster is. The material component for Gregori's awareness is a small golden cone, worth about 50 gold pieces. Grimly's Elasticity (Alteration) Range: 0 Components: V, S, M Duration: 2 turns per level Casting Time: 5 Area of Effect: Person touched Saving Throw: None Author: Joshua Rosenfeld By casting this spell, the wizard alters the entire composition of the subject's body so that it becomes more elastic. The benefits gained by the elasticity are as follows. The affected person can turn his head 180 degrees in either direction, can stretch all of his limbs up to 3 feet further than normal, and only takes half damage from bludgeoning type weapons (with a minimum of 1 point of damage). Increased flexibility of all body parts is also gained. The material component is a lump of soft clay. Half-intelligent Unseen Servant (Conjuration/Summoning) Range: 10 feet per level Components: V, S Duration: 1 turn per level Casting Time: 4 Area of Effect: One unseen servant Saving Throw: Negates Author: Kai Rottenbacher This spell is an improved version of unseen servant. The servant has rudimentary intelligence so that it can remember some small details or some minor instructions over a given period of time. It can be delayed in its actions, so that it will do something even if nobody gives it an order to (it will close a door behind the wizard if he gave it the order to close every door behind him). It can also write or manipulate delicate objects if it is under the direct control of the caster. In this case the caster has to be present (within the range of the spell) to give the specific orders. It is still not stronger than the 1st-level spell (only a maximum lift of 30 pounds). Hand of Time (Necromancy) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1d4+4 Area of Effect: Creature touched Saving Throw: Negates Author: Geoffrey Edward Fagan After casting this spell, the death master's hand will bear a baneful curse, for the next creature he touches (possibly requiring an attack roll) will instantly become 4d10 years older. The spell lasts for one round per level of the wizard or until discharged, and it cannot be reversed. Hold Person II (Enchantment/Charm) Range: 120 yards Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: One person Saving Throw: Negates Author: Unknown This spell is like hold person except as noted above and that the saving throw is made at -6. Horn of Goodness (Invocation/Evocation) Reversible Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: 50-foot circle Saving Throw: Special Author: Alexande Shternshain To cast this spell, the wizard must hold the palms of his hands against his mouth, in a horn-like shape. The issued sound causes severe mental anguish and suffering to evil creatures in the area of effect. At the beginning of each round, each of such creatures rolls a saving throw. If this is failed, then: * the creature suffers 1d6 points of damage; * there is a to-hit and Armour Class penalty of -1; * all spells about to be cast are lost. If the saving throw succeeds, the creature suffers only the second penalty. In order to maintain the spell, the caster must concentrate, but he can't do so for more then one round per level. Non-evil creatures aren't affected at all. Note that the spell will affect even deaf creatures, as the sound sort of goes inside their brain, bypassing the hearing organs. The spell can be reversed by evil wizards to become a horn of evil. The material component is a violin string. Hydro Shield (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 2 rounds + 1 round per level Casting Time: 4 Area of Effect: The caster Saving Throw: None Author: Unknown By casting this spell, the wizard appears to be covered in a mist of water. One version is coloured blueish green; the other is coloured violet or blue. Any creature striking the wizard with body or hand-held weapons will inflict normal damage upon the wizard, but the attacker will take double the damage so inflicted. The other powers of this spell depend on the variation being used: Blueish green: any electrical attacks will be saved at +2 on the die, and will do either half damage (if the saving throw is failed) or no damage at all (if the saving throw is made). Acid based attacks are normal, but if the wizard fails the required saving throw, he sustains double damage. The material component for this version is a bit of tree gum. Violet or blue: any acid attacks will be saved at +2 on the die and will do either half damage (on an unsuccessful saving throw) or no damage (if the saving throw is successful). Electrical attacks are normal, but if the wizard fails to make the required saving throw he sustains double damage from that attack. The material component for this version is an alkaline substance. If ... Then (Alteration, Wild Magic) Range: 0 Components: V, S Duration: Special Casting Time: 4 Area of Effect: One object Saving Throw: None Author: Steve Bartell Upon casting this spell in conjunction with another type of spell, the wizard delays the effects of the second spell until certain conditions are met - named by the wizard. For example, the wizard could cast if ... then at a doorknob, then direct a fireball into if ... then, and then name conditions that the fireball will activate when someone touches the doorknob. The casting of the second spell must be started within 1 turn after finishing the casting of if ... then. If ... then spell must be cast upon a non-living object. If ... then actually absorbs the second spell's effects and holds it until the conditions are met. This hold can be for thousands of years. The conditions that activate the spell must be easily recognized and simple. The DM can decide whether the conditions are appropriate. For example, a wizard could not have the condition, "If a good creature comes into the room...", but could have the condition, "If an orc enters the room...". Only one if ... then spell can exist at a time in a 5-foot radius. If two if ... then spells come within this range of each other, both spells are dispelled. Thus, a wizard could not have a collection of darts in his pack that all have an if ... then and an ice storm cast upon them. The spell used with if ... then cannot be a spell that must be aimed at an opponent. These spells include magic missile, Melf's acid arrow, etc. However, a sleep or cloudkill can be used, and the object it was cast upon will be the centre of the effects. Igetigitt - Yucky (Illusion/Phantasm) Range: 30 feet Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: Two Hit Dice of creatures per level Saving Throw: Negates Author: Jim Vassilakos The victims of this spell will be overcome by revulsion and be otherwise totally grossed out by a sickening illusion of the wizard's choice. Particularly inventive and disgusting illusions may warrant an adjustment to the saving throw of up to -5 (DM's discretion). The wizard may effect 2 HD of creatures per level. Note that after the spell is cast, it proceeds without the wizard's aid for the normal duration. For a normal functioning of this spell, no material components are required. However, use of some proper, imaginative, and especially yucky components may add an additional adjustment to the victim's saving throw of up to -2. Illumine (Alteration) Range: 60 yards Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: One or more 10-foot radius globes (see below) Saving Throw: Special Author: Unknown The Illumine spell acts as a multiple light spell. The wizard may create two globes of light, with an additional globe per two levels of experience of the wizard above the seventh. Immediately after casting, two globes appear where the wizard wills. The additional globes appear in the following round. The wizard must spend that round specifying the centres of spell effect, and may take no other action in that round or all succeeding globes are lost. The wizard may permanently dispel some or all of the globes at any time during the duration of the spell. The material component for the spell is one piece of phosphorescent moss for each globe. In all respects other than the ones above, this spell conforms to the restrictions of the light spell. Illumine was the fourth of six spells researched by the wizard Auralon Deathrin in his lifetime. It was developed as a partial solution to the annually increasing crime rate in the capital of Travinthia. They make good streetlights with some form of spell extension! Improved Charm Person (Enchantment/Charm) Range: 80 feet Components: V, S Duration: Special Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Jim Vassilakos This spell will cause any humanoid to regard the wizard as a trusted friend and ally to be heeded and protected. Although this does not grant the wizard the ability to command the affected humanoid as a robot, it does assure that anything the wizard says to the affected creature will be taken in the most favourable way. If the initial saving throw is made, the creature will not realize that a spell had been cast on him. Otherwise, the affected creature must recheck his saving throw versus spell once per (20- Intelligence) days until the spell is broken (creatures with a twenty or greater Intelligence are not affected). It is, however, possible to double or triple charm creatures, so even if they break the first charm, they must still contend with others (for the purpose of saving throws, each charm is handled separately from the others). It has been known, however, for members of the opposite sex to on occasion become amorously attracted to the wizard, thus continuing the charm indefinitely. The wizard may negate the charm at any time, unless such attraction has occurred. One dispel magic will break all the charms on a creature, and if the wizard attempts to harm the charmed creature, this will also break the magic. To further confuse matters, a creature may become charmed to more than one wizard. Improved Magic Mouth (Alteration) Range: Special Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One object Saving Throw: None Author: Unknown This spell is like magic mouth, but the mouth can speak command words to activate magical items, stash spells, etc. (but it cannot cast spells). Independent Spectral Hand (Necromancy) Range: 30 yards + 5 yards per level Components: V, S, M Duration: 2 rounds per level Casting Time: 2 Area of Effect: One opponent Saving Throw: None Author: Christopher R. Invidiata and John Kirk This spell causes a ghostly, glowing hand, shaped from the wizard's life force, to materialise within the spell range and move as the wizard desires. Any touch attack spell of sixth level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell attacks as the wizard at a +2 bonus to-hit. The wizard may perform other actions. The hand is AC -3 and may be hit by magic only. Any damage dispels it and does 1d6 points to the wizard. The material component of this spell is a hand, which is consumed in the casting. Inertia (Alteration) Range: 20 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: One creature or object Saving Throw: Negates Author: Tim Prestero This spell allows the wizard to freeze one creature or object up to 100 pounds per level, limit regardless of orientation. Creatures flying through the air would be frozen in place (remaining in the air), immovable until the second command word. The wizard is free to cast this spell upon himself. If the subject of the spell is unwilling, it receives a saving throw versus paralysation, a successful saving throw negating. The wizard must point at the creature or object to be stopped, and utters the first command word. If the spell is successful (guaranteed in the case of objects within the wizard's weight limit), the item is frozen in the air, immovable, unless a dispel magic, or other such spell is cast, or until the wizard utters the second command word. Upon saying the second command word, the object or creature resumes its initial motion. For example, cast upon a falling chest, would stop the chest in the air. Upon the second command, the chest would resume falling, even if someone had climbed on top of it. If some poor slob happened to be standing directly beneath the chest at the time of the second command... If cast at a knight on a horse, for example, the wizard must specify mount or rider. If cast at the mount, the rider would probably continue in his original direction, just without his mount. Cast on the rider, he would stay hanging in the air, as his mount ran away. Physical force is insufficient to move frozen objects, so they could, for example, be used as anchors for ropes, etc. The wizard must be able to see the majority of the object of the spell, so he couldn't, for example, cast it upon something in somebody's backpack. The material component of the spell is a silver whistle, which is blown prior to shouting the command word. Jadwin's Concentration Conspiracy (Alteration, Illusion) Range: 0 Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Jadwin By means of this spell, the wizard may transfer the concentration requirement and control ability of any illusion spell to the creature touched. The illusion spell must be cast the next round or this spell is wasted. The creature touched must posses the intelligence to concentrate and thus control the spell. Non-spellcasters and spellcasters who have never cast illusion spells will require practice before they can control the illusion. In addition, creatures of low Intelligence will produce low quality illusions that will be easier to detect and disbelieve. Spell control may only be passed to willing subjects. The material component is a 200 gp worth gem that is given to the spell's subject by the wizard at the completion of this spell and before the next spell is cast. Jadwin's Item Exchange (Illusion) Range: 10 yards per level Components: V, S Duration: 1 turn per level Casting Time: 4 Area of Effect: 1/4 cubic foot per level or 1 item per 2 levels Saving Throw: Illusion Author: Jadwin This spell enables the wizard to alter the appearance of objects. Each affected item within spell range can take on the appearance of another item within the range of the spell. If only a single item is affected it may be given a completely illusionary appearance, not one copied from another item. This spell does not affect creatures. This spell is commonly used to swap appearances such as to exchange the appearances of two gems or two scrolls. A wizard able to affect 5 items could exchange their appearances in a random pattern. The wizard could choose to make a scroll appear as a gem and a gem appear as a scroll but this would be instantly detectable by touch. The spell affects all senses listed with the spectral force spell. This spell is complete enough to copy non-magical writings and fool the divination spells detect magic and locate object. Magical writings are only superficially copied, and any attempt to read them causes the illusion to end. Once the spell is cast, the affected items may be moved beyond the spell range without causing the spell to end. Jamye's Greased Pig (Alteration, Conjuration) Range: 30 yards Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 3 Area of Effect: One creature + one creature per 4 levels Saving Throw: Special Author: D.J. McCarthy This spell is a more powerful version of the 3rd-level haste spell, with the 1st-level grease thrown in as well. The people that the spell is cast upon suffer none of the side effects of the grease (i.e., they won't drop their weapons, they won't slip, etc.) but those that try to attack or grab them will. It negates special attacks by creatures that inflict damage automatically every round after a successful hit (i.e., stirges or executioner's hoods) - the creature must roll to hit every round due to the slipperiness of the target. Otherwise, it conforms to the normal haste spell (-2 on initiative, double movement rate, double number of attacks per round, ages recipient 1 year). It is not cumulative with haste or other greased pig spells. The material components for this spell are a bit of butter and an anise seed for each recipient. Jamye's Headless Flying Roasted Pig (Enchantment, Summoning) Range: 60 yards Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: Negates Author: D.J. McCarthy This spell summons a pre-prepared headless flying roasted pig. The pig flies at a rate of 30, and is under the control of the wizard (who must give it his full attention). The pig is magically funny; anyone who looks at the pig (except the wizard) must save versus spell every round that the pig is in his field of view or fall down laughing until the pig leaves. Laughing victims are at a -2 to-hit until the spell expires. Victims with an Intelligence of 4 or less that are meat-eaters, will be attracted to the pig's delicious aroma and must save at a - 6 or spend the rest of the spell's duration trying to catch it. If they are vegetarians, they are unaffected. Those with Intelligences of 5-9 save versus the laughter effect at a -4. Those with Intelligences of 10-14 save at a -2. Those with Intelligences of 15-19 save normally, and those who are more intelligent than that are unaffected. The pig cannot be caught or attacked; those attempting to do so automatically succumb to the laughter. The pig has no other attacks besides its magical nature. It can be banished or otherwise abjured; dispel magic merely terminates the wizard's control over it. If dispel magic is successful, the pig will leave 50% of the time and stay 50% of the time, the magical laughter effect will not be dispelled, but the wizard will become vulnerable to the laughter effects as well. The material components are a baked, spiced apple and a hummingbird feather. Additionally, a pig of no less than 50 pounds must be beheaded, roasted and otherwise prepared ahead of time; this pig does not have to be carried with the wizard but must not be eaten, as it is consumed by the spell at the end of the spell's duration. Jamye's Morning After (Alteration, Enchantment/Charm) Range: 0 Components: V, S, M Duration: 1d6 rounds per level (see below) Casting Time: 4 Area of Effect: Intelligent creature touched Saving Throw: Negates Author: D.J. McCarthy This spell takes effect after the victim has had a minimum of two hours of sleep. The victim loses all memory of events that occurred between the time the spell was cast and when he awoke. The DM is encouraged to make up some appropriate material components. The victim will remember the existence of any material components used in the spell. The effects of the spell last 1d6 rounds per level of the wizard. The wizard should not be told the duration of the spell. Janx' Artificial Control (Alteration, Enchantment) Range: 0 Components: V, S Duration: 1 year per 3 levels Casting Time: 1 hour Area of Effect: Device touched Saving Throw: Negates Author: Ken Forslund (Janx Jelantru) This spell allows the recipient to manipulate any mechanical device that was attached to him at the time of the spell's casting. In short, it allows the usage of mechanical limbs that have been attached to somebody by that person. For example: a victim of an accident has lost his arm. A mechanical replacement can be made, but must have a value of 1000 gp or more. The limb is attached, and then the spell is cast. From then on, as long as the spell is in effect, the recipient of the spell can control all the joints and levers on that limb. A recipient may have as many functions as his Intelligence, because the wearer must concentrate a little bit more than an ordinarily limb. A single limb is counted as a function, but creative designers can add crossbows, blades, and many other devices that each count as a function. This spell can allow the manipulation of hinges, levers, pulleys, and wheels. If the limb is separated from the body, the recipient can still control its functions to a range of touch. This spell does not bestow the benefits of a sense of touch. The operating strength is equal to 1.5 times the caster's level, rounded up, but only grants 10% per point past 18 Strength. Thus, an arm enchanted by a 14th-level wizard would have a Strength of 18/20 for attacks made with that arm only. Because the rest of the person doesn't have 18/20 Strength, he is still considered as having his normal strength. Artificial Limbs are much sturdier than their natural counterparts. Except under very extreme stress, they are not likely to take damage. This spell must be cast once for each limb to be enchanted. This spell can also be used to turn wheels. A wheel of 3-foot diameter can be turned at four time the caster's level rounds per minute. Jibril's Anti-Magic Shield (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: One wizard per three levels Saving Throw: None Author: Jibril The recipients of this spell are made more aware of the magic around them and are also more able to affect it. They therefore have a magic resistance of 5% per level of the wizard. A dispel magic is only half as likely as normal to dispel this spell. The material component of this spell is a gem worth at least 200 gp. Justin's Mental Map (Divination) Range: 1 mile Components: V, S, M Duration: Permanent Casting Time: 10 minutes Area of Effect: 1-mile radius Saving Throw: None Author: Colin Roald Outdoors only, this spell gives the wizard an aerial view of the countryside within 1 mile of the wizard. Only large features visible from above are noted, like rivers, woods, fields, large buildings, and clearings, but not people, caves, small streams, or the like. The material component is powdered pineal gland. Kaldane's Lullaby (Enchantment/Charm) Range: 30 yards Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Joshua Rosenfeld This spell is similar to Kaldane's drowse (q.v.) in that the victims must be within 30 feet of each other, with a centre determined by the caster. The lullaby affects 2d8 Hit Dice of creatures, affecting lower level creatures first, with partial effects ignored. Creatures of 8+3 HD or more are unaffected. This spell will not affect elves. The victims of the spell are subject to all the effects of a slow spell (+4 penalty to Armour Class, -4 penalty to-hit, all Dexterity bonuses for combat negated, and half movement and weapon attacks). Victims will feel very tired, desiring to go to sleep, requiring a saving throw every other round (starting on the second round the spell is in effect) or suffer the effects of a sleep spell (q.v.). Creatures with 6+3 or more Hit Dice save at +2. The material components of this spell are several rose petals. Kasemadchen's Wild Runestones (Divination, Wild Magic) Range: Special Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: Marc Sherman This powerful spell gives a wild wizard access to many spells of the school of divination. Like the spell wish, however, this flexibility does not come without a price. Every casting of this spell has a high probability of causing a wild surge. When the spell is cast, the caster should roll 1d4. If this roll is a 1, 2, or 3, then that is the level of the divination spell this spell produces. The caster may then name any divination spell of the level rolled with which he is familiar. If the named spell is in the wizard's spell books, success is guaranteed. If the caster has seen the spell cast in the past, but does not know it himself, the DM should roll for the caster's spellcraft proficiency, at a penalty depending on how recently and how many times the caster has seen the spell. A missed spellcraft roll will cause a wild surge on the spell attempted. If the wizard rolled a 4, a wild surge is caused. The wizard may name any divination spell, even one of a higher level than he can cast, or one that he has only a vague, passing familiarity with, for this surge. If a divination spell is successfully cast via this spell, the range, duration, area of effect, and possibility of saving throw should be taken from the divination cast. The material component of this spell is a finely carved set of rune stones, worth at least 1000 gp, which is not consumed by the spell. The wizard must have a surface available on which to cast the runes and be able to study them for a round for the spell to be cast successfully. Kiri's Container (Alteration) Range: 0 Components: V, S, M Duration: 1 day + 1 day per 3 levels Casting Time: 4 Area of Effect: Container touched Saving Throw: None Author: David Kelk This useful spell will turn one appropriate container (sack, backpack, etc.) into a bag of holding of 5000 gp capacity for the duration of the spell. Anything not removed by the end of the spell's duration is lost in the astral plane. The material components are the container and berry juice that must be used to stain the inside of the container. Kiri's Energy Field (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: One 10-foot cube per level Saving Throw: 1/2 Author: David Kelk When cast, this spell brings into being a field of energy wherever the caster wants within the area of effect. The distribution of the cubes is also under the casters control with the exception that they must all be contiguous. The field itself can be cold, hot, or electrical at the casters discretion. It causes 1d6 damage plus 1 point per level (eg., a 10th-level caster does 1d6+10 points of damage). The damage is delivered once per round to any being in it with a saving throw for half damage. The material components is a tinderbox which is destroyed when the spell is cast. Kiri's Smarter Servant (Conjuration/Summoning) Range: Special Components: V, S, M Duration: Until dispelled Casting Time: 3 rounds Area of Effect: Special Saving Throw: None Author: David Kelk After this spell is cast, a magical and very skilled servant is called into existence. This servant is a combination of butler, cook, chauffeur, etc., that can perform as well as any normal servant. They are usually created to "keep house" when the caster is away for long periods of time or to help in magical research (feeding, fetching etc.). The servant is AC 6 with 1 HP per level. It has no attacks. The material component for this spell is a butler suit and a length of gold wire worth 200 gp. The components are reusable. Kiri's Toy Soldiers (Enchantment) Range: 10 feet Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Special Saving Throw: None Author: David Kelk This spell causes small, specially crafted toy soldiers to become full size warriors under the wizard's command. One figure can be animated per 4 levels of the wizard (maximum of 4). The Armour Class of the soldier depends on the material that it is made out of: Matter AC clay 8 wood 6 stone 4 metal 2 Each figure has 3 hit points per level of the wizard to a maximum of 45. They attack twice per round as fighters of half the wizard's level with whatever weapons they were created with. Being mindless, they cannot be charmed, put to sleep, dominated, etc. The material component is a number of toy soldiers worth no less than 10 gp each. Klaus' Kustard Kwicksand (Alteration) Range: 0 Components: V, S, M Duration: 1 hour Casting Time: 4 Area of Effect: 3-foot per level radius, 8 feet high cylinder Saving Throw: None Author: Iain Clarke This spell is cast while pouring some sour custard (the material component) onto the ground. The custard spreads rapidly outwards and forms a circular quagmire; the caster can control the rate of growth to give himself time to get away. The sides of the quagmire are extremely steep, and the surface consists mostly of the material that was there originally (albeit with a yellow tinge) making it difficult to notice except for the smell of off milk. Creatures of small size or larger falling in will sink whenever they move significantly - probably submerging after eight movements for small creatures and four for medium ones. Large creatures will sink much faster, but the pit will probably not be deep enough to drown them. Unless the victims can find something to pull themselves out with, they will probably have to wait until the spell expires when they become trapped in solid ground and must be dug out of whatever encases them. Move rate when touching the bottom is 1, or 2 if an open doors roll can be made. If people approach the quagmire they will suspect something if they roll a 1-2 on 1d6, or (if hurrying) on a 1 only. If successful, a Dexterity roll will allow them to avoid falling in, with a -2 penalty if there is nothing nearby to grab hold of. Knots and Binds (Enchantment) Range: 5 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Aaron Wigley This is an advanced version of the 2nd-level weave knots (q.v.). It has all functions listed there, and more. The second spell must be cast immediately after knots and binds is cast (add the two casting times together). Alternatively, two wizards can work on such knots - one casts this spell, the other casts the intended spell, then they combine their efforts. If the added spell is instantaneous, the second spell will not activate when it is cast, but rather, its potential will be stored in the thread. The wizard has the option when the knot spell is cast as to whether permanent or special duration spells are activated when the knot is tied, or when the knot is untied. In such cases, the target is the person to whom the knot is tied, or the person who untied the knot. Only spells that are either area effect, or personal effect can be used. Aimed or directional spells cannot be stored in the knot. For example, a fireball would work (ground zero is the knot), but a lightning bolt or magic missile wouldn't. The level of the spell cast into it is restricted by the wizard's level: Wizard's Level Spell Level 7-8 2nd 9-11 3rd 12+ 4th The stored energy will last for 2 days per level of the wizard, in the case of instantaneous spells, until it dissipates harmlessly or until the knots are undone or the rope is cut, at which time the spell's effects are unleashed (on half normal effect). The object the knots are on is the target of the spell as well as the person who cut the knot. If the knots aren't on anything, the person who undid or cut the knots is the target. In the case of permanent or special duration spells, the spell is generally ended when the knot is untied or cut. To actually get the knot onto someone, the caster of the knot spell must get within 5 yards of the target. The enchanted bonds will then entwine themselves onto the target. Detect magic will show that the knots are magical in nature. If dispel magic is cast onto the knots, two checks are needed. If the knot spell itself becomes dispelled, then the contained spell needs to be tested. If the contained spell survives the dispel magic, it activates. If the knot spell survives, the contained spell automatically survives. Typical applications of this spell are: * A curse is woven into the ribbon, and it is attached to someone. For the duration of the curse, the person suffers the curse's effects. * A fireball is cast on a section of rope, used to tie shut a bag. If someone opens the bag, the fireball goes off into his face. The wizard can untie the bag safely, and retie it. * An armour is cast on a section of rope. The wizard keeps the rope in his pocket and, if attacked, unties the knot. Material components are a section of rope, twine or ribbon that becomes knotted which is not consumed at the end of the spell. Also required is some blood of the wizard (just a few drops). Korel's Hand of Evil (Enchantment/Charm, Necromancy) Range: 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Edward Keyes In casting this spell, the wizard severs the victim's control over one of his arms (75% chance primary hand, even chance if the victim is ambidextrous), making the victim's hand an independent entity whose only goal is the destruction of the victim. The hand is almost as intelligent as the victim, and will use the quickest available method for killing or disabling the victim (note that the hand can continue attacking even if the victim is unconscious). For instance, if the victim was carrying a dagger, the hand might grab that and attack. If the victim is weaponless, the hand would attempt to choke instead. The hand would not, however, be able to grab a wand and fire it at the victim, since a wand requires a command word to activate. With weapons, the hand only uses short weapons, since anything longer cannot be easily turned inward. It attacks with the victim's own THAC0 against the victim's own Armour Class, doing the victim's normal damage, including Strength bonuses. For choking, the hand inflicts 1d4 points of damage each round, plus Strength bonus if applicable (75% of this is temporary damage, but remember that the hand can continue choking the victim even if the victim is unconscious). Each round, if no other action is taken, the victim has a 50% chance of breaking the choke hold (the hand may re-establish it with a successful attack roll). Other attack forms are up to the DM's discretion (bashing plates into the victim's head, etc.). Even though necromancers generally dislike charm spells, this spell provides many a laugh for them. The material component is fingernail clippings from a zombie. Korel's Mass Skeletonize (Conjuration/Summoning, Necromancy) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Edward Keyes This spell was designed by Korel the Necromancer, who was eager to create undead, but too cultivated to accept the reek of rotting flesh produced by zombies. The casting of this spell summons a horde of insects which rapidly devour all the flesh from the corpses of a number of creatures. To determine how many creatures can be skeletonized with one casting, use the guidelines of animate dead (one body per level of humans, less for higher Hit Dice). Note that the body must be completely dead (-10 HP, not just unconscious at 0 HP). Only the bare bones are left behind, completely clean after a rinsing of water. The spell may also function on animated undead, in which case a savings throw is granted to negate the effect. Failure results in the loss of one Hit Die. Obviously, skeletons are immune. Free-willed undead are also immune. The material component is a large pinch of sugar mixed with bone powder, which must be sprinkled over the bodies to be affected. Kozmo's Apathy (Enchantment/Charm) Range: 10 feet per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: One sentient creature Saving Throw: Negates Author: M.C. Crossman This spell affects the mind and body in such a way that the willpower to do anything is lost. Anything attempted will be done in a half-hearted manner; if things can't be done easily then the spell's victim simply will not bother. For example, if a chest is locked no attempt will be made to open it as the first and simplest option is not available. Physical effect: lose 1 point of Strength and Constitution every 3 turns. The material component is the priest's holy symbol. Lava Wave (Conjuration/Summoning, Elemental (Fire)) Range: 10 yards per level Components: V, S, M Duration: Instantaneous (see below) Casting Time: 4 Area of Effect: One 20x40 foot rectangle or 30x30 foot square Saving Throw: Special Author: Nathan Sugioka This spell is similar to lava bolt except that it conjures a wave of molten lava over the given area. All creatures within take 1d6 per 2 levels of the caster (rounded up; maximum 6); unless a successful saving throw is made, this damage will continue, at the rate of 3d6 per round, for 1 round per 3 levels of the caster beyond fourth. The material component is 4 ounces of volcanic rock, and an open flame of any kind (the flame is not extinguished in the casting). Layla's Morning After Kiss (Alteration) Range: 0 Components: S Duration: Permanent Casting Time: 1 Area of Effect: Person touched Saving Throw: Negates Author: A.C. This spell causes a sleeping being to forget up to one turn of action per level of the caster (the caster may make the window of forgetfulness shorter, if he wishes), that occurred just before he (or she) fell asleep. The caster may remove the forgetfulness at will. Layla's Seductive Impersonation (Alteration) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: A.C. This spell allows the caster to change his form to that of another seductive being for an extended period of time. He retains all of his own abilities, and gains all of the natural abilities though none of the magical abilities of the creature chosen. There is no danger of identity loss as with a Polymorph. The types of beings that may be impersonated are as follows: dryad, succubus, nereid, siren, medusa, mermaid, sylph, unicorn, vampire, foxwoman. Other similar beings may be allowed at the discretion of the DM, as the spell works by allowing similar types of creatures to become similar types of creatures, rather than the specific forms being locked into the spell. Legolath's Potency Discerner (Divination, Wild Magic) Range: 0 Components: V, M Duration: Instantaneous Casting Time: 1 hour Area of Effect: Item touched Saving Throw: Special Author: Tim Larson This spell determines the magical bonus of weapons and armours (if any) or the category of objects (such as a girdle of giant strength) that have different levels of power, as well as the approximate number of charges left in an item. During the casting, the caster spends time alone with the object, communing with the fabric of the magic, trying to attune himself with the magics in the object. If he fails an Intelligence check at the end of the hour the spell fails and nothing is discerned, although the materials are still used up. If he succeeds, roll on Table 1 of the Tome of Magic using this number as the level: 14 - the caster's true level. Thus, an 8th-level wild mage would roll on the level-6 line. This result is how much the wizard is off on his guess. Let's say our wild mage is examining a sword +2, successfully casts this spell and rolls a 4. He will think it is only a sword +1. If he rolled an 11, he would be right on. If he rolled a 20 he would think it to be a very powerful sword +5. Note that it is possible for him to think it is a weapon with a minus, also (he might throw away a sword +3 thinking it a sword -1, if he rolled very badly). Note: the DM should do this rolling and tell the wild mage. The accuracy of his guesses gets better with higher levels. Also, if the number rolled is boldfaced (as for a wild surge) he knows one further thing about it (subject to interpretation by the DM). If it is a sword +1, +4 versus undead, the wild mage could be told it has a secondary bonus versus a specific creature that is 3 greater, that it is a good sword against undead (with no hint as to the bonuses), or something else the DM feels like giving away, like maybe something of its history or previous owners (like a bard knows). If the item has no additional bonuses, the DM may elect to roll the variation again and give the wild mage the benefit. A wizard of thirteenth level or higher using this spell always uses the level-1 line. If cast to determine charges, roll twice on the Tome of Magic, Table 1. Multiply the first roll by 5. Treat negative final results as positive (you can't have a rod with -12 charges). Note that this spell may only be cast once per day. The material component is a die worth at least 200 electrum for a weapon, 200 gold for armour, or 200 platinum or a different type of item (note that special protective items are not armour). Lesser Death Spell (Necromancy) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: One 10-foot cube per level Saving Throw: None Author: Peter Gourlay This spell is identical to the 6th-level death spell (see the Player's Handbook), except in the number of creatures affected. Creature's Maximum Conversion Hit Dice # Affected Factor up to 2 3d10 1 2+1 to 4 3d6 2 Note that the death spell does not affect lycanthropes, undead or creatures from planes other than the prime material. Level Drain (Necromancy) Range: 5 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay When a wizard casts this spell, a black bolt of negative plane energy shoots out to strike one creature within range. The creature struck must save versus death magic or lose one level of experience, as if touched by a wight. The various protections against negative plane energy are also useful for protecting against this spell. Light Control (Alteration) Range: 60 yards Components: V, S Duration: Concentration Casting Time: 4 Area of Effect: 50-foot radius globe Saving Throw: None Author: Francois Menneteau This spell is a more potent version of lesser light control, allowing control in a 50-foot radius globe. Lloyd's Beacon (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Joe Colleran By means of the Lloyd's beacon spell, the spellcaster is able to instantaneously return to a previously prepared location. The material component of the spell is a gem of not less than 500 gp value. The spellcaster casts Lloyd's beacon at the place which he wishes to set as the return location. This setting of the location takes one turn. After setting the location, the gem disappears and the area radiates alteration magic. At anytime afterwards, the spell caster can cast the recall version of Lloyd's beacon, with a casting time of 1, requiring only verbal components. The spellcaster, along with anything he is touching up to 150 pounds + 50 pounds per level above seventh are instantly teleported to the preset location with no chance of error. Unwilling travellers require a successful to-hit roll, and in addition get a saving throw versus spell, with success indicating that they were not teleported. The location remains set until either the spellcaster decides to change it or until it is dispelled by someone else. If it is dispelled, the recall version will fail, but the wizard will not know this until after he casts the spell, unless he uses some other magical divination (eg., contact other plane). When the set location is dispelled or removed by the wizard, the gem reappears and may be reused. The wizard may only have one Lloyd's beacon set at any one time. Lohocla's "Shaken, Not Stirred" (Alteration) Range: Special Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: Special Author: Reid Bluebaugh This spell causes two unrelated effects. The first is a local tremor of low strength that rumbles the ground in a 25-foot diameter area around the caster. The shock lasts for the duration of the spell. The small quake is dramatic and startling but does not cause any harm or ill effects. It is intended to mislead victims into thinking the spell affects multiple persons or a large area like the earthquake spell. The real danger of the spell is the second effect, that is directed towards only one creature within 25 feet. The target of the spell shakes violently for the duration of the spell (note that this effect is a separate action from the quake). The shaking renders the victim immobile (no movement, no combat, etc.). If a person or creature touches the trembling victim at any time, then that person begins to shake as well for the remainder of the spell. A trembling person suffers 1d4 points of damage per round. During the last round, a trembling person must make a saving throw. Failing the saving throw causes the person to enter comatose state of intoxication for 1d6 hours. Recovery from this state is as stated in the rules. The main material component of this spell is a pint of a martini, a drink composed of gin (an alcoholic liquor distilled from grain and flavoured with juniper berries), vodka (an alcoholic liquid distilled from fermented wheat or rye mash, corn, or potatoes), and dry vermouth (a white wine flavoured with aromatic herbs). Other material components are one olive with a slice of pimento (a mild-flavoured red pepper) in it, and the tail feather from a male chicken (a cocktail). All material components are consumed once the spell is cast. Lohocla's Cloud of Alcohol (Alteration, Evocation) Range: 10 yards Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: 5 cubic feet per level Saving Throw: None Author: Reid Bluebaugh Another powerful offensive spell by Lohocla, this spell creates a vaporous cloud of pure alcohol. Hopefully, many wizards will enjoy reeking havoc with the sweet aroma of this spell. This spell produces a cloud of alcohol that has a very faint blue tint to it. The cloud gives off a strong scent of alcohol. The cloud will move away from the caster at 10 feet per round, rolling along the ground in the original direction dictated by the caster. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward the caster. A strong wind breaks it up in four rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds. As the vapours are heavier than air, they sink to the lowest level of the land, even pour down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. For each round a creature is engulfed in the cloud, he must make a Constitution check. The check has a modifier relevant to the wizard's level: Wizard's Level Constitution Modifier 7-8 -4 9-10 -5 11-12 -6 13-14 -7 15-16 -8 17-18 -9 19-20 -10 A successful check indicates that the creature holds his breath for that round and does not succumb to the cloud's effects. A failed check indicates that the creature inhales a sufficient quantity of the gaseous vapours into the lungs. The effects of absorbing gaseous alcohol through the respiratory system rather than liquid alcohol through the digestive system is quite dangerous. A person affected by the cloud enters a state of great intoxication with all the effects that this entails. The affected person will remain intoxicated for 1d30 rounds after the duration of the spell. Once the intoxication ends, the victim will be returned to a normal state (he does not have to slowly recover from the intoxication). The only possible reminder of the intoxication would be a hangover (see the Net Alcohol Guide for more information) if a saving throw versus poison is failed. If the cloud of alcohol comes in contact with a flame, it explodes. Anything in the cloud will suffer 2d10+10 points of burn damage. The explosion will reach out a number of feet equal to five times half the wizard's level. Anything that is in the explosion area of effect will suffer 1d10+5 points of burn damage. For example, a 10th-level wizard casts the spell and creates a 50-foot cubic cloud that comes in contact with a candle flame. Anything in the cloud will take 2d10+10 points of burn damage. The explosion will reach anything that is 25 feet away from the cloud which will suffer 1d10+5 points of burn damage. Unfortunately, the wizard was within 10 feet of the cloud and suffers 8 points of damage. With regards to the fiery explosion, please note that flammable materials will continue to burn after the explosion takes place. At tenth level, a wizard has the option of igniting the cloud. If the wizard opts to do this, casting time is 6 rounds. Upon completion of casting the spell, the cloud will travel its course until the last round of the spell's duration. At this point, the cloud is ignited and explodes as described above. At the very low temperature of -170 degrees F, the cloud of alcohol will freeze solid. There will be few times that the wizard would find himself in such a situation. However, the wizard may find himself in a situation where the temperature drops to below 0 degrees F. In this case, the cloud of alcohol will begin to turn into liquid form. The spell is rendered virtually useless as far as its combative intent goes. However, the cold liquid form of alcohol may serve a more important purpose. A lot of pure, smooth alcohol can be produced for consumption. This spell which seems to be nothing more than an offensive weapon could perhaps enable alcohol production in places where grain can't be grown or where fermentation is difficult due to weather or temperature. Thus, DMs may want to introduce this spell in an Arctic climate as a creative way of producing alcohol. Then, a character may or may not learn of the spell's full offensive potential. Note that the cloud of alcohol disperse once the duration of the spell ends. However, any liquid or solid forms of the alcohol will permanently remain after the spell ends. The main material component is a finely-crafted glass snifter (a pear-shaped goblet with a narrow top) which remains after the spell is cast. Other material components, which are consumed when the spell is cast, are a pint of pure alcohol and a small ice cube. A wizard using the ignition option must have a pinch of dung from a milwaukee. Magic Missile III (Invocation/Evocation) Range: 60 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: One or more creatures Saving Throw: None Author: Unknown This spell functions as the 1st-level magic missile except that it functions at quadruple damage and without the damage limit. Maze Run (Divination, Wild Magic) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: Special Author: In the casting of maze run, a wizard attempts to bestow upon the recipient a the ability to intuitively navigate the chaotic confines of any maze. The recipient must save versus wand at a +3 bonus for the spell to have its normal effect. If the saving throw is failed, the recipient becomes unable to keep track of the simplest spatial relationships, and is effectively lost for the duration of the spell. If the saving throw is made the recipient becomes able to pick his way through any form of maze with unerring accuracy, always choosing the most direct, safest path possible. The saving throw must have been made by two more than the required number for this effect to take place in mazes with sliding or shifting walls, and must have been made by three or more to apply to mazes with more than three dimensions. The recipient must make the saving throw by five or more to navigate mazes with more than three dimensions and sliding or shifting walls. The recipient of a successful maze run is immune to the 8th-level wizard spell maze for the duration of the maze run. The material component of maze run is a hair from a living white rat. Merge [1] (Alteration) Range: 0 Components: V, S, M Duration: 1d6 hours + 1 hour per 3 levels Casting Time: 1 round Area of Effect: Person touched Saving Throw: Negates Author: The tiger This spell allows 1d3 + 1 per 2 levels of the caster number of people to merge with the person who was touched. People merged are similar in a way to gaseous form or wraithform. They cannot be harmed, though the recipient of the spell can. Even magically held, paralysed, charmed, etc., recipients in no way hamper the people merged. If the people merged are forced out, then roll on the following table: D100 Roll Result 01-50 Propelled out. Confused for 1 round, "holder" system shock roll or 1d3 HP 51-75 No adverse effects 76-97 All lose 1d4 HP and are dazed for 2 rounds 98-99 1d100% of merged people are stuck 100 All go insane The merged people are forced out if the spell expires, a dispel magic is successfully cast on the recipient, or the recipient dies. Stuck people must make a system shock roll every round or go insane. Note: in all cases of people being stuck, the brain of the recipient fries. Material component is a drop of glue. Mikkis' Holiness (Alteration) Reversible Range: 0 Components: V, S, M Duration: 1d6 rounds + 2 rounds per level Casting Time: 4 Area of Effect: Special Saving Throw: Special Author: Samuli Mattila The caster is surrounded by an aura of goodness and his clothes start to radiate light equal in brightness to a light spell. All evil beings attack the caster at -2 to-hit and to damage, and the caster receives a +2 bonus to saving throws versus attacks made by these creatures. No evil creature under 8 HD which fails its saving throw versus spell dares to enter melee with the caster. The reverse of this spell, Mikkis' unholiness, affects all good beings who view the caster. He is surrounded by a feeling of ultimate evil and sheds darkness around him. The material components of this spell are white clothes and a crushed diamond of at least 100 gp value, or black clothes and a black pearl for the reverse of the spell. Mimic (Enchantment/Charm) Range: 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Tim Prestero This spell forces some humanoid creature in the wizard's line of sight to begin mimicking his actions. The creature's actions will directly reflect those of the wizard, regardless of position or orientation. The creature will be frozen momentarily at the onset of the spell, but after that moment of inaction, the creature begins mimicking the wizard. This can be potentially harmful for the target, if, say, the wizard waves his hand in the vicinity of his neck, and the target happens to be wielding a sword. Once the spell is cast, the wizard need not be able to see the target for the target to mimic his actions. The target does get a second saving throw if forced to do actions that are obviously lethal, such as the aforementioned hand waving example. If the target passes outside of the range of the spell, the spell is broken. The material component of the spell is a small ivory figurine, which is broken to bits in the casting of the spell. Missile Multiplication (Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One missile per 3 levels Saving Throw: None Author: Ally's Spellbook When this spell is cast, the missiles affected by it multiply when fired adding an additional 1d4 missiles. Each missile must roll separately to hit its target, but it does get the to-hit and damage bonus of the original missile. The duplicate arrows last until the spell duration expires and then dissipate. The material component of this spell is a 2 foot long, finely crafted arrow. Missile Multiplication I (Alteration, Evocation) Range: 0 Components: V, S Duration: One fifth round Casting Time: 6 Area of Effect: Missile touched Saving Throw: None Author: Jay A missile must be fired within the next twelve seconds. This spell makes 3d6 missiles out of one. Only normal missiles are affected. The stuff disappears one round after shooting, but their effects stay. A nasty assassin in my game used the 5th-level version of this spell with sleep-poison darts to capture a PC. You have to roll to hit for each missile, by the way. However, if your first missile hits, you have a +3 on all thereafter. Mystyk's Backlash (Abjuration, Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round per 2 levels Casting Time: 4 Area of Effect: The caster Saving Throw: None Author: Mystyk When this spell is cast, the wizard is surrounded by an invisible shell of energy; this shell is invisible to the naked eye, but true seeing or similar magic will reveal it, and detect magic will detect strong lines of abjuration magic with weaker evocation lines. While under the protection of this spell, if the wizard is hit in melee, the shell will emit a burst of pure energy that lashes out at the attacker. The energy will inflict an identical amount of damage as that inflicted on the wizard by the melee attack (the wizard still receives normal damage). If the attacker makes a successful saving throw versus spell, he will only suffer half damage. The shell will continue to emit energy bursts on attackers as long as the spell's duration lasts, or until the shell is dispelled. The material component for this spell is a small, metal shield and a gem worth at least 400 gp. Both components are destroyed when the spell is cast. Necromantic Runes (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: Permanent until discharged Casting Time: 1 turn Area of Effect: Object touched Saving Throw: 1/2 Author: Garinthrall This spell mimics the 4th-level fire trap in many respects. Unless otherwise noted, follow the description of fire trap for effects. This spell places mystical runes over the area to be warded. Chance for detection of these runes is as per detection of a fire trap. Anyone not attuned to these runes (as per fire trap) who disturbs them, will cause a violent explosion of negative planar energy which will sap life energy from all in the area of effect. Damage is thus the same as per fire trap, but as the damage is not fire-based it is damaging only to living creatures. This spell has no altered effects underwater as does fire trap. The material component for this spell is a bit of wraith or spectre essence. Negative Bolt (Evocation) Range: 20 yards + 3 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: One creature Saving Throw: 1/2 Author: Unknown This combat spell projects a bolt of negative energy. Some practitioners believe it to be merely energy from the negative material plane... Said wizards are wrong. The spell actually projects raw anti-matter in a bolt of anti-energy. Materials affected by the bolt tend to disintegrate and be consumed. Spell wards and defences tend to dissolve also. Specific defences exist for the genre of spells similar to this one but they are secrets kept for self-defence. The bolt only does 1d3 per level of the wizard but it also has the effect of dispelling 1st- and 2nd-level defensive spells. Spells of third through fifth level need to make a saving throw based on that of their wizard to save, and 6th-level spells only fail on a 1. The duration of any such affected spell is usually reduced on a ratio to the level of the spell (DM's decision as to what, though I wouldn't suggest more than half duration). Net (Conjuration/Summoning) Range: 10 yards Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: 15-foot radius area Saving Throw: Special Author: Steve Bartell This spell creates a 15-foot diameter net that shoots forth from the caster's hand to wrap itself around all creatures in the area of effect. A successful Dexterity check means the intended victim was able to dodge the net (for creatures, a saving throw versus spell would suffice). If the victim fails to dodge the net, it wraps itself around them and goes tight. An edged weapon will be able to cut through the net by doing 15 points of damage. Any edged weapon longer than a dagger will only cause half damage, because the entangled person will not be able to move well enough to yield it successfully. A successful bend bars roll will also allow the victim to tear out of the net. The openings through the weave of the net are very small, enabling it to trap any fish and animals larger than an inch around. When the spell duration expires, the net vanishes. The wizard can also open or dispel the net at will. The material component for the spell is small seaweed net adorned with silver clamps, worth 200 gp ready-made. A wizard with weaving and metalworking proficiencies can create the net himself at cost of materials. Nimrod's Wondrous Trapeze Act (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Joshua Rosenfeld This spell can only be cast on a staff of not more than 8 feet in length. When a staff is so enchanted, it will, upon command, shoot forth lines of force from both ends perpendicular to the length of the staff and in the direction the caster desires. These lines will extend up to a maximum of 150 feet, and will attach to any inanimate non-living object (usually a wall or ceiling). The wizard can then control the length of the lines at will, although they cannot pull an object faster than 5 feet per second. The lines can hold a maximum of 40 pounds per level of the caster. If the strength of the lines is exceeded, they will immediately vanish. After the lines have attached to something they will remain attached until their strength has been exceeded, they are dismissed by the caster, they are dispelled by a dispel magic spell, or after a period of 24 hours (whichever comes first). Each time this spell is cast upon a staff, up to three sets of lines of force can be conjured as long as they are called within 8 hours per level of the caster. A staff can have only one of these spells cast upon it at a time (subsequent castings will not add more charges). Noska Trades' Endoplasmic Quagmire (Conjuration, Necromancy) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: 80-foot diameter Saving Throw: Special Author: Noska Trades When this spell is cast, a clear mucous-like substance rains down upon the area of effect for one round, in which it reaches a depth of four feet. Any creature in the area of effect must save versus spell or be knocked to the ground by globs of slime and must take 1d3 rounds to regain their feet. Movement through the slime is 10 feet per round and it is 50% probable that a creature trying to move in the area slips and falls. Creatures with their head(s) beneath the slime must make a Constitution check each round or take 1d4 points of drowning damage. Dispel magic, disintegrate, or transmute water to dust will eliminate the endoplasmic quagmire. The material components are a piece of flesh, taken from a human within one round after death, and a vial of organic material rotten to the point of liquidity. Origami Anime (Alteration) Range: Special Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: 50-foot radius Saving Throw: None Author: Jason Hoogervorst This spell allows the caster to animate man-sized paper constructs that have been designed using the art of origami. If the caster has created these by hand, 10 constructs may be animated with one casting of this spell, but if the work of another is animated, then only 5 may be affected. This spell allows the normal movement functions of the creature so depicted to be enacted by the construct, therefore, a humanoid construct could walk, sit, stand, lie down, kneel, etc., whereas a bird could fly or walk, or any water creature could swim. Of course, the paper would have to be heavy-duty or it would become soggy and fall apart, ending the spell for that particular construct. Each construct may carry one person or thing, up to 150 pounds on land or in air, 200 pounds on or in water (buoyancy). Since runes and such must be notched upon these constructs prior to the casting of the spell, if the caster (origamist) is also skilled in calligraphy, then the calligraphy can be used to achieve this, producing a 50% bonus to the parameters: number of constructs now is 7 or 15, 75-foot radius allowance, 1.5 hours per level of the caster duration, and weight allowance of 225 pounds (on land or in air) and 300 pounds (on or in water). The range value of special means that any number of constructs up to his maximum number of constructs that the caster touches after casting the spell within the spell's duration will be animated. So, if he has one at home that flies, he may animate one to carry him home on land, get home, then animate the one at home for the remainder of the duration of the spell in order to fly. The animations are treated as Armour Class 6 unless their speed improves them to something better. They do not attack on the behalf of the caster or his party; they are merely transport. These constructs are also particularly vulnerable to fire - quadruple damage. Slash weapons do double damage. Piercing weapons do almost normal damage, -2 from the total; bludgeoning or bashing types do no damage; the paper merely gives way beneath the weapon then springs back. If the caster wishes, he may undertake to simply create a large, all-purpose, party-carrying sized animation. The number of passengers the creation carries is be subtracted from the total number of creations he could have animated. So, if the limit is five, he may animate a four-person dragon structure and a one-person flying serpent creation, or whatever. The number of hit points deemed necessary to destroy a construct is equal to twice the level of the caster plus 3 times the number of people it can carry plus one of the following: * 3 points if the origamist made them; no calligraphy involved * 5 points if the wizard made them; no calligraphy involved * 7 points if the wizard did either the origami or the calligraphy * 10 points if the wizard did both the origami and the calligraphy Manoeuvrability and flying class, base move, etc., are all determined as per that which it mimics. For every extra pair of passengers it carries, reduce its value by one category (180 degrees manoeuvrability becomes 120 degrees) and by one value (base MV 12 to base MV 11). This means: reduce it once if it can carry 3-4 people, twice if 5-6, thrice at 7-8, etc. The constructs can be given simple instructions, such as "go to Castletowne" or "fly north until dusk, then land at the closest village". Without such guidelines, the wizard must remain in conscious control of the construct; it will collapse, waiting, if not. He can control the speed up to its maximum, change its course, etc., at whim, all as long as the spell is in effect. He may renew the spell for any construct within the area of effect - any construct previously activated that is still within 50 feet (or 75 feet) of himself - these need not be touched in order to renew the duration. Leaving the area of effect reduces all remaining duration by half for that particular construct. Note that it takes 3 full days plus one day per passenger size of the construct to make one and the same amount of time for the calligraphy, if used. No other activity may be pursued during this time, besides eating, drinking, and sleeping. Note also that one need not be skilled in origami to make an origami construct, it will simply be less effective in some fashion, but that it is mandatory to have someone skilled in calligraphy or that portion of the spell will not function; in fact, it may be detrimental, causing a reduction or even backfire (the Killer Swan of Animated Attack) if someone unskilled attempts to scrawl all over the construct. Bonuses or penalties may be given for the following, at discretion: * Special inks for the calligraphy may grant bonus speed. * Heavy-duty paper may have bonus hit points, crepe fewer. * Various coloured papers may be used, giving life-like effect - viewers must save versus spell or believe it to be real (Wisdom bonuses apply). * Hasty cut-and-paste type creations may be made in a third of the normal time, with no calligraphy, but are severely restricted (no more than 3 creations or passengers, a quarter duration, etc.). * One spell level per experience level of the caster may be included in the creation of the construct by using scrolls as part of it; the caster may cast the spells as if he were reading the scroll while in control of and in contact with that particular construct; this doesn't take away from the mage's concentration if trying to maintain moment-to-moment control of the construct. These spells do not disappear after casting, but rather, become a permanent part of the construct. This is usable only after origami anime is in effect on the construct and the caster is in contact with the creature. * Extra abilities may be given to those constructs whose papers had been soaked and dried in various potions, such as fire resistance. Orko's Gaseous Form (Alteration) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None Author: Orko This spell allows the recipient and gear he carries to assume solid or gaseous form, at will, for the duration of the spell. Each change requires a full round, with no other actions permitted. Orko's gaseous form is transparent and insubstantial and flows at a base speed of 3 per round. A creature in gaseous form cannot be harmed by magical fires or lightning, but air attacks cause double damage. Orko's Geyser (Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: 5-yard wide, 60-yard long stream Saving Throw: Special Author: Orko This spell creates a jet of steaming water, that extends 60 yards in a straight line and is 5 yards wide, from the wizard's hand. All fires, normal and magical, will be extinguished. Any creature struck by the stream must save versus petrification at a -1 or be blinded until the stream is moved or stopped. Regardless of the saving throw, there will be a substantial amount of damage done, due to the heat (2d6 HP of damage). The material component of this spell is a drop of water. Pander's Whirlwind Travel (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None or special Author: Pander Pillma This spell encapsulates the wizard, and possibly more people or equipment inside a conjured whirlwind. One of two variations of this spell may be cast without prior preparation at the option of the wizard. The first variation is used by the wizard for personal transportation or protection. While encapsulated in the whirlwind's eye the wizard can view the outside normally and cause the whirlwind to travel over any relative continuous surface with short hops over ditches or small obstacles not over 4 feet in height being possible. The wizard may not carry more than his normal encumbrance and all equipment must be on his person (exceeding this limit causes the whirlwind to fizzle). No other creature may occupy the whirlwind unless it is carried. On solid ground the whirlwind can move up to 24 + 1 per level above fifth level. Rate of movement is the same whether moving uphill, downhill, or on stairs. Over loose sand or marsh the movement rate is 2/3 of normal and over water the movement rate is half normal. Wind velocities can affect the rate of speed. Although the wizard may cast any spell from within the eye, none will breach the barrier of the winds and spells such as magic missile, fireball, or lightning bolt will bounce back towards the wizard, possibly ruining an otherwise fine day. This variation's duration is 1 turn per level and can be turned on and off any time during the duration. It takes half a round to turn the winds on or off (a good wizard would calculate a spell so that it goes off the moment after the whirlwind stops). The wizard is still susceptible to outside damage from spells, but only takes half or no damage if saving throws are made while inside the whirlwind. Projectiles of a small nature will not penetrate the winds and the wizard's Armour Class and saving throws versus dodging have a +4 bonus while inside the eye of the whirlwind. The second variation is not as fast and cannot be turned on and off (it is only good for a one-way trip). However, its area of effect is a 20-foot diameter column which is 10 feet high (centred on the wizard) and it can carry along anything in the area of effect on a relatively safe ride over long distances. Movement conforms as above but the base rate is 12 + 1 per level of the wizard over fifth level and the duration is 1 hour per level. All spells cast from inside conform as above, as do effects of area spells cast at the whirlwind. All inside have a +4 Armour Class bonus since they cannot be seen, but there are no dodging bonuses and saving throws versus dodging are based on the wizard for the entire group. Weight is not a factor when determining what is picked up for the ride. Anything not securely rooted to the ground will be picked up. Once started, the winds may only be exited or penetrated after startup by making a successful saving throw versus spell at a penalty of 1 for every two levels of the wizard, rounded down. Flying creatures who enter or exit from the top have no penalty on their saving throw. Creatures larger than the area of effect will simply push the whirlwind away if they try to enter it. The wizard may stop the winds at any time. The material component of this spell is a piper's flute which is played to bring the whirlwind from the elemental plane of air. Paranoia (Enchantment, Illusion/Phantasm) Range: 10 yards per level Components: V, S, M Duration: 1 hour + 3 turns per level Casting Time: 6 Area of Effect: One creature Saving Throw: Special Author: Joseph Delisle Paranoia is a spell used to unnerve and frighten humanoid creatures. If the target makes a saving throw versus spell with a - 3 penalty (adjusted for Wisdom), then he will greatly desire to leave his present location, but will suffer no other ill effects. Elves have a 5% chance to resist the effects of the spell, but still get a saving throw. Creatures who fail the saving throw are convinced that "everyone is out to get them". The spell creates a hallucinatory person who follows the target everywhere, but disappears when looked for. The target also has the feeling that he is being watched, and in fact has a chance (5% per wizard level) of thinking someone nearby is spying on him. The target believes that everyone is talking about him, especially those whose conversations he can't hear. Remove Curse or Heal will restore the person's mind, but Dispel Magic will not. Furthermore, any action that requires concentration (spellcasting, turning undead, using a psionic ability or thief skill, etc.) has a chance to fail due to the victim's highly emotional state. The chance of failure is (levelx5)% - 30%. The final result of this spell is that anyone who fails their saving throw will be branded insane or bewitched, and treated appropriately. NPCs who are subjected to this spell will spend at least the next day sulking, still afraid of everyone (this is not a magical effect, simply an after-effect). If an NPC knows who cast the spell, they will either be afraid of the wizard (for weaker NPCs) or very angry (stronger NPCs). For example: two wizards cast paranoia at Strongarm and Bloodaxe, who are in a large dining room. Bloodaxe makes his saving throw, and becomes aware of something being wrong in the room. He leaves, wary of what might be out there, but more afraid of what is inside. Bloodaxe suffers no other ill effects. Strongarm fails his saving throw, and becomes convinced that everyone in the room is either plotting against him, or spying on him. In fact, he's certain that the duke is spying on him. Not willing to fight everyone in the room ("they're all out to get me!"), Strongarm flees. As he runs down an empty hallway, he gets the feeling he's being followed, and actually sees someone in the corner of his eye. When Strongarm tries to confront his shadow, he finds nothing. Once the spell expires, he will still feel uneasy (memories of having everyone against you are not easily forgotten), but will no longer act abnormally. This spell was developed by Vanquil as a response to another wizard's powerful mental spell, which caused great pain in its victims (specifically, Corinna and her psiblade. Corinna has yet to experience a paranoia spell...). This spell does not carry Vanquil's name since he does not wish it to be traced back to him (for good reason). The material component is either a lock of hair from a madman or a drop of blood from an assassinated noble or official. Passice (Alteration) Range: 20 feet Components: V, S Duration: 4 turns + 1 turn per level Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Perry Horner This spell has the same effect as passwall, except that it affects ice. The opening created is five feet wide, eight feet tall, and ten feet deep. This spell affects ice elementals in the same manner as passwall affects earth elementals. Peace and Quiet (Alteration, Enchantment) Range: 0 Components: V, M Duration: Special Casting Time: 1 round Area of Effect: 10-foot diameter sphere Saving Throw: None Author: Unknown To cast the spell, the wizard places a piece of unspun cotton and a piece of grey glass (the material components) within his hands and casts the spell. The spell is centred upon the wizard's hand, which contains the components. The sphere is a hazy grey which cuts out most, but not all, of the light. The sphere also cuts out most, but not all, of the sound. It creates the effect of being in a darkened room with the doors and windows closed. Once cast, the sphere does not move. Notes: great for sleeping in after a late party. Phantasamorph (Enchantment/Charm, Illusion/Phantasm) Range: 10 yards per level Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: One creature Saving Throw: Negates Author: David E. Brooks Jr. and Elizabeth H. Brooks By means of this spell, the wizard casting the spell causes two things to happen: 1) the spell recipient (victim) believes that he has been polymorphed into another form and 2) an illusion of the form apparently "polymorphed" into is provided to enhance the delusion. If the spell recipient makes a saving throw versus death magic, the entire spell is foiled. If there are any observers to this spell, a saving throw on their part does not negate the spell: they will see the victim behaving as if he has been polymorphed (observers might think the victim to be insane). Observers who save may communicate this fact to others (including the victim), thereby gaining one additional saving throw at +4. The phantasamorph lasts as long as the caster is concentrating on the spell and is within spell range. Violating either condition will shorten the duration to an additional round per level of the caster. The material component of this spell is a small amount of doppleganger flesh or a small golden trinket suspended on a chain. Pilpin's Band (Conjuration/Summoning) Range: 60 yards Components: V, S, M Duration: 3 turns per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Pilpin This spell summons into existence up to 50 instruments that will play any piece of music for which sheet music is present. The specific instruments summoned are decided by the wizard, so the non-weapon proficiency of artistic ability, or musical instrument is required by the wizard, or a consultant. The sheet music is placed on a music stand before the band, and as the music is played the pages are flipped automatically. When the piece of music is over, placing new music or flipping the present one to the first page will start the band playing again. The sound volume of the band is controlled by the wizard. The material components are a single, golden, miniature replica for every type of instrument summoned, a full sized silver music stand, and the appropriate sheet music. Everything but the sheet music is consumed in the casting. Pilpin's Fire Carpet (Evocation) Range: 60 yards Components: V, S, M Duration: Concentration or 1 round per level Casting Time: 4 Area of Effect: 20-foot square per level Saving Throw: Negates or 1/2 Author: Pilpin The fire carpet brings forth an immobile, blazing carpet of magical fire of shimmering colour - violet or reddish-blue. The spell covers an area of the ground equal to one 20 foot square per level of the wizard and the flames are 4 feet high. The carpet sends forth waves of heat, inflicting 1d4 points of damage upon creatures within 10 feet. In addition, the carpet inflict 2d6 points of damage, plus 1 point of damage per level of the wizard, upon any creature within the area of effect. For creatures moving through the area, the fire inflicts 2d6 points of damage per 20 feet of the area of effect crossed. A successful saving throw versus spell (modified by Dexterity bonus) will reduce damage to half, or none if the creature was close to the edge of the area of effect. For example, a 10th-level wizard centres the spell on a fighter. The area of effect is 50x40 feet. The fighter fails his saving throw and takes 2d6+10 points of damage. The warrior then runs out of the area toward the closest edge which is 20 feet away. If the warrior was surprised he must again roll a saving throw. He again fails his saving throw and takes another 2d6+10 points of damage. Creatures more than 8 feet tall take only half damage. Creatures especially subject to fire may take additional damage, to the DM's option, and undead always take twice normal damage. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it. The material component of the spell is phosphorus. Pobithakor's Alarm (Divination) Reversible Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 round Area of Effect: One person Saving Throw: None Author: Paul D. Walker This spell, when cast, will detect and instantly alert the wizard whenever the wizard is the subject of information-gathering spells or divination spells such as ESP or know alignment. The wizard will have a general idea of what is being used (mind reading, truth detection, etc.) upon him. The reverse of the spell, Pobithakor's soothing, will cause the wizard to have no chance to discover that such spells are being used upon him, i.e., the wizard would not be able to detect someone scrying upon him. The material components of the spell is an eye from a very keen eyed creature such as a hawk or a dragon. The reverse of the spell requires that the eye be punctured. Power Booster I (Alteration, Evocation/Invocation) Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 4 turns Area of Effect: The caster Saving Throw: None Author: Kai Rottenbacher Power booster is a spell that boosts the level of the caster for spell effects only. It does not increase the number of spells a caster may learn. Thus, a spell's range, duration, area of effect, etc. might be boosted. This spell works only for those parts of the spell that are already level dependent, i.e., the range of an ice storm might be increased while the damage remains the same. All spells to be boosted have to be started - not necessarily finished - during the duration of power booster. This particular version of power booster can boost spells of up to third level. The boosting process works as follows: the recipient receives one boost level per 2 caster levels (rounding up). Each boost level can boost one spell level of spells by one casting level. Thus, boosting a 1st-level spell by one caster level requires one booster level, a 2nd-level spell boosted by one caster level costs two booster levels, and so forth. It is possible to boost a single spell by more than one caster level. An example: a 9th-level wizard receives 5 boost levels for casting a power booster I with which he could choose to boost: * a single 1st-level spell by five caster levels, * five 1st-level spells by one caster level each, * two 2nd-level spells by one caster level (and have one booster level left over), * one 2nd-level spell by two caster levels and one 1st-level spell by one level, * one 3rd-level spell by one caster level (and have two booster levels left over), * any other combination which adds up to five or less booster levels. Any left over booster levels can be used for another spell. The boosted spells break the rules concerning the normal damage dice limits for spells like fireball or such: a fireball boosted by 10 levels gains 10 dice over the normal maximum of 10d6 HP of damage. Thus, if the original caster was of tenth level, we would see a full-fledged 20d6 fireball flying around. The boosted spells have a longer casting time. A spell which has an initiative modifier has this increased by one for every increase of the caster's level. If this increase pushes the casting time over 10 then change the casting time to one round for every 10 increments plus the additional time as an initiative modifier. For example, boosting a 1st-level spell which had an initiative modifier of 1 by 24 caster levels, you get a spell that takes 2 rounds to cast and another initiative modifier of 5 in round three. Other spells that have casting times measured in rounds, turns, hours, days, weeks, etc. have their casting time increased by a further one unit for every caster level increase. For example, a find familiar spell takes up to 1 hour per caster level normally - if boosted by 6 caster levels it takes the usual time plus 6 hours. It is not possible to store power boosted spells in items such as rings, ioun stones, staves, etc. without a certain ritual. If tried without the ritual, these items immediately explode on the person trying this as a caster does who has booster levels in him at the end of the spell's duration (see below). The power booster spells can be stacked with each other (but don't forget the limit for the spells to be boosted) up to a maximum of one power booster spell per caster level. And yes, you can use the power booster spells to boost your levels to hold more power booster spells, ad infinitum... It is not possible to stack booster or spell levels from spells cast by other wizards. A cautionary note: a spell cannot be boosted only partially: you have to either give up every required booster level or you have to reduce the increase in caster level to the next possible lower one. So this leads us to the next problem: if any booster levels remain within the caster at the end of the duration of a power booster and no other spell is in the process of being cast with the help of a power booster, the situation can grow quite dangerous. For every booster level in the character at the end of the duration, the character has to make a saving throw versus spell and a saving throw versus paralysation. For each failed saving throw versus spell, the character receives 1d6 HP of damage. For every failed saving throw versus paralysation, the character loses one point of either Intelligence, Wisdom, Constitution or Charisma permanently until they reach a minimum of 2 (always reduce the highest ability first). Thus, this character could in the long run be damaged massively by frequent use of this spell. By the way, if you dispel these spells and a character has booster levels still remaining in him, well, tough luck, roll your saving throws... So you should not cast dispel magic on yourself if you have just stacked up well over 50 or 60 boosted levels, because that could hurt quite a bit. The material components for this spell are rather expensive: one 4000 gp ruby plus one freshly taken drop of blood from the caster for each booster level, plus a single freshly ripped out hair from the casters head to be tied completely around each ruby. All material components radiate a strong magic which prevents them from being destroyed, altered, reused, or changed in any way, until the durations of all power booster spells on the person have ended. The components can be given away in this enchanted state, but they cannot be used for this or any other spell. If tried, the other spell will fail. Power Word, Fear (Illusion/Phantasm) Range: 5 yards per level Components: V Duration: Special Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay This spell forces the victim to save versus spell with a -4 penalty or flee for one round per level of the wizard. The chance of dropping whatever the victim is holding is 60% at first level (or at 1 HD), dropping by 5% per level or Hit Die. Undead are immune to this spell. Protection from Domination (Abjuration) Range: 0 Components: V, S Duration: 5 rounds per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None Author: Unknown This spell protects the effected creature from all sorts of domination attacks. This includes psionics and spells which cause or allow domination. Protection from Petrification (Abjuration) Range: 0 Components: V, S Duration: 2 rounds per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None Author: Peter Gourlay This spell grants the recipient a bonus to saving throws versus petrification based on the wizard's level. The recipient gets a +1 bonus for every four levels of the wizard (round up). This bonus is effective against all attacks which turn their victims to stone. Protection from the Elements (Abjuration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Peter Gourlay This spell protects the recipient from one element chosen when the spell is memorised. The recipient is totally immune to non-magical manifestations of the element, including the environment of various elemental and para-elemental planes. Against magic, the recipient receives a +3 to the saving throw and takes 50% less damage. This spell is effective against cold, fire, and electricity among other things, but not against negative or positive energy. The material component is a bit of the element opposite to the one the wizard wishes to protect himself from (water against fire, earth against air, and vice versa). Radiance Resistance (Alteration, Evocation) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 4 Area of Effect: The caster Saving Throw: None Author: Francois Menneteau The caster can totally ignore the presence of radiance (sunlight and pure energy) for the duration of the spell. Rathe's Mage Lock (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Portal touched Saving Throw: None Author: Aaron Sher The mage lock is an advanced form of wizard lock. There are two main changes from the latter. First, while the spell is in effect, the portal cannot be damaged or destroyed by any physical (not magical) means short of an elemental. Note, however, the magical means of destroying the door (fireball, disintegrate, etc.) still work normally, and if the door is destroyed, the spell is broken. If the spell is dispelled or negated by any means whatsoever (even temporarily), the portal will crumble into dust. Second, the spell has another application; it can be placed upon an object. The effect of this is to allow anyone wearing or carrying the object to open any mage locks by the same wizard. For example, if one of Rathe's mage locked bracelets was worn, the wearer could open any door mage locked by Rathe (but not by any other wizard). The material component is half a pound of iron filings for the first application and 100 gp worth of diamond dust for the second. Rednog's Magic Tracer (Divination, Metamagic) Range: 30 feet per level Components: V, S, M Duration: 1 turn per level Casting Time: 4 rounds Area of Effect: 10-foot wide path Saving Throw: None Author: Kai Rottenbacher This spell is a more highly powered detect magic. It allows a wizard to trace magic even if the magic only passed through the area of effect - even if this happened quite some time ago: up to one hour in the past per level of the caster. It collects the impact of magic on the time-space continuum and amplifies it for the wizard to be able to identify different traces of different items - up to two different item or spell effects per level of the caster. It detects the different strengths, numbers, schools, time of creation (up to 1 hour exact) and source and name (wizard, priest, natural) of the magic (spell or item). Note that it does not identify psionics. This spell is able to detect invisible objects or creatures. The material component is any kind of permanent magic item: even a stone with a continual light or magic mouth spell on it is enough for this spell. If an artifacts is used for this purpose, it is not destroyed but sent to another plane (preferably where it can be used against the characters). Rednog's Skill Banisher (Alteration) Range: 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 4 rounds Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher This spell banishes one slot of skills per 3 levels of the caster from the target creature. The skills which may be banished are chosen by the caster. Skills which may be banished are one point of THAC0, one spell, one hit point per Hit Die to a minimum of half hit points (not per level but per Hit Die), one proficiency, one point of an ability, one psionic power, or even one complete memory block (the last is under DM jurisdiction) per slot. The target creature has a saving throw versus spell per targeted skill; if it succeeds, the spell fails. If it fails, the target loses the specified ability. It is possible to target only one skill with all open slots (if a 15th-level caster only wants to banish a fighter's THAC0, he could try it with all five slots at once, causing the fighter a -4 to the saving throw, as one slot is used to attack the THAC0 and the remaining four slots are used to reduce the chance to save). The caster of the spell can also split these slots on several different abilities. The banished abilities are lost for the duration of the spell. Afterwards, they automatically return at full Strength. During the time the affected creature is only able to use its lost abilities like any normal person (if proficiencies) or at the reduced ability score. It is not possible to banish curses with this spell. The material component is a lodestone which is shaped recognisably like the target creature. In addition, a part of that specific creature has to be attached to the lodestone (a hair, a piece of skin, a drop of blood, etc.). This spell requires some form of direct mental or physical contact with the target creature throughout the casting (ESP, telepathy, a tied rope, a hand on the arm, etc.). If this is non-existent, the spell fails. Repel Greater Quasi-Elemental (Abjuration) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 4 Area of Effect: 10-foot radius Saving Throw: None Author: Francois Menneteau This spell prevents greater radiance, lightning and mineral quasi-elementals from entering the area of effect. Reshape Spell (Alteration, Metamagic) Range: 0 Components: S Duration: Instantaneous Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Johan Hartzenberg By casting this spell, the caster can select any one of his spells currently memorized, and then reshape the pattern it has taken in his brain into that of another spell, while looking at a scroll or his spell book to select the new pattern he wants it to be in. It can only make a spell's energy into that of a lower spell, since some of the energy will go lost, and the two spells have to be in the same school. Also, the new spell has a maximum spell level of 6 (when the caster can cast 7th-level spells, he has to shape a 7th-, 8th- or 9th-level spell into a 6th-level spell). This spell is there to use in emergencies when you studied the wrong spell, and you have only a short time to relearn a new spell. If the caster is disturbed while casting this spell, the energy is lost. Resist Acid (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 This spell is similar to the 3rd-level wizard spell resist electricity (q.v.), except this spell provides some protection from acid and acid based attacks. The material component for this spell is an alkaline substance. Resist Energy Drain (Abjuration) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Peter Gourlay This spell grants a saving throw versus death magic to resist the energy draining touch of any undead. The spell does not work against any sort of attack besides the touch of an undead creature, although it does protect its recipient against the 4th-level level drain spell. Resist Sleep (Abjuration, Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One person touched per 2 levels Saving Throw: None Author: Steve Bartell This spell allows the recipient (human, humanoid, or animal) to go without sleep for twice the normal duration. This duration includes retroactive time without sleep before the spell was cast. For example, a character who can go a maximum of 36 hours without sleep, and has already been awake for 36 hours, can extend the time without sleep for another 36 hours (72 hours total). This spell can also counter the effects of a sleep spell, although the spell is ended immediately upon doing so. Resist sleep will also negate the effects of exhaustion from normal activity. Normal activity includes light labour, travelling at normal speed, etc. Characters travelling at top speed or engaged in heavy fighting or work will fatigue normally. The material component for the spell is a handful of sand. Retrieve [1] (Conjuration/Summoning, Divination) Range: Special Components: V, S Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Unknown This spell enables an item with the spellcasters wizard mark inscribed on it to be instantly summoned. The item must weigh no more than 5 pounds per level. The item must have a wizard mark of the spellcaster's glyph inscribed upon it. When this spell is cast the wizard can see in his mind all wizard marked items that have his glyph. The glyph and the extra six characters (wizard mark does this) can be read. The wizard concentrates on one set of glyphs and the object that has that set of glyphs inscribed on it is summoned. If a unique glyph and set of characters is not available, the DM should randomly pick which object is summoned. Only one object can be summoned per spell. The glyphs can be seen even if they exist on a neighbouring plane (but no further). But only items existing on the same plane as the caster can be retrieved. The plane that they are on is revealed, though. Only the glyph and characters are seen, not the object itself. This makes wizard mark a much more useful spell to have. It also makes erase very important to wizards that steal other wizard's spell books. Reverse (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: One spell Saving Throw: Special Author: Max Becherer This spell will change any reversible spell up to fifth level previously cast into its reversed form. Spells cast by the wizard are automatically reversed, but those cast by others can resist the spell's effects as per dispel magic. The material component is a small silver mirror. Rhuva's Counter-Scry (Divination) Range: 0 Components: V, S, M Duration: 8 hours Casting Time: 4 Area of Effect: 20-yard radius sphere Saving Throw: Special Author: Colin Roald The wizard will automatically detect any scrying attempt in the area of effect. The scryer must make a saving throw versus spell to realise that the scrying is being tampered with. If he does not immediately terminate the scrying, the caster of the counter-scry gets a clear image of the spy and a general location. He can cast any ranged spells through the link at the scryer, who receives all normal saving throws. The caster of the counter-scry can also simply jolt the scryer, causing the connection to be terminated. The detection of a scrying attempt will interrupt spell-casting. It is suggested that detect scrying be made a 2nd-level spell, with a more limited duration and vaguer description of the scryer. The material component is a small silver mirror. Rhuva's Tracker (Divination) Range: 10 yards per level Components: V, S, M Duration: 1 day Casting Time: 4 Area of Effect: One creature or object Saving Throw: Negates Author: Colin Roald The wizard casts this spell, and hurls a small carved scarab at a target within range. A creature or object in a creature's possession gets a saving throw to avoid the scarab. It clings invisibly to its victim, noticed only in a determined search. The wizard then always knows where the victim is (distance and direction), provided it is within one mile per level, and the target is not enclosed in lead. The tracker can be renewed each morning by recasting the spell. Roteley's Lesser Shatterwave (Evocation) Range: 1 foot per level Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: 5-foot diameter, 2.5-foot long cylindrical wave Saving Throw: Negates Author: Michael Karapcik This spell creates a wave of force a short distance from the caster's hand which follows a cylindrical path away from the caster. The wave starts within the stated range and then moves away within the full area of effect. This wave of force has an effect similar to a shatter spell. All glass, ceramic, bone, or other fragile material touched by the wave must save versus normal blow or be cracked, shattered, and ruined. Magical items have a +5 on their saving throw. The wave can be stopped by large, heavy objects that block most of the wave, such as a stone wall, iron chest, oak door (though the door may crack), etc. The wave has limited offensive power against creatures with hard parts (skeletons). The wave will do 1d2 points of damage, plus one hit point per four levels of the caster, rounded up, as well as stun for a like number of tenths of a round. Skeletons and similar creatures take 1d4 points of damage plus 1 HP per 2 levels, as well as full stunning effects. The wave itself is visible as an orange-red convex disk. Example: a 10th-level wizard casts this spell. The wave would appear within 10 feet of his hand and proceed to travel out on a 25-foot long path, 5 feet wide. An orc within this path would take 1d2+3 points of damage, as well as get stunned for a like number of tenths of a round. Rune I (Alteration, Metamagic) Range: Special Components: V, S, M Duration: Until discharged Casting Time: 1 turn per spell level Area of Effect: Special Saving Throw: Special Author: Ally's Spellbook This spell allows a caster to inscribe a rune containing the energies of one spell up to third level. Instructions of up to one word per level may be given to control the rune. The material component of this spell is 100 gold pieces in gems and inks per level of the spell contained in the rune. Rune I (Enchantment) Range: 0 Components: V, S, M Duration: Until discharged Casting Time: 1 turn per spell level Area of Effect: Special Saving Throw: None Author: Max Becherer This spell allows the wizard to inscribe a rune containing the energies of one spell up to third level. Instructions of up to 1 word per level may be given to control the rune. The material component is 100 gp worth of gems and inks per level of the spell contained in the rune. Sanh's Sunray (Evocation) Range: 80 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Max Becherer Sanh's sunray is a special spell designed for use against undead and other foul creatures of darkness. This ray exactly matches the radiation mix of pure sunlight; it inflicts 1d4 hit points per level of the wizard against living beings, not all that impressive at first glance. Undead and other negative matter creatures fare far worse, sustaining a whopping 1d12 per level of the wizard. Saving throws are the same as per Sanh's ray of light, except that undead save at -4, and undead which are specifically harmed by sunlight suffer the effects of 1 round in the sun per level of the wizard in lieu of a normal damage roll (unless, of course, the normal roll would be more damaging). For fumbled saving throws, the victim loses one eye, is blinded for 1d6 rounds followed by 2d6 rounds in a dazzled state. The reason this is so is because of the large amount of ultraviolet light in the ray. Since only the source of the light, not the light itself is magical, magic resistance is ineffective against this spell. Sap Strength (Necromancy, Summoning) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 3 Area of Effect: Creature touched Saving Throw: Negates Author: Robert A. Howard This spell duplicates a shadow's Strength drain. The wizard must roll to hit, and if he fails to hit, he himself must save versus death magic or be drained of a point of Strength. This spell does not trigger a negative plane protection, and it will affect creatures normally immune to undead energy drains. When used against undead with energy drain abilities, the wizard must save versus death magic or lose twice as many energy levels as normal. When used against normal living victims, if the victim fails a saving throw versus death magic, it loses a point of Strength. People drained to a 0 Strength die and come back a day later as a free-willed shadow. The material component of this spell is a diamond of 20 or more gold pieces value. Sarius' Golden Triangles of Protection (Evocation) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 4 Area of Effect: One floating 2-foot high triangular plate per level Saving Throw: None Author: William T. South This spell creates golden, shimmering triangular 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 one for every three triangles still active and any successful physical melee attack (including boulders, ballista, or attack forms similar to dragon's belly flop manoeuvre) will be deflected automatically. Deflected creatures of large-size (or higher) who are deflected must still land somewhere, possibly injuring friend or foe. Non-missile attacks by creatures with an effective Strength of 23 or greater require a saving throw versus breath weapons to deflect. Each triangle is able to sustain 8 hit points of damage before disrupting, so if a deflected attack does not cause enough damage to disrupt a triangle (chosen randomly) the triangle will remain active. For every 5 triangles active, the effects of breath weapons directed at the wizard will be reduced by 1 hit point per damage die, with total protection from breath attacks becoming a possibility, though, unless the breath weapon causes less damage than the current hit points of a triangle it will assuredly disrupt the entire field of triangles in the process. While the triangles orbit the wizard he is at a -1 to-hit penalty for every triangle active whenever a to-hit roll is needed, including spells. The wizard may create fewer triangles than the maximum possible. The material component of this spell is a single gold piece for every triangle created. All pieces are thrown into the air where they disappear and are replaced by the floating triangles. Sarius' Mage Ward (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: One amulet Saving Throw: None Author: William T. South This spell is used to create a magical amulet which, when worn or possessed by a creature, will cause all spells cast by the amulet's creator to affect the creature with different variables of power. All defensive or beneficial spells will have a +2 (on any applicable die or 10% if a percentage die) bonus applied to durations, areas of effect, ranges, or any increases in which the bonus would benefit the creature. All attack or detrimental spells from the wizard would apply with a -2 (or -10%) penalty applied to their operation against the creature. For example, if the wizard accidentally caught an ally (in possession of his mage ward) in the area of effect of his fireball, the creature would have his needed saving throw reduced by 2 and all damage dice against the creature would suffer a -2 penalty, possibly negating the effect on that creature. Also, having the amulet in their possession (knowingly or unknowingly, but not forcibly against their will) a creature's base magic resistance will automatically be reduced by 2% per level of the wizard (at the time of the ward's creation). Possession is considered to be within 2 inches of the creature's body. The amulet may also be used to negate any portal or device protections created or cast by the wizard for a one round period. After 10 uses of this nature the amulet crumbles to dust. The material component of this spell is 10 gp weight of platinum, and a special mould made of wax and a crushed sapphire worth at least 500 gp. Once molten, the platinum is poured into the mould and then the spell is cast on the cooling metal. Note that the amulet does not have to be any certain shape, and can later have gems (whether magical or not) mounted into it through shaping or settings made at the time of moulding, but the amulet must not be injured by this or 1d6 of the charges will be used. Scarring (Alteration, Enchantment/Charm) Range: 5 yards per level Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay This spell causes horrible scarring on the face of the victim. Unless the victim (who must be humanoid) saves versus death magic it will scarred permanently. The scars can only be removed by regeneration, and they lower Charisma by 1d4 points. At the DM's discretion certain creatures, such as goblinoids, might not have their Charisma lowered. Shadow Bolt (Invocation/Evocation) Range: 60 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: One or more creatures Saving Throw: 1/2 Author: Ally's Spellbook Use of shadow bolt creates black bolts of magical energy, one missile plus one missile per level (as per magic missile) that streak from the wizard's hand. The missiles do 1d6 points of damage and may be directed in a 60 degree arc. The material component of this spell is a bit of mascara. Shadow Light (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: 60-foot radius sphere Saving Throw: Negates Author: Kai Rottenbacher This spell causes a sphere of shadowy light to spring up. Within this sphere any normal light or sound source is dimmed so they do not cause light nor shadow nor sound to vanish completely but to be dimmed. Within the sphere there reigns a completely shadowy light not unlike the one on the plane of shadow. In this sphere a thief can use his ability to "hide in shadows", "move silently", and the "disguise" proficiency at a bonus of 20% (or a +4 bonus). Any other sneaky abilities also gain the 20% or +4 bonus, as decided by the DM. Within this sphere it is possible to enter the plane of shadow with a teleport without error, or for shades it is possible to use their plane shift ability. This spell can be dispelled by a dispel magic (or a more powerful similar spell) or a continual light which is cast for the explicit reason to cancel this spell. If it is cast just to light up the sphere normally, the shadow light remains and the continual light is cancelled. Note: a light is not enough to cancel this spell, even if cast with the explicit reason to dispel the shadow light. If this spell is cast on somebody unwilling, that creature gets a saving throw versus spell. If it succeeds, shadow light takes effect 5 feet behind the creature. Otherwise the creature carries the spell with it (but is not otherwise affected by it unless it is susceptible to shadowy light). The material component is a black silk veil which is laced with ten black pearls worth no less than 50 gp each. Shadow 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 Saving Throw: None Author: Unknown This spell is exactly like astral wall, except that it additionally forbids magical or mystical sensing through the wall. Thus, clairvoyance, detect spells, mystical detection abilities, a basilisk's gaze, etc. will not be able to pass through a shadow wall. Other effects (including the duration increase) are as astral wall. The material component is a piece of paper with a blindness, glyph of warding or symbol inscribed thereupon. Shape Change, Undead (Necromancy) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Peter Gourlay This spell allows the wizard to assume the form of any undead (very rare types of undead could be beyond the power of this spell, at the discretion of the DM). The wizard must have at least twice as many levels as the undead has Hit Dice. The wizard gains all the abilities of the undead except spellcasting and innate spell-like abilities. Thus the fear aura of a lich, charm gaze of a vampire and magic jar ability of a ghost would not be gained through use of this spell. Most touch attacks are not considered to be spell-like abilities. The wizard also gains all the vulnerabilities of the undead, and can be turned, commanded or even disrupted by priests. The wizard can make one change of form for every three levels, but cannot return to normal form until the spell duration expires or the magic is dispelled. If at any point the wizard assumes the form of an undead that drains levels, the wizard must make a saving throw versus death magic at the end of the spell or lose a level. The material component of this spell is a bit of rotted flesh. Shift Through (Alteration) Range: 0 Components: V Duration: 1 round Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Joseph DuBois (Scooby) This spell causes the target creature to temporarily shift to the ethereal plane. The person can then travel his normal movement rate. At the end of the round, the target creature shifts back to the plane on which the spell was cast. All objects carried by the target shift with it. The target creature can only move (no attacking is possible while shifted). The target is seen as a wispy outline of the figure it normally is on the prime material plane, if normally invisible, no wispy outline is visible. The target creature, while shifted, can only be targeted by attacks that can reach the ethereal plane. This spell was mainly designed to allow casters to pass through a wall without having to open a large hole in the wall (as with a passwall). Only things that are physically carried are shifted to the ethereal plane. Silhouette (Abjuration, Evocation) Range: 30 feet Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: August Neverman This spell causes the affected person's shadow to rebel, for the duration of the spell. The shadow will not act properly, will disappear at will, reappear in the wrong place and in general do everything in its power to make the affected creature look really bad. The material component for this spell is a doll, which is not consumed in the casting. Sillvatar's Dragon Wings (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 4 Area of Effect: The caster Saving Throw: None Author: Allan J. Mikkola (Sillvatar) When this spell is cast, the wizard conjures a shadowy pair of dragon wings that appear on his body; these wings provide the wizard with the movement (flying) rate of the dragon that produced the material component. For example, if the material component was taken from a blue dragon, the wizard would be able to fly at a rate of 30 with a manoeuvrability class of C. The colour of the wings' scales will also correspond to the appropriate type. The wings will last for 2 rounds per level of the wizard, or until dispelled. The material component for this spell is the wing muscle from any type of dragon; this component is consumed when the spell is cast. Sinkhole (Alteration) Range: 30 feet Components: V, S, M Duration: 6 rounds Casting Time: 4 Area of Effect: Up to 4 creatures in a 10-foot radius Saving Throw: Negates Author: Michael Kenyon Upon the casting of this spell, a section of ground that the wizard targets becomes a sinkhole, 10 feet in radius. Up to four creatures (caster's choice of number affected) must be in range, and they are counted out from the centring point of the of the spell (thus, PCs or friendly NPCs may be caught in the area of effect if they are closer to the centre than a hostile creature is). Those in the area of effect must make a saving throw versus spell to negate the spell straight off. The saving throw is modified by the number affected. Creatures Affected Modifier 1 -2 2 -1 3 0 4 +1 Should the creatures affected make their saving throw, then they are assumed to have thrown themselves out of the area as the sinkhole started. This saves them from the spell, but also causes them to automatically lose initiative for the next round, being last in the round. If they fail their saving throw, the spell takes effect and the next round begins the duration of the spell. Note that the modifiers above apply to all saving throws listed below as well. * First round: if they have failed their initial saving throw (see above) they are effectively held (as per hold person, even if they aren't a person) and start to sink. * Second round: they must save again at -2 (plus any additional modifiers above). If they succeed, they cease to sink, but are still effectively held. If they fail, they continue to sink. * Fourth round: they must save again at -4 (plus modifiers). If they succeed, they cease to sink, but are still effectively held. If they fail, they go under the sands. They die in 2 rounds (last round of the duration) if they are not rescued. Should a dispel magic be cast successfully on the sinkhole, at any time before the duration expires, all trapped creatures are ejected from the ground, and may act the next round. Should the duration end with the victims effectively held and above the surface, they may get back on their feet as their action for the next round. The material component for the spell is an egg timer, which is destroyed in the casting of the spell. Skip Group (Alteration) Range: 60 feet Components: V, S Duration: Special Casting Time: 1 round Area of Effect: One person per level Saving Throw: None Author: Joshua Rosenfeld This spell is an advanced version of skip self (q.v.). The caster can skip a number of people equal to his level for a number of rounds equal to the factorial of his level plus 10 (a 7th-level wizard, for example, can skip a group forward 7+6+5+4+3+2+1+10=38 rounds). All of the subjects must be willing, and within 60 foot radius of the caster. Any non-living object the group is wearing or holding at the time of the casting is skipped with them, excluding powerful magic items such as artifacts and relics. Unwilling subjects are not affected by this spell. If desired, the caster can place recipients of this spell at points in the future before the spell's duration has expired, even placing different people at different times, although, if he includes himself in the spell, he must state this intent at the time of casting. The experience of time skipping is disorienting for non-warpwizards; these characters must make a saving throw versus spell (at +2) or be dazed for 1d3 rounds. During this time, no offensive action may be taken, Armour Class is increased by 2, and all saving throws are made at -1. Skip Spell (Alteration) Range: Special Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Joshua Rosenfeld With this spell the caster is able to project magical energy into the future, effectively delaying the onset of one spell. The spell to be skipped must be cast immediately after the casting of this spell; if there is any delay or interruption, skip spell will fail. Once the magical energy for the second spell has been conjured, it is projected into the future a maximum number of rounds equal to two times the factorial of the caster's level. A 7th-level wizard, for example, can skip a spell (7+6+5+4+3+2+1)x2=54 rounds into the future. The caster must determine at the time of casting when exactly he wants the spell to be released, although he does have the option of bringing the spell into effect sooner, if he desires. This is a bit tricky, and there is a base 100% chance that the spell will actually be released 1d4+1 rounds later than desired. This percentage is modified by -5% for every caster level, down to a minimum of 25%. If the spell to be skipped is aimed at a specific target, and that target moves out of the spell's range, it will fail. Skullfire (Evocation, Necromancy) Range: 100 feet Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 100-foot long, 5-foot base, 15-foot end cone Saving Throw: 1/2 Author: The Warlord of Heaven This spell causes the enchanted skull to emit white hot flames from it mouth in said pattern. These flames cause 1d4 damage per caster level, but undead take twice the damage. There is no limit to level for casting. The material component for this spell is any silver plated skull. Sleep II (Enchantment/Charm) Range: 60 yards Components: V, S, M Duration: 5 rounds per level Casting Time: 3 Area of Effect: Special Saving Throw: None Author: Arrvid Carlson This spell is the same as the 1st-level sleep, except as noted. All creatures to be affected by sleep II must be within the 40-foot radius sphere created upon completion of casting. The sphere must be centred on a creature or object within sight and not an area; in addition the area of effect cannot be reduced, although the wizard can specify during the casting that creatures closest to the centre are to be affected first, dependent upon the Hit Dice of those creatures. The number of creatures that can be affected is a function of the wizard's level: for every 2 levels of the wizard, 1d6 HD (rounded up) can be affected. An example: a 5th-level wizard could affect 3d6 HD of monsters. Monsters with 6+1 HD or more are unaffected. The centre of effect is determined by the wizard although the wizard may not be in the area of effect upon spell completion or risk its effects. The creatures with the least Hit Dice are affected first (dependent upon the wizard's wishes, additionally creatures below a certain Hit Dice may be excluded), and partial effects are ignored. The material components for this spell is a pinch of fine sand and rose petals, or a live cricket. Sleepcloud (Evocation) Range: 10 yards Components: V, S Duration: 1 round per level Casting Time: 4 Area of Effect: 40x20x20 feet cloud Saving Throw: None Author: Max Becherer This spell is identical in every way to cloudkill, except that instead of slaying its victims, they are put to sleep for 1 hour per level of the wizard, up to a maximum of 12 hours. They cannot be awakened by any normal means until at least 1/4 of the sleep time has passed. There is an up side to it, however: if the victims are not disturbed, they will awaken completely refreshed, and will have healed at double the normal rate due to the depth of their rest. Consequently, this spell has many beneficial uses. The gas created by this spell is a deep indigo, and has a pleasant sweet smell as opposed to cloudkill's vile green fumes. Sleepy Eyes (Enchantment/Charm) Range: 40 yards Components: V Duration: 2 rounds per level Casting Time: 1 Area of Effect: One creature per round Saving Throw: Negates Author: Peter Gourlay This is a hypnosis-type spell: the wizard looks upon the victim and summons the power through his eyes. The victim must save versus death magic or fall into a deep sleep. The victim can only be awakened by been shaken or hit: noise will never wake up the victim. If the victim meets the gaze of the wizard when the spell is being cast, then it saves at -1. The verbal component is a single word of power that can be spoken very quickly and quietly (but must be heard by the victim). Song of Fear (Enchantment/Charm) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: 100-foot radius Saving Throw: Negates Author: Jim Vassilakos By use of this spell, the wizard sings a song of blood-curdling horror, inspiring terror within a hundred feet his person. All creatures within earshot (including allies) must save versus spell or flee in panic until beyond the radius of effect. The material component for this spell is a piece of wood that must be broken. Sonoric's Animal Awareness (Divination, Enchantment/Charm) Range: Special Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One animal Saving Throw: Negates Author: Tim Prestero With this spell, the wizard is able to take control any small (size Tiny) creature of 1 or less Hit Dice in his line of sight. If the creature is above animal Intelligence, it gets a saving throw versus spell, a successful saving throw indicating spell failure. The creature is at -4 to save if the wizard has a good grip on it during the spell's casting. Those creatures of a non-magical nature of less then animal Intelligence do not get a saving throw. Those of a magical nature get a saving throw at 4. Once the wizard has control of the animal, while concentrating he can see, hear, etc., through the animal's senses. He can also control the animal's actions, even special movement, such as flying, swimming and burrowing, although the if the wizard attempts to get the creature to attack something not below itself on the food chain, the animal has a (75 minus the wizard's level) percent chance of escaping the grip of the spell. While concentrating on the animal, the wizard is incapable of any other action. The wizard can maintain control of the animal up to 100 yards away, per level of the wizard. Those seeing the controlled animal will notice any strange behaviour it may be exhibiting, if they make the appropriate perception checks (i.e., an Intelligence check, or saving throw versus paralysation). The spell is broken if the wizard ceases concentration, or if the animal takes more than 4 HP of damage. Otherwise, the spell lasts for a turn per three levels of the wizard (i.e., two turns at fourth, three at seventh, etc.). The material component of the spell is a bit of food, which the target animal would find appetizing, which is consumed by the wizard in the casting of the spell. Sonoric's Fly on the Wall (Divination, Necromancy) Range: Special Components: V, S, M Duration: 2 rounds per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Tim Prestero This spell creates a spying device out of an ordinary flying insect. Upon casting the spell upon an insect, living or dead, the spell grants the abilities of limited clairaudience and clairvoyance, centred on the insect. The wizard, while concentrating on the insect, can hear any noise within 15 feet of the insect. Clairvoyance through the insect, however, is rather disorientating, and the wizard is at penalties of -2 to-hit and +2 to his Armour Class for three rounds after breaking concentration. The insect has a flying movement rate of 6, and its movement is controlled by the concentrating wizard. If concentration is broken before the end of the spell duration, the fly drops to the ground, and there is a 75% chance that, if the wizard resumes concentration, it will be too damaged to fly again, although the clairaudience and clairvoyance will still work for the remainder of the duration. If the fly takes any damage during the spell, such as being swatted or stepped on, the insect will no longer fly, but, provided that at least half of the fly remains, the clairaudience and clairvoyance will still work. The material component of the spell is the body of a winged insect, living or dead, which is slain in the casting of the spell. Sonoric's Spying Minions (Conjuration/Summoning, Divination) Range: Special Components: V, S, M Duration: 1 hour + 1 turn per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Tim Prestero This spell summons minor etherlings from the ethereal plane, to serve the wizard's wishes. Etherlings, being rather stupid and weak, are only suited for simple tasks, such as spying. Upon summoning the creatures, the wizard must detail, in simple language, what service he wishes the etherlings to perform. The etherlings, in their stupidity, will be honoured by the request for service, and will perform the task to the best of their abilities and comprehension. A minor etherling (AC 2, MV 60, 2 HD, #AT 1, damage 1d3), is a small, vaguely humanoid appearing creature, formed of the stuff of the plane ethereal. On the prime material plane, it appears as a hazy, humanoid-shaped ghostly apparition, about 3 feet tall. It moves by flying, and is unobstructed by walls and solid objects, save lead, the touch of which sends it back to the ethereal plane. It is fairly stupid (Intelligence 5), although extremely talkative, and puppyish in its affection towards the wizard. The etherling will do its best to please the wizard, to the point of becoming annoying. It does have some special abilities, making it particularly useful, however. It has a photographic memory, and will never forget what it saw and heard during its period of service. It also has the ability to turn small objects (one at a time), weighing less than five pounds, ethereal, allowing it to transport the item. It can also turn itself invisible at will, although those able to see onto the ethereal plane will be able to see it clearly. It can push its movement rate up to 120, for up to a turn at a time. It can only attack things on the ethereal plane, and even there not very effectively. Finally, the fact that it only partially exists on the prime material plane during the spell means that it is only hit by magic weapons, and spells. The spell summons one etherling per three levels of the wizard, one at first, two at fourth, three at seventh, etc. The wizard can detail separate tasks for each individual etherling summoned, and may cast the spell more than once during its duration (allowing him to summon a virtual horde), as the spell requires no concentration after the initial casting. An etherling's instructions can be facilitated by pictures (as in "Follow this (point) man... The one in the painting" or "Follow her (point)... The one in this Phantasmal Force"). It is up to the DM to decide the chance of the etherling getting confused, and screwing up the task. I suggest that it has a 100% chance of getting the task right, -3% for each word in the description (i.e., 10 words, 70% chance), giving a bonus for things such as pictures, and other helpful examples. If the etherling should encounter any mentally straining problems, such as if its "mark" (he whom it is tailing or spying upon) teleports away, or disguises its features, casts illusions, etc., make an Intelligence check for the etherling, modified by the situation. If the etherling fails, it is hopelessly confused, and returns to the ethereal plane. The wizard must take care to give the etherling tasks which it can complete within the duration of the spell, as the etherling returns to the ethereal plane at the end of the spells duration. Some examples of tasks given to etherlings would be "go to the chamber at the end of the hall, stay there, and return to me in 20 minutes, to tell me what you heard and saw", "go to this room in the tower of the castle, and bring me back a book that looks like this...", "find this man, follow him for half an hour, and return to me, telling me what you witnessed", "find this man and tell him Va banque. The game is thick", or similar things. Etherlings are intelligent enough to follow the spirit of the commands, provided they are simple enough. Etherlings have an innate sense of direction, and will not get lost on the prime material plane. They have the mental abilities of young children. They will only perform service on the material plane. The material components of the spell are small figurines, one for each etherling to be summoned. They must be fairly detailed, and are consumed in the casting of the spell. Soulfire (Invocation, Necromancy) Range: 5 yards per level Components: V, S Duration: 1 round + 1 round per 4 levels Casting Time: 4 Area of Effect: One living creature Saving Throw: None Author: Kurki Risto The spell will ignite the soul of the target creature, and try to fry it from within until it dies. The spell gives out no visible effects besides the obvious pain of the target creature. For obvious reasons, this spell works only for living creatures who have a soul. The damage that is inflicted will be 3d6 during the first round, and 2d6 on each subsequent rounds after the first. The casting of this spell will exhaust the caster for equal amount of rounds that the spell lasts, requiring an Intelligence check to concentrate on anything specific other than standing, sitting, walking slowly, or resting. Sound-Proof Bubble (Alteration) Range: 5 feet per level Components: V, S, M Duration: 2 rounds per level Casting Time: 4 Area of Effect: 10-foot radius sphere Saving Throw: Negates Author: Johan Hartzenberg If the caster casts this spell, he brings about an invisible bubble with rad of 10 feet centred at the target he selects. Depending on the caster's choice, the spell can work in one of 2 Ways: * No sound can enter the bubble, and no sound can leave the bubble, but sound inside the bubble, and outside the bubble, stays normal. I.e., the caster and a few companions can have a nice and quiet conversation inside this bubble while a deafening noise is raging (whatever) outside. * He may opt to allow sound to pass in or out through the bubble, or both or none. He can change the function of the bubble anytime before the duration ends, but this version of the spell requires the caster to concentrate the whole time he want to maintain the bubble. The bubble's function can be changed once per round. Also this version of the spell have to be centred on the caster. This spell will proof safety to sound based attacks, but each such attack has a cumulative 15% chance of bursting the bubble. I.e., the first attack has a 15% chance, the second has a 30 percent chance, etc. Note that the attacker can walk into the bubble, and then attack those inside the bubble, and anyone outside won't hear the sound or attack. Wizards and priests can cast spells with verbal components inside the bubble, but if the spell uses a sound based effect, those sounds will not be able to pass through the bubble. If the sound originates from an illusion outside the bubble, one won't be able to hear it inside the bubble. How the ventriloquism spell is to be handled, when cast inside the bubble, is left up to the DM. Ask him beforehand how he will handle it. If you want to cast the spell on an unwilling recipient (for example, someone with a horn of disruption), he is allowed a saving throw versus spell to negate the spell. The material component of this spell is a tiny triangle. Speed Rot (Alteration, Necromancy) Reversible Range: 100 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: One undead Saving Throw: Negates Author: The Warlord of Heaven Any undead failing its saving throw versus spell will find itself taking double damage from all attacks, as its binding forces are less powerful now. The spell can be reversed to have the opposite effect of enabling an undead to take only half damage. This is called slow rot. The material component for this spell is a dead mouse steeped in fruit juice. Spellcrystal IV (Conjuration, Invocation) Range: 0 Components: V, S Duration: 4 months + 2 months per level Casting Time: 4 rounds Area of Effect: One crystal, worth at least 400 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.). Spiderbite (Conjuration) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 30-foot radius circle Saving Throw: Negates Author: Ally's Spellbook This spell injects all creatures within the area of effect with an amount of poison capable of affecting them (dependant upon their body mass). All creatures in the area of effect are entitled a saving throw versus poison to negate the effects of this spell. Any creature not normally affected by poison is totally immune to this spell. The material component is a live spider. Spirit Skill (Enchantment) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Person touched Saving Throw: None Author: Unknown This spell transfers skills from a specially prepared vessel into a willing recipient. The material component is a symbol prepared using steal skill, which must be carried by the recipient and disappears upon completion of the spell. Splinterstrike (Evocation, Necromancy) Range: 0 Components: V, S, M Duration: Until used Casting Time: 4 Area of Effect: Creature touched Saving Throw: 1/2 Author: The Warlord of Heaven This spell enchants the thigh bone to hit any creature, when and if it strikes it inflicts 4d10 damage, but is only usable once per casting. Another bone must be used. The material component for this spell is a half-split thigh bone. Steal Skill (Conjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Unknown This spell lets a wizard steal the class-related skills of a willing humanoid victim and transfer them either to the wizard or to a special container. The victim drops to first level, and regains levels at a rate of 1 per four hours thereafter. The wizard gains half the class-related skills of the victim (if stealing from a fighter, the wizard will gain the ability to wear armour and attack with a THAC0 halfway between the fighter's and the default 20 with any weapon with which the fighter is proficient; if stealing from a thief the wizard will gain thief abilities which are the average of the thief's abilities and the base of 4; in no case will abilities go down because of this). Abilities which are granted by a deity cannot be transferred this way, nor can spellcasting abilities. The transferred abilities fade after one turn per level. The material component is a symbol of the class to be transferred, specially prepared and costing not less than 10 gp per level of the target. If the wizard wishes, he may imbue the symbol with these skills rather than using them at the time (in which case it will not disappear). The primary purpose of this use is to provide the material component for Spirit Skill. Stone Bridge (Alteration) Range: 10 feet Components: V, S, M Duration: 1 turn per level Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Unknown This spell creates a bridge of up to 50 square feet + 25 square feet per level, across any gap the wizard desires. It is sturdy and safe to walk across, and can bear the weight of an elephant. The material component of this spell is a piece of rope, which should be knotted together when the spell is cast. Suppress Magic Resistance (Abjuration) Range: 10 yards per level Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: One source of magic resistance Saving Throw: None Author: Unknown By means of this spell, the wizard can temporarily suppress the magic resistance emanating from one creature or object, thus allowing other spells and magical effects to have an increased chance of effect. The spell affects one creature or object and the area that its magic resistance protects. For example, this spell can be cast on a paladin wielding a holy sword that provides magic resistance in a 5-foot radius, and the magic resistance can be suppressed in the entire area of effect. If there are multiple sources of magic resistance affecting the same area, this spell will only target one of them. This spell can suppress up to 5% magic resistance per level of the wizard. Partial effects are possible. For example, if a 10th-level wizard is casting the spell at a creature with 80% magic resistance, that creature's magic resistance will be lowered to 30% while this spell is in effect. Of course, this spell will not go into effect unless the creature fails its magic resistance roll. The wizard must maintain some concentration in order to preserve the spell's effect. The wizard may not perform any actions except moving at up to half his normal movement rate. If the wizard is successfully attacked, then his concentration is also broken. If concentration is broken, the spell's effects terminate immediately. The wizard, however, may choose to terminate the spell in a controlled manner, and during the last round before the spell is terminated, the wizard, in addition to moving at up to half his normal movement rate, may also cast one spell whose casting time is up to one round. The target's magic resistance remains lowered when making its resistance check against this spell. Of course, other wizards and devices may also cast spells while the target's magic resistance is lowered, and such magic does not terminate suppress magic resistance. This spell will totally negate a magic resistance spell if it is successful at suppressing magic resistance of a percentage at least as high as the percentage given by the magic resistance spell. In such a case, concentration by the wizard is not necessary. Sword of Force (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 3 rounds per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Dennis Kefallinos This spell creates a spectacular glowing sword, resembling a Star Wars lightsabre. It must be cast on a handle of a steel sword, which must be especially fashioned or cut from a regular sword. The handle is not consumed. A second component is 1 gp worth of gold dust, which is consumed by the casting. For the duration of the spell, a gleaming power blade is projected from the handle, which simulates a normal sword. The base damage it causes is 2d6 (for small and medium sized creatures) or 2d10 (for large creatures) if used one-handed, and 2d8 or 2d12 if used two-handed, to which Strength bonuses and magical bonuses (if appropriate) are added. The former use requires proficiency in one-handed sword (short or long) and the later in two-handed sword (bastard or two-handed). Further special abilities are determined by the level of the caster, as follows: Wizard's Level Special Abilities of Blade 1-6 Not applicable 7 Normal, non-magical sword 8 Sword, +1 9-10 Sword, +2 11-12 Sword of sharpness, +2 13-14 Sword of wounding, +2 15+ Vorpal sword, +3 A caster of above thirteenth level can specify which type the sword will be (of the types available to lower levels). When subjected to physical strain the blade has double the strength of steel. If more pressure than that is applied the spell is negated. If the handle leaves the hand of the caster the spell is negated immediately. Because the sword of force is very light in weight, weapon speed is only 3 when used single-handed and 5 when used two-handed. The material components of this spell are a handle of a steel sword (not consumed in the casting) and some gold dust. Teleport Trace (Divination) Range: 10 yards per level Components: S Duration: 10 rounds + 1 round per level Casting Time: 3 Area of Effect: One creature Saving Throw: None Author: Geoffrey Edward Fagan The wizard casts this spell on a character or creature who is likely to teleport or employ similar magic in the near future. If the recipient does cast teleport (or dimension door, word of recall, etc.), then the wizard who placed the teleport trace will receive a mental image of the target's location. The caster of teleport trace will then know his location relative to that of the teleportee, and he will be able to use his own teleportation or scrying magic with maximum accuracy. Teleport Tracer (Divination) Range: 50 yards Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Peter Gourlay Teleport tracer allows the wizard to follow the faint trail left by teleporting creatures. The tracer tells the wizard where the teleporting creature went to, within a few blocks, or several miles in the countryside (less accurate for longer distances, only very general information for multi-planar travel). If the wizard so chooses, he can teleport along the exact same route, but this must be done on the round after the tracer is cast, and multi-planar movement is not possible in this manner. The tracer must be cast within one turn of the original teleport, and this teleport must have taken place within the range of this spell. This spell is also effective against word of recall and dimension door spells, or non-magical (psionic) teleports, but not true dimension travel or plane shifting. Telurian's Firebolts (Invocation/Evocation) Range: 120 feet + 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: Special Saving Throw: 1/2 Author: Warlock's Cave <94test00@leicester.ac.uk> This spell, unsurprisingly, creates bolts of fire. That may be a single bolt from the caster to one target, or any number of independently targeted bolts, up to one per level. If fired at one person, damage is 1d6 + 1 per level of the caster. If fired at multiple targets, the damage is 1d6 per bolt (more than one bolt can be fired simultaneously at a target giving an xd6 total damage, but only one saving throw is made and the additional damage comes into play only if there is but a single bolt). This spell's advantage over fireball is its ability to strike only the desired targets during melee. Its level is higher due to the fact that thousands of wizards have spent centuries refining fireball, making it easier to cast whereas this spell is considered very rare. Material components are as for fireball whilst somatic are both hands crossed at the wrists in front of the body swept rapidly apart. Intervening solid objects between caster and target take damage instead of the target. The Nimbleton Hold (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Nathaniel Tagg By means of this spell, the wizard places a number of spells "on hold" for the next day. The spell is intended for casting at night, before sleep. The held spells are stored in the wizard's memory for the evening undisturbed. If the wizard is awoke, the spells are available to him, and are used up normally when cast. In the morning, the spells are still retained, and will remain with the wizard as though he had spent the time to memorise them that morning. The wizard may retain a number of spell levels equal to 9 + 2 per wizard level (i.e., a 9th-level wizard may retain 27 spell levels worth of spells). The material component is any form of headpiece (hat, hairnet, comb, skull cap, whatever) and must be specially enchanted by the caster of the spell. The cost to construct this item is 500 gp. The item must be worn both while memorising the spells to be retained, and when the Hold spell is cast, though not while casting the spells. Note that because a cast spell is lost as per usual, the Nimbleton hold must itself be memorised and cast every day (therefore, a 9th-level wizard saves himself 270 minutes memorisation time in the morning, but at some other time during the day must spend 50 minutes to memorise and cast the hold. Thus, his total savings are 220 minutes, or three hours and forty minutes. In addition, the wizard may defend himself with the held spells during the night or morning before memorising the next day's list). Thillis' Monster Servant (Charm) Range: 5 feet per level Components: V, S Duration: Special Casting Time: 2 rounds Area of Effect: One creature Saving Throw: Negates Author: Michael Schmitz Monster servant binds a creature to the caster's will. The spell does not grant any form of communication, so the wizard and the monster must be able to communicate for the spell to work. All humans, demi-humans, and creatures with an Intelligence greater than 10 are immune to the effects of the spell. Wisdom bonuses to saving throws apply if the monster actually has Wisdom. An affected creature will do anything for the caster, including sacrificing its life. The spell's duration is similar to that of charm person, but the DM should modify this as he wishes. When the creature is told to place itself at risk, a new saving throw should be rolled. But now for the fun part: this obviously overpowered spell has a mayor drawback: whenever the spell is cast, there is a chance, equal to (the target's Hit Dice - the caster's Wisdom bonus) divided by 20, that the spell drives the caster insane, and also subjects him to the creature's will at that point in time. Note that the spell still functions normally as well, so if the creature was wishing that the caster would be his slave, and the caster went insane, but the creature failed its saving throw, they would both be each other's slave. Also, keep in mind that a caster with an 18 Wisdom could cast this spell on creatures of up to 4 HD, and as his Wisdom bonus is 4, there would be no chance of insanity. This curse was not built into the spell, but was a side effect. The wizard that researched it did not put in a limitation on the target's Hit Dice, and drew the energy to enslave the creature from her own will power. Therefore, when she tried it on a creature of 14 HD, she didn't have the willpower to overcome it, and went crazy. Actually, she became its mate, thinking she was a fire giant. That's what the creature was looking for when she cast the spell... Thorgon's Faithful Steed (Conjuration/Summoning) Range: 0 Components: V, S Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Brock Neverman When cast, this spell creates a horse within 10 feet of the wizard. The horse can pass over nearly any surface and even fly short distances (levelx20 feet). The horse lasts 1/4 day per level of the wizard, or until the wizard loses consciousness. The horse can run at speeds up to 40. The steed will respond perfectly to the wizard. It has 10 hit points + 2 per level of wizard, and can be hit only by +2 or better weapons. As the power of the wizard increases, so does the appearance of the steed change, i.e., a 9th-level wizard would get a good steed, a 20th-level wizard would get a pegasus or similar creature. It can kick for 1 to the wizard's level hit points in damage. The steed is immune to magical attacks such as fireball, lightning and magical ice. The material component is a bridle, which disappears with the horse at the end of the spell's duration. All metal parts of this bridle must be silver. Time Warp (Alteration) Range: Special Components: V, S, M Duration: 3 rounds + 1 round per level Casting Time: 4 Area of Effect: 40-foot long cube, 1 creature per level Saving Throw: Special Author: Unknown This is a combined haste and slow spell. At the time of casting, the wizard chooses which application to use. The effects, as well as range, saving throw, and material components are as per the appropriate spell. Twilight's Silent Sheaf (Alteration) Range: 10 yards per level Components: S Duration: 1 turn per level Casting Time: 4 Area of Effect: 15-foot radius Saving Throw: None Author: Robert A. Howard This spell will start similar to faerie fire, with the exception that instead of faerie light, a field of silence is created. Creatures outside the sheaf cannot hear those on the inside. However, sound can exist inside the sheaf itself, allowing for spell casting. Also, if someone touches a person with a silence sheaf, then those two (or more) can communicate. Tyvek's Flying Binder (Conjuration) Range: 100 feet + 10 feet per level Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: One creature of size H or smaller Saving Throw: Special Author: The Warlord of Heaven This spell requires bloodhawk feathers and a silk handkerchief, and as the magical word Sar-Anwrap is spoken, the wad of components is hurled through the air. In flight, they change into a glowing white sheet which will wrap up the target for one round per wizard level, or half that time if they save. High Dexterity provides additional saving throws with a +2 for every point of Dexterity above 16. A tiny bladed weapon allows the victim to escape in half time as well, which could aid a saving victim even more. Tyvek's Flying Bucket (Conjuration) Range: 100 yards + 10 yards per level Components: V, S, M Duration: 1 turn Casting Time: 4 Area of Effect: One average sized bucket Saving Throw: None Author: The Warlord of Heaven This spell conjures into being a glowing force bucket, capable of holding about 3 gallons of liquid. It has as much use as you have smarts. Initially used to get water out of icy rivers from the comfort of his home, it has been seen in use of throwing oil on opponents, scooping hunks out of water elementals, and going over other wizard's heads... it is not transparent. It has little strength aside from its ability to tote water, therefore it is easily lifted or batted about. The material components for this spell are thimble and some hawk feathers. Tyvek's Rust Prevention (Abjuration) Range: 0 Components: V, S, M Duration: 1 day Casting Time: 4 Area of Effect: One item touched inside a 10-foot long cube Saving Throw: Special Author: The Warlord of Heaven Tired of continually polishing his blades and armour, Tyvek came up with rust prevention. It keeps all forms of oxidation from occurring, even those caused by rust monsters. The material components of this spell are beeswax and some iron filings rolled into said wax. The verbal component is "Ruh-stohl-ee-ehm". While the hands are moved in circular patterns over the item, the wad of wax and iron is consumed in the casting (by the spell, not the caster). Detect magic will reveal this magical protection. There is no saving throw unless the spell is used to protect versus magical rust. Then, there is a +4 to the item saving throw as well. Uldark's Conjured Fireball (Conjuration/Summoning) Range: 10 yards + 10 yards per 2 levels Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 15-foot radius sphere Saving Throw: 1/2 Author: Allan J. Mikkola This spell duplicates the 3rd-level fireball in most respects; however, instead of shaping the fireball from magical energy as the evocation version does, this spell actually conjures a ball of fire directly from the elemental plane of fire. When the spell is cast, a small interdimensional connection opens between the plane of fire and the wizard's plane; the fireball enters through this opening and strikes the targets as directed by the wizard. There is a chance that an extraplanar creature may enter through the opening as well. The chance of this occurring is: 20% - 1% per level of the wizard (to a minimum of 1%). This spell has the same effects (including damage) as the evocation version, but it is slightly harder to produce these effects in this manner; this is reflected in the higher spell level and the reduced range and area of effect. The material components for this spell are a piece of flint and a pinch of sulphur. Uldark's Conjured Frost Bolt (Conjuration/Summoning) Range: 20 yards + 10 yards per 2 levels Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 50-foot long, 10-foot wide bolt Saving Throw: 1/2 Author: Allan J. Mikkola This spell is similar to Uldark's conjured lightning bolt (q.v.). It conjures a bolt of frost and ice from the para-elemental plane of ice. The chance that an extraplanar creature enters the wizard's plane is the same as that of the conjured lightning bolt. The bolt is 50 feet long and 10 feet wide; anyone hit by the bolt suffers 1d6 points of damage per level of the wizard (up to a maximum of 10d6). A successful saving throw versus spell reduces the damage by half. The material component for this spell is a large chunk of ice or snow; this is consumed with the casting. Uldark's Conjured Lightning Bolt (Conjuration/Summoning) Range: 40 yards + 10 yards per 2 levels Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: Special Saving Throw: 1/2 Author: Allan J. Mikkola This spell is similar to Uldark's conjured fireball except that it conjures a lightning bolt from the quasi-elemental plane of lightning, instead of a fireball from the plane of fire. The chance that an extraplanar creature enters the wizard's plane is the same as that of the conjured fireball. The effects of this spell are identical to that of the normal lightning bolt, but the area of effect is either a bolt, 30 feet long and 10 feet wide, or a bolt, 60 feet long and 5 feet wide. The material components of this spell are a small metal rod and the skin of an electric eel. Understanding (Divination) Range: 5 feet per level Components: V, S Duration: 1 round + 1 round per level Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Joseph Delisle This spell allows the wizard get use both ESP and empathy on a creature if it fails a saving throw versus spell with a -2 penalty. For more detailed information, like memories or motivations, someone else must ask the wizard the question. The wizard's player can under no circumstances supply questions for other people to ask! Doing so ends the spell immediately (forcing the wizard back into his own mind). One question per round is reasonable for easy questions, but long or complicated questions can take longer (up to the DM). A common language is not needed between wizard and target, and the wizard always replies in the tongue he uses most. While the spell is in effect, all the wizard can do is answer questions without ending the spell. The spell can be ended at any time, simply by willing it to end. For example: a wizard casts understanding on a dragon attacking a town, and learns (by ESP and empathy) that it is angry and plans to destroy the town. The wizard's apprentice asks the wizard why the dragon is attacking, allowing the wizard to probe the dragon's memories, and to discover some humans stole the dragon's eggs. The wizard lets the spell end, to try to bargain with the dragon. Vander's Librarian (Conjuration/Summoning) Range: 20 yards Components: V, S Duration: 6 hours Casting Time: 1 minute Area of Effect: One minor spirit Saving Throw: None Author: Colin Roald This spell conjures a minor knowledge spirit to search for books and references for the wizard. It can search for titles, specific references, or general subject matter, finding books in the time it would take a reasonably skilled librarian (depends on case). The wizard is freed to concentrate on more interesting matters, so this spell roughly doubles a wizard's research efficiency. Vandergast's Forcetrap (Invocation/Evocation) Range: 5 yards per level Components: V, S Duration: Special Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Vandergast When this spell is cast, a shimmering blue bolt shoots from the wizard's finger towards the target; when the target is struck, the bolt erupts into multiple bands of force that envelop the victim. If a successful saving throw versus spell is made, the spell dissipates and has no effect; otherwise, the bands of force will render the target completely immobile by normal means, as his hands, feet, etc., will be snugly bound. The target may still levitate or employ other means of magical movement, but may not walk, cast spells requiring a somatic component, or fight. Any size target may be affected by this spell. The bands of force may not be harmed by weapons or most spells, but may be dispelled; a wish or limited wish will also destroy the bands. The only other way to escape the bands is to roll a successful bend bars check. The victim may make one such attempt each round; in addition, exactly one attempt may be made each round from an external source; if anyone touches the bands after the first external bend bars attempt (including another bend bars attempt, striking the bands with a weapon, etc.) the person touching the bands is immediately trapped as well, with no saving throw. If two or more persons are trapped by this spell, each earns a bend bars roll each round; however, no external attempts may be made, or that person will also become trapped. In any case, if a bend bars roll is successful, the bands break, and the spells ends immediately. Vanquil's Backbiter (Abjuration, Evocation) Range: 0 Components: V, S, M Duration: 4 hours + 1 hour per level or until used Casting Time: 2 rounds Area of Effect: The caster Saving Throw: None Author: Joseph Delisle Vanquil's backbiter is a way of protecting against a thief's backstab attack. The spell is triggered when any non-missile, non-energy (i.e., magic, psionics, breath weapon, etc.) hits the wizard from behind without his knowledge. A backstabbing thief or an invisible or silenced fighter counts, so long as the wizard is surprised. The spell is considered activated when the weapon of such a person comes within 3 inches (1/4 foot) of the wizard's back. Activation requires no thought or effort from the wizard: the backbiter cannot be consciously activated. When activated, the spell instantly creates a brief stoneskin effect on the wizard's back, preventing the weapon from doing any damage (on the first attack). It then releases a burst of energy missiles (similar to a magic missile) at the backstabber, causing 1d2 HP of damage per level (up to a maximum of 10d2). The energy missiles never miss, and a shield or protection from normal missiles will not prevent damage. Only one backbiter can be in effect at any one time. If another is cast before the first is used, it is lost. The material components are a small diamond of any size and the eyes of a common housefly. Vanquil's Cellular Regeneration (Necromancy) Range: 0 Components: V, S, M Duration: 4 rounds Casting Time: 4 Area of Effect: Creature touched Saving Throw: None Author: Joseph Delisle Cellular regeneration is a spell that increases the growth rate of the body's various tissues, causing them to mend together faster. Once the recipient is touched, the spell begins to work, restoring damage according to the table below: Round Healing 1 1 HP of damage 2 1d4 HP of damage 3 1d4 HP of damage 4 1 HP of damage If the recipient performs any strenuous activity during the spell duration (like combat, casting spells over third level, or using a psionic power that requires a Constitution check), the spell is immediately aborted. All hit points are gained at the end of the appropriate round. Due to the stress of regeneration, this spell cannot be cast more than once per person for increased healing. For the spell to be effective again, the recipient must take more damage. The material component is a piece of troll flesh that has been burned in acid. Note: this spell is intended to give wizards some curative abilities, not to replace priests. The spell is much less powerful than the equivalent cure serious wounds, both in terms of damage and limitations. I would suggest that DMs limit the spell to be useful to a single person only once per day (regardless of injuries). If you wish to increase the level of the spell, that's up to you. I would not recommend banning it - unless all the NPC necromancers in your world are murderous scum with an obsession for dead things. Vanquil's Iceball (Conjuration or Evocation) Range: 100 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: 20-foot radius sphere Saving Throw: 1/2 Author: Joseph Delisle There are actually 2 different iceball spells: an evocation version and a conjuration version. Both versions do 1d6 HP of damage per level, up to 10d6 of damage, with a saving throw for half damage. The area of effect is a sphere with a 20-foot radius. The spells differ as follows: Evocation: the spell drains thermal energy from the affected area, producing intense cold. There is no pressure caused by the iceball, so unlike a fireball, the chilled area conforms to the surroundings (like Snilloc's snowball swarm). Therefore, it can be used in confined areas without the danger of a backfire. The evocation iceball will freeze all exposed liquids and, if cast underwater, will create a 40-foot diameter ball of ice (creatures inside the area may save versus paralysation to avoid entrapment). The ball of ice will immediately float to the surface. Creatures immune to cold take no damage from this version. Conjuration: this version draws forth ice and cold from the para-elemental plane of ice, causing a destructive blast of ice. The conjured iceball will not conform to its surroundings, and will expand to its full area of effect, just like a fireball. Underwater, this version does only 1d4 points of damage per level, and does not create any large pieces of ice. Fragile objects (vials, mirrors, etc.) must save versus crushing blow to survive the ice barrage. Creatures immune to cold will still take 1d2 HP of physical damage per level (unless immune to normal missiles). Because this version accesses an elemental plane, it will not function while spelljamming in the Flow or in other situations where access to the elemental planes is cut off. Vanquil's Lightshed (Alteration) Range: 60 yards Components: V, S Duration: 1 turn per level or until used up Casting Time: 3 rounds Area of Effect: Special Saving Throw: None Author: Joseph Delisle Lightshed is a spell that creates multiple continual light spheres, one per level. The wizard can create one continual light sphere per round, and can take any actions while the spell is in effect (except cast other spells). Continual light spheres can be created as often as the wizard wishes, up to the spell's limits. The spheres created by lightshed are permanent and essentially the same as continual light, but Lightshed cannot be used against a living creature (attempting to do so will end the spell). Lightshed was created so that a wizard could quickly and easily "cast" multiple continual light spells per day, without wasting every 2nd-level spell available. This spell is also useful for wizards who wish to earn money by lighting up local castles or dungeons, since the average price of a continual light is 50 gp per sphere. Vanquil's Milling Crowd (Conjuration/Summoning) Range: 5 yards per level Components: V, S Duration: 5 rounds per level Casting Time: 1 round Area of Effect: Special Saving Throw: Negates Author: Joseph Delisle Milling crowd summons people to enter a crowd and interact with the people in the crowd. The conjured people can try to impart one opinion or emotion of the wizard's choosing, thus changing the crowd's mood or opinion. Thus, a group of angry protestors could be made to riot, become less violent, or protest a different (but related) topic. The spell summons one "person" per level, who can only be used to influence crowd reactions. Any attempts by the wizard to attack the summoned people, use them as barriers, or use the in any way not associated with interaction will terminate the spell immediately. The people will be of the same racial mix as the crowd they must infiltrate (a crowd of 75% humans and 25% gnomes would result in 75% of the summoned people to be human, 25% to be gnomish). The spell can influence a crowd in one of two ways: it can either change the reaction adjustment of the crowd by one factor, or it can be used to give the crowd another direction. For example, milling crowd can either make a group more hostile or less hostile, or it can change the group's focus in some minor way. If the group wanted to hang someone at noon, the spell could "suggest" an alternate means of execution, or a change in the time of execution, etc. The saving throw for the crowd uses the average Hit Dice for the saving throw versus spell. If the wizard is trying to influence reactions, the crowd has a -3 penalty on the saving throw. If the spell is trying to give the crowd other ideas, the saving throw is made without penalty. Depending on the nature of crowd and their focus of attention, it is not unreasonable to have saving throw modifiers from +5 to -5 (ranging from agreement with the wizard's purpose to considerable opposition). The spell is not guaranteed to work if it encounters some form of absolute resistance (for example, a local custom dictating the means and time of execution). If the crowd makes its saving throw, it is unaffected. If the roll is a natural 20, the crowd is aware of attempts to manipulate it. It is important to note that the spell does not directly affect the crowd in any way, so magic resistance is useless and spells like detect charm will reveal nothing. Vanquil's Wall of Light (Alteration, Evocation) Range: 60 feet Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 4 Area of Effect: 20 square feet per level, 1 inch thick Saving Throw: Special Author: Joseph Delisle Vanquil's wall of light creates an opaque horizontal or vertical wall, which appears to be pure white in colour, and glowing softly (providing as much illumination as a candle). Both sides of the wall have this appearance. Inside the wall is a different story: it is brighter than the sun on the inside. Any creature whose eyes (or other visual organs) pass through the wall must make two saving throws. If both are successful, the creature suffers no ill effects. If only one saving throw is made, the creature is blinded for one round per level of the spellcaster. If both saving throws are failed, the creature is blinded permanently. The wall of light can be created such that the area of the wall is halved, but the thickness is doubled. For each inch of thickness after the first, everyone who passes through the wall makes their saving throws against spells at a -1 penalty. If the wall of light was 3 inches thick, the saving throw penalties would be -2 on each saving throw versus spell. The thickness can be increased as many times as the caster wishes, provided that the length and width are decreased appropriately. The wall of light must be flat, but needs no physical support or connections, unlike a wall of stone or wall of iron. It can even be cast in midair, or in the vacuum of wildspace. Note that the area of effect is measured in square feet, not a square with sides 20 feet per level. The wall offers no impediment to entry and exit, and missile weapons can be fired (blindly) through the wall. Creatures that are blind, or do not rely on normal visual light are unaffected by this spell. Underground dwellers, or other creatures that suffer penalties for being in full sunlight make their saving throws at a -3 penalty. Undead harmed by sunlight are unaffected by this spell, except for the effects suffered by living creatures. Individuals who know the nature of this spell (that it's extremely bright on the inside) can attempt to cover their eyes. Such individuals only need to make one saving throw with a +1 bonus; if failed, they are blinded for 1 round per caster level (preparations were insufficient). If one melee round is spent covering the eyes (with bandages, cloaks, or anything difficult or creative) the saving throw bonus increases to +5. The material component is a live glowbug, a pinch of phosphorus, and a pinch of magnesium. Vertigo (Enchantment/Charm) Range: 10 yards per level Components: V, S Duration: 2 rounds per level Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay Those affected by this spell must save versus spell or suffer from severe vertigo. If a creature fails its saving throw, there is a 50% chance each round that they will be overcome with vertigo and be forced to sit or lie down. If on a cliff (or similar) they will fall. Creatures forced to sit down are unable to do anything that round and in effect stunned (+2 to hit such creatures). Those that remain on their feet suffer a +3 penalty to Armour Class and a -2 penalty on attack rolls; also, they lose all dexterity bonuses. The chance for vertigo is checked each round. View Past (Divination) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 hour Area of Effect: 5-yard per level radius Saving Throw: None Author: Vernon Lee When this spell is cast on an area, it allows the wizard to create a three-dimensional image of the past in that location. The wizard specifies the time in the past through the use of the material component. Ten gold pieces worth of gold dust is required for each hour back into the past the wizard wishes to go. Thus, if the wizard used 240 gp worth of dust, he would be able to view the period starting 24 hours ago to the end of the duration of the spell (for example, if the wizard were tenth level, the duration of the spell would be from 24 hours in the past to 22 hours and 20 minutes into the past). After the spell has been cast, the DM rolls 2d10-11 to determine the error in the time frame in turns from the specified time. Thus, if N gp are used, and the DM rolls 5-10 = -5, the starting point of the time viewed is actually 10xN hours and 5 minutes in the past; a roll of 10 indicates exactly the right amount of gold was consumed. The wizard should roll 1d20 to determine the clarity of the casting. A die roll of one indicates that the scene comes through as shadows in a fog. A die roll of 20 indicates a crystal clear picture. This roll can be repeated in subsequent castings, and represents the difficulty in seeing through time. Both the following dice rolls can be modified by the wizards desire based on the following modifiers: Wizard... Modifier participated in the event +10 very well informed of the event +6 knows an exact quote during the event +4 knows something that was said at the time +2 Events that are cloaked by spells that hide themselves from clairvoyance also mask out view past, and thus cannot be seen by this spell. Waiting Light (Alteration) Range: 30 yards Components: V, S Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Francois Menneteau In conjunction with any light spell (this spell is cast, and then a light spell is cast), this spell can delay the effects of that spell up to 24 hours. It can be triggered by one of the following, decided by the caster: a time period, certain movements, certain sounds, a touch, violent actions in the area, etc. Wax Impressions (Enchantment) Range: 0 Components: V, M Duration: Special Casting Time: Special Area of Effect: As far as the sound carries Saving Throw: None Author: Unknown To cast the spell, the wizard places a length of waxed string and some copper coins (the material components of this spell) in a cloth bag and casts the spell. All the sound heard after the spell is cast, during a time interval of 1 minute per copper coin is "recorded" on the string. The wizard can record on one string per level. Burning the string will release the sounds in the same order, frequency, and decibel range in which they were recorded. Note: hmm, what a great way to make hidden recordings of confessions! Have to watch out for that. Wayfinder Portal (Alteration, Divination) Range: Special Components: V, S Duration: Special Casting Time: 2 hours Area of Effect: Special Saving Throw: None Author: Ron This spell conjures a smooth ring, visible only to the caster, which begins to crystallise at a rate according to the information used to focus it (the more information available, the faster the crystallisation), varying from 1 day to 1 week. The wayfinder portal tries to locate a target (place, thing, or person), identified by an image, location, scent, name, or magic pattern. Once found, it can be looked at through the ring or the ring can be walked through to reach the target spot. However, the point of egress is normally not the spot watched, but some other place relatively nearby that is safe to the caster (thus the wizard might appear a day's walk away from the target or so). Also, it will not bring the caster into a private building or church which the caster has not been in before or been invited to enter into. Others cannot use the ring. Whisper's Decimater (Necromancy) Range: 60 yards + 20 yards per level Components: V, S Duration: Special Casting Time: Special Area of Effect: One creature Saving Throw: Negates Author: Robert Johan Enters When this spell is cast, a bluish vapour snakes over from the caster to the target. At this point, the target attempts to save at -4. If its saving throw succeeds, the vapour disperses, else the vapour grabs a hold on the target. The target is frozen in place while the vapour begins to envelop the target. It takes the vapour six rounds to fully envelope the target. All the while the caster must be concentrating fully on the vapour. The vapour can be stopped at any time by the caster, or by someone breaking the concentration of the caster. Each round, the vapour drains 15% of the targets hit points, leaving the target freezing cold. At the second round, the target is forced to shiver, and will abandon all he holds to hug himself for warmth. At the fourth round, the target will sink to its knees shivering. At the end of the sixth round, the target will be lying on the ground with 10% of its hit points left and unable to do anything more than shake uncontrollable for the next 3d4 rounds. A nice punishment for those who cross your wizard, but you do not want to kill. Whisper's Horrifying Scream (Illusion/Phantasm) Range: Special Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: Special Author: Robert Johan Enters When the caster casts this spell, he emits a blood curdling scream. All those within hearing range are shaken to their very cores. Creatures with morale ratings have their morales reduced by six, or by three if they save versus spell. Free willed creatures (PCs and the like) must save or flee in fear. Even if they save, they still attack at -2 against the caster and his party. Whisper's Minor Wall of Force (Evocation) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Robert Johan Enters This less powerful edition of wall of force creates a force field that is about the size of the caster. The caster can put the shield on one of his sides, front or back, left or right, and that side will be fully protected by the shield from attacks coming from that side. The shield is not stationary, but rather centred on the caster. The shield's size will conform with what the wizard is doing: if he stretches, the shield will stretch to protect the full size of the caster, if the caster crouches down, the shield will shrink in size to again only shield one individual: the caster himself. For all intents and purposes the shield is a wall of force. For example, it requires a disintegration to destroy it before the duration expires, etc. Whisper's Storm of Darkness (Necromancy) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: 20-foot radius area Saving Throw: None Author: Robert Johan Enters This spell opens a gate to the negative material plane in the centre of the spell's area of effect. The area will be enveloped in a hazy, twilight dark, where packets of negative energy whiz around. All those in the area of effect are hit for 5d10 points of damage due to these packets. There is no known protection against this spell save for magic resistance or an anti-magic shell. A globe of invulnerability or like magics will not protect the target, unless the spell was targeted to centre inside the globe, in which case the spell will fail completely. Similarly, should the spell be centred on an anti-magic shell, it would not work. Whisper's Sudden Spell Blast (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: One spell Saving Throw: Special Author: Robert Johan Enters This defensive spell should be cast as a preparatory spell. The wizard gathers negative magic energy around him, ready to be released upon mental command. Whenever a spell is cast, with the caster as specific target, the wizard can opt to use the energies of this spell to counter it. The spell works such that the wizard will feel he is being targeted by a spell, and the general nature of the spell. Thus, he will know whether it is a damaging spell or a divination spell etc. When choosing to counter the spell, the spell cast at the wizard will be blasted, and a fiery explosion of light will ensue, into the general direction from which the countered spell was cast. The spell to be countered is not automatically destroyed this way: the caster of spell blast must roll above the level of the spell to be countered plus 1, on a 12-sided die. At the DM's option, this spell may have a side-effect. Since the wizard is carrying around negative magic energy, this could interfere with the casting of other spells, resulting in a 50% - 5% per spell level chance of failure of such spells. In any case, the spell cannot be held in reserve for more than one day per caster level, and not more than one of these spells can be held at any one time. The material component of this spell is rare incense, worth at least 1000 gp. Wind Blast (Alteration, Evocation) Range: 30 feet Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: One cubic foot per level Saving Throw: None Author: August Neverman This spell creates a wall of wind. The wall moves forward at a base movement rate of twice the wizard's level. The wall will rip all loose materials along with it. This wall will pull along leaves, papers, twigs, small flying creatures, loose tapestry, and will cause an opponent to lose balance on a 3 in 6 (depending on size and weight). The wall of wind puts out fires in its path and will stop nearly any sort of breath weapon or similar area effect spell or spell-like effect. If cast in an enclosed area it will cause an explosion (DM's discretion on damage). If cast at a door, it will likely blow the door down and cause an explosion (treat as Strength = level of the wizard). When cast in an enclosed area, remember that walls and ceilings may collapse and cause further damage. If two walls of wind happen to be cast at each other add the levels of the wizards and roll 1d6 per level for damage as an explosion reducing in damage by 10 hit points per 5 feet from impact. The wall of wind will last for 1 round per four levels of the wizard. The material component for this spell is a fan, which is not consumed in the casting. Winds of Pain (Necromancy, Summoning) Range: 30 yards Components: V, S, M Duration: 1 round per 2 levels Casting Time: 4 Area of Effect: One 20-foot cube Saving Throw: Special Author: Robert A. Howard This spell conjures a wind which duplicates the effects of painful wounds - causing intense pain in all wounded beings in the area of effect. If they fail their saving throw versus paralysation, they can do nothing but roll around screaming in pain. The material component of this spell is 50 gp worth of diamond dust, and a pinch of salt. Winthrop's Undead Self Transmogrifier (Necromantic) Range: 0 Components: V Duration: 2 turns per level Casting Time: 4 Area of Effect: The caster Saving Throw: None Author: Al Singleton (Isaac Winthrop) This spell enables the spell caster to change self into any undead creature of Hit Dice equal to or lower than the caster's level. The spell caster must have intimate knowledge of the undead, either frequent combat or study of natural philosophy thereof. Unlike polymorph self, however, the spell caster attains all powers of the undead creature. The caster retains their original mind and personality but loses use of the classes that they are trained in while transmogrified. That is, he cannot cast their spells, cannot use fighter tables, etc. Winthrop's Undead Summoning III (Conjuration/Summoning, Necromancy) Range: 30 yards Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 3 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, 1d6+1 shadows, 1d6+1 wights or 1d4+1 ghasts. 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.