Seventh-Level Spells Altar of Protection (Evocation) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 7 Area of Effect: The caster Saving Throw: None Author: Francois Menneteau As lesser aura of protection, except that the target seems like a minor god, and the subtraction is 5 from all attacks. This spell also grants a +3 bonus to the caster's saving throw for any targeting attacks. Animate Dead II (Necromancy) Range: 10 yards per level Components: V, S, M Duration: Permanent Casting Time: 1 round per level Area of Effect: Special Saving Throw: None Author: Max Becherer This more powerful version of animate dead creates 1 HD of undead per level of the wizard. Any undead not possessing energy drain up to 5 HD can be created with this spell. The material component is identical to that of animate dead, with the inclusion of a pinch of dust from each of the undead types to be created. Anti-Psionics Shell (Abjuration) Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 7 Area of Effect: 1-foot diameter sphere per level Saving Throw: None Author: Kai Rottenbacher This spell causes a moveable shell to spring up in which no psionics work (not the caster psionics (if he has any) nor anybody else's powers). The caster does not need to concentrate on the shell to keep it up. It has a diameter of 1 foot per level of the caster. Anything not completely inside is not protected: a character that pokes his arm out of the sphere is completely unprotected. This shell does not protect against anything else. It is possible to bring down the anti-psionic shell with dispel magic or through psionic combat with a power score versus the level of the caster. In this case, both characters have to roll: the psionic creature versus its power score and the caster has to roll versus his level up to a maximum of nineteenth level. The one with the higher successful roll wins. If the caster wins, the shell remains in effect and the psionicist cannot use his power within the shell. If the psionicist wins, the shell collapses and all psionics can be used within the former shell's area. The material component is a pinch of powdered mind flayer and intellect devourer brain. Aura of Panic (Illusion/Phantasm) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 7 Area of Effect: 20-foot radius Saving Throw: Special Author: Peter Gourlay This spell creates a 20-foot radius of fear around the caster. Any creature who enters this area must save versus spell or flee in blind terror for 2d4 rounds. Creatures affected have a 75% - 5% per level (minimum 25%) chance that they will drop whatever they are carrying. Any creature prevented from fleeing will fight as a berserker whomever is restraining them. A new saving throw is required each round spent in the aura. Blood to Dust (Necromancy) Reversible Range: 60 yards Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: One creature or 1 cubic yard per level Saving Throw: None Author: Joe Colleran The blood to dust spell converts blood instantly to an inert substance (dust). This spell will instantly kill any one creature upon which it is cast. Note that this spell is only effective upon creatures which have blood or which need blood to survive. All undead, constructs (including flesh golems), creatures from other planes, and any other monsters that do not need blood to survive are not harmed by this spell. Casting it upon them will only change their appearance to dried up, mummy-like husks. Further, all creatures with 12 HD or more are immune to this spell. Any creature slain by this spell must first have the reverse of the spell, dust to blood, cast on them before being raised. A heal spell will accomplish the same thing, and a resurrection spell negates the need for either. When cast at a free standing pool of blood, the spell acts like the 6th-level priest spell transmute water to dust. The spell destroys 1 cubic yard (3 cubic feet) of blood per level of the caster. The reverse of the spell creates 1 cubic yard of blood per level of the caster when cast at an open area. The material components of this spell are a pinch of dust and a drop of the caster's blood. Body Fire (Alteration, Evocation) Range: 50 yards Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: Up to 4 creatures in a 40-foot radius Saving Throw: Special Author: Peter Gourlay This spell causes the victim's body to start burning from within. Unless the victim saves versus death magic with a -3 penalty he will be subject to the flames, taking 2d10 points of damage per round. Two rounds after the flames start, and every two rounds thereafter, the victim is allowed another saving throw, with one less on the penalty per time (-2 on round 3, -1 on round 5, and no penalty thereafter). The flames can also be halted by a successful dispel magic, or a protection from fire, which works automatically. If the flames burn for three or more rounds, all items on the victim must save versus magical fire or be destroyed. If the flames burn for 5 or more rounds, the items save with a -2 penalty. Any creature not naturally resistant to magical fire can be affected by this spell, even those without solid bodies, such as shadows and spectres. The material component is a red gemstone of any type worth 500 gp. Cacofiend (Conjuration/Summoning) Range: 10 feet per level Components: V, S, M Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special Author: Peter Gourlay This perilous exercise in dweomercraft summons up a powerful tanar'ri - any true tanar'ri, depending upon the fiend's name known to the wizard. Note that this spell is not of sufficient power to bring a tanar'ri of greater power, and lesser sorts are not called as they have no known names. In any event, the spell caster must know the name of the fiend he is summoning. As the spell name implies, the fiend so summoned is most angry and evilly disposed. The spell caster must be within a circle of protection (or a thaumaturgic triangle with protection from evil) and the tanar'ri confined within a circled pentagram, if he is to avoid being slain or carried off by the summoned fiend. The summoned fiend can be treated with as follows: * The wizard can require the monster to perform a desired course of action by force of threat and pain of a spiritwrack (or similar) spell, allowing freedom whenever the fiend performs the full extent of the service, and forcing the fiend to pledge its word upon it. This is exceedingly dangerous, as a minor error in such a bargain will be seized upon by the monster to reverse the desired outcome or simply to kill and devour the summoner. Furthermore, the fiend will bear great enmity for the wizard forever after such force obedience, so the spell caster had better be prepared and powerful. * By tribute of fresh human blood and the promise of one or more human sacrifices, the summoner can bargain with the fiend for willing service. Again, the spell caster is well advised to have ample protection and power to defend himself, as the fiend might decide that the offer is insufficient - and it is easier to enjoy the summoner's slow death - and decide not the accept the bargain as offered. Although the fiend will have to abide by a pledge, as its name is known, it will have to hold only to the exact wording of the arrangement, not to the spirit of the agreement. On the other hand, only highly evil wizards are likely to attempt to strike such a bargain, and the summoned fiend might be favourably disposed towards such a character, especially if he is also chaotic. * The summoned fiend can be the object of a trap the soul. In this case, the wizard will not speak with or bargain for the fiend's services, although the fiend might be eager to reach an accord with the wizard before it is forced into imprisonment. The trapping of the fiend is risky only if proper precautions have not been taken, for failure to confine the monster usually means only that it is able to escape to its own plane. Once trapped, the fiend must remained imprisoned until the possessor of his object breaks it, and this requires one service from the now freed monster. If the individual freeing the fiend fails to demand a service when the monster asks what is required of him, the fiend is under no constraint not to slay the liberator on the spot, but if a service is required, the creature must first do its best to perform it, and then return to the Abyss. The duration of service of any fiend must be limited unless the fiend is willing to serve for an extended period. Any required course of action or service which effectively requires an inordinate period of time to perform, or is impossible to perform, is 50% likely to free the fiend from its obligations and enable it to be unconstrained in its vengeance upon the wizard if he is not thereafter continually protected, for a fiend so freed can remain on the plane it was summoned to for as long as 666 days. The fiend summoned by this spell will be exceptionally strong (8 hit points per Hit Die), due to the magical processes involved in the summoning. Casting time is half an hour per Hit Die of the fiend. If there is any interruption during this period, the spell fails. If there is an interruption while the fiend is summoned, it is 10% probable that it will be able to escape its boundaries and attack the wizard, this percentage rising cumulatively each round of continued interruption. Each fiend is entitled to a saving throw versus this summoning spell. If a score higher than the level of the wizard summoning is rolled with 3d6 (4d6 for balors), that particular spell failed to bring the desired fiend. When this occurs, it is certain that the named fiend is imprisoned or destroyed, or the name used was not perfectly correct, so the spell caster will have to call upon another name to bring forth a fiend. The components of this spell are five flaming black candles; a brazier of hot coals upon which must be burned sulphur, bat hairs, lard, soot, mercuric-nitric acid crystals, mandrake root, alcohol, and a piece of parchment with the fiend's name inscribed in runes inside a pentacle; and a dish of blood from some mammal (preferably a human, or course) placed inside the area where the fiend is to be held. Celestarion's Warding (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 7 Area of Effect: 10-foot radius sphere Saving Throw: Negates Author: Celestarion This spell is designed to ward off undead creatures and creatures from the lower planes. When cast, all such creatures within 10 feet of the wizard are subject to a saving throw versus spell at -5, taking into account their magic resistance. Those failing their saving throw are thrown out of the area by a tremendous force, and land 20 feet away. Thereafter, the creatures cannot enter the sphere, or use their powers on creatures within the sphere. Spells and attacks can still be cast at these foul creatures from within the sphere. The material component of this spell is a glass ball or a marble made of crystal. Channelling (Alteration, Metamagic) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: David Kelk When cast, this spell draws upon extra magical energy to make the next spell cast more efficient and powerful. For every 5 levels of the caster the following effects occur: * +1 per die of damage (maximum of +3); * -1 on saving throws; * +50% on range and duration; * -5% on target's magic resistance. Charm Dragon (Enchantment) Range: 60 yards Components: V, S Duration: 1 week per 10 levels Casting Time: 2 rounds Area of Effect: One dragon Saving Throw: Negates Author: James Bray This spell is the same as the Player's Handbook's spell charm monster, applicable to all dragons (including gold, platinum, and even Tiamat if you're stupid enough to try). The dragon's saving throw is modified by one up or down per 2 HD of the dragon above or below 15. Charm Man IV (Enchantment/Charm) Range: 16 feet Components: V, S Duration: 1d10+4 turns Casting Time: 1 Area of Effect: 1d10 men per level of 6 HD or less Saving Throw: Special Author: John Daniel Except as noted, this spell is the same as the 1st-level spell charm man I. If a successful saving throw is made by a group's leader, the effects of this spell are reduced to those of the 5th-level spell charm man III (make another saving throw for the leader). If a leader of a group fails his saving throw, the spell works on him, but all other members of the group still get to make a personal saving throw to negate the effects. Cloud of Death (Necromancy) Range: 60 yards Components: V, S Duration: 1 round per level Casting Time: 7 Area of Effect: One 30x30-foot cloud, 20 feet high Saving Throw: Negates Author: Peter Gourlay This spell creates a black cloud of acidic smog. The cloud is stationary, and restricts vision as a darkness spell. However, the cloud also has a horrible life draining effect. Any in the cloud when it was created must save versus death magic or be drained of 1d2 levels. This draining only occurs on the instant after the cloud is created, but is permanent. Cobaltas's Crack of Doom (Evocation) Range: 0 Components: S Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius half circle Saving Throw: Special Author: Bladehawk To cast this spell, the wizard raises his hands above his head, palms together. He then brings them down, out and back up again to meet above his head with a flash and a bang, combining the effects of thunderflash and thunderclap (q.v.). Effects are saved against separately. Conjuration Enhancer (Conjuration/Summoning, Metamagic) Range: 0 Components: V Duration: Special Casting Time: 1 round Area of Effect: One spell Saving Throw: None Author: Peter Gourlay This one word spell is cast immediately before any one monster summoning spell. It allows the wizard to choose from the applicable list what creatures are summoned. The two spells must be cast in subsequent rounds; the enhancer does not add any time to the casting of the monster summoning spell. Contingent Polymorph Other (Alteration) Range: 5 yards per level Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: One creature Saving Throw: Negates Author: Kenneth C. Jenks This spell will polymorph one creature (as per polymorph other) into another until some set condition occurs, eg. polymorphing a toad into a prince until he is kissed by a woman, or polymorphing a fighter into a dragon until he (it) says "I wish I were human", etc. The change from the polymorphed form back into the normal form takes place gradually over 1 round, so it is impossible to crush someone by polymorphing a hippo into a flea, putting it on his head, then triggering the contingency. The material component of the spell is a bit of honeycomb. This spell was researched by Esmerelda. Create Mummy (Necromancy) Range: 0 Components: V, S Duration: Permanent Casting Time: 4 hours Area of Effect: Corpse touched Saving Throw: None Author: Geoffrey Edward Fagan This spell creates one mummy from the corpse of a human of at least 7th-level fighting ability. The mummy follows orders to the limit of its low Intelligence, but it must remain within one mile of its place of origin, so it is primarily useful only as a guardian. The corpse of the potential mummy must be properly embalmed with the appropriate proficiency (q.v.). Create Throne Room (Conjuration/Summoning) Range: 10 feet Components: V, S, M Duration: 3 hours per level Casting Time: 1 turn Area of Effect: 1000 square feet per level Saving Throw: None Author: Kai Rottenbacher This spell creates the interior of an opulent throne room. This includes one or two softly padded thrones of over 10 feet height standing on a tier made up from one step per level (each half a foot high), a large (red) carpet leading from the entrance of the room to the tier in the straightest way possible, one large chandelier per full 5 levels holding one hundred lit candles each (which burn for the duration of the spell), one large banner per level with the appropriate heraldry, two large trumpets per level, one lute per level, and one harp per 2 levels, a large court table with hammer and gavel, 10 seats (not too comfy, if desired) per level, and either one or two crowns, one or two regal apples, one or two sceptres, and one or two sets of royal clothing (furs, satin, atlas, silks, etc.). This spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings. The material components are one 1 foot square piece of a satin rug, a 1-foot square slab of marble (3 inches thick), one 1 foot cube expensive hardwood, one small diamond, emerald, ruby, sapphire, and topaz each (no less than 50 gp each), one piece of each type of fur or clothing to be included in the royal clothing, one 1 foot untarnished cube of mountain crystal, one pure bee's wax candle scented with royal jelly, one piece of brass, and one harp string. The effects of selling and combat possibilities are as with the other room spells. Create Undead (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 day Area of Effect: Human corpse touched Saving Throw: Special (see below) Author: Unknown The material components of this spell are a human corpse (not older than 3 days), myrrh (500 gp worth) and a special balm made of certain rare herbs, personally prepared by the necromancer. Ingredients for this balm cost 500 gp, and one uninterrupted week spent by the spell wizard. The balm only stays good for 3 days. This spell forces back the soul of the corpse, and turns it into either a wight, a spectre, or a wraith. The wizard has a percentage chance equal to twice his level of choosing which is created. Otherwise, roll on the following table, adding the level of the wizard, plus a 5 bonus if the wizard is a necromancer specialist. Also, if the corpse was a person of level 0, subtract 30 from the roll (if the adjusted roll is below 0, the spell fails and the corpse is destroyed). D100 Roll Created 1-60 wight 61-90 wraith 91-00 spectre The corpse gets a saving throw versus death magic, at a level equal to the corpse's level before death, with the following bonuses: Person was Modifier a good priest +4 a non-good priest +2 good non-priest +4 neutral non-priest +1 If the saving throw is made, the corpse is destroyed and the spell fails. If the saving throw is failed, the undead is created. Said undead will be under the control of the necromancer for one year, following any order that is not obviously suicidal. At the end of the year, or upon such time as the undead receives a suicidal order, it is freed from the necromancer's control and gets a saving throw versus death magic. If it fails, it must leave and may never attack the necromancer unless attacked first. If it succeeds, it becomes free-willed, and might attack the necromancer if it was sufficiently mistreated. Note that after the year is up, the undead may continue to serve the necromancer, if it was sufficiently prosperous and receives a sufficient bribe. This is a DM call. A necromancer can only control one undead in this matter at a time. At the end of the year, or when the undead dies or becomes uncontrolled, the spell may be used again. Should this spell be used during the year, it will work, but the fresh undead will immediately attack the wizard. Finally, a created undead starts out the same alignment as the corpse from which it came. However, due to what these creatures must feed on (i.e. people), an unstoppable shift begins towards the undead's normal alignment. There is a 10% chance per month (cumulative) of the alignment decaying one step. After a switch, the chance returns to 0 and begins building again. Darklight's Force Armour (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 7 Area of Effect: The caster Saving Throw: None Author: Keith Taylor This spell is a modified version of wall of force, with several distinct changes in its operation and the addition of a slight alteration component to the magic. The shape of the force is contoured to surround the caster at a distance of one inch (including possessions); the shape shifts to accommodate the wizard's movements, so that the caster is not held in one place. It is also visible as a slightly yellow glow, which is brighter at the "joints" when the caster is moving. The caster is reduced to half his movement rate by the spell, and it does reduce the wizard's Dexterity while active, both because of its slight awkwardness. It is airtight and completely insulating (as energy cannot penetrate in either direction), but the alteration component of the spell keeps fresh, comfortable air quality and temperature constant within the armour. Therefore, not only is force armour an effective defensive spell, but it is also the ultimate environmental suit, as it can withstand volcanic lava, the pressure of the sea floor, the positive material plane, and so on. Falling damage is also negated by the armour. However, a wizard in force armour cannot cast spells through it at all. Note that sound cannot pass through it either, so unusual means must be used to facilitate communication. It allows a normal level of light to pass through, but not in amounts bright enough to blind or damage. Note that the wizard's weapons are not enhanced by the force' coating. Rather, they are blunted and do less damage if normally piercing or bladed (-2 damage, with a minimum damage of 1 point). In all other respects, it acts as a regular wall of force (to determine what attacks can dispel it). The material component is a diamond cut so as to resemble a miniature person. Darklight's Planar Plume (Conjuration, Wild Magic) Range: 10 yards Components: V, S, M Duration: 5 rounds Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: Keith Taylor This spell creates a violent plume of planar energies which erupt from a solid surface within range. Each plume has a base 2 yards across, and shoots 5 yards into the air. The energies last for at least 5 rounds, but may remain if of a solid, stable nature. Creatures in the area described suffers the effects of the plume, as detailed below. The plane whose energies are called upon is determined by random roll (it is wild magic) on the table below: 01-60. Elemental plane. Roll 1d4 to determine which: 1. Air. This plume manifests as a titanic surge of swirling wind, much like an upended tornado. Its force is directed upward, however, and does not trap creatures. Creatures making a saving throw versus breath weapon are thrown 3 yards horizontally for 3d6 damage; those failing are hurled high into the air. Large and greater creatures only thrown 10 yards upwards, while medium and small or tiny creatures are thrown 20 yards straight up, and may suffer appropriate falling damage. It has double effect on earth or rock based creatures. This disperses upon the duration's end. 2. Earth. This plume manifests as a tapering column of solid stone which impacts forcefully through anything in the area. It does 6d10 impact damage (half if a creature saves) and creatures failing their saving throw fall off the column (taking appropriate falling damage in all probability). It does double damage to gaseous or aerial creatures, but these are of course not subject to falling damage. The stone summoned is relatively permanent. 3. Fire. This plume is a tremendously hot column of roaring fire. It does 8d8 flame damage to all within its area (save for half damage). Those who fail a second saving throw are overcome, and remain trapped for another 2 rounds of damage, at the end of which they obtain a third saving throw. The fire does double damage to liquid, water-based, or cold-using creatures. 4. Water. This plume is a vertical, gushing stream of pressurized water. Creatures weighing less than 3 tons are carried up to its apex and must save versus breath weapon or be thrown off. Creatures hit take 7d4 impact damage and may take falling damage if their saving throw is failed. It soaks adjacent areas with water, extinguishing normal fires and generally causing all the problems which a massive inflow of water would normally cause. It does double damage to fire-based creatures. 61-75. Para-elemental plane. Roll 1d4 to determine which: 1. Ice. This plume is a glittering, edged spire of ice. Creatures in its area upon conjuration must save or become trapped inside the forming ice. Creatures trapped are unable to escape without outside help (unless of Strength 20 or greater), and take 2d4 freezing damage (and suffocation) per round. Creatures who make their saving throw take 2d6 cold and cutting damage as the spire slashes by them. The ice remains as long as it does not melt (in normal climates, this is actually several days, making it imperative to free trapped companions immediately). It does double damage to earth-based and air-based creatures. 2. Magma. This plume sends a column of red-hot lava and half molten rock shooting into the air. Creatures within the area suffer the combined effects of the fire and earth plumes, without the danger of becoming trapped. However, creatures remaining on its apex continue to take full fire-plume damage unless they leap free. It does double damage to water-based or air-based creatures. 3. Ooze. This plume is a colossal stream of mud and slime. It has the negative side effects of a water-plume (filling the area with ooze), and does 6d4 impact damage. Creatures who make a saving throw are thrown clear (from 50 feet up), but those who fail are entrapped in the stream of ooze (which is less rapid than the water-plume). Entrapped creatures must make a Constitution check at -5 each round or take 2d6 drowning damage. It does double damage to fire-based and air-based creatures. 4. Smoke. This plume is a gale-force blast of smoke. It has the throwing damage potential of an air-plume, but begins to fill the area with thick, black smoke. In an open area, the smoke rises and simply creates a huge cloud of smoke in the sky, but in an enclosed space, it fills a 15x15-foot area with smoke per round, which spreads as far as possible. Smoke-filled areas may cause blindness and suffocation (see the Manual of the Planes for smoke inhalation). It does double damage to water or earth-based creatures. 76-85. Quasi-elemental plane (positive). Roll 1d4 to determine which: 1. Lightning. This plume is a massive column of crackling lightning, which emanates a strong smell of ozone upon its appearance. Any creature takes 8d8 electrical damage if hit by it. It knocks a creature back up to 15 yards (depending on size) if they are caught near its centre, with a clap of thunder and 4d10 extra electrical damage. It does no damage to electrical beings, but can do double damage to metallic, earth-based, or water-based creatures. It is transmitted by 2d6 arcs to any large source of metal or magnetism (anything larger than a longsword) within 20 feet of its area. 2. Minerals. The plume is a huge agglomeration of multi-hued crystals and minerals. It impacts as an earth plume, albeit with an extra 1d20 cutting damage from sharp angles, but a creature failing their saving throw must save again versus polymorph or otherwise become petrified. It does no damage to crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures. 3. Radiance. This plume destroys mindless undead or shadow creatures, and does double damage and turn any greater creatures of these types. Normal creatures caught in it are blinded for 5d10 rounds and take 3d10 burn damage. It emits shimmering, multicoloured light out to a 10-yard radius. It does no damage to creatures of light or radiance. 4. Steam. The plume has the throwing damage potential of an air plume, but a creature failing a second Constitution roll pass out from heat exhaustion, taking 4d8 extra damage. It emits 15x15 feet full of steam per round (which does not retain the immense heat as above). It does no damage to mist or vaporous creatures normally, but does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures. 86-95. Quasi-elemental plane (negative). Roll 1d4 to determine which: 1. Ash. The plume has a chance of entrapping a creature as an ice plume, but does not cause cutting damage. It has identical cold properties (due to its heat-leeching effect) and does 2d8 impact. It lowers the temperature in a 12-yard radius by 40 degrees F every round (except the caster's body temperature). It does no damage to ash-based creatures, but does double damage to flame or heat-based creatures. 2. Dust. The plume simply does 3d20 deterioration damage to anyone caught in it. Fine dust spreads over a 140-foot area nearby, possibly obscuring vision. Prolonged contact with solid material breaks down 6 cubic yards of such per round, leaving behind only fine dust. It no damage to particulate (sand or dust) creatures normally, but does double damage to crystalline, rock, or earth-based creatures. 3. Salt. The plume does damage as a minerals plume, except that creatures failing their saving throw versus polymorph take 2d10 desiccation damage from water loss. If organic materials are left in contact with it, the plume desiccates them completely in 1 round. It does no damage to salt elementals normally, but does double damage to water-based or liquid creatures. 4. Vacuum. The plume sucks everything within 8 yards towards its centre with a Strength of 20. Creatures caught within it upon formation suffer 7d6 decompression damage. It sucks fifteen 1-yard squares per round full of air into oblivion, creating gale-force winds and having worse effects in enclosed spaces. It does no damage to creatures of vacuum normally, but does double damage to air-based creatures. 95-00. Strangeness. A border planar, positive or negative material planar, outer planar, or demi-planar plume. The DM must determine which plane, and what exactly the energy from the selected plane will do. The material component is a pot containing residue collected from slain creatures from three separate planes. Deflect Magic Weapon Attacks (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: Creature touched Saving Throw: None Author: Unknown This spell is similar to the 5th-level deflect normal weapon attacks with the following exceptions: the forcefield's Armour Class is 2 and it has 7 HP per level of the wizard. It affects all attacks made via a magical or non-magical melee or missile weapon. A non-magical weapon cannot affect or penetrate the barrier in any way. If a magical weapon strikes the barrier, the target's saving throw (to determine penetration or deflection) has a penalty applied to it, equal to the bonus of the weapon (i.e. a weapon, +2 that scores a hit on the barrier inflicts a -2 penalty on the protected creature's saving throw). Also, if a magical weapon is reflected back at the attacker (when the barrier is not hit), the weapon bonus is not applied to the reflected attack. In addition to its other powers, this spell may affect magic missile attacks. It does not automatically negate them as a shield does, but causes the attacker to make a to-hit roll against the barrier. If the attack succeeds, the barrier automatically takes damage (the recipient earns no saving throw); if the attacker fails to score a hit, the magic missile has no effect. Other spells will pass through the barrier, without affecting it. The material component for this spell is a powdered black sapphire which is consumed when the spell is cast. Delayed Blast Snowball (Evocation) Range: 100 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: 20-yard radius sphere Saving Throw: 1/2 Author: Unknown This spell creates a snowball (q.v.) with a +1 on each of its dice of damage. The spell will not release its burst for one tenth of a round up to 5 rounds, according to the command upon casting. In other respects, this spell is the same as the 3rd-level snowball (cf. delayed blast fireball). Detect Individual (Divination) Range: 10 yards per level Components: V, S, M Duration: 2 hours per level Casting Time: 7 rounds Area of Effect: One specific creature Saving Throw: None Author: Max Becherer This is actually not so much a spell as it is a class of spells. Detect individual spells are keyed to detect the presence and location of one specific being, and must be researched as new spells for each being. To successfully cast detect individual, a piece of the being is required. This spell will penetrate nearly all forms of invisibility or non-detection. When found, 95% of the time, the characters will happen on a spell written for some being. 5% of the time, a set of guidelines and notes will be found which can cut the research time in half. Devolution (Alteration, Divination) Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: One creature Saving Throw: Special Author: William T. South This spell is capable of returning a creature down the evolutionary scale to a form which would be considered a base ancestor of the creature. It can only be cast in a laboratory situation where the caster has no outside influences and the creature is constrained or confined. The spell scans the creature for any and all aspects which can be described as a product of evolution or environment in any form, whether normal or magical. This includes Strength, Intelligence, Wisdom, Constitution, Dexterity, organizational habits, activity level, diet, alignment, natural Armour Class, movement speeds and forms, Hit Dice, natural fighting skills (THAC0, number of and attacks and the damage per attack in game terms), special attacks, special defences, magic resistance, size, grow patterns (for example, a frog begins as an egg, becomes a tadpole, polliwog, and finally a frog), and spellcasting ability. Also, the caster is able to determine what the lowest base form of the creature would be like if all abilities were reverted back to the most common ancestor of a varied species. So, all dragons would eventually become some prehistoric lizard, horses would become miniature prehistoric ponies, etc. The casting time is one round plus one round for every single item listed above which the wizard would like to discover (though DMs may want to expand on this). During this time no saving throw is allowed to avoid the analysis of the creature in question, although, the creature must be held in relative security so that the wizard will not be disturbed by any distractions during the casting. An initial check against any magic resistance either avoids the entire spell or allows it to function. At the end of the analysis the wizard may force the creature to revert back to a base form of its evolutionary scale. However, the surgical abilities of this spell allows the wizard to selectively alter the above listed aspects of the creature to conform to his analogy of what he would like removed. For example, if a wizard somehow captured an adult dragon and was able to analyze it, he would reduce its strength to that of a small lizard, but then he would have the problem of a multi-tonnage creature who was unable to life its own weight unless he also reduced its size. The caster is able to alter 1 aspect for every 3 levels of experience at a rate of 1 per round. Any interruption of the spell during the alterations leaves the creature at the state it retained in the previous round. The creature in question receives a saving throw versus spell every round a reversion is attempted (although, saving throws based upon Hit Dice may change during the casting of this spell). Success versus a change in one round does not prevent the wizard from attempting the same change the next round. Surgical removal can be very selective. Ability scores may only be lowered and reversions should never change more than a single aspect or attribute per round. Movement requiring wings may be stripped in one round, but the wings would take another round to remove. Ability scores can be reduced by 1 per round. Size may be reduced by a maximum of 10% per round. Hit points could not be affected, though Hit Dice could, therefore lowering the hit points of a creature. Claw attacks could be altered so as to cause a mere 1 point of damage per strike, or removed altogether (the creature simply forgets the attack form ever existed). The spell makes no moral alterations and cannot change attitudes concerning a certain idea. But, alignments can be altered one step per round towards a neutral aspect. The final product does not register as being a polymorphed creature (it is a true creature of the form it now embraces) and as such is unaffected by dispel magic. Devolution can also tell if a creature has been the target of the 7th-level evolution spell or any other genetic advancing spells. It may be used to specifically counteract these effects, essentially returning a creature to its normal state. DMs should be free to play with the sanity of experiment subjects. The material component of this spell is a vial of aqua vitae (the essence of life), which can only be made by a master alchemist. Aqua vitae may be purchased at the nominal price of 10,000 gp per vial due to its rarity and usefulness in creating artificial life forms. Laboratory, for means of this spell, simply means a non-combat situation. The source of this spell is the Telnorne Mageocrat. Dheryth's Energy Net (Evocation) Range: 10 feet + 1 foot per level Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: One creature Saving Throw: None Author: Jim Gitzlaff Note that the casting time of this spell is 3 tenths of a round, not just an initiative modifier of 3. When this spell is cast, the wizard spreads apart his hands, and a brilliant net of positive energies streaks forth to engulf the target. Damage is equal to 1d6+1 point per level of the wizard, with no saving throw allowed. Furthermore, the target is stunned for the rest of the round. The maximum number of dice is 16. Dheryth's Spell Analysis (Divination) Range: 20 feet Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One object or 12-foot cube Saving Throw: None Author: Jim Gitzlaff When spell analysis is cast on an object or area, it lets the caster determine what other spells are operational there. In order to correctly identify each spell that is in effect in the area being analyzed, the caster must make a successful Intelligence check. Thus, if there were three spells in effect in the area in question, the wizard would have to make three Intelligence checks. If he were to make two of the three rolls, he would learn about two of the three spells. The Intelligence checks are modified as follows: Two to four different spells +1 to roll More than five different spells +2 to roll Non-detection type spell +3 to roll "Different spells" does not mean multiple spells of the same type. For instance, seventeen magic mouth spells cast on a single statue would require 17 Intelligence checks but none would be penalized. But if four magic mouths and a permanent illusion were cast on the statue, the wizard would make five Intelligence checks, each at a +1 penalty (only 2 different spells). "Non-detection type" spell indicates any spell whose primary function is to make other divination spells work incorrectly - non-detection, mind blank, screen, etc. This does not include generic abjuration spells like protection from evil or globe of invulnerability. Multiple non-detection spells do not have cumulative penalties: each +3 penalty applies only to the roll for analysis of the non-detection type spell. If a spell is not successfully analyzed, then the caster knows that the spell is there but neither learns its name nor its properties. If the caster makes the Intelligence check but has never encountered the detected spell before, then he learns its name and its basic effects. Dheryth's spell analysis will also reveal some basic information about "triggered" spells in the area. This is limited to simple triggers only - some examples are listed below: Simple Triggers Complex Triggers Opening the book When an elf opens the book Entering the door Entering the door without saying "ay" If the trigger is complex, the caster of analysis discovers only the simplified portion of it. Furthermore, if the spell is a simple timed one (delayed blast fireball, for example) then the caster learns only that it is "about to go off" or "far from going off" or something like this, DM's discretion. Finally, for spells that have several versions (symbol or glyph of warding, for example), the caster of analysis may attempt another Intelligence check at an additional penalty of +1 to determine exactly which version is active. The material components of this spell are a tortoise shell and a book, both of which are consumed in the casting. Disintegration Protector (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: Creature touched Saving Throw: None Author: Kai Rottenbacher This spell offers a touched creature absolute protection from one failed saving throw versus disintegration per 5 caster levels. The spell lasts until all protections offered by this spell are absorbed. The material component a very dense statue of the creature to be protected. Disrupt Spellcaster II (Alteration, Metamagic) Range: 5 yards per level Components: V, S Duration: 1 day per level Casting Time: 7 Area of Effect: One spellcaster Saving Throw: Negates Author: Peter Gourlay This is an improved version of the 3rd-level disrupt spellcaster. The only change is the increased duration. It makes the victim incapable of casting spells for the duration, one day per level of the wizard. This spell actually makes spellcasting impossible by disrupting the magical energy of memorised spells. Thus, the victim could still cast a spell from a scroll, and innate spell-like abilities are not affected. There is a saving throw versus death magic to avoid this. The only way to remove this spell is with a successful dispel magic. Dissension (Enchantment/Charm) Range: 10 yards per level Components: V, S Duration: 2 rounds per level Casting Time: 7 Area of Effect: 30-foot radius Saving Throw: Negates Author: Peter Gourlay This spell causes all those in the area of effect to be filled with contempt and hatred for all others in that area. Those that save versus spell are not filled with these emotions, but they might still be the target of hatred. There is a 75% chance that creatures affected by this spell will immediately attack their new enemy. Their targets will either be those most different from them (another race, another class, from another country or clan, etc.), or chosen at random. These attacks will continue until all the affected creatures are dead (or one is the only survivor), or the spell duration ends. Leaving the initial area of effect does not end the spell. If there is no initial attack, there will be insults and other slights. This could easily degenerate into fighting, at the discretion of the DM, depending on other events and the nature of those affected. For creatures that are normally hostile to each other, the chance of immediate attack rises to 90%. Lawful creatures save at +1 versus this spell, as do good creatures. Chaotic ones save at -1. These bonuses and penalties are cumulative. If those affected by this spell are directly attacked by another enemy (one that was not in the initial area of the spell), there is a 50% chance that they will turn on this new attacker, afterwards resuming their old attack. Dissolve Greater Quasi-Elemental (Abjuration) Range: 30 yards Components: V, S Duration: Permanent Casting Time: 7 Area of Effect: One creature Saving Throw: Negate Author: Francois Menneteau This spell cause a greater radiance, lightning or mineral quasi-elemental to lose its internal integrity: the lesser quasi-elemental dies. Ditan's Demolition (Alteration) Range: 120 feet Components: V, S, M Duration: Permanent Casting Time: 5 Area of Effect: 10 feet per level Saving Throw: None Author: Ditan By means of this spell, the wizard may demolish a dwelling as if it where done by an expert demolition team. Unless the dwelling is magical, the spell will totally destroy the building. The nice thing about this spell however is, that when the spell is finished and the dust clears, all that will be left (nicely stacked and reusable) are the following: 75% of the wood, 50% of all stone, 10% of any metal and 10% of any other odd structural material. The material component is a perfectly smooth disc of black onyx which must be smashed during spell casting. Ditan's Everdeep Pocket (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 6 Area of Effect: One pocket Saving Throw: None Author: Ditan By use of this spell, the wizard endows one pocket with half the holding capabilities of a bag of holding. The pocket has all the abilities and restrictions of a bag of holding listed in the Dungeon Master's Guide. The material components for this spell are a pinch of fairy dust, and a pocket. Ditan's Minor Nullify (Alteration, Necromancy) Range: 20 feet + 10 feet per level Components: V, S, M Duration: 1 day Casting Time: 7 Area of Effect: One creature Saving Throw: Negates Author: Ditan With the casting of this spell, the wielder calls into being a sphere of negative magic energy. This sphere is then hurled at one creature with spell casting abilities. Unless a saving throw at -6 is made, the creature is affected by this spell. If the creature hit is a wizard, the wizard forgets the spells he had memorised for the day, and cannot seem to memorise any more for the remainder of the day. If the creature hit is a priest, they seem to have lost contact with their deity for the remainder of the day, and cannot cast prayers. The effects of this spell can only be cancelled by a limited wish, wish, or divine intervention; dispel magic is not effective against the effects of this spell. The wizard has a 10% chance of being affected by this spell as well, since he must hold the sphere before it is launched. The material component for this spell is a one foot long, one inch in diameter rod of pure obsidian. Ditan's Portable Quarters (Alteration, Conjuration) Range: Special Components: V, S, M Duration: 1 day per 9 levels Casting Time: 5 rounds Area of Effect: Special Saving Throw: None Author: Ditan When this spell is cast the wizard enchants one doorknob-shaped gem (of 1000 gp value or more) per five levels of the wizard's experience. Once the doorknob is enchanted it will remain so for one day for every nine levels of the wizard, and a number will appear on the doorknob informing the owner on how many days it will function (this number changes as days pass). From this moment on, until the end of the duration of the spell, the owner of the doorknob may use it to enter a magical room. The owner simply holds the knob as if it where attached to a door, pushes, and an outline of a door will appear and the door will open into a 30x30x30 feet room. The room that it opens onto depends on the person using the doorknob (examples: a male fighter turns the knob and finds a comfortable room, with weapon cleaning apparatuses, like a sharpening stone and weapon oil; and weapon stands, while a priestess opens it and finds a plush, comfortable room, with an altar to her deity and a place to clean up. All rooms include a bathroom and washing area). The rooms will never have any magic items in them when created, just normal items. The owner may have up to two other people in the room at a time. Once the door is closed the only way to open it again is with the doorknob, and it will always open at the very spot at which the character entered. Time passes normally while inside these rooms. The owner may leave things in this room and they will be safe as long as the spell is in effect, but if the material is still in the room at the time of the spell's end, the materials are gone forever. Any person in the room at the end of the spell's duration will reappear where the door was last opened or closed. There is no way anyone can contact or reach someone in a room once the door is closed, since the outline disappears. This doorknob will only work for the owner: if it is given away, taken, or stolen, it will not work. The material component for this spell is the appropriate number of gem doorknobs, a pint of dragonblood, and a bit of unicorn horn. Eldron's Second Chance (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Creature or object touched Saving Throw: Negates Author: The Wizard This spell allows a caster to send an object or creature back in time in accordance with the below chart. Once in the past, an opportunity to relive and even alter that portion of his existence is presented. Upon travel, however, the creature or object returns to the state it was at that time, ignoring any gains made from that time forward, and any losses. If what is sent back is sentient, all memory is retained in spite of this regression and changes can be made. When the time at which the spell is cast is reached once again, the spell ends and time continues as normal with the exception of any benefit or curse which has occurred because of changes made. This spell can be cast on any given creature only once within a one week time period. Roll on the following travel table: D100 Roll Travel Result 01-10 Spell Failure 11-20 2d8 hours back 21-50 24 hours back 51-70 1d10 + 24 hours back 71-99 48 hours back 00 48 hours + 1 hour per level back The material component of this spell is either an hourglass with sand from limbo (not destroyed in the casting) or diamond dust of at least 600 gp in value which is consumed in the casting. Electrosphere (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 3-yard per level radius sphere Saving Throw: 1/2 Author: Paul D. Walker This spell is a more potent version of the 2nd-level spell shocksphere. This spell is quite similar in its effects, but the effects are much more spectacular, and far more deadly. When this version of shocksphere explodes, the little lightning bolts are much more powerful, being able to push or throw objects around during the moment that the spell lasts. Therefore, not all the damage is caused by the electricity, one quarter of the damage caused is caused by the force of the blows of the lightning bolts (this means that creatures with protection from electrical attacks will still take damage from this spell). If there is a creature which is the target for the spell, its saving throw will be at -4 and it will take (2d4 + 1 per level of the wizard) damage from the lightning when the spell "explodes". All other creatures in the area of effect will take 1d6+1 damage per level of the wizard in hit points if they fail a normal saving throw versus spell. If a creature does fail its saving throw, then all their objects must make their saving throws versus the worst of either lightning or crushing blow. If this spell expands in an area which is smaller than its diameter, it will conform to the volume it occupies, filling a volume of 4/3 pi x (level/4)3 cubic feet. Refer to the following table for the volume filled by the spell: Level Volume 14 180 15 221 16 268 17 322 18 382 19 449 20 524 Unlike shocksphere, this spell will do structural damage to any man-made or natural structure in the area of effect. It will do 1 point of structural damage to wooden constructions, half that to those of soft stone, and only one quarter that to those of hard stone per level of the wizard. The material components of this spell is a small chunk of flesh from a blue dragon, or any other similarly powered creature that uses electricity for its principal attack, and a small wand of gold (50 gp value). Both these materials disappear after the spell is cast. Energy Shield (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 7 Area of Effect: One creature Saving Throw: None Author: Max Becherer When cast, this spell will absorb 6 HP of damage per level of the wizard. The spell will protect against all spells which inflict direct (hit point) damage, and physical attacks. Gases and magics which do not directly harm their victims (charms, polymorphs, etc.) are unaffected. For magics which slay instantly, such as disintegrate and death spell, subtract the recipient's maximum hit points from the energy shield. If the shield cannot absorb them all, the recipient suffers the remainder in damage. The material component is a miniature adamantite shield with a diamond set in the centre worth not less than 3000 gp. This shield is lost in the casting. Evolution (Alteration, Divination) Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: One creature Saving Throw: Special Author: William T. South This spell is used to advance the target up the evolutionary scale of development, whether real or imaginary. It can be only cast in a laboratory situation where the caster has no outside influences and the creature is confined or constrained. The spell will scan the creature for any and all aspects which can be described as a product of evolution. This includes Strength, Intelligence, Wisdom, Constitution, Dexterity, organizational habits, activity level, diet, alignment, natural Armour Class, movement speeds and forms, Hit Dice, natural fighting skills (THAC0, number of and attacks and the damage per attack in game terms), special attacks, special defences, magic resistance, size, grow patterns (for example, a frog begins as an egg, becomes a tadpole, polliwog, and finally a frog), and spellcasting ability. Also, the caster is able to determine what intrinsic capabilities could be improved to change the creature through an advancement of possible evolutionary development. This means that lizards could become dragons (of a sort), ponies could become horses, horses could become griffins, hippogriffs or pegasi. The casting time is one round plus one round for every single item listed above which the wizard would like to discover (though DMs may want to expand on this). During this time no saving throw is allowed to avoid the analysis of the creature in question, although, the creature must be held in relative security so that the wizard will not be disturbed by any distractions during the casting. An initial check against any magic resistance either avoids the entire spell or allows it to function. At the end of the analysis the wizard may force the creature to move forward upon a possible evolutionary scale which could alter or develop characteristics not previously owned. The possible changes are immeasurable. DMs need to assure that changes are built upon a reasonable framework. While giving a bird the powers of a phoenix may be nice, unless the wizard has prior specific knowledge of a phoenix's extraordinary powers (through use of this spell's analysis) he has no chance of duplicating the abilities. The caster is able to alter 1 aspect for every 3 levels of experience possessed at a rate of 1 per round. Any interruption of the spell during the alterations leaves the creature at the state it was in on the previous round. The creature must make a successful saving throw versus spell against the change as it happens: each change requires a saving throw. Success versus a change does not mean that the wizard cannot try the same change the next round. Using the bird for an example, let's say that we have a large bird that normally fishes for its food by diving at the water for fish. Based upon the imaginary possibilities we could give the bird the ability to breath water or flight through water to make fishing a little easier. The wizard would have to effect two separate changes to achieve both effects. Now, if we had a human subject that lives in a faerie woodland we could give him the ability to use aspects of other creatures in the woods. If we knew that the dryads in the woods had the ability to plant door we could even apply this ability to the human in question. If we changed a horse into a pegasus, though, simply giving it wings does not give it the ability to fly. That instinct requires another aspect slot to be used. Changing a creature does not necessarily cause it to be charmed or enthralled by the caster. Even if you turn it into a slobbering idiot or a genius the creature will not automatically become loyal to the caster. Although, an inventive wizard could make the creature fixated with a ritual or concept which would make the wizard the central aspect of the creature's heritage (such as a totem or deity), thereby assuring the creature is predisposed rather well to the wizard's commands. This spell can also tell if a person has been the target of the 7th-level devolution spell or any other genetic retarding or decreasing spells. It may be used to specifically alter the effects, essentially returning the creature to a normal state. Also, no ability score may be raised more than 2 points above the previous racial maximum and never more than a score of 20. The material component of this spell is a vial of aqua vitae (the essence of life), which can only be made by a master alchemist. Aqua vitae may be purchased at the nominal price of 10,000 gp per vial due to its rarity and usefulness in creating artificial life forms. Laboratory, for means of this spell, simply means a non-combat situation. The source of this spell is the Telnorne Mageocrat. Eye of the Beholder (Evocation) Range: Special Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: Special Saving Throw: Special Author: Unknown In order to cast this spell, the wizard must have in his possession an eye stalk from a beholder. The stalk is pointed at the intended victims, and after the incantations are complete, one of 10 possible effects shoot forth from the eye stalk towards the targets. The exact result (including saving throws, range, duration, etc.) are determined at random from among the 10 functions of a beholder's eye stalks, as given in the Monstrous Compendium. The eleventh eye function (anti-magic ray) is never one of the spell results. The only material component for this spell is the eye stalk, which is used up when the spell is cast. In order to achieve different effects, an eye stalk from a spectator, gauth, or an eye of the deep may be substituted for the beholder's stalk. Feather Fall Field (Alteration) Range: 0 Components: V Duration: 1 turn per level Casting Time: 1 Area of Effect: 10-yard radius Saving Throw: None Author: Kenneth C. Jenks When this spell is cast, a magical field surrounds the wizard and moves with him. This field slows free-falling or free-flying objects as per the 1st-level feather fall, subject to a weight limit of 2000 gp weight plus 2000 gp weight per level. This spell will affect all missiles, including giants' boulders, but weight beyond the maximum limit will not be affected. Feldegast's Alter Appearance (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 day Area of Effect: The caster Saving Throw: None Author: Ron This spell alters the caster's appearance, but the change is a permanent alteration: the change is not illusionary. Dispel magic will not change back the appearance. Note that this never changes the character's Comeliness, if this optional statistic is used. Fellstar's Flame Fog (Evocation) Range: 10 yards Components: V, S, M Duration: 1 round per level Casting Time: 7 Area of Effect: 40-foot wide, 20-foot high, 20-foot deep cloud Saving Throw: 1/2 Author: Fellstar This spell creates a fog resembling that produced by a cloudkill; the cloud may be created up to 10 yards away, and moves 10 feet per round as directed by the caster. Strong winds will move the cloud in another direction, but will not disperse it, nor will they move the cloud back towards the caster. Thick vegetation will break up the cloud in 3 rounds. The fog itself is not harmful, and has no other effect besides obscuring vision. During any round after the spell is cast, the caster may ignite the fog with a single word. When this is done, the entire fog cloud becomes a roaring sheet of flames inflicting 5d10 points of damage, plus 1 point per level of the caster (up to a maximum of 5d10+20) to those caught inside. A successful saving throw versus spell reduces the damage by half. Those victims who fail their saving throws must roll for all their possessions versus magical fire; those items that fail their saving throws are destroyed. If any type of fire comes into contact with the fog cloud, it ignites immediately; if a fireball or similar spell is cast into the cloud, the damage inflicted is cumulative, and a saving throw for each effect must be made separately. The material components for this spell are several strands of hair from a cloud giant, and the scales of a red dragon; all components are consumed when the spell is cast. Fiction (Alteration) Range: Special Components: V, S, M Duration: 1 round Casting Time: 7 Area of Effect: Special Saving Throw: None Author: Mark the Malkavian This spell allows the caster to control the action in a combat round. Fiction takes effect the round following the casting. Any person must reroll any rolls they have made during the round if the caster wishes it. The roll could be anything: THAC0, damage, saving throws, and ability checks. The caster can only have the person reroll something once, although he can affect all the rolls made that round. In all cases, except in instances where the caster wants to reroll a personal toss, the second roll is taken. If the caster wishes to reroll one of his own tosses they pick which result they want. The material component is a leaf that is showing its autumn colours. Flesh Box (Alteration, Necromancy) Range: 0 Components: V Duration: Permanent Casting Time: 7 Area of Effect: Item touched Saving Throw: None Author: The Warlord of Heaven This spell enables the caster to store an item of smaller size than he inside of his body. The item remains unusable and ineffective while stored this way. Only one object can be stored at any time. Reduction in size of the body past that of the item size will kill the caster. Only the caster can remove the item. Fog of Nightmares (Illusion/Phantasm) Range: 10 yards per level Components: V, S Duration: 2 rounds per level Casting Time: 7 Area of Effect: One 10x10-foot cloud, 30 feet high Saving Throw: Special Author: Peter Gourlay This spell creates an area of heavy fog where the nightmares of the victims are given form in much the same manner as shadow monsters and phantasmal killers. The fog blocks all sight (as darkness) and infravision. It is heavy and magical; wind does not move it and fire will not burn it away. It automatically extinguishes normal fires in the area. Those in the fog must save versus spell or suffer feelings of dread and fear. Any under these feelings suffers -2 to-hit and damage. As well, anyone trying to leave the fog must save versus spell at -3 or become disoriented and wander around for another round. There is a 75% chance on each round (starting on the first) that a monster will attack a creature in the fog (rolled individually for each creature). This monster is either a phantasmal killer (25%) or a shadow monster (Hit Dice equal to 1/3 the caster's level, rounded up; the caster can choose the form of the shadow monster). New shadow monsters can be of different types. Shadow monsters and phantasmal killers will leave the fog, but no new monsters will attack the victims unless they reenter the fog. Gate Lesser Fiend (Conjuration/Summoning) Range: 10 yards Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: Peter Gourlay This is the first of a series of risky spells developed to try and harness the power of the fiends of the lower outer planes. Obviously, any spell dealing with these evil creatures entails a good deal of risk and the potential for controlling a lot of power. With this spell, the wizard can gate in a number of lower-powered fiends. These fiends get a saving throw (with a -2 penalty). Magic resistance is not effective against this spell. If the saving throw is successful, then they are free willed and will attack the wizard and his allies. If the saving throw is failed, then they will obey the wizard. However, before the spell is ended, the fiends must kill one creature each, or they will remain behind at the end of the spell's duration, and become free willed. Fiends with an average or higher intelligence or 5 or more Hit Dice must kill an intelligent humanoid creature (human, demihuman or human-sized goblinoid). If the wizard attacks the fiends, they automatically become free willed. Fiends always can defend themselves against attack. Because this is a gate, not a summoning, dispel magic will not send the fiends back where they came from; a dismissal or similar spell is required. Gated-in fiends cannot use their gating abilities. They can perform tasks other than fighting if the wizard requests this. The following types of fiends can be gated in with this spell: 3d10 lemure (they collectively only need to kill one creature to avoid becoming free willed), 3d12 nupperibo (they too only collectively need to kill one creature), 2d6 spinagon, 3d10 manes (they collectively need to kill one creature), 1d6 rutterkin. Free willed fiends are automatically expelled from the prime material plane after 10 turns. Casting this spell is an evil act, and will result in a change of alignment for good or neutral wizards. The material component for this spell is a holy symbol from any good faith (minimum value 500 gp; it must have been made by that faith) which is broken as the spell is cast. Gem Store (Alteration, Enchantment/Charm) Range: 10 feet per level Components: V, S, M Duration: 1 week per level Casting Time: 1 turn per 100 pounds Area of Effect: 100 pounds per level, or 10 cubic feet per level Saving Throw: Special Author: Kai Rottenbacher This spell causes unliving, non-undead, non-animated material of any kind to be reduced in size and to be transported into a gem. No material with any intelligence nor any kind of animating or life force may be contained within the gem. Any material can be stored at any time that the wizard has the gem in hand (the gem must still have the required capacity) and the wizard has read gem active. If all these requirements are met, the wizard may add to or take from the gem anything he desires. This gem contains the material in its structure. It is not in itself magically stored. It thus cannot be changed by dispel magic, anti-magic shell, or Mordenkainen's disjunction. If the gem is somehow destroyed or alter significantly, the items inside it will be destroyed. The gem can only be accessed by someone with a read gem active. The gem can hold a maximum of 1 pound per gold piece. If its "volume" is too small to contain a caster's ability, it shatters. If the duration of the spell runs out the structure of the gem changes back into its normal structure over the course of 1 week per 100 gp worth. Any items in it are destroyed after it has changed back over half of its worth. If the gem is not filled to capacity, there is a chance that items stored within it will not be destroyed if the gem is altered or destroyed. This chance depends on the state the gem is in and on the amount of space still left within the gem. The chance is a base 100%, minus 1% per percentage of storing ability used, minus 1% per fragment of the gem (two large pieces -2, many small splinters probably -2000%). The material components are two gems of the same kind, size, price, colour: everything. One gem then has to be enlarged with an enlarge spell. The gem has to be cut in half, hollowed out, and one half filled with enough potions of reduction to be completely filled. For every 100 gp worth, one potion is required. The gem the has to be sealed with ultimate glue. Once this is done, the whole gem has to be reduced again to its original size. Now it can be used as a material component for the actual storing gem. Improved Alacrity (Alteration, Metamagic) Range: 0 Components: V, S, M Duration: 3 rounds per level Casting Time: 7 Area of Effect: Creature touched Saving Throw: None Author: Kai Rottenbacher This spell is an improved version of alacrity. It reduces the casting time of all spells up to and including seventh level by half (round down if an initiative modifier unless below 1). Casting times of 1 round are reduced to an initiative modifier of 5; casting times of more than 2 rounds are halved with any fraction giving the modifier in the last round of casting (a 7th-level spell with 7 rounds of casting is affected, it has 3 full rounds of casting with an additional modifier of 5 in the fourth round). It is not possible to reduce casting times to zero with this spell, but it might be combined with other time reducing spells. Any spells up to seventh level cast during the duration of this spell are affected by the reduction of casting time. It is not possible to affect more than one spell per round with this spell. Thus, even if speed casting is used, only one of the two spells may be reduced in its effective casting time (but it might be halved and then reduced by 2 for the speed casting). The material components is one hour glass which was created by mistake so that its sands run a lot faster than normal (lets say by a factor of 10 minimum). This hour glass has to be made from diamonds so it costs no less than 5000 gp. Improved Conjure Elemental (Conjuration/Summoning) Range: 60 yards Components: V, S, M Duration: 1 turn per level Casting Time: 3 rounds Area of Effect: Special Saving Throw: None Author: Peter Gourlay This is an improved conjure elemental designed to lower the risks of that spell. In most respects, it is similar to the 5th-level spell. However, the elemental will have 12 HD, and there is only a 1% chance per round that the elemental will break free of its control. As well, the wizard can maintain concentration even if wounded or grappled if he can save versus breath weapon. Finally, every three rounds the wizard can cast another spell and still maintain control of the elemental. Increase Helm Power (Alteration) Reversible Range: 10 feet Components: V, S, M Duration: 1 day per level Casting Time: 3 rounds per additional ton of ship Area of Effect: One ship's helm Saving Throw: Negates Author: Kai Rottenbacher This spell causes the towing capability of a helm to be increased. The casting time is dependent on the ship's weight in tons which exceed the normal towing capacity of the helm. It is possible to increase the towing capacity of a helm by multiple castings of this spell (at once or in sequence does not matter). Thus, it would be possible to significantly increase the towing capacity of a helm. Thus, if a casting time of 3 hours were to be used it would be possible to increase the towing capacity of a minor helm to 110 tons (20 tons per hour). It does not increase the helm's speed. The reversed spell, decrease helm power, causes the towing capacity of a helm to be reduced by 1 ton per three rounds casting time. If the towing capacity of the helm falls below the ship's tons it does not function. It can be dispelled with a dispel magic. The material component is the bone of a giant and a potion of giant strength for each ton of ship to be increased. For the reverse, a scroll with one enfeeblement spell per ton is needed. Invulnerability (Abjuration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 7 Area of Effect: The caster Saving Throw: None Author: Peter Gourlay This spell protects the wizard from all forms of weapons. The spellcaster is totally immune to non-magical weapons. Magical weapons only inflict damage equal to their plus, no strength or specialization bonuses apply. Natural weapons (claws, bite, etc.) inflict -3 hit points per die of damage (with a minimum of one point). This spell offers no protection against spells or special attack forms, or even weapons created by spells (Mordenkainen's sword, for example). The material component of this spell is a normal metal weapon of any sort. Item Protector (Abjuration) Range: 10 feet Components: V, S, M Duration: Special Casting Time: 7 rounds Area of Effect: One person's items or one item Saving Throw: None Author: Kai Rottenbacher This spell offers items carried by someone the possibility to survive any failed saving throws as long as this spell is in effect. It offers protection for one failed saving throw per 2 levels of the caster. It includes all effects of saving throws like those against fireball, lightning bolt, disintegration, meteor swarm, crushing blow or any other saving throws which the carrier fails to save against except dispel magic, Mordenkainen's disjunction, and sphere of annihilation. The effects above have their normal chances to affect or destroy the items as usual. The spell may also be used to protect items which are not carried by someone. In that case the spell has to be placed on the item directly. It cannot benefit from additional protection by an additional casting of this spell on the caster (if the item is protected, it does not gain the protection of the spell on the carrier, but it still has to save only when the caster fails to save). If the spell is cast on an item directly, it protects from one failed item saving throw per 7 levels of the caster (two at fourteenth to twentieth level, three at twenty-first to twenty-seventh level, etc.). Once these protections are used up the item will not receive additional spells of the same kind for one month per failed saving throw. The saving throws are used up one by one by failed saving throws. The items do not need save if their carrier saves unless the spell or effect normally requires them to save (the carrier falls 500 feet which causes all items to save versus crushing blow). Both types of the spell last until the last protection is used up or until 100 days per caster level have passed. The material component is a perfect sphere of adamantine with no hinges which contains a single sheet of paper. On this sheet are written all the items which are to be carried and protected by this spell. This can be done even with conditions under which new items may be picked up by the carrier so that they are also protected. This paper has to be written in the freshly taken blood of the caster (or the carrier) as the spell is cast. Thus, it is a very rare spell to have around during the normal adventuring time. Jadwin's Deceiving Forgery (Illusion) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Jadwin By means of this spell, the wizard may disguise his mental signature to be identical to another wizard's. All in-place spells react to the wizard as if he were the other wizard. For instance, the wizard would be able to pass through another's wizard locked door, or use another's passwall. The wizard would even be able to travel through a priest's glyph of warding or forbiddance, provided that the password is known. Note that some in-place spells such as prismatic sphere are not designed for access by two persons. Powerful, in-place, wizard specific spells will not be fooled by the forgery if their real wizard is present. While this spell allows the wizard to walk into another one's unoccupied prismatic sphere, should the wizard attempt to enter an occupied sphere the attempt will fail, resulting in the wizard taking the full consequences of such an attempt. The caster of the prismatic sphere will never have a problem entering, however if the caster of the sphere enters after the caster of the forgery, the sphere will no longer be deceived by the forgery. If the caster of the forgery then comes in contact with the sphere he will take the full consequences. Less powerful, in-place, wizard specific spells either are not specific enough to exclude two mental copies of the wizard or will refuse the second access attempt even if it is the caster of the original spell. This spell does not foil active detection spells such as know alignment and true seeing, only in-place ones. Also, the wizard is not recognised by his own in-place spells for the duration of the forgery. The material component of this spell is an ivory plaque on which is inscribed the name and magic symbol of the wizard whose aura is to be duplicated. Jamye's Flesh to Toast (Alteration) Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: 7 Area of Effect: One creature Saving Throw: Negates Author: D.J. McCarthy This spell turns the flesh of any creature affected into a golden-brown piece of hot yummy toast. Only the victim is affected; anything the victim may be wearing (or non-organic items ingested) will not be turned into toast. The resultant toast is subject to any forces normal toast is subject to (slicing, buttering, eating, whatever). One cubic foot of toast will satisfy the appetites of four humans, although they may get tired of toast way before then. The material components of this spell are a small pat of butter or cream cheese, and 1 foot of steel wire. The steel wire will not be consumed in the casting. Note that this spell is not reversible. The effects can only be countered with a wish or limited wish. Jamye's Improved Armour Reversal (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level, minus 7 rounds Casting Time: 7 Area of Effect: Creature touched Saving Throw: Special Author: D.J. McCarthy This spell is an improved version of the 5th-level Jamye's armour reversal. With this spell, bonuses to-hit by the attacker are added to the die roll (thus working against the attacker) instead of subtracted. For example, a 10th-level fighter attacking an AC 5 wizard with improved armour reversal would need a die roll of 5 or less to hit the wizard; if the fighter had a Strength of 17 (+1 to-hit) and a +2 weapon, he would now need a die roll of 2 or less (5 minus 1, minus 2) to hit the wizard. This spell also affects missile weapons in the same way it affects melee weapons, unlike the 5th-level spell. Also, whereas armour reversal can be dispelled by a subsequent casting of improved armour reversal on the same subject, improved armour reversal cannot be so dispelled by the weaker spell. If armour reversal is cast upon the subject of a previous improved armour reversal, the armour reversal is wasted and has no effect. The spell components for this spell are a small magnet, a piece of black silk of no less than 20 gp value, and a diamond of no less than 250 gp value. Jimmy's Ultimate Sight (Divination) Range: 0 Components: V, S Duration: 3 rounds + 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: The tiger This combines wizard sight, read magic and detect magic. The wizard can detect auras of spell casters and enchanted objects normally visible to the wizard, and can detect through one foot of stone, inch of metal and yard of wood. Any visible magical writing may be deciphered. The wizard can see whether anyone is casting any spells and gain information on the spell being cast as well. For example, he could determine the potential and power of a wizard's aura, whether it is a cleric or mage (or specialist priest or wizard), school and sphere, etc. The wizard's eyes become blue and show up as magical. Kiri's Mega Magic Missile (Invocation/Evocation) Range: 60 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One or more creatures Saving Throw: None Author: David Kelk In all respects, this is the same as the 1st-level magic missile, except that an unlimited number of missiles can be created and fired at multiple targets (cf. Snilloc's major missile in the Forgotten Realms' Handbook). Kiri's Spell Container (Alteration, Metamagic) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Item touched Saving Throw: None Author: David Kelk The purpose of this spell it to turn an item (a cloak pin, for example) into a container for a second spell. The second spell must be cast while the container still persists or it will fade away and be wasted. After the second spell is cast, it becomes "trapped" inside the enchanted container. It can be released any time later when the command word is spoken that was specified during the casting. The released spell is then under the control of the user of the container. Note that instantaneous spells like fireball, magic missile, power words, symbols, etc., cannot be placed in a container. The material component of this spell is a platinum infinity symbol worth at least 100 gp. It is destroyed in the casting of the spell. Korel's Wisdom Beyond Death (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: Undead touched Saving Throw: None Author: Edward Keyes This spell imbues a formerly mindless undead (typically a skeleton or a zombie - free-willed undead cannot be affected by this spell) with Intelligence. In the casting of this spell, the subject's brain, or the remains thereof, is removed and replaced with a specially prepared gem. The crystalline structure of the gem acts as a focus to draw together and intensify the dark forces already present in the undead, giving it an Intelligence of its own, determined by the size and perfection of the gem (see the table below). In no case can the Intelligence of the undead meet or exceed the caster's Intelligence at the time of casting. Although the undead has Intelligence, it does not have free will - it is still subservient to its master (usually the caster). However, the added Intelligence enables it to remember and carry out more complex commands and, within certain limits, even display some initiative. The undead have access to the minds of the countless deceased to some extent, so other skills appropriate to the Intelligence level can be possessed, particularly if the living person whose animated body is affected displayed them. For example, the animated body of a deceased general would almost certainly retain an understanding of battlefield strategy if given enough Intelligence. Likewise, an animated warrior would retain his fighting prowess, and therefore his original THAC0. Psionic or spellcasting abilities are not retained, however, since they either require living flesh or have to be extensively adapted to the new relation to the negative material plane. Gem Value Intelligence Skills (cumulative) 10 gp 1-2 One immediate command 20 gp 3-4 Command activated by condition 50 gp 5-6 Simple strategies, like ambush 100 gp 7-8 Multi-step, conditional commands 200 gp 9-10 Average servant skills (cook, clean) 500 gp 11-12 Can command other undead with permission 1000 gp 13-14 Effective use of mid-sized group 2000 gp 15-16 Effective command of troops 5000 gp 17-18 Impersonation of humans 10,000 gp 19-20 Extremely cunning In any event, general Intelligence is gained, along with the ability to speak with a hollow, sepulchral tone (the gem is emitting the sound, which echoes in the otherwise hollow skull). The undead can perform at a level given by the table above. They can display initiative within their orders, but no more: an animated general given the order "take these troops and defeat that army", would do so to the best of his ability, utilizing appropriate battlefield tactics. However, he would not break off the attack to inform his master that the army is actually composed of allies. At the higher levels of intelligence, there are rumours that the undead gain levels of self-consciousness. They are forbidden by the spell from disobeying their orders in the slightest or taking actions not supported by orders, but they can use badly formulated orders to the disadvantage of their master. In the former example, for instance, a very intelligent undead general might order his troops to concentrate on the leaders of the friendly army, knowing them to be friends of the caster. Nevertheless, the draw for necromancers to create such undead is immense, since they can be given very general commands - a super-genius skeleton (especially a disguised one) single-mindedly pursuing the goal of killing a single person can do so in unbelievably cunning ways. Should the caster die, the undead affected by this spell gradually gain their own free will, retaining the Intelligence, over a period of one year. Defeating one of these undead in battle has a 30% chance of smashing the skull of the undead, therefore destroying the gem in a backlash of energies. Otherwise, the gem may be extracted and reused. The material component of this spell is a gem of the appropriate size that has been soaked in the blood of a creature with at least the Intelligence desired for 24 hours. Some casters, with compunctions against killing other sentient creatures, use their own blood, but this rapidly becomes impractical. Layla's Seductive Shapechange (Alteration, Divination) Range: 10 yards per level Components: V, S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: A.C. This spell discerns the nature of what the victim would consider most sexually and physically attractive. The spell will make a number of attempts to uncover this information equal to the level of the caster, or until the information is procured. Each attempt takes one round, and the victim receives a saving throw against each attempt. Regardless of whether or not he makes his saving throw, he will under no circumstances notice this aspect of the spell. This information will be relayed to the caster, who may then opt to activate the second half of the spell, which is to shapechange into the form the information would dictate. If the caster does not, he may apply the unused attempts against someone else, or give up the spell. If the caster does, the new form can be assumed for at most one week per attempt left. Example: Layla wishes to infiltrate a party using this spell. She casts against the Dirdan the fighter first, and he fails his saving throw on her second attempt. She finds he prefers dirty half-orc women - a really distasteful idea. Since she is seventeenth level, she has fifteen more attempts to direct against the rest of the party. On attempt seven, she finds that Alex the wizard would really like a six-foot tall snow elf who was wearing black leather. Layla finds this more acceptable, forgoes her remaining eight attempts, and changes shape into a snow elf. The spell makes her clothing into black leather (without destroying or altering any of its previous properties) and makes her staff into a bull whip. After three weeks, she gets bored of Alex, and ends the spell, changing back to her normal self. Since she had 8 attempts left when she decided to change shape, she could have remained a snow elf for five more weeks, had she wanted to. Lestat's Legion (Evocation) Range: Special Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Lestat This spell creates one clone, plus one for every five levels of the wizard, of the wizard. Each clone has hit points equal to the wizard's level, and all physical (non-spell) abilities of the wizard. The clones are completely loyal to the wizard (as their minds overlap in a way, with his own) and can carry out reasonably complex tasks (DM discretion). The clones are created wreathed in simple illusions which mimic the wizard's possessions, though they serve no other purpose, and can be discarded at the clone's will (as the clone may have real clothes or the like available). Due to the mental overlap of the clones with the wizard, while any are within 100 meters of the wizard, the following is possible: * The wizard can communicate telepathically with the clones. * The wizard will sense where the clones are, regardless of sight etc. * The wizard can cast memorised spells through a clone - the spells are cast normally, with the wizard himself performing all actions necessary to the casting (the clone can mimic these if desired), the only difference being the spell's point of origin, which is a clone (all effects use that clone as the caster). * The wizard can map a clone's senses onto his own, but when doing so, the wizard's sense that is being mapped over is not available (eg.: if the wizard maps a clone's sight over his own for five minutes, then he cannot see through his own eyes for those five minutes). The material components are a number of pearls (each worth at least 500 gp) equal to the number of clones to be created (the number of clones created is equal to the number of pearls used, with an upper limit of one plus one for every five levels of the wizard), and a drop of the wizard's blood upon each pearl. At the completion of the spell, the bloodied pearls are flung from the wizard, and where each lands, a clone forms out of it. Lestat's Lieutenant (Illusion, Necromancy) Range: Special Components: S, M Duration: 1d6 turns + 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Lestat This spell creates a clone of the wizard. The clone has hit points equal to the wizard's level (eg.: 14 HP for a clone of a 14th-level wizard), and all physical (non-spell) abilities of the wizard. The clone's mind overlaps with the wizard's, though the clone's is by no means complete. The clone can carry out reasonably complex tasks (DM's discretion), and is essentially an extension of the wizard. The clone is created wreathed in simple illusions which mimic the wizard's possessions, though they serve no other purpose, and can be discarded at the clone's will (as the clone may have real clothes or the like available). The clone itself is a magical construct, and is detectable as such in the normal ways (eg., detect magic or true seeing will reveal its true nature). Due to the mental overlap of the clone's mind with the wizard's, while within 100 meters of the wizard, the clone has the following properties: * The wizard will sense where the clone is, regardless of sight and the like (similar to the sense of where one's arm is). * The wizard can communicate telepathically with the clone (silently and accurately convey concepts, as if talking to oneself). * The wizard can cast memorised spells through the clone. The spell is cast normally, with the wizard performing all actions necessary for the casting (the clone will reflexively mimic the non-material components), the only difference being the spell's point of origin, which is the clone: all effects, not including side effects, use the clone as the wizard ("side effects" include such things as the ageing caused by certain spells). * The wizard can, at will, swap the clone's senses with his own. For example, the wizard can swap sight with the clone, and see through the clone's eyes (and the clone would see through the wizard's). The wizard can of course swap back to his normal sight at will. The material components consist of a representation of the wizard (a carved figure or a clay model, for example) coated with the dust of a crushed pearl (made of a perfectly round pearl, worth at least 1000 gp), and a drop of the wizard's blood. When the spell is cast, the figurine is placed where it is to appear, and it transforms into the clone (when the clone disappears at the end of spell duration, the figurine is gone). Optional extension: the spell has a (25 - wizard's level)% chance (with a minimum of 1%) of creating a sentient clone, i.e.: the clone is under the control of the DM. The clone is in all other ways the same as a normal clone, though should the wizard die, the clone will gain full abilities of the wizard. Sentient clones have the same personality and memories as the wizard (and thus know the spell effects, the fact that they will expire, etc.). Basically, a DM can enjoy some interesting roleplaying here. Link to the Planes (Alteration) Range: 0 Components: V, S, M Duration: 1 month per level Casting Time: 1 month per crystal sphere and plane linked Area of Effect: One 1-foot per level radius sphere Saving Throw: Negates Author: Kai Rottenbacher This spell causes a link to a specified plane to spring up. This link allows the caster full access to the energies of that plane. This spell even causes the link to extend into the phlogiston. Thus, it would be possible to access the astral, ethereal, the elemental, or the outer planes with this spell if the spell caster of these additional spells are within the area of effect (caution: do not conjure a fire elemental into the phlogiston: it causes quite big explosions). It is possible to also access such items as portable holes, bags of holding, etc. in the phlogiston or on other planes if this spell is in effect. The casting time states that it takes a casting time of one month per crystal sphere and plane linked. This means that the shells and planes to be linked have to be named (and see components below) individually. Thus, if one shell is to be linked with ten planes, it takes ten months casting time, ten shells with ten planes takes one hundred months, etc. The effect causes only the sphere around the caster to be able to access those planes. If a summoned or conjured creature that cannot normally enter the plane or the phlogiston leaves the shell they have to make a saving throw versus death magic each round or be sent back immediately to their respective planes. Anything not completely inside the shell is considered to be outside the shell and all effects that happen at this time are witnessed upon the creature or object. The material component is the distilled liquefied essence of the plane to be accessed (astral luminaries, ethereal radiance, liquefied elemental fire, etc.). In addition, one magic item per shell has to be destroyed for the link to be brought about. This item has to be completely immersed into a diamond cylinder which is made from a single diamond. Then the liquefied essence of the planes has to be added and the cylinder has to be plugged with a stopper made from a carved king's tear. Lizward's Dragonform (Alteration) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Lizward This spell is a modified version of shapechange, except that it is limited to dragon-like forms only. The dragon-forms created by this spell will be perfect in all details, undetectable by other dragons, who will of course, depending on their alignment, either greet or attack the caster. All attributes of the dragon are as listed in the Monster Compendium, volume 1, except for Intelligence, Wisdom, and alignment. This spell allows transformation into any age area except great wyrm. This spell was devised by a dragon named Lizward for his elf companion Ditan, may thousands of years ago and has only recently been allowed to be distributed in the Tower of the Realms. Llewllynn's Wall of Force (Evocation) Range: 30 yards Components: V, S, M Duration: 1 round per level Casting Time: 7 Area of Effect: 10 square feet per level Saving Throw: None Author: Llewllynn This spell is equivalent to the 5th-level wizard spell wall of force (q.v.) in all respects save one: the wizard is able to manipulate the force wall. The following variations are possible: Version 1: the wizard can cast the wall in a hemispherical or spherical shape around himself with himself as the centre point. The wizard can then move about and the wall will move with him. This version is tinted red. Version 2: the wizard can cast the spell as a wall (2-dimensional barrier) and then move in a direction with the wall moving 1 to 3 yards in front of him. The wall will always be in front of the wizard, and will turn as he turns. This version is tinted blue. Note that this version cannot be cast horizontally. The material components for version one are a pinch of diamond dust and a pinch of ruby dust. The material components for version two are a pinch of diamond dust and a pinch of sapphire dust. Lorlovelm's Mistaken Alignment (Illusion/Phantasm) Range: 0 Components: S, M Duration: 1 week per level Casting Time: 7 Area of Effect: Creature touched Saving Throw: None Author: Phill Hatch For purposes of magical detection, this spell changes the apparent alignment of the victim. It can be negated with a successful disbelief only by someone who knows the victim well enough that they believe without a doubt that they are of a different alignment. This spell is not detectable with detect magic, and cannot be dispelled by dispel magic. Only a full wish can remove its effect before duration ends. The spell cannot be used on those of demigod status or higher. The material component is an item from the victim (hair, toenail, blood, etc.). Luck (Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: Negates Author: August Neverman This spell gives the person affected a bonus to all rolls of +1 for the duration of the spell. Rolls include to-hit rolls, saving throws, ability checks, proficiency checks, etc. Also, the recipient's Armour Class is improved by one. As material component for this spell various things can be used, like a four-leaf clover, a rabbit's paw, or a horse-shoe. The material components are consumed on a roll of 1 on a six-sided die. Magic Quench (Abjuration, Alteration) Range: 5 feet per level Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 1-foot per level radius sphere Saving Throw: None Author: Allan J. Mikkola This spell creates a sphere that has all the properties of a Forgotten Realms dead magic area (see the Forgotten Realms Adventures for details). The area of dead magic is permanent until destroyed (it may only be destroyed as per a dead magic area). The sphere of dead magic is non-mobile. The material component for this spell is a pint of blood from any recently slain magic using creature. The blood is consumed when the spell is cast. Mind Find (Divination) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: 100-foot radius sphere Saving Throw: None Author: Unknown This is an extremely powerful version of true seeing combined with a form of clairvoyance. Like true seeing, it allows the wizard to exactly locate people that are displaced, invisible, polymorphed, changed, enchanted, or masked by an illusion. However, the spell affects the mind, not the eyes of the wizard, so the wizard can, in addition, see through fog, around corners, trees, etc. (anything within the 100-foot radius). About the only things that will block the penetration power of the spell are non-detection (the recipient of a non-detection gets a saving throw to see if the mind find worked), lead walls, or walls of force. The spell also confers the ability to perceive minds in any direction, including up or down. Thus, the wizard could locate the mind of someone 80 feet above him and behind him. Needless to say that backstabbing someone who knows exactly where you are is impossible. However, this spell cannot locate objects or things without minds, thus it could not locate anything that had less than zero Intelligence. The drawback to this spell is that it makes the wizard more susceptible to mind-affecting spells: save at -2. The material component of this spell is a whole mind flayer brain. Muier's Phantom Stalker (Conjuration/Summoning) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Calvin (Azrael) This variation on the more common invisible stalker calls forth a phantom stalker (see the Fiend Folio for information on this monster) from the elemental plane of fire. The creature obeys and serves the caster in performing whatever tasks it is assigned, most commonly to serve as the caster's bodyguard. However, like its cousin the invisible stalker, the creature resents its servitude and seeks to twist its master's instructions whenever possible, anxious to return to its native plane. There is one explicit instruction inherent in the summoning of the phantom stalker. If the caster is ever killed with a phantom stalker in his service, the stalker will immediately vanish, and reappear 1d4 hours later, having tracked their summoner's killer from the ethereal plane. The stalkers only gain this ability once their summoner is killed, and the ability vanishes as soon as the summoner's slayer has been tracked. The material component of this spell is a piece of clear glass. Multiply Interstellar Helm Speed (Alteration) Reversible Range: 10 feet Components: V, S, M Duration: 1 week per level Casting Time: 3 turns Area of Effect: One helm Saving Throw: Negates Author: Kai Rottenbacher This spell can be used to increase the interstellar speed of spelljamming helms. It does not increase the tactical combat speed (it does not increase the SR). The increase is dependent on the level: x2 at levels 14-16, x3 at levels 17-19, +1 to the multiplier per 3 levels above 19. This spell can be cast multiple times on the helm depending on the level of the caster. The spell may be cast on the helm once for every full 20 levels (only once at levels 14 to 39, twice from 40 to 59, etc.). The speed which is multiplied is always the current speed at which the helm is travelling at the time. It can be made permanent only once on a given helm, but the temporary version may be cast on the helm as often as described above. The reverse, reduce interstellar helm speed, will reduce the speed of a helm to a fraction of its interstellar speed. This reduction will not be apparent until the affected ship drops out of its first interstellar journey in which it was affected and notices that it has not travelled as far. The speed reduction is a fraction determined by taking the factor given above and creating the reciprocal out of it. Thus, a 17th-level caster could reduce the speed to 1/3. The helm only gets a saving throw against this spell if it has been used within the last hour, or if it is an artifurnace-including artifact. It then gets a saving throw versus spell like its latest user. If failed, the spell takes effect; otherwise, the spell is wasted. The spell can be negated with dispel magic, but there is a possibility of negating the helm for a while, too. If the helm is freed from this spell by a roll of 20 on the dispel magic table, then the helm is also affected for the duration of the reduce interstellar helm speed spell. During this time it does not produce any locomotive force for the ship. The material component of the spell is the distilled essence of ten quicklings per factor. The quicklings must have given up their lives willingly (without magical or psionic coercion) for the caster. An additional component is one potion of speed for every factor increase over the current speed. Nancy's Quiet Little Fireball (Alteration, Evocation) Range: 100 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: 20-foot radius sphere Saving Throw: 1/2 Author: Brian Graham This spell creates a fireball as the 3rd-level wizard spell, with the added benefit of silence within the area of effect. The silence neutralizes the explosive noise of the fireball itself, and lasts for 1d4 rounds after. However, after the silence is dissipated, noise returns to normal, including cries of those not killed outright by the blast. This spell was created by an Evoker who often found himself trying to sneak in the back door. The materiel components of this spell is a tiny ball of bat guano, sulphur, and a small, muffled, silver bell worth not less than 100 gp. Nearthia's Combat Spell (Abjuration, Alteration, Divination) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 7 Area of Effect: The caster Saving Throw: None Author: Nearthia This spell prepares a fighter/mage for combat. It provides the benefits of the following spells: detect invisibility, fly, minor globe of invulnerability, protection from normal missiles, shield, and strength. It also provides 25% magic resistance and 4 temporary fighter levels. (i.e. +4 to-hit and 40 HP). This spell can only be cast by fighter/mages (or triple classed characters with both classes). The material component for this spell is a magical weapon, which is consumed in the casting. Nearthia's Spell Vortex (Evocation) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: One vortex around the caster Saving Throw: None Author: Nearthia Once this spell is cast, a faintly visible 1d4+6 feet tall vortex appears around the wizard, centred on his feet. The vortex is a container for spell energy. It can store up to 1 spell level per level of the wizard. The wizard may place any spell he wants into the vortex. He also has a chance equal to his magic resistance of catching a spell cast at him with the vortex. After the spell's energy is stored in the vortex, the wizard may use the energy to fire other spells from the vortex. He may only fire spells he has "taught" the vortex though (the ones he put into the vortex himself). Shooting a spell from the vortex may be accomplished once a round, plus one may be fired at anyone who casts a spell at the wizard that round. The wizard may do anything except spell casting and still be able to fire all his spells each round. The material component of this spell is a small golden box, worth at least 1000 gp. Nikki's Berserker (Conjuration/Summoning, Wild Magic) Range: 100 feet + 10 feet per level Components: V, S, M Duration: 1d10 rounds Casting Time: 7 Area of Effect: Special Saving Throw: None Author: Steve Bartell This spell, created by the wild mage Nikki Kell of Greyhawk, brings forth a human berserker fighter as the ultimate melee weapon of the wizard. The berserker will battle endlessly until destroyed or the spell expires - after which it will just simply vanish from existence. The berserker cannot be dispelled by any magical means, and cannot even be dismissed by the wizard. The level of the berserker is determined randomly: 1d10 + 1 per 2 levels of the caster (round up). The berserker will have ability scores of 18/00 Strength, 18 Dexterity, 18 Constitution. Intelligence, Wisdom, and Charisma scores are irrelevant, as the fighter will be in a mindless rage and will not stop or communicate under any circumstances. Hit points are determined randomly. The berserker will have a natural Armour Class of 4, with a -1 bonus for every full 2 levels of the caster up to a maximum total Armour Class of -10. The berserker will appear with a weapon, which can be decided by the wizard. The weapon will be a magical weapon, +3, which will disappear with the berserker. The berserker is immune to all mind affecting spells and saves at +4 to all other spells. Due the berserker rage, the fighter gets a +1 bonus to-hit and a +3 damage bonus - along with magical weapon and Strength bonus. Of course, there is a catch to this wild magic spell. The berserker will attack endlessly until the spell expires. If the wizard's foes are killed before the spell expires, the berserker will turn upon the caster and his companions. As stated above, the wizard cannot end this spell by choice, and the berserker cannot be magically dispelled. The material component is a small, sharp piece of metal. Noska Trades' Feign Dust (Conjuration, Necromancy) Range: 0 Components: V, S Duration: 3 hours + 1 turn per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Noska Trades Upon casting this spell the recipient and all his belongings are reduced to a heap of dust with a skull resting on top. The skull is actually a conjured one and is not attached to the spell recipient in any way. The conjured skull may or may not be human, but will always be humanoid (cf. reincarnation). Feigning creatures are able to smell and hear normally, but can only see in a 20-foot radius sphere around themselves. Creatures feigning dust are unaffected by any attack form other than scattering by magical means (wind wall, gust of wind, polymorph any object, etc.), which cause 1d6 HP damage per level of the caster of the scattering spell. Attempts to remove the dust by other means will not succeed. Orko's Magic Resistance (Abjuration) Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: One creature Saving Throw: None Author: Orko Upon the utterance of the spell, the wizard creates an effect that drastically increases the target's health so that he will be able to resist the effects of magic. The base magic resistance is 10% + 5% per level of experience. The effects of the spell are identical to that of a person that would naturally have the resistance. All rules concerning magic resistance apply to this spell. The material component for this spell is a pinch of platinum in the form of dust. Orko's Petrifying Gaze (Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 7 Area of Effect: Personal Saving Throw: Negates Author: Orko While this spell is in effect, the wizard may use a gaze attack, exactly like that of a basilisk, against one opponent every round. The gaze is in addition to normal attacks and requires but 6 seconds to complete. The victim must save versus petrification or be turned to stone. The gaze attack extends into the ethereal plane, and the wizard is subject to the effects of his own reflected gaze. The material component is an ointment that includes powdered basilisk scales. Orko's Spell Extension (Alteration) Range: 0 Components: V Duration: Special Casting Time: 7 Area of Effect: Special Saving Throw: None Author: Orko This spell is similar to the 4th-level spell extension I, except that it quadruples the duration of 1st- to 3rd-level spells, triples the duration of 4th- and 5th-level spells, doubles the duration of 6th- and 7th-level spells, and extends the duration of 8th-level spells by 50% of the indicated duration. Permanent Charm (Enchantment/Charm) Range: 5 yards per level Components: V, S Duration: Permanent Casting Time: 4 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay This spell is identical to charm monster, except that only one creature can be affected, and any creature that fails its saving throw can never break the spell itself, unless it is abused by the wizard. Permanent charm can be dispelled normally, and poor treatment of the charmed creature by the wizard could allow another saving throw. The initial saving throw versus this spell is at -2 due to its great power. Phantasmal Force III (Illusion/Phantasm) Range: 100 feet Components: V, S, M Duration: 2 rounds per level Casting Time: 2 Area of Effect: 5-foot per level radius Saving Throw: Special Author: Jim Vassilakos By use of this spell, the wizard creates an illusion which may attack all believing creatures within a radius of five feet per level of the illusion's centre which itself must be within 100 feet of the wizard. Creatures within this radius must make both a modified Intelligence check and a saving throw versus spell in order to avoid the illusion's effects. The illusion may cause up to 1d8 damage per creature for every round such creatures are within the radius. The wizard must maintain minimal concentration on the illusion, being unable to cast spells but able to otherwise act normally (or abnormally for that matter). Furthermore, the wizard may move the epicentre of the illusion at will. Finally, the illusion may persist in a reiterative form for 1d4 rounds after the wizard breaks off concentration either by leaving the range of the epicentre or casting spells. The material component for this spell is a bit of fleece. Pilpin's Acidball (Evocation) Range: 100 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 20-foot radius globe Saving Throw: Half damage Author: Pilpin This spell is similar to fireball, except that it causes a burst of acid in a 20-foot radius globe. Pilpin created this spell for security reasons in his regular dealings with lower plane creatures. Creatures within the area of effect will take 1d8 points of damage per level of the wizard unless they make a successful saving throw, in which case they will take half damage. Any paper, parchment, or soft metals within the area of effect are destroyed, other items are allowed a saving throw. Possessions of a creature that successfully saves are unaffected by the Acidball. The wizard must have a clear line of sight to the target area. The material components are a drop of water and a scale from a black dragon. Pilpin's Ravaging Spheres of Fire (Evocation) Range: Special Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: One 3-foot radius sphere per level Saving Throw: Negates Author: Pilpin This spell is an enhancement of the 2nd-level spell flaming sphere. The spell creates one burning globe of fire per level of the wizard. The globes all appear within 30 yards of the wizard and roll in whichever direction the wizard points, at a rate of 100 yards per round. The spheres can roll over any obstacle, even a city wall. Combustible substances are ignited by contact with a sphere. Creatures contacting a sphere must successfully roll a saving throw versus spell or suffer 2d4 HP of damage. Those within five feet of a sphere must also save or suffer 1d4 points of damage. A successful saving throw means no damage is suffered. The spheres move in the direction the wizard directs, otherwise the spheres will wander aimlessly. Spheres can be extinguished by the same means as any normal fire of their size. The surface of the spheres has a spongy, yielding consistency and does not cause damage except by its flames. It cannot push unwilling creatures aside or batter down large obstacles. If the spell is unleashed on a large source of easily combustible material (such as a city of at least 50% wooden buildings or a dry forest) there is a 25% chance that a fire storm will start. A fire storm will burn out of control for many days until at least 90% of the combustibles are burned. It will also be so hot that it will melt soft metals and crack thin stone walls. The material components are a pinch of sulphur, a bit of tallow, a dusting of powdered iron, and a live fire dwelling or fire using creature, such as a fire beetle or fire bat, which must be slain during casting. Pobithakor's Placer (Alteration, Divination) Range: Special Components: S Duration: Special Casting Time: .5 Area of Effect: Special Saving Throw: None Author: Paul D. Walker This spell is similar to Pobithakor's tracer, for not only does it allow the two-way scrying, but the wizard has the additional option of pulling the scrying creature through the two-way portal right next to the wizard's current location. The creature gets no saving throw and the process occurs almost instantly. Unless special measures are taken, the wizard has no control over the creature when it arrives. This was another spell used by the paranoid wizard when he felt his defenses being compromised. Power Word, Disrupt (Evocation) Range: 120 feet Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special Author: David E. Brooks Jr. and Elizabeth H. Brooks This spell has the single-minded purpose of fouling spellcasting. The target creature, as long as he is under twelfth level of experience, cannot complete any spell that is currently being cast. Spellcasters of twelfth or higher level are able to keep their concentration, assuming a saving throw versus death magic is successful. The timing of power word, disrupt is crucial - it must be cast during the time the target creature is casting a spell. Therefore, the caster must have gained initiative during the round for this spell to be effective. Innate spell-like abilities, command words for magical items, and psionic powers are not affected by this spell. Any spell disrupted by use of this spell is wasted. Prevention of Transmutation from Rock to Mud (Alteration) Reversible Range: 10 yards per level Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: 40 cubic yards per level Saving Throw: None Author: Kenneth C. Jenks This spell prevents the successful use of a transmute rock to mud in the area of effect, unless a successful dispel magic is cast first. The reverse totally negates this spell. The material component is a brick, or a sponge for the reversal. This spell was researched by Shoogar. Use this when building your next castle. A long study of the attack strategies of high level parties reveals the need for this spell. Prismatic Beam (Abjuration, Conjuration/Summoning) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 7 Area of Effect: 70-yard long beam; 35-yard at end, 3-yard at base wide Saving Throw: Special Author: Unknown This spell is like prismatic spray, but all 7 rays hit the same target. Great for zapping dragons, demons etc. Protect Atmosphere (Abjuration, Alteration) Range: 10 feet per level Components: V, S, M Duration: 1 week per level (or 1 turn per level) Casting Time: 5 rounds per ton (or 1 round per foot) Area of Effect: One ship's atmosphere (or one 1-foot radius per level sphere for one creature per level) Saving Throw: None Author: Kai Rottenbacher This spell exists in two versions: one ship-bound version and one person-bound version. The ship-bound version causes the atmosphere of a ship to be protected from the effects of external sources of pollution. Thus, it does not allow the atmosphere of two ships to mingle that touched each other with their air envelopes (even if that would be desired). This also causes the phlogiston to stay out of the area of effect. Thus, it would be possible to light fires within the phlogiston or to cast fire-based spells within the area of effect without the atmosphere to explode. It is possible to open this shell around a ship if the caster desires such an opening. This opening of the shell takes one round per ton of ship to be opened. Thus, it would still be possible to exchange air through the air envelopes. This shell does not offer protection from other effects with the exception of gaseous spells that are cast from the outside of the air envelope of the ship: they are completely negated if they are cast across the border of the shell. Even if two ships touch each other their air envelopes still do not mingle; thus, it would not be possible to cast a cloud kill from one ship to the other if the caster is not on the other ship, respectively. The material component for this version of the spell is a perfect model of the ship in a 1:1000 size including any rooms to be made. This model is lit and burned within a sealed bottle which contains pure elemental air from the plane of air. The bottle has to be large enough to contain the unshrunk model of the ship. The bottle has to be sealed with a single diamond carved into a stopper. The person-bound version allows the affected creatures to enter any area which contains either dangerous gases or no gas at all without negative effects. The effects are completely negated even if cast inside the sphere around each creature. Thus, it protects the creature inside the sphere from any gas attacks, even those of an incredibly high wind. The notes within parentheses pertain to this version of the spell. The material component for this spell is one hollow, perfectly round sphere of blown glass for each creature to be affected. Read Mind (Divination) Reversible Range: 0 Components: S Duration: Special Casting Time: 3 rounds Area of Effect: Creature touched Saving Throw: Negates Author: August Neverman By means of this spell, the wizard can read knowledge or memory of the victim. Only conscious knowledge and memory can be read, i.e., forget can hide information from this spell, while remember can recall information for this spell. The victim may be conscious or unconscious. A successful to-hit roll must be made on unwilling victims, which, if conscious, also get to make a saving throw. Time required depends on the information that is required, but is typically the time it would take to relate the information wanted. The reverse of this spell, mind shield (abjuration), protects the recipient from the effects of read mind for 1 day per level of the wizard. Rednog's Identifier (Divination) Reversible Range: 1 foot Components: V, S, M Duration: 1 round per level Casting Time: 1 round per detection desired Area of Effect: One effect per level maximum Saving Throw: Special Author: Kai Rottenbacher With this spell it is possible to positively identify functions, keywords and even curses on items - even those items where the curses are normally undetectable. Note that curses are detected first. This spell forces the wizard to save once per try to identify one of the above. If failed, the wizard loses one hit point permanently and the item has to save versus disintegration. If this saving throw fails as well, it explodes in a circle of raw magical energy with the force of a 10d6 fireball in a 20-foot radius. There is no saving throw nor will magic resistance help to reduce the effect - not even a scarab of protection will work. If the wizard succeeds, he first determines the curses, then the weakest to the most powerful functions and then the key and trigger words for the functions (again, from the weakest to the most powerful). If he fails to save but the item is not disintegrated, but he cannot try to identify that specific function in that specific item again until he has earned a new level. The wizard has up to one try per round to determines abilities. He can try to identify several different items. He cannot move around after casting this spell, so he has to have all items to be identified within easy reach of him (as they have to be within 1 foot of him when he casts the spell). Note that they do not have to be touched, so no bad effects happen to the character unless the item explodes. Note also that artifacts cannot be destroyed with this spell: the character is only shifted to the creator or to an outer plane if he tries that (note that on some planes, like Ravenloft, this does not work). The reversed version of this spell, hide, causes any kind of magic identification or even of normal kind (such as bardic knowledge) to fail utterly. The material component is a complete and unbroken eggshell in which the yolk has been replaced with a 1000 gp diamond. Rednog's Protection Increaser (Abjuration) Reversible Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Kai Rottenbacher This spell is for those of you who dislike it when you don't get enough bonuses together to make your saving throw. This spell provides you with one +1 bonus for every 3 caster levels which you may apply after you have failed a saving throw. These bonuses can be stored until they have been used up in saving throws. The caster can choose when to use these bonuses. If he chooses to use them he needs to use as many as he would need to push his failed saving throw roll to his base saving throw as if he had no other bonuses, including race, specialism, or any other bonuses. These bonuses can be used to make even a failed saving throw with a roll of 1 a succeeded saving throw, but you need three times as many bonuses to bring it up to the base saving throw as explained above. Examples: a 16th-level wizard with a base saving throw of 7 versus dragon breath fails his saving throw against our favourite red dragon with a roll of 4 (and he has only a ring of protection, +2), he can choose to push up his rolled number of 4 to the number 7 by using 3 of his bonuses (of a maximum of 5 bonus points). If a 19th-level wizard with a base saving throw of 3 versus spell fails his saving throw versus disintegration by rolling a 1, he could choose to use up his maximum of 6 bonus points to succeed with his saving throw (which he probably does). The spell lasts until all bonuses have been used up. This spell is cumulative with itself up to a maximum bonus of one plus per level of the caster. The reversed form, Rednog's protection decreaser, needs a to-hit roll in combat. The person to be affected gains a saving throw versus spell. If succeeded, nothing happens. If failed, the person has the same number of negative modifiers as above. These modifiers are to be applied to the next life-and-death saving throws. If possible, these modifiers will try to push the saving throw to a failed result. Only the necessary number to cause the next saving throw to fail will be needed. For example, a 19th-level wizard casts this spell and hits an opponent with it. The opponent, an 8th-level fighter, fails his first saving throw. A short while after this fight, the fighter again has to save versus spell. He normally has a saving throw of 5 versus spell, with all bonuses he has acquired per magic protective items. He rolls a 7 and is really happy to have made his saving throw, but suddenly the reverse kicks in: a 19th-level wizard causes a full 6x-1 points to be applied to the next saving throws of our fighter. Now we deduct three of those points to reduce the roll to a 4 and cause the saving throw to fail. The reversed spell is still in effect with only another -3 points for the next saving throw(s). The material component is a solid, perfect sphere of hizagkuur metal (see the Dwarves Deep book), encased in a perfect ball of adamantine, which is again encased in a perfect sphere of mahogany wood. The ball of hizagkuur metal stays intact and can be reused after the casting, but the two outer casings vanish. Any wizard can own a maximum of one of these hizagkuur balls for every level at once. After each casting they need a full month of reattuning time to attune to the character as the casting destroys this careful balance. The two outer casings have to be without seams or hinges. Thus, it is not a material component to be had in generous amounts. The material component is the same sphere only in the reversed order and an additional cover of greased paper to prevent damage from the hizagkuur metal. The wizard can have as many of these reversed spheres as he can afford. Resist Magic (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 7 Area of Effect: Creature touched Saving Throw: None Author: Max Becherer When cast on a willing being, this spell confers 2% magic resistance per level of the wizard. If the being already has magic resistance, it is increased, but will never exceed 90%. This spell is not cumulative, i.e. you cannot cast two on one person. The first must expire before the second can be cast. The material component is the dried heart of a mind flayer. Rock's Talons of the Glabrezu (Alteration, Enchantment/Charm) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 7 Area of Effect: The caster's hands Saving Throw: None Author: Kai Rottenbacher This spell causes the caster's hands to transform into claws similar to a glabrezu's. They cannot be affected or dispelled by any form of magic (short of a wish). Mordenkainen's disjunction works with the same chance as for artifacts. The hands can be targeted by an opponent with weapons at the Armour Class of the caster. Each claw can absorb double the caster's maximum hit points. If they take that amount of damage, the caster loses the hand as the claw crumbles to dust. They can be regenerated. Each hand has 7 digits, and each digit has 5 inch fingernails. The THAC0 is equal to the wizard's but the claws can penetrate any armour (or Armour Class) on an 18 or better on 1d20. They are considered to be a weapon, +5 only for the purposes for what can be hit. The +5 bonus does not count towards the THAC0. They can hit any creature, even those that require special weapons like cold iron, silver, etc. For each claw that hits roll 1d6+1. This is the number of digits which cause damage. Each digit causes 5 points of rending damage. In addition to this damage, each claw which hits forces the target to save versus poison at -1 per digit. If the saving throw fails, the victim dies within 8 rounds (minus one per digit) unless it receives a neutralise poison spell within this time. The victim might still take damage as described below. Any hit points lost due to poison are still lost. If the victim succeeds with its saving throw it takes still another 2 points poison damage per digit. If both claws hit, the caster has the chance to rend his opponent: the die roll to determine how many digits penetrate gains a +3 per die, up to the maximum of 7 digits per claw. If maximum damage is dealt the creature has to succeed at a third saving throw versus poison at -14 (due to the amount). If failed, it dies immediately. If the saving throw succeeds, it still takes 20 points additional damage (in addition to those described above). The caster cannot shorten the duration of the spell in any way except with a full wish. The caster cannot cast any other spells during the duration of this spell as it interrupts the necessary concentration and the manual dexterity is not high enough with these claws. The material component is a complete set of claws from a glabrezu which are encased in a platinum sheath. This sheath has to be forged as to contain a small set of poison reservoirs containing a single dose of type E poison. The whole set costs no less than 10,000 gp per set. Where to get a set of glabrezu claws and finding the jeweller to sheath them in platinum and outfitting them with the poison is the character's job. Sarius' Fire Giant Manifestation (Conjuration) Range: 100 yards + 10 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 7 turns Area of Effect: Special Saving Throw: None Author: William T. South This spell creates a golem-like creature which the wizard may direct to perform certain programmed actions. The creature is a temporary fire golem with no true Intelligence and to most appears as an undead fire giant. The creature may be controlled up to a distance equal to the spell range but if it passes outside of this range, or the wizard is killed, the creature will explode in a 70-foot radius area doing damage equal to its current hit points (save versus breath weapon for half damage). The creature created mimics most of the actions of a fire giant, having AC 3, MV 12, HD 11+3, HP 58, AT 1, damage 5d6, special defenses: immune to fire, size: large (12 feet), Strength 22. The creature can fight with its sword only and has no ability to hurl rocks as does a normal fire giant. It can inflict structural damage points as a normal fire giant on a round to round basis (wood: 2, soft stone: 1, hard rock: .5). The wizard is able to direct the creature to perform 3 individual actions plus 1 for every two levels of experience above fourteenth level. Each change in action will cause the creature to hesitate for one round before working to act out the next action. Actions can be classed as killing a group of orcs, killing a group of men wearing the same colours or armour, tearing down a stone wall, pulling up a tree, etc. Once the final action is completed the fire giant crumbles into a pool of hot sulphur, effectively making a circular area, 30 feet in diameter, full of sulphuric acid (which will kill all vegetation in the area and causing 1d3 HP of damage per round to any organic creature in the area. Against mind affecting spells, the creature is considered to have an Intelligence and Wisdom of 3 (saving at -3 versus these attacks). If the creature is charmed or controlled by a mind affecting spell the wizards concentration is totally disrupted causing the creature to dissipate and any other spells the wizard currently controls will become dispelled unless the wizard has no control over the spells in question after casting them, and any spell the wizard is currently casting will be disrupted. This spell requires only the slightest mental control of the wizard to operate, allowing him to cast other spells normally that do not require his full concentration. Multiple castings of this spell will work, but all of the detrimental effects are cumulative. The material component of this spell is a small pouch (2 inches squared) of leather containing a patch of fresh (not dried) fire giant hair mixed with ruby dust of no less than 1000 gp value. The fire giant hair may be kept fresh with a preserve spell or similar effect. Sarius' Temporal Demi-Plane (Conjuration, Evocation) Range: 10 yards per level Components: V, S, M Duration: 1 hour per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: William T. South This spell uses the magical forces of the astral or ethereal planes to create a small demi-plane. This demi-plane is connected to the current plane of the wizard through a special (10x10 feet) gateway which is invisible to all creatures except the wizard unless they are able to use true seeing. When cast, this spell causes astral or ethereal stone to form into a 10-foot cube. This cube houses the physical structure of the demi-plane, but the interior is a distorted dimensional area with a volume equal to 10 cubic feet of space per level of the wizard. In its drab, grey interior, the demi-plane is governed by the physical and magical laws of the plane in which it is created (astral or ethereal), but does have a localised gravity which is under the control of the wizard (normally equal to what the wizard is used to at the prime material plane but it may be lowered all the way to 0 G at a rate of 0.1 G per round). There is no need for air or nutrition since characters are governed by the normal astral or ethereal laws. The wizard may change the interior form, but may not decrease or increase the volume of the demi-plane. Volume form is changed in 10 foot cubic blocks, and it is impossible to make any area smaller than 10 cubic feet, though, pits and similar obstacles can be created. Also, the normal temperature in the demi-plane is 68 degrees Fahrenheit and may not be changed. A wizard must touch someone for them to see and enter the gateway, but, once inside, anyone may freely exit the demi-plane. If someone is able to see the gateway through the use of true seeing, and he is a wizard familiar with the wizard lock or temporal demi-plane spells, he may attempt to enter the gateway by using his willpower to negate the need for the casting wizard's touch. In game terms this means a successful percentile roll with a base 50% chance modified plus or minus 5% for every difference in level from the wizard in an upward or downward progression, respectively. A wizard seeing the gateway and meeting the stated prerequisites will automatically know that this is possible. Otherwise, only spells of a wish-like nature will be able to discern the entrance, though creatures with senses that extend into the astral or ethereal planes will be able to see the large block of stone that makes up the external surface of the demi-plane area and psionic characters may be able to use probability travel to gate into the demi-plane if they are familiar with it. The demi-plane does not allow access to the astral or ethereal planes unless it is destroyed, or if the wizard creates the demi-plane while on one of these planes, in which case the entrance to the demi-plane is actually entered on the plane in which it resides and not a connecting outer or elemental plane. When the spell is initially memorised the wizard must determine whether he will cast the astral or ethereal variant of this spell. It is impossible for both to be used in the same area of effect (on the prime material plane) due to conjugations of magic energies required in maintaining the spell. The structure containing the demi-plane is able to withstand 3 HP of structural damage (versus hard stone) before it is disrupted. The ethereal cyclone will inflict 1d100 HP of structural damage every time it passes over the area of the demi-plane and the psychic winds of the astral plane automatically inflict damage equal to half the current structural hit points of the demi-plane's shell. The nature of the demi-plane causes it to stay in one spot so it may be used as a reference point if the spell duration is long enough (through the possible use of a permanency type spell). But, no matter what spells are applied to the demi-plane, it will always disrupt when its structural hit points are brought to 0 or less. The contents of the demi-plane are then thrown into the plane of creation and all creatures must save versus spell at -6 or be knocked unconscious for a period of time equal to one hour of time on the plane in question (not subjective time). If cast on the ethereal plane the spell duration is extended by a factor 10 and on the astral plane the duration is extended by a factor 1000. The material component of this spell is a miniature platinum ziggurat embedded with peridots and having a finished value of at least 1000 gp. The ziggurat must weigh at least 5 ounces. Schmuk's Spell Exchange (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: The caster Saving Throw: None Author: The tiger This enables the caster to re-memorise a spell of higher or lower level. He may exchange multiple lower level spells for one higher level spell. The total number of spell levels of the lower spells must exceed the level of the spell re-memorised by at least 2 levels. Alternatively, he may exchange one higher level spell for one other spell, which must be at least two levels lower. Schmuk's spell exchange must be cast in the morning, before other spells are being memorised. The material component for this spell is a golden balance, worth at least 5,000 gp. Serrel's Modified Enchantment (Alteration) Range: 0 Components: V, S Duration: 1d30 days Casting Time: 3 Area of Effect: Object touched Saving Throw: None Author: The Wizard This spell does not enchant an object but merely alters the enchantment an object already possesses in such a way that those opposed to the caster gain absolutely no magical effect from the item whatsoever. There is a 90% probability that the spell works exactly as planned, but the other 10% of the time, the spell backfires, leaving the item useless to all creatures, whether friendly to the caster or not, for the spell's duration. Intelligent items cannot be altered by this casting. Sever Shadow (Illusion/Phantasm) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 7 Area of Effect: Creature touched Saving Throw: Special Author: Unknown This spell operates as a shades spell producing a 60% real duplicate of the creature touched as a shades would. If the original creature is a spellcaster, the 60% applies to the shadow's effective level for spell selection. Note that all of the shadow's spell effects are illusions. The shadow creature is formed from the shadow cast by the original and will be completely under the control of the original creature through an ESP-like link. The shadow creature appears to have all the natural abilities of the original. Many of these shadow abilities will be illusionary. No material component is required but the creature must be lit to produce a shadow for the spell to work. For the duration of the spell the original creature will not cast a shadow, the spell is sometimes cast just for this particular side effect. The semi-real shadow form produced by the spell will cast a shadow and can be used to create a further duplicate, the 60% factor applies again, with another application of the spell. Sharpness (Alteration) Range: 0 Components: V, S, M Duration: 1 round per 3 levels upon use Casting Time: 1 round Area of Effect: Edged weapon touched Saving Throw: None Author: Max Becherer When cast on an edged weapon, the weapon will become a weapon of sharpness upon its next use, and will remain that way for 1 round per 3 levels of the wizard. The weapon may not be magical, except if subject enchant an item. The spell adds no plusses to the weapon (it severs on a 20), but plusses due to quality or enchant an item do apply. The material component is a mithril razor enchanted to +3 with enchant an item, costing 500 gp. The spell can be made permanent, but to do so requires a specially forged weapon, and a miniature version of the weapon forged from the same metals in lieu of the razor. The total cost is at least 30,000 gp. Sillvatar's Dragon Bite (Conjuration/Summoning) Range: 10 feet per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 7 Area of Effect: One creature Saving Throw: None Author: Allan J. Mikkola (Sillvatar) This spell is similar to Sillvatar's dragon claw, except it conjures a shadowy dragon head within spell range. The procedures for attacks are as per that spell, except the victims who are hit receive bite damage, instead of claw damage. For example, if this spell is cast using the material component from a white dragon, the damage inflicted by each successful bite is 2d8 points of damage. In addition, each attack receives a +2 on all to-hit rolls. The wizard may conduct 2 attacks using this spell, each of which must occur in a separate round. The dragon head dissipates when both attacks have been made, the duration expires, or the head is dispelled. The head is not harmed by other attacks. The material component for this spell are the teeth from any type of dragon; these teeth are consumed when the spell is cast. Singing Cockroach (Alteration) Range: 0 Components: S, M Duration: 12 turns + 1 turn per level Casting Time: 1 round Area of Effect: 400 square feet per level Saving Throw: Special Author: Brendan Knox The ultimate seige breaker... When the caster casts this spell on a roach, it works its way into the enemies camp. Once in the camp, the roach finds a nice place and starts to sing really bad. All within the camp must make a saving throw versus spell or leave camp and go home. If they make the saving throw, must make another one each turn with a cumulative -1 to the roll. Needless to say, sieges don't last long... I know it's a dumb spell, but it is the funniest thing to use in a siege or large enemy encampment. The material component for this spell is a seige tower, which is consumed in the casting. Spell Catcher (Abjuration, Metamagic) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 5 rounds Area of Effect: 10-foot radius sphere Saving Throw: None Author: Kai Rottenbacher This spell allows a caster to catch up to one spell level in spells per two caster levels in the duration of this spell. The caught spells can be launched by the caster as if he had cast them at that time (even if a wizard uses this to catch and cast a priest spell). Any spells can be caught with this spell - even those spells only transmitted by touch. The wizard does not know what spell he catches unless he succeeds at a spellcraft check if he sees or hears the opposing caster during the casting of the spell to be caught. Any caught spells can be released by a mental order (up to one spell per round), in addition to another spell cast or another action taken by the caster of the spell catcher. If the caster tries to catch a spell with more spell levels than he has available, he receives the full maximum effect with no saving throw (any saving throws are automatically failed) of that spell plus any spells stored in the spell catcher at their normal effects. If the duration runs out (or the magic is dispelled) and there are spells still remaining in the spell catcher the same thing happens with all spells at their maximum effect. This is due to the massive draining effect on the caster: any spells that remained in the caster's mind at the end of the duration of the spell catcher will be drained completely and he needs to rememorise them. The material component is a memory moss, which is fully intact (at full hit points), impregnated with a very weak acid containing the dissolved remains of the book covers of at least five books which have contained well over 100 pages of arcane knowledge. It is possible to reuse the same book with always replaced covers, but to repair such a book cost a lot (at least 1000 gp per cover). Spell Connector (Alteration, Metamagic) Range: 0 Components: V, S, M Duration: Special Casting Time: 7 rounds Area of Effect: The caster Saving Throw: None Author: Kai Rottenbacher This spell allows the caster of spells to connect the effects of certain spells. The spells have to be spells with initiative modifiers; the sum of their initiative modifiers has to be no greater than 30; and the spells are not allowed to have conflicting effects (it's impossible to connect a fireball with a cone of cold, or a fear with a charm). Under these restrictions, the casting times of all spells are added and then multiplied by the number of spells. The resulting number is the initiative modifier unless the number is ten or greater. If that happens the combined spell has a casting time of one round per 10 full units of initiative modifiers plus the remaining modifier (three spells are connected to have a full 15 modifier; this would change into a 1 round casting time with an additional 5 modifier the next round). It is not possible to reduce the casting times of these spells by any means. Any spells or items which cause a reduction of casting times will fail in reducing these casting times. The recipient of this spell gains one spell level per caster level. These spell levels may be used to connect spell effects. Once they are used up or one hour per caster level has passed the spell connector ends. It is possible to layer up to three spell levels per caster level into one creature. All of these spell levels have to be gained from one caster. Another caster cannot offer any more spell levels. The effects of connected spells are determined by the DM, but here is an indication: cast a sleep, charm person, and forget connected at 6 kobolds. This would mean (1+1+2 = 4x3 = 12 = 1 round + 2 casting time). If this spell succeeds they would most probably all go to sleep (as the sleep spell has no saving throw) and be likewise immediately charmed, but they would also forget who had cast spells against them. The material components are the material components of the spells to be connected, which are all contained in a glass sphere (one sphere per spell component (V, S, M). For the verbal components a scroll is necessary (not a magical scroll) containing the sounds and words of the spells, for the somatic components the sphere has to contain a scroll describing the hand movements and body motions, and the sphere for the material components has to contain the material components of the spells. The spheres may have hinges or screw-on caps, so they may be opened. The glass balls have to be connected by a thin silver wire which has to be wrapped around the glass spheres. As this takes some time, the casting times of the spells might be increased even more unless one knows far ahead which spells one wishes to cast with this spell connector. Spellcrystal VII (Conjuration, Invocation) Range: 0 Components: V, S Duration: 7 months + 2 months per level Casting Time: 7 rounds Area of Effect: One crystal, worth at least 700 gp Saving Throw: Special Author: Kris Except as noted above, this spell is the same as the 1st-level wizard spell spellcrystal I (q.v.). Spellshield (Abjuration) Range: 0 Components: S Duration: Special Casting Time: 0 Area of Effect: Special Saving Throw: None Author: Unknown Spellshield is a very special type of spell. It consists of but a single gesture, performed with both hands as if spreading something upon the space before the caster. A curtain of light follows the movement, then remains for a moment. Spellshield does not have to be declared at the end of the round; it can be done at any time. If the caster has not yet performed his action for the round, spellshield takes precedence. If he has, he is given a -5 penalty on initiative for the next round. If he is in the middle of casting another spell at the moment he wishes to use spellshield, the other spell is broken and lost. The effects of spellshield are as follows: it will block any other magic with a directed effect which can be intercepted with the shield. In other words, a spellshield could be used to stop a lightning bolt, a magic missile, or a ray of enfeeblement. It would not stop a fireball (unless the fireball was aimed directly at the caster) or a colour spray, since these are not purely directed attacks (i.e., they don't have a line-effect). Spellshield can be declared even after the spell to be blocked goes off; in other words, the DM says: "the wizard casts a lightning bolt and strikes Syzygy...", and at this point the wizard Syzygy can say: "I'll block it with a spellshield". Waiting until damage is rolled is not allowed, but this is a DM call; if the DM said, "the wizard strikes Syzygy with a lightning bolt for 43 points of damage", Syzygy wouldn't have much choice. The caster must see the enemy spellcaster at the moment of casting; one cannot block a magic missile from behind with a spellshield. The shield may be spread only in front of the caster, and will not intercept spells aimed at anyone besides the caster himself. Both hands must be used, and nothing may be held in either hand. The shield grants a +2 on saving throws versus gaze attacks for the time it is present (roughly 6 seconds) due to the slight haze of light. Stash (Alteration) Range: 300 yards Components: V, S Duration: Special Casting Time: 1 hour Area of Effect: Three hundred pounds per level Saving Throw: None Author: Unknown Stores a large mass in hyperspace for an indefinite period of time until a command word is spoken. The objects in hyperspace do not experience passage of time, so, for example, a small army with all its weapons and equipment could be stashed in time of peace and recalled when war started. A wizard can have only one stash in effect at the same time: if he wishes to stash anything, he will first have to recall the items or persons previously stashed. Only objects and willing victims are affected by this spell. Stone Gaze (Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 7 Area of Effect: The caster Saving Throw: Negates Author: Peter Gourlay This spell grants the wizard a gaze attack equal to that possessed by medusae. Anyone within 5 yards per level that meets the caster's gaze must save versus petrification or be turned to stone. Like a medusa, the spellcaster is vulnerable to his own gaze. Unlike the medusa, the Stone Gaze is an active attack: the caster must consciously attack one creature, and only one attack can be performed per round. The only exception to this is when the caster accidentally meets his own gaze. The component for this spell is the eye of a creature that possesses a stone to flesh gaze, such as a medusa or basilisk. Summon Shadows (Conjuration/Summoning, Necromancy) Range: 10 yards Components: V, S Duration: 1 round + 1 round per level Casting Time: 5 Area of Effect: 10-foot cube Saving Throw: None Author: S.C. Lawley When this spell is cast, the priest conjures up one shadow for every three levels of experience he has attained. These monsters are under the control of the spell caster and attack his enemies on command. The shadows remain until slain, turned or the spell duration expires. Summon Wizard (Conjuration/Summoning) Range: 50 yards Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 7 Area of Effect: Special Saving Throw: None Author: Unknown Within one round of casting this spell, the wizard summons 1d2 wizards to aid him. The summoned wizards' levels will be equal to 3/4 wizard's level, rounded down, up to a maximum of twentieth level. The wizards will appear anywhere within the spell range as desired by the wizard, and will serve the wizard as monsters summoned via monster summoning will. There is an 80% chance of summoning a mage, and a 20% chance of summoning a specialist (determine school randomly). Equipment and abilities are determined randomly. The material component for this spell is an ornately carved, gem-encrusted, wooden staff (worth at least 100 gp), which is consumed when the spell is cast. Supply Material Component (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Special Casting Time: 8 hours Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell provides other spells with the energy and guidance normally supplied by material components. This spell gives the power to leave out the material components of other spells - unless it is to be an item to be enchanted: you cannot enchant an item without the item you wish to enchant. The caster gains one spell level per 2 caster levels, with which he may substitute material components for as many spells in spell levels. These spell levels are used up by the spells the caster chooses not to have a need for material components: the 3rd-level fireball's material components of a ball of bat guano and phosphorous can be substituted for three spell levels from this spell. Supply material component lasts until the last spell level of this spell is used up. They are cumulative with each other up to a maximum stack of 3 times the caster's level in spell levels. This spell may be used to supply the components for the future casting of this spell. Note: this spell does not actually create the material components but only supplies the energy and guidance usually supplied by material components. The material component for this spell is difficult to provide: for the first casting of this spell, the caster has to locate the very first spell book he owned which still exists somewhere, rip out the first spell located in the book, burn the pages, dissolve the ashes of the pages in acid, neutralise the ashes with chalk dust until a paste is produced. This paste has to be applied to a sapphire of no less than 5000 gp until the sapphire is completely covered. This is coated in clay. It then has to be burned in a kiln to rock hardness. In the casting, this "rock" has to crushed. For further castings, you need the second and further spells from the first spell book. If that spell book is used up, go to the next one, and so on... Yes, this spell rather quickly uses up those "unnecessary" spell books. Terror (Illusion/Phantasm) Range: 5 yards per level Components: V Duration: 1 round per 3 levels Casting Time: 3 Area of Effect: Special Saving Throw: Negates Author: Peter Gourlay This is an advanced form of fear. When terror is cast, an invisible ray shoots from the wizard's hand to the target, never missing. A new ray follows each round, unless the wizard undertakes another action. The victim must save versus spell with a -2 penalty or be affected as follows: creatures of 6 HD or less immediately die of fright; those of 6+1-8 HD collapse to the ground for 6 full turns in utter terror, refusing to notice any outside presence except a physical attack (if attacked they fight back in berserk fury); 8+1-10 HD creatures flee in panic for one round per level of the caster, automatically dropping whatever they were holding; creatures of 10+1 HD or greater flee in panic for one round per level of the caster but only have a 25% chance to drop what they were holding. The wizard can shoot forth one ray for every three levels he has obtained, rounded down. Only one ray can be issued per round. Undead and those creatures with protection against fear are also immune to terror. Tharos' Temporal Study (Alteration) Range: 1 foot Components: V, S, M Duration: Special Casting Time: 6 Area of Effect: Special Saving Throw: Special Author: Tharos When this spell is cast a magical door outline, only seen by the wizard, will appear one foot in front of the wizard. The wizard then may enter through the outline (the wizard is the only one able to enter the doorway). Once the wizard walks through the outline he will see a nice sized furnished room (20x20x20 feet). While in this room the wizard will be able to heal, re-memorise spells, sleep (safely), or do anything else he is normally able to do, with the exception of new spell study, or the casting of any other spells than healing spells. If an attempt to do this is made the room will explode, doing 30d20 HP of damage to the wizard. The wizard may stay in this room for 2 hours + 1 hour per level, but as soon as he leaves he will have been gone for only 1 second per hour spent in the room (for example, Murlock, a 24th-level wizard casts this spell and spends a whole day within the room, but when he leaves the room his companions state that he has been gone for exactly 24 seconds). If a wizard is still in the room when the spell's duration has come due, the wizard must make a saving throw at -5 or be hurled into the void (note: the wizard does age normally when in the room). The material component for this spell is 50 gp value of each of the following: diamonds, rubies, ivory and jade. Tonal Attack (Enchantment/Charm) Range: 60 feet per level Components: V, S Duration: 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: Special Author: Jim Vassilakos This spell causes a spellcasting creature to temporarily lose the knowledge of how to cast any spells unless a saving throw is made. Those fortunate enough to have made their saving throw must make an Intelligence check before casting each spell throughout the Attack's duration. Even those spells that the recipient does manage to cast are made as if they were cast by a wizard two levels lower with respect to spell effects. If the saving throw is failed, the material components are still expended. Troll Call (Conjuration/Summoning) Range: 40 yards Components: V, S Duration: 1 round per level Casting Time: 7 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell summons a number of fierce trolls to fight for the wizard in the manner of the other call spells. The wizard can summon either normal trolls (7 HD cost) or, at sixteenth level, two-headed trolls. The wizard can summon 1.5 HD per level, with all remainders being dropped. Only one type of troll can be summoned. Other types of trolls could be summoned, at the DM's discretion. Twilight's Dark Hand of Magic (Enchantment/Charm, Necromancy) Range: 10 yards per level Components: S, M Duration: 2 rounds per level Casting Time: 5 Area of Effect: One person Saving Throw: Negates Author: Robert A. Howard Twilight's dark hand of magic is a vastly more powerful form of the spells charm person and domination. Unlike the former spells, Elves and Half-Elves don't have any more resistance against the dark hand than anyone else. Like domination, the caster can control the person affected. Unlike any previous charm, the affected person can still cast spells, but only when the caster tells him to do so. With the saving throw, the victim gets an initial saving throw versus death magic, modified as below. He also gains another saving throw whenever the controlling spellcaster demands an action which would probably lead to the death of the victim, or to someone dearly loved by the victim. Modifications are as follows: Add the level, Intelligence, and Wisdom of both caster and victim together. Compare the two. If, after all modifications, the caster's total is equal to or lower than that of the victim, then the victim gains a bonus to his saving throw. Otherwise, the victim has a penalty. Total Saving throw difference bonus or penalty up to -9 +4 -8 to -6 +3 -5 to -3 +2 -2 to 0 +1 +1 to +3 +0 +4 to +7 -1 +8 to +11 -2 +12 or more -3 The victim also gains a Wisdom bonus, offset by the Wisdom bonus possessed by the caster - thus, if the caster has an 18 Wisdom and the victim has a 12 Wisdom, then that is a penalty of -4 to the saving throw, reflecting a struggle of wills. This spell can be made permanent, without any threat of loss to the caster's Constitution. The material component of this spell is a dark crystal. Tyvek's Forceshield (Enchantment) Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 hour Area of Effect: One shield Saving Throw: None Author: The Warlord of Heaven This spell temporarily (and rather destructively) transforms a normal shield into a magical shield with one plus per 4 caster levels. The caster can wield this shield mentally, thereby allowing him to use his hands to cast spells. It affects Armour Class as any other shield. When the duration ends, the shield vanishes forever (the real one too). Tyvek's Spell Interceptor (Alteration) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One 1-foot wide coin of force Saving Throw: None Author: The Warlord of Heaven This spell requires a platinum coin, hawk feathers, and a magnetized iron wing. This force coin will fly to intercept and stop any attack spell (fireball, lightning bolt, etc.). It flies at a rate of 36, with class B. If used to smack something it will inflict 3d8 damage and dispel itself. Tyvek's Temporary Inner Strength (Necromancy) Range: 0 Components: V, S, M Duration: 1 round per 3 levels Casting Time: 3 Area of Effect: Person touched Saving Throw: None Author: The Warlord of Heaven This spell requires a tiny iron heart sculpture, lion's blood, and holy water (or unholy water if your recipient is evil). Casting it will have the effect of bestowing 1d10 HP per 5 caster levels. Its short casting time and life saving potential mark it as Tyvek's possibly most useful spell. These phantom hit points take damage first, and can be used to revive a person at negative hit points to waking life. Note, however, that these hit points only stay until the end of the spell's duration. Uldark's Radiant Bolt (Conjuration/Summoning) Range: 100 yards + 5 yards per level Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: One creature per bolt Saving Throw: 1/2 Author: Allan J. Mikkola When this spell is cast, a small interdimensional connection opens between the quasi-elemental plane of radiance and the wizard's plane; through this opening, a 1 foot diameter glowing sphere appears and slowly hovers around the wizard. This sphere contains all colours of the spectrum; this sphere will last for 2 rounds per level of the wizard; if not used to its full potential at that time, the sphere dissipates. During any round which the sphere is in effect, the wizard may discharge a bolt of one colour of the spectrum; only one such attack may be made in a single round, and the sphere may discharge only one bolt per colour; once used, that colour disappears from the sphere. When all colours have been discharged, or when the duration expires, the sphere dissipates. Each bolt may affect one creature, and each colour has a unique composition as follows: Colour Composition Item Saving Throw versus red fire magical fire orange poison - yellow acid acid green gas - blue lightning lightning indigo cold cold violet force crushing blow All bolts do a like amount of damage: 1d6 HP + 2 HP per level of the wizard. A successful saving throw versus spell reduces the damage by half. If this saving throw fails, the victim's possessions must save versus the indicated composition (if applicable) or be destroyed. There is a chance that an extraplanar creature may enter through the opening whenever this spell is cast. The chance of this occurring is: 20% - 1% per level of the wizard (to a minimum of 1%). Any creature entering the wizard's plane will normally be hostile to the wizard. The material component for this spell is a crystal or glass prism; light is sent through the prism to create a spectrum when the spell is cast. The prism is consumed with the casting of the spell. Undead Army (Necromancy) Range: 360 yards Components: V, S Duration: 2 rounds per level Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell is a version of animate dead developed for immediate battlefield use. It animates corpses in the same manner as the 5th-level spell, but the magic only lasts for a limited time. Also, undead army is very quick, requiring only a single word and a gesture. Those animated resemble ghouls in all ways, including having 2 HD each. The wizard can animate one of these creatures for every two levels (round up). The ghouls created by this spell are unusually hard to turn: treat them as if they were wraiths. They cannot be commanded or disrupted (command results are ignored; disrupted results are treated as a turn). Valcon's Spectral Army (Illusion/Phantasm) Range: 200 yards Components: V, S, M Duration: Special Casting Time: 2 turns Area of Effect: Special Saving Throw: None Author: Valcon Using this spell, the wizard may create an army of semi-real humanoids; any type of humanoid may be chosen, but all soldiers must be of the same type. Because the army is somewhat real, they may not be disbelieved. The army is made up of one or more "units", each of which is comprised of 10 infantry soldiers. The wizard may create a number of units according to the following table: Level Number of Units 14-15 2 16-17 3 18-19 4 20+ 5 The army may appear anywhere within spell range as desired by the wizard. The army must not stray too far from the wizard; they may move up to a distance of 20 yards per level of the wizard. This spell will last until the wizard wishes it to end, or until all units of the army are destroyed; however, a single wizard may not have more than two of these spells in effect at any one time; any additional castings of the spell will fizzle and be wasted. Each unit always moves and attacks as a single entity; it will never split up, or act independently, as each unit is a single component of the illusion. The unit will have an Armour Class equal to 22 minus the wizard's level, and hit points equal to 2 times the wizard's level (i.e. a 16th-level wizard may create 3 units, each having an Armour Class of 6 and 32 HP). All hits on the unit count against the unit's hit point total; an individual soldier may not be destroyed, even if all hits are on a single target. Once the unit's hit point total is exceeded, all 10 soldiers in that unit are destroyed. Besides melee attacks, the army may be dispelled, although only one unit may be dispelled per dispel attempt. Each unit will be equipped with armour appropriate to their Armour Class, and will be armed according to what material components are used; the wizard may provide one or more weapons for every unit he creates; the units will then be armed with the corresponding weapon(s). Any number of weapons may be given to a single unit, and each unit may be equipped differently from the rest; the only stipulation is that the wizard must have the appropriate number of the desired weapons available when the spell is cast (in the case of missile weapons, the missiles themselves need not be used as a component; the missile weapon suffices in this case). Continuing the example of the 16th-level wizard, the wizard may elect to equip all 3 units with longswords only (at the cost of 3 longswords as a material component) or may wish to diversify by equipping one with long bows and short swords, one with spears, and the third with halberds; (at the cost of 1 each of a long bow, short sword, spear, and halberd as a material component). Since a unit always acts as a group, it may only make one or two attacks per round, unless equipped with a weapon that normally allows multiple attacks (i.e. a unit of long bow archers would receive 2 or 4 attacks per round). If the unit makes only one melee attack in a round, it will inflict 1d8 points of damage if successful; if two melee attacks are made, each will inflict 1d4 points of damage if a hit is scored; the amount of damage does not depend on the type of weapon used - all cause the same amount of damage. Missile attacks cause 1d4 points of damage if the minimum number of attacks are made, or 1d2 points of damage if the maximum number of attacks are conducted (i.e. a unit using long bows would do 1d4 points of damage per hit if two attacks are made, or 1d2 points of damage per hit if making 4 attacks). Hurled weapons are not allowed by this spell. Under no circumstances may these illusionary armies use any special attack or defense forms normally employed by their race (i.e. an illusionary army of trolls will not regenerate lost hit points). Strength, Dexterity, and similar bonuses also do not apply. In addition to the weapons required for material components, the wizard must also have a suit of armour (and a shield, if desired) that comprise the appropriate Armour Class for the units. One suit (and shield, if used) is sufficient for all units created by this spell. All material components are consumed when the spell ends. Veringen's Curse (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 turn Area of Effect: Saving Throw: None Author: Warlock's Cave <94test00@leicester.ac.uk> With the use of this spell, a wizard may summon a number of servants from a currently unknown location. This spell is rare due to the material component required. Each servant requires the presence of one tooth from an adult or older dragon. There is no limit to the number of creatures that may be summoned with each casting. It is important to know the type of dragon that the tooth originated from at the time of casting. The servants are 5+3 HD, have the Armour Class of the original dragon minus three, have two claw attacks for 1d6 damage each, have a breath weapon as their special attack, and move at MV 12; flight: 18 (C). The servants are 6-foot tall winged humanoid dragon creatures. The coloration is as the original dragon and the breath weapon (of the appropriate type) is 5d6, three times per day. "Servant" however, is a misleading title since only if the eye-teeth of the dragon are used and correctly named will the summoned beings serve the caster. In all other cases the procedure goes astray and the "servants" are uncontrollable and smitten with the unstoppable desire to slay the caster. This is where Veringen met his end: when attempting to alter the spell to work on any tooth from a dragon, he cast a double handful to the floor and was torn asunder by his creations. Servants speak the languages of the caster plus the original dragon type's. Additionally, opposing colour types (chromatic versus metallic) will attack each other wildly on sight. This spell continues giving descriptions of the sort of missions that will or won't be undertaken by the servant. A copy of this spell will be made available to anyone who can predict the exact restrictions. Water Survival (Alteration, Enchantment) Range: 5 yards per level Components: V, S Duration: 1 day per level Casting Time: 7 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This multi-purpose spell was developed for the exploration of the elemental plane of water. It requires only one word to bring into operation, so it can be cast underwater. The spell can take one of two forms, chosen at the time of casting: *Water breathing can be bestowed upon one creature per three levels of the wizard. *Water survival can be bestowed on a single creature. It includes: water breathing, free action for the purposes of underwater movement only, and a swimming speed of 18. As well, the beneficient receives a +2 bonus to all surprise rolls while underwater. Five levels are added to the caster's for the purpose of determining whether water survival is dispelled. Whale Call (Conjuration/Summoning) Range: 120 yards Components: V, S Duration: 2 rounds per level Casting Time: 7 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell is identical to the other call spells, except as detailed below. Up to 1.5 HD per level can be summoned. Wizard's Level Whale Summoned 14-15 narwhal (5-7 HD) 16-17 common whale (12-36 HD) 18+ killer (9-12 HD) Only one type of whale can be summoned, and all remainders are dropped. The whales can only be used in combat. Whisper's Helpful Portal (Alteration) Range: 60 yards Components: V, S, M Duration: Special Casting Time: 7 Area of Effect: 3x10 feet area Saving Throw: None Author: Robert Johan Enters This spell is an improvement of the teleport spell. Instead of opening an instantaneous conduit from one place to another, this spell creates a portal that stays open until the caster wills it away, it is dispelled or one creature per level of the caster has passed through. Note that to pass first one way, then back by the same creature counts as two passes. This spell allows the caster to flee to get help from the other side, or take a short breather on the other side before coming back. However, the portal manifests itself as a shimmering silver plane, and anyone who wants to can pass through as long as it is activated. Hence it is not a good way to flee from pursuit, as the pursuit can follow through the portal as well, since the caster has to concentrate for some ten seconds to close the portal. For success in anchoring the portal, the same rules apply as a regular teleport, thus caster beware, you might be in for a fall, or end up encased in stone. However, if the first one through runs into solids, that material will end up in front of the portal on the opened end (the portal replaces the volume attempting to pass with equal volume from the other side). Some DM discretion will be needed with the possibilities this poses. The material component is a small (3 inch) mithril rod, treated in such a way as to be easily broken. At the end of the spell casting, the caster breaks the rod, and the portal appears. Note that the rod does not disappear, but once broken cannot be reused for this spell. Whisper's Instant Demonic Guards (Conjuration) Range: 60 yards Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Robert Johan Enters This spell can only be used by a wizard who openly worships or works for one of the chaotic Dark Gods. The caster must have the symbol of that agency on his person. The caster loudly implores this deity's aid while the caster throws the symbol on the ground. The symbol is grasped by a taloned hand that reaches up from the ground (destroying tiles, flagstones or whatnot if necessary), and pulled down. Three seconds later, the ground explodes upward in one place per six levels of the caster. In these places demons rise. 50% chance of these demons are of type III, 25% type IV, 20% type V, 5% type VI. Note that the holy symbol taken by the demons, is not returned to the caster, since it is considered to be the material component for the spell. These demons will remain and fight for or protect the caster for one round per two caster levels, or until slain. Before the demons are slain (but when they are hurt in such a manner that one or two more attacks might kill them) they will request the caster that he release them so that they can flee to their own plain (so that they do not need to suffer the penalties demons face when slain on the prime material). For every demon refused such release and subsequently slain, there is a cumulative 5% chance that the next batch of demons summoned by this spell is sent to punish the caster rather than help him. After such a punishment, this chance is reduced to 0% again, and the cycle begins anew. DM nastiness is expected on this matter. The demons might overstate the extend of their injuries to escape further humiliating servitude, when asking for early release, etc. Note that ground must be available within the area of effect. This spell will not work on a ship for example, although the solid stone floor of a higher level in a building (or lower level of a dungeon) will be enough to let the spell take effect. Whisper's Legion of Doom (Necromancy) Range: 60 yards Components: V, S, M Duration: 6 turns + 1 turn per level Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Robert Johan Enters This is an improved version of the animate dead type spells. It will animate up to twice the caster's level Hit Dice of undead within a 60 yard radius. These undead have full hit points and be imbued with some of the Intelligence of the caster. While the spell is in effect, or as long as any of the undead remain, the caster's Intelligence will be lowered by one point. Note that this might make the caster unable to cast high level spells after this spell is cast. I.e., a wizard with Intelligence 16, will not be able to cast 8th-level spells while this spell is in effect. The Intelligence of these undead allows them to use weapons to effect, i.e., not just 1d6 but by weapon type for skeletons. The undead can use armour, bows, etc. Still, only zombies or skeletons can be made with this spell. The material component is a piece of bone from a lich. Whisper's Mass Teleport (Alteration) Range: 0 Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: One yard per level radius Saving Throw: Special Author: Robert Johan Enters This spell is an improvement of the teleport spell, not in the accuracy of the spell, like teleport without error, but rather in the amount of stuff the caster is able to take with him. The caster is able to teleport all beings and items within the area of effect to a location, under the same rules for safe arrival as the 5th-level teleport spell. Unwilling targets receive a saving throw to remain where they are. The caster can specify which beings or items inside the area of effect are and are not teleported, however items held by someone else are subject to a saving throw by the holder of that object to negate its transport if the holder does not want the item teleported. If a spellcaster does not have the teleport without error spell in his repertoire, this spell is known to have been used by the caster standing on a table. Should a low arrival be rolled for, the table will be embedded in the ground, but the caster will be safe. Whisper's Minor Rune of Protection versus Spells (Abjuration) Range: 0 Components: V, S Duration: 1 day per level Casting Time: 4 turns Area of Effect: One creature Saving Throw: None Author: Robert Johan Enters This spell brings into being a yellow glowing rune on the target creature. The rune bestows the benefit of a minor globe of invulnerability. For more information on runes, see Whisper's rune of protection versus weapons. Whisper's Protection from Detection (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 turns Area of Effect: Up to 40-foot per level cube Saving Throw: None Author: Robert Johan Enters When casting this spell, the caster must stake out the area to be protected with an unbroken trail of diamond dust and lit black candles, which are the material components for the spell. The spell will last only as long as all the candles are burning. One must be placed at every ten foot interval, and the candles can be as large as the caster can get his hands on (for duration). While the spell is in effect, no form of magic or psionics can enter the area. Thus, it is impossible to teleport inside, scry, detect or whatever. Astral or etherial bodies cannot enter or see into the area, dreams (sent by dreamers, psionicists or spell throwers) cannot enter either. As far as any magical effects are concerned the area is simply not there. Although primarily designed to ward against unwanted intrusions of any kind, and protect those in the area from any unwanted detections, peeking, or spying, the spell will also stop the effects of other spells from entering the boundary. Thus, a fireball cast at the protected area will simply vanish where the boundary starts, if already exploded, and the magical fire will not form in or cross the barrier. Summoned monsters cannot enter and gates will not form. However, in combat situations, a small wind or the hand of a creature needs but to extinguish one candle, and the entire spell collapses immediately. Whisper's Super Wizard (Alteration) Range: 0 Components: V, M Duration: 2 rounds per level Casting Time: 3 Area of Effect: The caster Saving Throw: None Author: Robert Johan Enters By means of this spell, a very special form of haste is put on the caster. The caster's casting times are halved, and the caster can cast up to two spells per combat round (if the casting times allow). Whisper's Tap Magic (Conjuration/Summoning, Wild Magic) Range: 0 Components: V, S Duration: Special Casting Time: 7 Area of Effect: The caster Saving Throw: Special Author: Robert Johan Enters This unpredictable spell attempts to tap energy from the magical plane that surrounds everything directly, and harness that surge in a manner that is beneficial to the wizard. The wizard can attempt to keep the gate open for one round per three levels of experience, however, the gate is highly unstable, and the following roll will decide for how many rounds the gate will be opened: D10 Roll Number of Rounds Open 1-2 two rounds less 3-4 one round less 5-6 as attempted 7-8 one round longer 9-0 two rounds longer For every round the gate is open, the wizard regains a previously cast spell of a random level (roll 1d8; no 9th-level spell can be regained this way). However, the energies surging into the wizard's body, may do the wizard harm. For every spell regained, the wizard must make an unmodified saving throw versus breath weapon (dual classed or multi-classed characters must roll against their wizard level for this, even if they would gain a better saving throw from one of their other classes). If the saving throw fails, the wizard will get damaged for one hit point per level of the regained spell. Also, there is only a 50% + twice the caster's level chance of opening the gate this successfully. If the wizard fails this percentage check, then a wild surge will occur. Check the wild surge tables of your liking, or if you do not have any, roll on the table for the wand of wonder for what effect occurs in stead of this spell. Wind Tunnel (Alteration) Range: 0 Components: V, M Duration: 1d10 rounds + 1 round per level Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Jim Vassilakos By use of this spell, the wizard creates a cylindrical tunnel of wind ten feet directly in front of the wizard, ten feet in diameter, and stretching 10 feet per level in length. As long as the wizard maintains concentration on the spell, the tunnel's primary section will be under the wizard's control. Once concentration is broken, however, it cannot be retained, and the tunnel will move and grow in a random fashion for the spell's duration, which cannot be shortened. The tunnel is capable of moving 10 feet per round and growing at both ends at the same rate. If it splits into parts due to this movement, it will grow at all loose ends for the duration of the spell. The wizard and designated friends may pass through the controlled tunnel unscathed. Others, however, must make Strength checks to avoid being pulled into the tunnel, make melee attacks at -2, and may take a point of damage per round from loose sand, dirt, or pebbles. While in the tunnel, missile and hurled attacks are made at -5. Such attacks through the tunnel "skin" are next to impossible. Note that the wizard may walk, communicate non-verbally, and still maintain control, however if the wizard is hit or distracted, then control is lost. The material component for this spell is a fan. Winthrop's Undead Summoning VI (Conjuration/Summoning, Necromancy) Range: 30 yards Components: V, S, M Duration: 5 rounds + 1 round per level Casting Time: 6 Area of Effect: Special Saving Throw: None Author: Al Singleton (Isaac Winthrop) This spell is akin to any one of the monster summoning spells. Any one of the following undead may be chosen to be summoned: 2d6 skeletons, 2d4 zombies, 2d4 ghouls, 1d6+1 shadows, 1d6+1 wights, 1d4+1 ghasts, 1d4 wraiths, 1d3 mummies, 1d2 spectres, 1d2 apparitions, one ghost or one vampire. The undead appear at the end of the casting and fight to the best of their ability until slain, the duration expires, they are released, or they are further than 30 yards from the caster (the caster may not intentionally move out of range, nor may the undead for they are not free-willed while under the spell). At such time, they return to their point of origination. The material component is a lit candle inside a small bag. Wolldin's Fearstalker (Illusion/Phantasm) Range: 10 yards per level Components: V, S Duration: Special Casting Time: 7 Area of Effect: One creature Saving Throw: Special Author: Wolldin This spell creates an illusionary creature in the mind of its victim much the same as a phantasmal killer. The fearstalker appears as a shadowy creature of a vaguely humanoid shape (only the victim and the wizard can see the creature). Once cast, the fearstalker will tirelessly pursue its target; if the victim does not succeed in making a disbelieve check (this intent must be specifically stated) it will be attacked by the fearstalker. The fearstalker has a movement rate of 24, has Hit Dice equal to half the wizard's level (rounded down), has 2 attacks (2d6/2d6), and can be hit only by +1 or better weapons. It is immune to charms and other mind-affecting spells, but is susceptible to most other spells and magic attacks. Once the battle has been joined, nothing short of the death of one of the combatants will end it. Rendering the victim unconscious will not help, as the fearstalker will enter the target's dreams and the battle will continue normally. If the caster of the spell is slain or rendered unconscious, the current battle will continue normally, but the fearstalker will not be able to return at a later time (see below). If the victim of this spell is reduced to 0 HP by the fearstalker, he must make a systems shock roll; if this roll fails, the victim dies and the spell ends; if it succeeds, the target only believes he has died and falls into a coma for 2d12 hours. Only heal or wish will rouse the victim from this coma. If the target reduces the fearstalker to 0 HP, it will vanish instantly. However, in this case, the fearstalker is not actually destroyed; it will reappear in 4d6 hours (at full strength) to again attack its victim (the fearstalker is not able to return if the wizard has been slain, or if he was unconscious at the time of the fearstalker's defeat in the previous battle). The only way to permanently end this spell (short of the victim's death) is to make a successful disbelieve check. The victim is allowed one such roll each time the fearstalker returns after being defeated, as well as when the spell is first cast. This disbelieve check has the same modifiers applied to it as for the phantasmal killer spell. The wearer of a helm of telepathy may not turn the fearstalker upon the wizard. If the victim is asleep or otherwise unconscious when the fearstalker returns, the battle will take place in the target's dreams, and the disbelieve check is made with a -2 penalty. Zandare's Twist (Alteration, Enchantment) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 7 Area of Effect: Special Saving Throw: Negates Author: Johnny Lydon By means of this spell, the wizard changes the target creature, effectively, inside out. The organs are outside the body and the skin is inside. DMs: insert your own really graphic descriptions here... The wizard must have a small leather pouch for the casting. At the end of the casting, the wizard thrusts his hand into the bag and violently pulls the bag inside out. Now the target is either painfully turned inside out, or the wizard looks like a total fool. The spell affects one medium size creature or two small creatures. Large creatures receive a +3 to their saving throw. Note that clothing, armour, etc. are in the inside also. Zildjian's Improved Mnemonic Enhancer (Alteration) Range: 0 Components: V, S, M Duration: 1 day Casting Time: 5 rounds Area of Effect: The caster Saving Throw: None Author: Joe Colleran This spell is much like the 4th-level Rary's mnemonic enhancer, except that the magic-user is able to memorise, or retain the memory of, up to seven additional spell levels (seven 1st-level spells, or one 1st- and three 2nd-level spells, etc.). Zildjian's Spellnet (Alteration) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: Special Area of Effect: The caster or one creature Saving Throw: Special Author: Joe Colleran Zildjian's spellnet allows the magic-user to prepare a selection of spells able to be cast at a moment's notice. The casting of the spell creates a non-dimensional energy-space field, in which spells may be held until needed. The caster then places any spells into the spellnet he wishes to store by casting the entire spell except for saying the last word. All material components are consumed at the time of placing the spell in the spellnet. When the magic-user desires to call up spells stored in the spellnet, he merely completes the final verbal components of the spell. This action has an initiative modifier ("casting time") of only 1, no matter which spell is being called up. Unlike normal spellcasting which may be disrupted if the spellcaster is attacked, calling up spells out of the spellnet is possible in all situations where activating a magic item by a command word would be possible. The wizard Zildjian specifically designed this feature to be the bane of the organized "hit the magic-user before he can cast a spell" type of fighters. Magical silence will stop the use of the spell, but a vocalize spell will allow the spells to be called up via somatic components rather than the final verbal ones. The maximum number of spell levels that a caster may place in Zildjian's spellnet is equal to his level as a wizard (for example, a 14th-level wizard could place two 5th-level spells and one 4th-level spell in the spellnet, or two 7th-level spells, or any other combination that does not exceed his level). The initial casting of the spell takes one hour plus the casting times of the individual spells to be entered. The spellnet and stored spells then last in the non-dimensional energy field for 1 day per level of the caster. After this time limit, the spellnet begins to decay and by the end of the last day will be completely gone along with all remaining spells held in it. The spellnet may be restored at any time prior to the last day by casting of another spellnet to "recharge" it. This "recharging" takes only one turn, rather than the one hour needed to create it. During the "recharging" new spells may be added to replace any lost spells, up to the maximum stated above. This is the only time that replacement spells may be added or spell selection in the spellnet changed. Spells held in the spellnet are considered cast for purposes of memorisation of new spells, thus a temporary increase in the amount of spells available is possible. Certain other spells, magic items and conditions may cause interference with Zildjian's spellnet. First, no two spellnets may be up at the same time on the same wizard. If the wizard attempts to put a second spellnet up on himself, both are destroyed, the wizard loses all memorised spells for the day and is stunned for 1d4 rounds. Should one wizard attempt to cast a second spellnet on another wizard as an attack, then both wizards must save versus spell at -4 or each will be affected as above. If the saving throw is made, the second spellnet is destroyed. The spellnet and a mnemonic enhancer cannot be active on the same magic-user at the same time. The spellnet is destroyed if cast on a magic-user with a mnemonic enhancer up or if a mnemonic enhancer or a lucubration is cast on a magic-user with Zildjian's spellnet up. Forget, feeblemind, confusion, insanity or psionics may cause the wizard not to remember which spells are in the spellnet, but do not directly affect it. A successful magic jar or other type of possession causes instant decay of the spell, as the spellnet requires that the mind reside in the body of the spellcaster. Dispel magic, holy word, Mordenkainen's disjunction or passing through an anti-magic shell will cause the instant decay of the spellnet, unless it is immediately recharged as per the method given above. The spellnet will not function in any area where a non-dimensional or extra-dimensional space will not function (i.e. the astral plane, or in the area created by a rope trick, Mordenkainen's magnificent mansion, major ward, prismatic sphere or cube of force), but it is not destroyed by the area and can be accessed again once the area is left, unless the duration has expired. The spellnet will be destroyed by the wearing or using of a ring of spell storing, ring of wizardry, rod of absorption (casting spells only, absorption causes no problems), helm of teleportation (refreshing memory option), purple ioun stone (spell storing one), pearl of power, robe of powerlessness, or in general any other memory enhancing or spell storing item or spell. Finally, should the caster be so foolish as to climb inside a bag of holding, bag of devouring, or portable hole with a spellnet up, a terrible thing will happen. The caster will be affected as is normal for the placing of an extra-dimensional space in a non-dimensional space. Specifically, if the caster is in a bag of holding, the effects will be as if the caster is a portable hole (i.e.: a gate to another plane). And vice-versa, if the caster climbs in a portable hole (i.e. a rift to the astral plane). The material components for this spell are a sheet of vellum suitable for inscribing magical spells, an ounce of squid ink, again suitable for inscribing spells, a pinch of diamond dust and an optional small crystal. All are consumed upon the creation or recharging of the spellnet, except for the crystal which remains and glows in proportion to the remaining duration of the spellnet.