Ninth-Level Spells Animate Dead III (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 II allows the wizard to create undead up to 1/3 of his level in Hit Dice. Otherwise it is identical to animate dead II. Animate Golem (Alteration, Invocation) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: Inanimate golem touched Saving Throw: None Author: Kris With this spell, a wizard can create one golem. The construction of a golem is a long process and additional spells are required to fully animate the golem, but this spell can replace the wish spell in the process. The component is the golem to be animated and some gorgon blood. Anti-Gravity (Alteration, Enchantment) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 9 hours per 10-foot cube Area of Effect: 10-foot cube per level or special Saving Throw: Negates Author: Kai Rottenbacher This spell reduces the effect of gravity to absolute zero in the area of effect thus causing anything to effectively float with no weight (note the mass still exists (while a vault door weighs nothing it still can crush someone who has the unfortunate luck of being between it and its door frame)). It can be lain on an area without a focusing object but in that case it is limited to the area of effect noted above. If a focusing object is used the casting time changes to 1 hour per 10 feet per level per side cube. The focusing object is not destroyed in the casting but if it is ever moved from its place or even touched by the caster after the enchantment is placed the spell fails immediately. Once the spell is in effect anything within the area of effect of one 10-foot cube per level can be moved almost without effort (unless it is very large). If the spell is focused on an object then the object is within the centre of the cube. This cube then measures 10 feet per level per side (an 18th-level wizard creates a 180-foot cube). The material component (even without the focusing object) is a hollow diamond which has a perfectly round hollow inside without having any hinges. This diamond must have cost a least 10,000 gp before being hollowed out. The focusing object (if it is used) has to be a completely priceless object which is absolutely unique such as the largest gem ever found on the planet, the complete and untarnished set of platinum teeth of the poorest man ever to have lived on the planet or something likewise illogical or (almost) impossible (as the DM desires for that special case). Balefire (Alteration) Range: 30 yards Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: Up to 2 feet wide and 20 feet long cone Saving Throw: None Author: Robert A. Howard Balefire is a very nasty spell. The caster must roll to hit the subject, using only Dexterity-related bonuses to Armour Class - armour does not affect the chances of being hit. A being or object hit ceases to exist. Moreover, the being or object hit, after being hit, didn't even exist before he or it was hit. Thus, actions taken by a person hit by Balefire are reversed - people slain are brought back to life, etc. The area of effect vaguely resembles a sword or broom, and can be swept along to cause even more damage. Bind Helms (Alteration, Invocation) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 10 turns per maximum SR per helm (as per spellcaster) Area of Effect: One helm per five levels Saving Throw: None Author: Kai Rottenbacher This spell binds one spelljamming helm of any kind together with another helm in such a way that they work together on the same ship. This is quite a dangerous process as all helms have to make their saving throws versus magical fire if they are bound together in such a way. If even one fails, they all explode in a 100-foot radius per helm; anything within a distance of 50 feet per exploding helm is destroyed including characters unless they have magic resistance or a scarab of protection; in that case they automatically make their saving throws. Outside those 50 feet per exploding helm everything takes 10d20 per helm and they gain a saving throw versus spell; the damage dealt is fire damage; thus, it would be possible to further reduce the damage with fire resistance. If the spell works, all helms work at once on the same ship and each one can be manned. This allows for some incredible speed for these spelljamming ships or some quite astonishing sizes as all can pull their load of either 50 or 100 tons. This spell is needed for the creation of a Grand Helm as one that is used on a Quad of Thay. The material components are the sacrifice of one person per helm to be linked to be linked per Rary's mindlink with each other (they can be resurrected afterwards) plus one diamond, ruby, sapphire, emerald, and topaz each no less than 10,000 gp worth per helm to be linked plus one chain of no less than one mile length made from mithril (thickness doesn't matter) of no less than 25,000 gp worth to be tied around the helms to be linked. Bone Shatter (Evocation) Range: 0 Components: V, S, M Duration: 1 round per 5 levels Casting Time: 9 Area of Effect: Creature touched Saving Throw: Special Author: Allan J. Mikkola This is a more powerful version of the 5th-level bone splinter. It is identical to that spell except that is has a +3 to-hit bonus and causes a serious compound fracture when a hit is scored in melee, with the following results: Place Modifier Effects head -8 major skull fracture: save versus spell or die; else suffer 4d8 points of damage arm* -4 major broken arm: arm is totally useless; it cannot be used to attack or defend with leg* -4 major broken leg: leg is totally useless; movement is half normal ribs -4 broken rib: loss of 1d6 Constitution points and 2d8 points of damage spine** -8 severed vertebrae: save versus spell or die; else paralysed until healed or cured pelvis -4 major hip fracture: -6 to Dexterity when using legs; movement rate is at one quarter of normal; suffer 3d8 points of damage * If attacking from the side, only the nearest appendage may be targeted. ** The spine may only be targeted if attacking from the rear. Cure critical wounds is required to heal one of these effects (except for paralysis, which must be cured by normal means) as long as the victim is still alive, and a heal spell will fully restore a living victim to full health. The material components for this spell are an intact bone of at least a foot in length, and a large metal hammer which are consumed when the spell is cast. Celestarion's Barrier of Blackwhite (Abjuration, Necromancy) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 2 rounds Area of Effect: 10-foot radius sphere Saving Throw: Special Author: Celestarion This spell was created by Celestarion to be his ultimate form of protection. Whether it is or is not is left up to the individual wizard, but nonetheless it is a powerful spell. When cast, a sphere of swirling black and white light appears to surround the wizard and all those close to him. The barrier has all of the following effects: * It prevents any spells going through it. What happens is that the spell energy is drawn into the top of the sphere. * The lighting effects of the sphere prevent anyone from seeing through it, although those on the inside can see out. This results in a -4 to-hit penalty. * All magic within the sphere is unaffected. Spells cannot be cast out of it, but can be cast within it. * No living being can pass through the sphere unless a saving throw versus spell is made with a -6 penalty. If they fail their saving throw, they are simply unable to pass through. * No magic items of any sort can pass through. * Normal physical objects can pass through, as can psionic attacks. * If the barrier is not hit by a spell or a magic item or any psionic discipline, then the barrier needs energy. It draws 2d4 of the wizard's hit points for every round that it isn't hit. Should the wizard's hit points go below 10% of their maximum, he starts to lose one level per round. The spell continues for as long as his initial level in rounds. When he has lost half his levels, then he starts to lose 1 Intelligence point per round until the spell ends. * The wizard cannot voluntarily end the spell. Hit point and level losses are temporary and return at the rate of one per turn each, but Intelligence losses are permanent. These effects can be avoided if the wizard himself casts a spell at the barrier. He cannot dispel it when he wishes, however. The material components of this spell are one star sapphire, and one black star opal of at least 20,000 gp value each. Both are lost in the casting. Celestarion's Total Blast (Evocation, Necromancy) Range: 240 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: One creature per object Saving Throw: Special Author: Celestarion This spell was designed as a last line of defense by Celestarion for use when all else failed. It is nothing less than a 9th-level blast of totally destructive energy. Upon casting, the following things happen, in the sequence given. 1. A blast of scintillating energy erupts from the wizard's hands and strikes the target. 2. The target has to make a saving throw versus spell at -6. This spell also causes magic resistance rolls to be made at -30%. 3. Failure of the saving throw totally disintegrates the target. 4. Success of the saving throw means the target takes 10d20 points of damage and, if still alive, is stunned for 1d4 turns. 5. The wizard, regardless of spell effects, automatically loses one level permanently, and must make a saving throw versus spell. Failure indicates instant death, with only a wish being able to bring him back. Success results in losing 1d100 of his remaining spell levels, randomly chosen, and being unconscious for 1d4 rounds. The material component of this spell is an ioun stone, which is lost in the casting. Chaos Environment (Alteration, Wild Magic) Range: 10 yards per level Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Unknown This spell is similar to the 4th-level chaos vision. However, rather than producing an illusion as chaos vision does, this spell produces a very real effect. The ground constantly rolls and twists, and objects from the wizard's mind appear and disappear. All creatures and objects in the chaos environment are constantly polymorphing, once each round. Note that creatures polymorphed will need to save versus spell each round to keep their former identity and not take on a new one. All creatures and objects will polymorph back to their original form upon leaving the area of effect. A person entering this environment had best carried nothing with him or risks losing it as he turns into some form which might not be able to carry it. People have to make system shock rolls every turn, for the stresses will tear even the mightiest hero apart, given time. All damage from being crushed, attacked, and otherwise affected by the spell is real, caused by real creatures and environmental changes in the area. A general rule of thumb for damage caused by the constant changes in the environment is 1d6 hit points per round. However, DMs are encouraged to devise specific environmental changes, and apply damage as appropriate. The material component of this spell is a wild magic region, which is consumed by the spell. The area of effect fills the area previously formed by the wild magic area. The duration of the chaos environment is the duration remaining on the wildzone which created the wild magic region used. Charm Man V (Enchantment/Charm) Range: 16 feet Components: V, S Duration: 1d12+4 turns Casting Time: 1 Area of Effect: 1d12 men per level of 8 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 7th-level spell charm man IV (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 Great Intoxication (Alteration, Evocation) Range: 100 yards Components: V, S, M Duration: 2 turns per level Casting Time: 1 round Area of Effect: One 60-foot cube Saving Throw: None Author: Ronald Jones (Greymoon) This spell is similar to the 5th-level cloudkill. It will create a large blue and pink billowing and churning cloud. The cloud will move away from the caster at a rate of 10 feet per round. The cloud will move along the ground at the caster's direction. A light wind will not affect the movement of the cloud as long as the wizard is concentrating on the spell. A medium strength wind will slow or change the direction of the cloud no more than one foot per round in any direction as long as the wizard concentrates on the spell. A strong wind will disperse the cloud after 5 rounds, unless the caster makes a successful Intelligence check to keep the cloud together and under control. A very strong wind will disperse the cloud after 2 rounds, but if a saving throw is made, the cloud remains, but the caster cannot control the spell for that round. The caster must be spending all his concentration on keeping the spell active. Heavy vegetation will slow the cloud to one half speed but will not cause it to disperse. All creatures enveloped by the cloud are affected. All such creatures are put into an alcoholic coma unless they make a saving throw versus poison (see the Net Alcohol Guide for more information). A successful saving throw means the creatures become greatly intoxicated. Any creature over 10+1 HD or higher may save versus poison at +2. For each round spent in the cloud, a creature must save versus poison or become comatose. For each round beyond two spent in the cloud any creature or character must save at a cumulative -1 per round, and after four rounds magic resistance is reduced by 5% per round spent enveloped by the cloud. The power of this spell is such that even creatures or persons immune to the effects of alcohol, magical or otherwise, are affected by this spell after five rounds. There are no racial or weight modifiers to this spell (see the Net Alcohol Guide; it is recommended that DMs use the optional drunk disposition rule for cases of great intoxication). The effects of this spell are such that it extends the time needed to recover from a state of intoxication. For someone who became comatose, add 10 hours to the recovery time. Once the state of great intoxication has been reached, it takes an additional 6 hours to recover. Once someone has moved to moderate intoxication, it takes an additional 5 hours to reach a state of slight intoxication. It takes an extra 2 hours to return to normal. Using stimulants to speed recovery is possible, but if the Constitution check is failed, add another thirty minutes to the recover time of to this stage of intoxication. Magical stimulants can be used with no ill effect. The spell also extends the time needed to recover from a hangover by 2d6 hours and makes the effect of the hangover twice as severe. Obviously, this is a potent spell which in the right hands could waylay a small army. The DM must be wary of how this potent magic is used. The material components for this spell are some dried grape skins or a sprinkling of the best hops, which must both come from a once-in-a-century harvest. The third and most important component of this spell is the blue breath of a content alcohol dragon, without which this spell will not work. Coalthirst's Universal Mindbender (Enchantment/Charm) Range: 5 yards Components: V, S, M Duration: Permanent Casting Time: 1 day Area of Effect: One creature Saving Throw: Special Author: Tim Olivas Using this spell, a high-level wizard can rewrite a creature's entire personality. All the subject's memories, mannerisms, preferences, beliefs, allegiances, and behaviour can be changed to fit the wizard's specifications. A rampaging giant could be made into a music loving pacifist, a virtuous knight into a cowardly libertine, a demented killer into a law abiding citizen - and vice versa. There are limits on what the spell can accomplish. It cannot make subjects wiser, more intelligent, or more charismatic, though it can make them act more cautiously, thoughtfully, or pleasantly. It can also make subjects act more foolish, like feeblemind. The spell cannot bestow new skills or improve existing skills: class and level cannot be altered. However, it could make a fighter think like a thief, or make a wizard believe he is a priest. Furthermore, it will not function on creatures immune to enchantment/charm spells, including but not limited to golems, spirits, mindless creatures, and the undead. To cast the spell, the wizard must be alone in a quiet, secure place with the subject, who must be physically restrained, magically held or charmed, or be cooperating with or unaware of the caster's goal in casting the mindbender. The caster burns rare incenses and draws arcane symbols on the subject with alchemical ointments - these components must cost at least 1000 gp, and greater amounts may be required for unusually large subjects, at the DM's discretion. Then the caster enters the subject's mind through a powerful telepathic link, and over the course of 24 hours, edits it. This ritual drains the wizard's energies, and for the next three days he is unable to cast any spells above fifth level. At the completion of the ritual, the subject receives a saving throw versus spell at -4, subject to all other adjustments including Wisdom, specialization, and malisions or mind fog. Magic resistance also applies, as do the racial bonuses and immunities of elves, half-elves, dwarves, gnomes, and halflings. If the saving throw is failed, the subject's alignment and personality are permanently changed, and only a second application of the mindbender is sure to restore the old. A wish or restoration have only a 50% chance of succeeding, and the personality change cannot be dispelled, though subjects do radiate enchantment magic to appropriate detection spells and can be fended off by protection spells. If the saving throw succeeds, the subject may eventually throw off the spell's effect. The spell's effects last as long as a charm monster (Player's Handbook, page 154) automatically. After that, any time the spell would cause the subject to act contrary to his former nature, he immediately receives a new saving throw, without the -4 adjustment, to regain his old personality. Note that once the ritual is over, the wizard cannot again alter the subject's personality. The new personality is set, and if the subject throws off the enchantment, he cannot again be affected by a mindbender from that particular wizard. Within the constraints noted above, the wizard can create whatever new personality he chooses. Amnesia can be induced, new backgrounds invented. The subject's emotional responses, his loves, hates, and fears, can be chosen. The subject can be made fanatically loyal to the wizard, homicidal, suicidal, or genial, contented, and charitable. Because it seems to deprive subjects of their free will, use of mindbender is an ethical dilemma for many good magicians, though most agree it is a humane alternative to imprisonment or death. Less scrupulous magicians find mindbender a most potent tool. Coradon's Conflagration (Invocation/Evocation) Range: 150 yards Components: V, S, M Duration: 4 rounds Casting Time: 9 Area of Effect: Special Saving Throw: 1/2 Author: Allan J. Mikkola This spell causes a fiery explosion similar to that of a fireball, but with a smaller radius (initially a 20-foot radius sphere). However, the flames caused by this spell will continue to burn for 4 rounds (the initial round, plus 3 additional rounds). The damage inflicted on victims inside the area of effect, the bonus to the victim's saving throw, and the radius of the flames vary according to how long the flames have been burning, as follows: Round Damage Radius Saving Throw Bonus 1 8d8 20 foot 0 2 4d8 15 foot +1 3 2d8 10 foot +2 4 1d8 5 foot +3 Damage suffered is cumulative from one round to the next, but the saving throw bonus is not. Anyone who makes a successful saving throw takes only half damage that round, and automatically saves on any subsequent rounds; those who fail their saving throws suffer full damage, and must have all their possessions save versus magical fire to avoid destruction. If anyone leaves the area of effect and returns later, a new saving throw must be made, even if the previous one was successful. The conflagration may, or may not conform to a confined space, at the wizard's discretion. Apart from the changes mentioned above, the conflagration otherwise acts like a fireball. The material components for this spell are the heart of a red dragon, and a powdered diamond worth at least 600 gp. Create Battlement (Conjuration/Summoning) Range: 10 feet per level Components: V, S, M Duration: 1 day per level Casting Time: Special Area of Effect: One 10-foot per 3 levels per side cube in any shape desired Saving Throw: None Author: Kai Rottenbacher This spell is somewhat of an anomaly in the series of create room spells as it also creates the exterior of the room. It creates a complete tower including battlements if desired. This tower is created from a cube with a side length of 10 feet per 3 levels of the caster: an 18th-level wizard could create a tower from a 60-foot cube. Thus, this wizard could, theoretically, create a 180-foot high tower with a base of almost 35 feet square. This would obviously a very unstable tower, thus the normal rule is: the base has to be at least a square of 1/3 the height of the tower. Thus, in our case the wizard could create a tower of approximately 40 feet square up to 120 feet high. The walls of this tower are made from adamantine and require 2 points of structural damage per level to get a breach in a 10x10 feet section and an additional 3 points per level to collapse a 10x10 feet section completely. The walls are up to 1 inch per level thick. The tower can be made to collapse if one levels loses more than 1/3 of its structural points or if more than 3 levels lose more than one tenth of their structural points. Anything in the tower at that time will most certainly be crushed (unless absolutely immune to magical, +5, metal). The tower can have up to one door per 10 full levels of the caster. The number of floors will be determined by the height of the tower with up to a maximum of one floor per 10 (partial) feet height. This is also one of the room spells which are obviously used for combat purposes so they don't vanish if used for combat. The tower still cannot be sold - in that case the whole tower vanishes in a puff of smoke. It contains one full battlement with merlons, one small ballista per 5 full levels, one shot for each ballista per level, one light catapult per 10 full levels, one shot per catapult per 2 levels, one large siege pot of oil or lead including fire for heating and the lifting mechanism, 10 arrow slits per level, up to 1000 square feet of interior walls per level (not including the floor and ceiling area), and up to one iron bound wooden door per level in the interior, whereas the external doors are full adamantine doors with over 20 structural points each. The doors are magically sealed with wizard looks which open either to a special command word or by the caster's desires. In addition, they can be locked normally with the internal locks of masterful quality (- 75% to lockpicking chances). The tower is in itself non-magical. Thus, it cannot be collapsed with the normal use of an anti-magic shell (unless the shell is laid directly on the targeting point of the spell). Mordenkainen's disjunction has either its chance against an artifact to destroy it or its chance to dispel it, whichever is lower. Dispel magic will only work if the caster himself casts it on the targeting point of the spell. The material components are one large solid cube of pure adamantine of 3 inches per level per side length. Into this cube have to be merged (with no space between them) one diamond per floor level desired inside (of no less than 10,000 gp each). The metal should cost no less than 1000 gp per inch side length (an 18th-level caster has a cube with 54 inches per side length (4'6", which is more than a cubic yard of metal weighing a lot more than 20 tons), which makes 54,000 gp for the cube and at least 10,000 gp for at least one floor. This component can be used during preparation, but the spell has to be cast during the following 1 month per level time. If not cast during this time, the material component is used up completely. As this spell is memorised, it can be dropped for another spell, but the material component used in preparation is still lost. If the material component is used during the preparation, the casting time is only 2 rounds, otherwise it is 3 turns. The block of adamantine is the targeting point of the spell. It will always be found at the base in the centre of the created tower. It will be teleported there even if the caster does not know the teleport spell. It will not teleport across planes unless a direct link to the caster exists at the time. Curse of Undeath (Necromancy) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher This spell causes a creature which fails a saving throw versus death magic to be under a horrible curse. The creature will live a normal life until it dies (whether of natural causes or unnaturally does not matter). Then, the creature is transformed into an undead creature of the caster's specifications (within special limits). This does not happen until the night after the creature's death. The creature can be a creature having up to the maximum of half the caster's Hit Dice and it may be any kind of undead up to and including a ghost (note: it is not possible to create a lich or special undead via this spell). The creature is completely under the caster's control if it fails a saving throw versus spell against each and every one of his controlling attempts. Once the creature has succeeded at one saving throw per caster level, it is completely free from the caster's control and it knows who tried to control it and it bears an everlasting hatred against the caster. The caster can make use of its senses even if he is on another plane (note: this is not possible if the caster is feebleminded, disminded or otherwise not in control of his body or mind). The creature can be cured with a remove curse, an atonement, and a heal before it dies, all cast with the explicit purpose to remove this spell. Once the spell is in effect, and the creature dies, only the immediate blessing of the slain body can prevent the transformation to undeath. Note: a resurrection is possible, but if it is not done before the next nightfall, the creature will transform into an undead being. Once the creature is transformed, it cannot be saved, unless a god reverses the situation directly (not by sending an avatar but by being there personally and laying on hands). The material components are a pinch of bone or a drop of the essence of each type of undead that exists on that planet (or in that sphere if used off-planet). The caster has to have an additional full pound of bone or essence of the type of undead creature he wants to create. Thus, it will take lots of ghost ichor to create the fleeting substance known as ghost's essence in the required amounts. How to get the stuff is the wizard's problem, not mine... Dalen's Mental Resistance (Abjuration) Range: 20 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 9 Area of Effect: One creature per 5 levels Saving Throw: Negates Author: Ryan Biggs (the Net Psionics Handbook) This spell is used to stop all mental and psionic powers from affecting a specific being. This is accomplished by creating a field around the being affected that stops all mental energy from passing through it. This field however stops the mental energy from both entering or leaving. Thus, this could be used to stop a psionicist from using any powers on anyone but himself. It also grants immunity to any psionic attacks, including the dreaded mind flayer mental blast. It provides protection from any spell that deals with the mind of the person protected as well as any psionic power. This spell is quite similar to mind blank, except that it provides full protection against psionics and a few other mental powers. The list of spells that are protected against is too long to list, but if a spell affects the mind of a being, it will not work. The material component of this spell is a diamond shield, worth at least 10,000 gp. Dalen was a Red Wizard of Thay, but was overthrown by another wizard who had a psionicist working for him. Dalen researched a way to stop psionics from working, and partially succeeded. He was hoping that a wall or sphere could be created, but found that this was impossible, because all the research he found pointed to the fact that such a field would have to be in close proximity to a living being, no more than an inch away in fact. Dalen later died when he tried to cast this spell on a psionic lich. Since the spell only affects living beings, which a lich is obviously not, Dalen was reduced to a mental vegetable and subsequently killed. Damian's Mindswap (Enchantment/Charm) Range: 70 yards Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: One creature Saving Throw: Negates Author: Jay When this powerful enchantment is cast, the wizard attempts to rip the target creature's soul from its body and temporarily place it in a gem of not less than 15,000 gp value. At the same time, the wizard's soul is released from his body and also travels through the gem. When, and if, both souls are in the gem, they both proceed to the opposed bodies from which they came. This has two very noticeable effects: * The wizard and victim have essentially swapped minds (or bodies, whichever you prefer). This has the effect that the wizard now takes on the physical attributes of that body (Strength, Constitution, Dexterity and Comeliness). The wizard does retain his own mental capacities and previous knowledge (Intelligence, Wisdom, Charisma), hit points and level. * If the wizard or victim can kill his former body, the other's soul goes to its respective plane. Thus, after completion of the spell, if the wizard kills his old body, he can never be displaced from his new body, for in all intents and purposes it is his body now. If neither the wizard nor the victim is killed, and at some later point in time a priest casts an exorcise spell at either body (both have to be within 70 yards of each other, though), the caster of the original mindswap must save versus death magic or return to his old body. If the saving throw is made, this indicates that this person's body will never accept the wizard's soul and need never fear this spell from the same wizard again. After the transferral has been completed, the gem disappears. Darklight's Poetic Justice (Conjuration, Enchantment) Range: Unlimited Components: V Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell is similar in some ways to both a wish and a curse. It is cast by the wizard reciting a self-composed poem, directed at a person, place, or thing at which he wishes to direct some sort of vengeance. The target in question must be truly the one which the wizard has reason to hate, so that a framed person may not be affected by the poetic justice. The vengeance may be petty, however, so that innocents might be endangered. However, this is not likely due to the extreme nature of the spell. The duration, range, and area of effect are as per wish. However, the casting time is much greater. The wizard must recite the poem loudly in the presence of the open sky for it to take effect, and depending on the power of the curse, this might take some time. The poem's length and complexity are determined by how powerful the wizard wishes his revenge to be. The degree to which the described vengeance is carried out by the spell is proportional to the craftsmanship of the said poem. Note that this gives DMs some leeway in interpretation. If the poem's target is true and its poetic power is sufficient, then the things described in the poem take place. One specific curse or permanent effect (each considered a "term", as in a contract) can be caused per two levels of the wizard, dependent upon the above factors. Note that this is a maximum effect for a single poem, and that a lesser effect can be visited. The price for casting the spell is dire. For each term set within the poem, the wizard suffers one day of reduced power, being reduced to 1/3 normal casting level with regards to number and level of spells memorised as well as internal spell variables such as range. Darklight's Superior Force Armour (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: 9 Area of Effect: The caster Saving Throw: None Author: Keith Taylor This spell is an enhancement of the already formidable capacities of the 8th-level Darklight's improved force armour. It is the same as the lower level spell, except as noted. Superior force armour enhances the movement capacities of the wizard even more than the improved version. The wizard can run at a maximum speed of MV 24 in a relatively straight line, or in combat, MV 18. The flight capacities function underwater or in vacuum, as well as in atmosphere. Its maximum and cruising speeds are as below: Environment Maximum Speed Cruising Speed Vacuum 128 48 Normal flight 96 36 Fluid environment 48 24 Viscous (ooze, lava) 36 18 The forearm blades are also improved, remaining retractable, but having a base cutting damage of 2d12 each. Three attacks per round are possible with the speed of the armour's movement enhancement. Also, the armour acts to amplify the strength of the wearer, giving the wearer 16 + 2d4 Strength for the duration, giving the blades extra damage potential (Strength bonuses apply here only) as well as giving the armour lifting power to help it out of tight spots. The suit also helps to compensate for the wizard's inability to cast spells, by adding "attack packages". Several options are possible, each being sets of spells with a limited number of charges. These spells can be fired off two per round at the wizard's discretion, and take the place of the suit's blade attacks. They otherwise act as the normal spells in most respects, and are "cast" at the wizard's level. Note that these are simply triggered "charges" implanted in the structure of the armour, and not subject to normal casting restrictions. Attack packages that are available: * 10 magic missiles, 10 flame arrows, 5 rays of enfeeblement * 10 stinking clouds, 5 cloudkills, 5 cones of cold, 2 fireballs * 10 lightning bolts, 10 Melf's minute meteors, 5 chromatic orbs * 5 freezing sphere rays, 5 cones of cold, 10 snowballs * 10 webs, 10 sleep darts, 5 wand of paralysis rays, 5 stinking clouds * 10 flame arrows, 5 fireballs, 20 burning hands Only one of the above may be chosen at the time of casting, and once all charges are spent, the armour cannot trigger more spells unless the entire spell is recast (this must be performed after the duration expires). The armour is a sapphire blue glow in colour, and is brighter at the joints, as well as along the blades and at the structures controlling weapon packages. The force jets emit a bright azure radiance. The material component is a diamond cut to resemble a small person, to which is affixed with golden wire a ruby sword, sapphire wings, and one perfectly cut opal for each five spell charges. Darklight's Ultimate Invisibility (Illusion) Range: 0 Components: V, S, M Duration: 1 day Casting Time: 9 Area of Effect: Creature touched Saving Throw: None Author: Keith Taylor This spell causes a powerful and foolproof veil of undetectability to conceal the target and its carried belongings. The spell name implies a mere visual concealment, but the actual effect of the spell is much more potent. The recipient cannot be seen, either by normal sight, infravision, ultravision, detect magic, detect life, detect invisibility, and even true seeing. Clairvoyance and scrying fail upon the recipient, as do any divinations used upon him or upon an item he carries. The recipient also cannot be heard, smelt, tasted, or felt. He leaves no tracks and makes no sound. His voice cannot be heard by anyone, making most spellcasting (unfortunately) unlikely. No known means of penetrating illusions, aside from a wish or limited wish, can reveal the creature. Dispel magic, anti-magic shell, and related effects cannot touch this enchantment. In short, aside from the close scrutiny of a greater god, a wish, or the death of the creature, no means can locate the being, whether extraplanar, magical, psionic, or otherwise. Even physical contact is rationalized away by those touching the creature (although an attack causes extreme suspicion and the victim of such an attack knows something is up). Thus, a -8 penalty to-hit against such a creature is incurred. The material component is a bottle, inside which is maintained a near perfect vacuum. Death Wind (Conjuration/Summoning, Necromancy) Range: 20 yards per level Components: V, S, M Duration: 1 round + 1 round per 3 levels Casting Time: 1 turn (no reduction possible) Area of Effect: 20 feet per level per side cube Saving Throw: Special Author: Kai Rottenbacher This spell causes a magical black-greyish wind in the area of effect. This wind has a range of 20 yards per level. It has a direct connection to the negative energy plane. For every round in the wind a character has to save twice versus death magic. If they succeed twice, they don't suffer any spell effects; if they save only once, they suffer "only" a 1d3+1 level loss; if they fail twice, they lose 1d6+1 levels. For every level lost, the character suffers 5d4 hit points additional damage (due to the excruciating pain with which these levels are lost), with a saving throw versus spell for half damage. The order in which they lose their hit points is the following: first, you lose any applicable level hit points lost due to energy level loss, then you lose hit points due to the damage accrued by energy level loss. Any people killed by the energy level loss change into juju zombies; those killed by the damage (after they lost their levels) are changed into half-powered juju zombies. Anyone who survives this spell will regain the lost levels slowly (one per hour until the previous maximum is reattained). The damage stays the same, as this was additional to the energy level loss. Negative plane protection or a similar spell or item effect offers full protection against this spell. Anyone within the full effect of dispel evil or a protection from evil, 10-foot radius cast by a priest of fourteenth level or higher is also protected. As the caster needs direct access to the negative energy plane, he is not able to have any protection or other permanent spells going on his person at the time of casting, as this would disrupt the frail link. The only spell he requires is negative plane protection or an item which helps him offset the drain of the negative energy plane. The material component is a sacrificed baby (less than 6 months old), an active phylactery of a lich, and the full dust from a 500 year old vampire. The material components are completely destroyed during the casting. In the first round of casting the lich (whose phylactery is used) knows with a 100% certainty where, by whom, and for what the phylactery is used and, if possible, it will most certainly jump in to prevent the destruction of its phylactery. Demonic Immunity (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Jay Casting this spell requires a demon's amulet of at least a type one demon, which is slowly consumed and will be destroyed when the spell ends. The caster of this spell is rendered invulnerable to all demonic powers, but physical attacks are not affected. The caster cannot be telekinesed or charmed by demons, their unholy words won't affect him, etc. No demonic special powers can harm him at all. The tougher the demon's amulet, the longer the spell lasts: Demon Duration Type 1 4 rounds Type 2 6 rounds Type 3 8 rounds Type 4 12 rounds Type 5 20 rounds Type 6 50 rounds Named 100 rounds The duration can be split between people. Dheryth's Magnificent Mansion (Alteration, Conjuration) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 9 rounds Area of Effect: Special Saving Throw: None Author: Jim Gitzlaff This spell has two different manifestations that may be chosen by the wizard when the spell is cast. Both are essentially improvements on the 7th-level Mordenkainen's magnificent mansion. Version 1: The area of effect is 300 square feet per level of experience of the caster, and the interior can be fully customised. The only changes are as follows: * The duration is extended to 4 hours per level of experience. * The food is safe to eat. Version 2: The duration stays at 1 hour per level of experience, and the food retains its properties from the 7th-level version (whatever those might be). However, the interior is quite different: * The interior floor space is equal to 1200 square feet per level. But, only the 300 square feet per level nearest the entrance can be customized (design, layout, etc.). The remaining 900 square feet per level has an entirely random design and layout. Thus, one room might be a bare storeroom, while the next could be a lavish greenhouse pool. All rooms will be connected via doors of some type to the rest of the complex, but they might be secret doors, doors concealed behind furnishings, or secret doors hidden behind furnishings. The mansion frequently sprawls in three dimensions (occasionally more in areas with chaotic magic), so it is very possible that connections between rooms might be stairwells, ladders, or trapdoors. The caster himself will have no idea whatsoever about the location of these rooms and doors until he explores them. * The only magical servants in this version exist in the 300 square feet per level section nearest the entrance. With either version, there are indications that under environmental conditions manifesting extremely chaotic magic (eg. any of the outer planes that are on the strictly "chaotic" side of the spectrum) the interior layout of the mansion will be exceedingly unpredictable. The material components of this spell are the same as those of Mordenkainen's magnificent mansion (see the Player's Handbook for more information). Ding Shu's Draconian Holocaust (Invocation/Evocation) Range: 200 yards + 10 yards per level Components: V, S, M Duration: 1 round Casting Time: 9 Area of Effect: 2 feet by 10 feet per level rectangle Saving Throw: 1/2 Author: Geoffrey Edward Fagan This spell causes to what appears to be a huge celestial dragon to appear in the air and swoop down spewing forth its fiery breath. The spell affects an area of 2 feet wide by 10 feet long per level of the wizard. All creatures in the area of effect take 1d10+2 points of damage from the fire. It does structural damage to all constructions in the area of effect. The damage is 3 HP, 2 HP, 1 HP, or 1/2 HP to wood, earth, soft stone, or hard stone respectively per level of the wizard. The material component of this spell is a scale from a fire-breathing dragon and a potion of firewater. Ding Shu's Marvellous Chopsticks (Conjuration/Summoning) Range: 120 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 6 Area of Effect: 120-yard radius sphere Saving Throw: None Author: Geoffrey Edward Fagan This spell brings into existence a pair of huge chopsticks, 30 feet long, which attacks all creatures as if they were AC 10 (modified by Dexterity). These giant chopsticks attack with the wizard's THAC0. Victims weighing more than 5 tons are immobilised by the chopsticks, while those of lesser weight will be picked up, and may be deposited, within the same round, at any point in the spell's range. Those who successfully roll to bend bars manage to free themselves, but they may suffer falling damage as a result. The wizard may choose to deposit the victims into a gargantuan mouth which appears above his head. This mouth can hold 2 size L, 4 size M, or 8 size S creatures at one time. Each round, the mouth "chews" its contents for 10d10 damage each. When a creature trapped inside the mouth is reduced to below 0 HP, the creature is "swallowed" into the astral plane, and more room becomes available for creatures to be dropped into the mouth. Normally, persons reduced to such a hit point score would die in a matter of minutes, but in the timelessness of the astral plane, they may remain unconscious but barely alive for thousands of years, provided they had more than -10 HP when they entered the plane. This, of course, is only valid in campaigns which use the optional rule concerning hovering at death's door. If the creature caught by the chopsticks weighs more than 5 tons, then the mouth will move toward the trapped creature and start biting it into little pieces until it is all gone. The spell requires minimal concentration and direction once it has been cast. This allows the wizard to cast other spells, and maintain concentration on them instead. If the wizard is killed before the end of the spell's duration, the mouth and chopsticks will remain, with the chopsticks capturing creatures that were enemies of the wizard and depositing them in the mouth when space allows. Naturally, the material component of this spell is a pair of chopsticks. Ditan's Nullify (Alteration, Necromancy) Range: 30 feet + 10 feet per level Components: V, S, M Duration: 1 week Casting Time: 9 Area of Effect: One creature with his magic items Saving Throw: Negates Author: Ditan This spell is a more powerful version of the 7th-level Ditan's minor nullify. This spell stops the wizard or priest from using their abilities for a week, as well as temporarily disabling any carried magic items to function. Items get a saving throw versus crushing blow, while artifacts are not affected at all. The wizard has a 30% chance of being affected, but if he is affected, he is affected as by minor nullify. The material components for this spell are a 1000 gp worth ball of obsidian and a 1000 gp diamond, that are both consumed in the casting. The victim's saving throw is at -8. Ditan's Portable Dwelling (Alteration, Conjuration) Range: Special Components: V, S, M Duration: 1 day per 10 levels Casting Time: 8 rounds Area of Effect: Special Saving Throw: None Author: Ditan This spell is a more powerful version of the 7th-level Ditan's portable quarters, with the following exceptions. The spell only enchants one doorknob, and it opens up onto a two story home, with 5 bedrooms, two bathrooms, 5 miscellaneous rooms, and a kitchen. The owner may allow up to 16 beings in, as well as himself. In addition, the character may contact the outside world via a call portal that allows the characters inside to view the immediate area where they entered. The additional material component is a ring of spell storing with three enlarge spells held within, that is consumed in casting the spell. Ditan's Power Stripping (Alteration, Necromancy) Range: 100 feet + 10 feet per level Components: V, S, M Duration: Permanent, until dispelled Casting Time: 2 rounds Area of Effect: One creature Saving Throw: Special Author: Ditan When this spell is cast the wizard calls into being two spheres of negative energy, one from the realm of negative magic energy, and one from the quasi-negative material plane. The spheres are then hurled at the victim, and the character gets a saving throw at -6, to avoid being affected. If affected, the character loses all the abilities of his class or classes. Spells will not work, specialisation is lost, and skills are forgotten. The only way to dispel this effect is through a wish or divine intervention. A limited wish will temporarily (1d20 turns) restore abilities. The material component for this spell is a 1-foot cube of obsidian, the eye of a black dragon, and a trapped soul of a demon of at least 16 HD. All spell components are consumed in the casting. There is a 50% chance of the soul of the demon being released, and trying to take over the wizard. If taken over, the wizard is drained of all spell abilities for 1d4 years. Ditan's Resolidification (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: Item touched Saving Throw: None Author: Ditan This spell will resolidify anything effected by crystalbrittle or a breath weapon. It will not mend items that have been broken since the crystalbrittle, though (eg.: Galgor's sword was crystalbrittled, then he dropped it and it shattered, even though he found every piece and placed it back together, when this spell is cast all he will have is many pieces of metal). If the item was magical when crystalbrittle took effect, then there is only a 25% chance that when it is resolidified it will still be magical. The material component for this spell is 1 pint of dragon blood. Dual Casting (Alteration) Range: 0 Components: V, S, M Duration: Until used Casting Time: 1 turn per level Area of Effect: Self Saving Throw: None Author: Max Becherer This rare and powerful spell allows the wizard to cast two spells at once. When cast, the spell remains on standby until the wizard is ready to use it. On the round it is used, the wizard may cast two spells at the same time. The total spell levels cast may not exceed one third the wizard's experience level. It is possible to have multiple castings of this spell active; the wizard is limited to one per nine levels for a maximum of four. The material component is an egg with two yolks, and a perfect crystal sphere composed of spent ioun stones, lesser shiral crystal, and quartz melted together costing 2000 gold pieces per level of the wizard. The egg is eaten (fried or hard boiled) and the sphere vanishes during casting. Eldarr's Major Spell Conversion (Alteration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 3 turns Area of Effect: The caster Saving Throw: None Author: Eldarr This spell is similar to the two other spell conversion spells (q.v.), except that it may convert any spell of ninth level or less to any known spell of a lower level. The material components for this spell are as per those for improved spell conversion, except that the gem must be worth at least 800 gp. Energy Ball (Evocation) Reversible Range: 60 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Max Becherer This fireball-like spell inflicts all of its damage with positive matter. Consequently, it heals 1d6 HP per level of the wizard. Negative matter beings suffer 4d6 HP of damage per level of the wizard. The reverse, negative ball, of this spell also exists. It drains one level per 10 levels the wizard possesses. A successful saving throw halves damage and negates the energy drain. The material component for the positive matter version is a white pearl worth at least 1000 gp. The negative version uses a black pearl of similar value. Energy Bolt [1] (Evocation) Reversible Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Max Becherer This spell is identical to Bigby's besieging bolt in every way, except that it is a bolt of positive energy, and only one bolt is fired. Like energy ball, negative matter creatures take triple damage. It also has a reverse, negative bolt, which drains one level per 10 levels of the wizard. The material components for these spells are a flawless diamond, and a black diamond respectively, each worth at least 1000 gp. Expanded Awareness (Alteration, Divination) Reversible Range: 5 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 9 Area of Effect: One creature Saving Throw: None Author: Paul D. Walker This spell, when used, gives the wizard a great deal of information about the immediate area. The wizard receives the effects of the following spells or spell-like powers: detect charm, detect curse, detect enemies, detect evil, detect good, detect illusion, detect invisibility, detect lie, detect magic, detect phase, detect poison, detect psionics, detect secret doors, detect snares and pits, and detect traps. The spell remains in effect constantly, and the wizard receives all the information at once. There is no problem with assimilating the data. The range of detection for this spell is 5 yards per level of the wizard. With the appropriate reversed spells, the wizard using this spell could become blind to some or all of the things that the spell detects for as long as the spell would normally last. For example, the reverse of know alignment cast upon the wizard will cause him to be unable to detect evil or good. In some instances, it will become obvious to the wizard that some of the detections are lost. The wizard does not have to concentrate to use this spell, the information arrives immediately and the wizard knows instantly. The wizard can cast other spells while this spell is in effect. The reverse of this spell, reduced awareness, causes one creature to be unable to detect, by any means, any of the above things for the magic of the spell will render all attempts ineffective. There is no saving throw against this effect. The material component of this spell is a miniature platinum telescope worth at least 3,000 gp. F.A.E. (Evocation) Range: 1000 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 2 turns Area of Effect: One 200-foot per level radius sphere Saving Throw: None Author: The Net Alcohol Guide Creator When cast, F.A.E. creates a large (25 feet long, 5 feet in diameter at base) indestructible missile from the wizard's concoction (described later) that heads to its target, better known as ground zero. The missile cannot be stopped or manipulated naturally or magically, it always gets to its destination (of course DMs may make exceptions to this rule). Once ground zero is reached, the missile lightly disperses a very strong, somewhat gaseous, magical alcohol that is then ignited, causing immense damage and complete loss of oxygen in the area of effect. The spell's range to ground zero is 1000 feet for every level of the caster. This allows an 18th-level wizard to centre the spell as much as three miles away. This would indicate that the wizard is well within enemy borders in most cases when the spell is cast, although he is still a distance from his target. The area of effect is a sphere with a 200-foot per level radius. The caster cannot control the area of effect. Thus, if the wizard is 18th-level, he will always cast an F.A.E. that is 7200 feet in diameter. Given that 5280 feet comprise a mile, this is quite a distance. The wizard better be good at judging distance, or he might suddenly find himself inside the area of effect of his own spell. Damage to the victims come by two means. The first is the combustion and compression of the explosion which does 10d10 points of damage. Victims get no saving throw because the area of effect is too large and the explosion is in the very air around the victim, rendering escape impossible. The second means of damage stems from the suffocation resulting from the explosion that uses up all the available oxygen in the area of effect. Every round beginning the round the spell is cast, 2d8 damage is taken from lack of oxygen. A victim that has a chance to take a large breath of air and does not perform strenuous exercise while holding his breath and is not fully encumbered can hold his breath for a number of rounds equal to 1/3 his Constitution, rounded up (non-strenuous exercise includes such activities as normal movement, searching for secret doors, etc.). If a victim is performing strenuous exercise, the number of rounds is cut in half (strenuous exercise includes combat, attempting to subdue or move an uncooperative creature, trying to lift heavy weight, moving at high speed, etc.). If a person does not have a chance to take a deep breath before the spell takes effect, the amount of time is halved (rounded up). This halving is cumulative with that caused by strenuous exercise. Note that anybody can hold his breath for at least one round. When his breath runs out, a person does not immediately suffer the 2d8 points of damage caused by lack of oxygen. Each round after his breath runs out, the person makes a Constitution check. The first check has no modifiers, but there is a -2 cumulative modifier each round thereafter. A failed check indicates that the victim tries to inhale oxygen, which is not there, and suffers the 2d8 points of damage. He will continue to suffer 2d8 points of damage each round until oxygen diffuses back into the area of effect, until he leaves the area of effect, or until he dies. After detonation of the spell which rids the area of effect of oxygen, the oxygen will diffuse in at a rate of 50 feet per round. The material components of this spell are usually rare, typically expensive, and quite bulky. During casting, the following ingredients are mixed together: * Ten gallons of pure alcohol are required. If there is any trace of impurity before casting, the spell will backfire causing the wizard to be the centre of the area of effect. Many armies have foiled wizards by sending an assassin to place a foul liquid, such as skunk water, in the alcohol thus causing the wizard and his comrades to be victims of their own spell. * One gallon of the highly poisonous blood of a Milwaukee is required. Many adventurers have died trying to kill a Milwaukee just to get its blood. * One gallon of holy water created by priests of Malus Temulentia (or another appropriate god of the DM's choice). * A pint of blood from a 9th-level priest of Ebrietas. * All alcohol from a gland of an alcohol dragon is required. This material component is difficult to get because the gland must be filled to get alcohol from it. Thus, if the alcohol dragon used its breath weapon, the gland would be empty. Only clever adventures can kill an alcohol dragon to get the gland without having the dragon use its breath weapon. Note that capturing the alcohol from the breath weapon won't work because the alcohol enters in an impure state. The pure state of the alcohol can only be found in a gland. After the ingredients are blended together, the following items must be added to the concoction: * One living boozeworm. * A dash of salt and a squirt of lime. * The ivory tusks of a pink elephant. * The hide of the sinister Clydesdale breed, Pravus Clydesdale. * The corpse of one giant alcohol black ant. * One diamond that has a value no less than 1000 gp. The material components are perhaps the biggest problem with this spell, for without them the spell cannot be cast. DMs should make the material components hard to come by and adventures should be made just for that. Only very rich people, like kings and other nobles, could afford to purchase some of the more exotic material components. Thus a useful partnership takes place: the ruler needs the wizard for the intense spell, the wizard needs the ruler's resources to collect the components. This spell is a closely guarded secret by those that are fortunate to possess it. Using F.A.E. offensively is great, but being on the receiving end of the spell is not to fun. Is this spell too powerful? 18 is the minimum level the wizard must be to cast this 9th spell. Hopefully, few 18th-level wizards are roaming around. If a DM allows a character to reach eighteenth level, one of two points can be assumed. Either the DM has been very careful to create game balance, in which case the DM will make this spell very dangerous to cast (via collecting and keeping material components, getting safely to the target area which is no doubt deep in secured enemy territory, etc.), or the DM is an out-of-control Monty-Haulic, in which case it doesn't matter if the spell is to powerful; the argument would be "Is ninth level to high?". Falstaffe's Ethereal Firestorm (Conjuration/Summoning) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 turn Area of Effect: 1/2-foot per level radius Saving Throw: None Author: Falstaffe Starre, Genius Mage By casting this spell, the wizard conjures forth a huge ghostly firestorm encompassing an area equal to half a foot radius per level of the caster with the wizard at the centre of the storm. Thus an 18th wizard would be standing at the centre of a firestorm 18 feet in diameter. The storm will do no damage to the wizard or to any other beings caught up in the area of effect. As the spell builds power, the wizard and any others in the firestorm take on fiery, ethereal forms. When the full turn is up, all that remains is the ghostly firestorm, with slightly visible images of the wizard and his companions within. At this time, the wizard can begin moving the firestorm at any rate up to 24 yards per turn. Corners and turns may be navigated, streams or crevasses crossed, there is almost no terrain that will hinder the firestorm (DM's choice if a special terrain). Those inside the firestorm may see all that goes on around them while they travel and cannot be harmed. Those objects or creatures in the path of the firestorm will fell simply a strong, hot wind (although the firestorm is scary looking, it does no damage in passing). The wizard may cease the spell in anytime during the spell. Those within the sphere will re-materialise exactly in the position they were when the spell was cast (i.e.: same marching order, same items drawn, same positions). Although they might go from travelling 24 yards per turn to standing still, those within the sphere will feel no forward momentum on re-entry. The wizard has 2 ways to stop this spell: 1. The wizard can simply pause its effects. All will materialize, with the firestorm still active, and take some action (grab a chest of gold, check their map, etc.). The wizard may then restart the spell (this again takes one turn, plus however long the characters' actions take away from the remaining spell duration). Once restarted, the firestorm is free to move again until the remaining duration runs out. Note: no one can leave the radius of the spell while materialized or they will be unable to reenter their ethereal state. 2. The wizard can end the spell. If this is done, all characters materialize as above, with the added bonus of the spells remaining energy being released within the area of effect at the rate of 2 points of damage per turn remaining. The wizard and others who materialize take none of this damage. Example: an 18th-level wizard and 3 companions are chasing some enemies, they get into attack position, weapons drawn, and cast the spell. After flying along for 8 turns, they spot the enemy and fly directly into them, and end the spell. The excess energy of 10 remaining turns is released for 20 HP of damage in an 18-foot diameter. All the characters may now attack and probably go first with the surprise factor). Fellstar's Flame Sheet (Evocation) Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: Special Saving Throw: 1/2 Author: Fellstar This is an improved version of Fellstar's flame arc; it is identical to that spell, with the following exceptions: The flames fall to the ground from the height at which they were cast, so in effect, anyone at the initial height or below is affected by the flames. In addition, if these flames are blocked by an obstacle, they will flow around the barrier and will rejoin at a distance equal to the width the obstacle; therefore, if the flames are blocked by a 2 foot wide boulder, they will rejoin 2 feet behind the rock. This applies in both the horizontal and vertical dimensions. The flames from this spell will continue to burn for one round after the spell is cast; anyone hit by the flames on the first round suffers 10d10 points of damage, and those hit on the second round suffer 5d10 points of damage. On either round, a successful saving throw versus spell reduces the damage by half (saving throws for the second round are at +2); if this saving throw fails, all possessions must save versus magical fire or be destroyed. Note that damage is cumulative if caught in the flames on both rounds the spell is in effect. The material components for this spell are as per those for the flame arc spell, with the addition of one or more gems worth at least 500 gp. The gems and the volcanic rock are consumed when the spell is cast. Fenzill's Phantasmal Fingers (Necromancy) Range: 40 yards + 5 yards per level Components: V, S, M Duration: 2 rounds per level Casting Time: 9 Area of Effect: One target Saving Throw: None Author: Fenzill This spell is an enhanced version of the 2nd-level spectral hand; it differs from that spell in the following ways: it can be used to deliver a touch spell of any level and it gives a +3 to the attack roll. It has an Armour Class of -4, but it cannot be destroyed by any attack (it may only be dispelled). Instead, any hit on the hand inflicts full damage on the wizard (although a successful saving throw versus spell reduces this damage by half). The wizard may end the spell with a single word. The material component for this spell is a glove. Genocide (Evocation, Necromancy) Range: 5 yards per level Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: 20-foot radius sphere Saving Throw: Special Author: Allan J. Mikkola This spell allows the wizard to kill one or more creatures of the same species: the wizard chooses a creature as the initial target for the spell, and after the incantations are complete, a black bolt shoots forth from the wizard's finger towards the chosen target. If this creature makes its saving throw versus spell at -2 (or if it has 15 or more Hit Dice) there is no effect and the spell terminates. If the saving throw of the initial target fails, the creature dies, and the spell continues as follows: if there are no more creatures of the same species within the area of effect, the spell ends at this point. Otherwise, the bolt will continue jumping to other targets. The bolt jumps randomly from one target to the next; range is not a consideration - as long as the target is in the area of effect, and it is of the appropriate race, it may be hit by the bolt. Each creature that is hit with the bolt must make a successful saving throw versus spell (with no modifiers) or die. This spell will affect a number of Hit Dice equal to: 10 HD + 1 HD per level of the wizard (the number of creatures is not a factor). The spell will terminate when one or more of the following occurs: the Hit Dice limit is exceeded, there are no more potential targets in the area of effect, or the bolt strikes a target with more than 15 HD (such a creature is unaffected by this spell). Each target hit with the bolt counts towards the Hit Dice limit, whether its saving throw was successful or not. The bolt will never jump to a creature of a different species, or to one that has already been hit (whether living or dead). Any creature with more Hit Dice than the original target will not be affected by the bolt, but its number of Hit Dice is still counted towards the Hit Dice limit of the spell. If a target's Hit Dice would exceed the limit of the spell, it is not affected (and the spell terminates). The bolt will never jump back to the wizard; in addition, the wizard may choose individuals to be unaffected by the spell simply by naming them as part of the incantations (usually used to avoid killing friends or allies). Note that some races are closely related, but are not considered identical species for purposes of this spell (i.e. goblinkind). "Half-breeds" will be affected by this spell if either of their parent-race is targeted, as well as when the cross-breed is specifically targeted. However, if a parent-race is named as the target, a half-breed of that race earns a +2 to its saving throw. For example, a half-elf is affected normally if half-elves are named as the target of this spell. They would also be affected if either humans or elves were targeted, although they would gain a +2 to their saving throws in the latter two cases. After this spell is cast, the wizard must make a successful system shock roll or fall unconscious for 1d10 rounds. Note that the DM may wish to inflict other penalties on the wizard due to loss of blood (see material components below), especially if the spell is cast more than once is a short period of time. The material components of this spell are a pint of the wizard's blood and a figurine or statuette of the race to be targeted. The blood is consumed at the time of the casting, and the figurine is also destroyed, unless the wizard makes a successful saving throw versus spell. Greater Disintegration (Abjuration, Alteration) Range: 100 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: 10-foot long cube per level Saving Throw: Negates Author: Max Becherer This powerful spell is a long range, heavy version of disintegrate. When cast, a sizzling blue beam springs from the wizard's hand destroying 1000 cubic feet of matter (10-foot long cube) per level of the wizard. The material component is a pinch of residue from a lodestone that was used to cast a normal disintegrate spell. The saving throw is made at a -2. Greater Extradimensional Space (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: 1 week + 1 day per level Casting Time: 1 turn per level Area of Effect: One 10-foot cube touched per 6 levels Saving Throw: None Author: Max Becherer This powerful spell creates a large extradimensional space lasting one week, plus one day per level. The space is one 10-foot cube per 6 levels. The material components are a door and 3000 gp worth of transplanar quartz per 6 levels of the wizard. Greater Invisibility (Alteration, Illusion) Range: 0 Components: V, S, M Duration: Until the caster attacks Casting Time: 9 Area of Effect: One creature Saving Throw: None Author: Max Becherer This powerful cloaking spell offers complete undetectability to the user. Even true seeing is ineffective, as this spell was specifically designed to foil this type of magic. A limited wish will partially foil the spell, allowing the opposing wizard to see a blurry outline (-4 to-hit). A wish, however, will bring the spell down. This spell is ineffective against detect individual, because of the narrow scope of that divination. The material component is invisible stalker ichor. Heartbreaker (Conjuration/Summoning) Range: 6 feet Components: V, S Duration: Permanent Casting Time: 1 turn Area of Effect: One creature Saving Throw: Negates Author: John Daniel This spell induces a sudden heart attack in its recipient. A saving throw versus death magic is allowed. If the saving throw is failed, the creature must make a Constitution check. If the check fails, the creature dies. If the creature survives, he will be totally incapacitated for 1d6+6 game weeks. He will also permanently lose one point of Strength and one point of Constitution, and will have a 5% chance of a future heart attack every time he is ever again required to make a Constitution check. Note that this spell does require its victim to have a heart, so not all creatures can be affected (golems, undead, slimes, etc.). Hellfire [1] (Necromancy) Range: 100 leagues Components: V, S Duration: Special Casting Time: 9 Area of Effect: One person Saving Throw: None Author: Nathan Amed and Eric Wayne Swett <4962@ef.gc.maricopa.edu> The victim of a hellfire spell bursts into flame. Damage from the spell is 2d4 per round until the victim falls to 0 HP. At that point, the damage becomes even more severe, being 1 energy level per round. If all energy levels are drained, then the victim becomes a half-Strength wraith under the control of the caster. There are several ways to stop or extinguish a hellfire: wish, limited wish, and remove curse; limited wish and bless; or remove curse, bless, and any cold- or ice-related spell or attack capable of inflicting 6d6 or more HP of cold damage. Note: Resistance or immunity to fire reduces hellfire damage to 1d4 per round but does not slow the energy drain once it begins. Victims take no cold damage while under the effect of a hellfire spell. Hellfire [2] (Necromancy) Range: Special Components: V, S, M Duration: Special Casting Time: 1 week Area of Effect: One person Saving Throw: Negates Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu> This is the ultimate revenge spell. The caster prepares for this spell in a quiet and safe place and spends the next week casting the spell. After this week the spell takes effect and the caster slips into a heavy sleep for one month. The effects are well worth the lost time though. The victim of hellfire immediately bursts into flames. The flames not only consume the body of the victim, they also consume the soul. After 24 hours all that is left of the victim is a crusty, burnt out corpse. This person can never be brought back to life by any means. The victim's soul is being eternally burned, never to be healed. The only way to save the victim is as follows: before the 24 hours is up the victim must have cast upon him limited wish, cure disease, remove curse, and bless all at the same time. If this is done, the victim permanently loses half of his hit points (recoverable by a wish only) and 4 Constitution points. The caster loses a quarter of his hit points and 1 Constitution point. Note: if during the one week of casting the caster is interrupted he suffers the effects of the hellfire in a backlash type effect. Components: a belonging of the victim, a 500 gp ruby and a magic weapon of +3 enchantment or greater. Hindsight (Divination) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 2 hours Area of Effect: The caster Saving Throw: None Author: David E. Brooks Jr. and Elizabeth H. Brooks This powerful spell enables the caster to view past events in time as if he were actually present. The maximum time in the past that may view safely is 100 years per level of the caster. The wizard can try to view even further in the past, but for every 50 years, or fraction thereof, additional, there is a 3% chance that caster will permanently lose 1d4 points of constitution. Thus, if an 18th-level wizard tried to view an event two-thousand years in the past, there would be a 12% chance that his Constitution would be reduced by 1d4 points. In any event, at the termination of the spell, the caster's Constitution is temporarily dropped to 3 for a number of days equal to twice the number of centuries viewed backward in time, rounded up. The region being viewed is the same location as where the wizard casts the spell, albeit in the past. While "in the past", the caster may move around and visually inspect anything in sight, but any attempt to touch an item or person nets a negative result (i.e., the caster's hand passes harmlessly through the person or item). Also, the caster has the option of changing which time period he is viewing, subject to the same limitations mentioned above. This allows the caster to "fine-tune" the date he is viewing without having to re-cast the entire spell. During the spell's duration, the caster's mind has effectively left the body, thus making the wizard's body a prime target for possession. Normally suitable protections are in place before attempting to use hindsight. During the casting of the spell, the caster is required to burn numerous rare spices and rare woods (worth at least 20,000 gp) in an unused brazier specially constructed for this purpose. Hobar's Mass-Mover (Alteration) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One person touched per 3 levels Saving Throw: Negates Author: Sol Sukut This spell is a replica of teleport, with respect to the possibility of teleporting into the ground, buildings and other errors. All persons must hold or stack hands with the spellcaster to be affected. Unwilling participants may save versus spell to be left behind. Everyone else will be teleported to a location chosen by the spellcaster. Hold Non-Evil (Enchantment/Charm) Range: 120 yards Components: V, S Duration: 1 turn Casting Time: 2 rounds Area of Effect: Special Saving Throw: Special Author: Alvarez Leambruno Rafael Antonio <92-23777@shaddam.usb.ve> When a wizard cast a hold non-evil spell, he causes a paralysis upon one or more creatures of non-evil alignment. The number of creatures that can be affected is a function of Hit Dice or level. The spell affects 1d4 HD plus one Hit Die per level of the caster. A maximum of 14 HD can be affected. Creatures with the least Hit Dice are affected first. This spell can be memorised only once per week, but the number of times that it is cast affects the saving throw allowed. The first and second time that the spell is cast, the creatures don't make any saving throw. After that, look the table: Creature Number of Saving Throw Times Cast Modifier 3 +1 4 +2 5 +4 6 +5 7 +7 8 +8 9 +9 10 +10 The spell can be cast 10 times before re-memorising it. The wizard can re-memorise the spell to avoid the modifier in the saving throw, but he need twice time to do it. This spell was created by a lawful good wizard, who wanted to avoid fighting non-evil persona. Immediate Devolution (Alteration, Divination) Range: 10 yards + 2 yards per level 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 be cast in combat or a laboratory situation. In the laboratory, where the wizard is able to have the specimen under strict observation and control, 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 laboratory version has a casting time of one round initially 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 the laboratory casting no saving throw is allowed to avoid the analysis of the creature in question and magic resistance is reduced by a factor equal to twice the level of the casting wizard. 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 at -4 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. The combat version of this spell is somewhat more haphazard. It allows the wizard to point at a creature and state a number of reversions which he would like to take effect, up to a maximum of 3. The analysis phase is totally bypassed and the changes take effect in the next round. Backlash from the bypass automatically stuns the caster for 1d10 rounds and he must make a successful saving throw versus spell or be knocked unconscious for 1d10 turns. The creature must make a successful saving throw versus spell at -4 to avoid the effects of reversion. Magic resistance is checked with a penalty equal to twice the caster's level of experience. Whether or not the creature saves, it will be stunned for the same amount of time as the caster. The DM should make a quick list of possible changes and insert random changes for requested ones which would not fit the logical reversion of the creature. Just remember that taking away breath weapons might just make a creature angry! 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 can 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, 9th-level immediate 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. Implant Object (Alteration, Necromancy) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 hour Area of Effect: One creature Saving Throw: Negates Author: The Warlord of Heaven This spell allows the caster to implant one magical device into another being or himself for full effect. Weapons cannot be implanted, and there must be space in the body for the item. Gloves can be sunken under the skin, rings placed around ribs, etc. Only one item per 5 Constitution points can be implanted. Improved Circle II (Invocation/Evocation, Metamagic) Range: Unlimited Components: V, S, M Duration: Special Casting Time: 2 turns per level Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell is identical to improved circle I, with the additional effect of passing over one planar level per level of the caster. Improved Evolution (Alteration, Divination) Range: 10 yards + 2 yards per level 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 cast in combat or a laboratory situation. In the laboratory, where the wizard is able to have the specimen under strict observation and control, the spell scans 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 laboratory version has a casting time of 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 at -4 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. The combat version of this spell is somewhat more haphazard. It allows the wizard to point at a creature and state a number of alterations which he would like to take effect, up to a maximum of 3. The analysis phase is totally bypassed and the changes take effect in the next round. Backlash from the bypass automatically stuns the caster for 1d10 rounds and he must make a successful saving throw versus spell or be knocked unconscious for 1d10 turns. The creature must make a successful saving throw versus spell at -4 to avoid the effects of alteration. Magic resistance is checked with a penalty equal to twice the caster's level of experience. Whether or not the creature saves, it will be stunned for the same amount of time as the caster. The DM should allow changes to take effect, but must base their creation on logical steps which would normally be required in the laboratory version (note the pegasus example above). 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, 9th-level Immediate 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 22. 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. Improved Permanency (Alteration, Enchantment/Charm, Metamagic) Range: 10 feet Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell is similar to the 8th-level permanency but it has the following additional effects: * it can be used on any spell with a duration longer than instantaneous (if the spell was an instantaneous spell which was expanded to longer than instantaneous by whatever means it can be affected) no matter whether area of effect, personal, touch, etc.; * it causes the person upon which a spell was made permanent to save once per week per improved permanency versus spell at the base saving throw (no bonuses except race); if failed, the person loses one Constitution point permanently; * items which are made permanent with this spell get an improved saving throw against Mordenkainen's disjunction or similar destructive spells (either the level of the caster is doubled and this used as the base from which destruction is determined, or the item's saving throw is used, whichever is better); * spells made permanent by this spell are not automatically dispelled if the appropriate means are used successfully to bring them down (like the spells required for a prismatic sphere or wall spell) but the spells get the base saving throw of the caster to resist dispelling (this even applies to such means as Mordenkainen's disjunction or dispel magic). The game effects: the spell draws half the caster's Constitution points permanently, it draws one experience level of the finger's creature permanently (as though the level had never been there: it cannot be restored), the spell requires the body parts freshly taken, not stored somewhere or something like that. The material component is a completely non-magically created candle of six feet length and over one foot diameter. It has to be inlaid with a finger of the caster and one quart of blood of the recipient creature (if there is one: otherwise a quart of blood from the caster if it is an item to be made permanent). The finger and the blood have to be freshly given as they still need to contain a part of the creature's life force and experience. This candle is lit during the casting but is not consumed by it. It does not burn up during time as it is the material component of this spell. It has to burn like a normal candle. As long as it burns, the spell which is made permanent by this spell is also permanent. The candle can be extinguished like any other normal candle. It cannot be ensorcelled directly but the surrounding area in which it stands can be enspelled as desired. The candle does not have to be carried with the item or person which is made permanent. This link works throughout all planes, through any barriers, in a mythal (except in a mythal which specifically prohibits this specific spell), and even into the phlogiston (as long as the candle burns). Improved Sense Shifting II (Alteration, Illusion/Phantasm, Metamagic) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 hour Area of Effect: Creature touched Saving Throw: None Author: Kai Rottenbacher This spell is similar to the other two sense shifting spells, but this spell has a much greater power: it can be given to another creature by touch and the creature may give it back or to another by touch (only if desired, but only one creature can have the spell effects active at one time); the spell affects 1st- to 3rd-level spells in all senses, including completely quieting sound, or providing understandable speech (or even song), changing the quality of sense to another (a fireball might be changed to an iceball) to the senses only - note that their effect stays the same (and a fireball still cannot affect a fire elemental even if its sense is shifted into an iceball); 4th- to 6th-level spells can be changed in 3 senses (to be completely silent in their effect - not their verbal casting), and 7th- to 9th-level spells can be changed similar to the original 3rd-level spell. The material component is a freshly picked lotus blossom which is immersed in a mithril bowl of no less than 3 feet diameter which contains 5 gallons of aqua regia which has to have a thick (approximately 1/2 inch) layer of concentrated non-magical rose oil on top of it. As the aqua regia quickly dissolves the rose oil this has to be continuously reapplied during the whole casting time. The whole arrangement is destroyed during the casting. The bowl costs no less than 15,000 gp. Where you get a freshly picked lotus blossom from is your problem. The worst problems you will get from those gardeners which won't give up their roses (a 1/2 inch layer of concentrated rose oil which is 3 feet in diameter is approximately a whole years worth of rose oil from a whole planet (of normal planet that is). This does not include the cost for the laboratory equipment to produce 5 gallons of aqua regia (and it also does not contain the cost for the new lungs you will have to buy after standing in a room which contains 5 gallons of opened, highly concentrated, smoking aqua regia with no good ventilation in the room for a casting time of one hour). Improved Simulacrum (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 9 Special Area of Effect: Creature touched Saving Throw: None Author: Max Becherer Improved simulacrum is identical to simulacrum, except that the simulacrum is created with but one spell; there is no need for reincarnate and limited wish. The material components are as per simulacrum. Kiri's Damnable Banishment (Alteration) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One or more creatures Saving Throw: Negates Author: David Kelk This is an offensive variation of dimensional teleport. Its purpose is to banish (by dimensional teleport) 2 HD per level of the caster of creatures to a place of the casters choice - known or envisioned (eg., to the elemental place of earth into the den of 20 hungry xorn). The saving throw of this spell is modified by -1 per two levels less of the target compared to the caster or +1 per two levels greater. Excess Hit Dice are not effected. Upon arriving, the targets are compelled to remain on that plane for 1yr per level of the caster. The material component for this spell is a platinum bird cage full of cockatrice feathers. Kiri's Dimensional Teleport (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: One person touched per 3 levels Saving Throw: None Author: David Kelk Upon casting this spell, the caster and 1 person per 3 levels of the caster who are in physical contact with the caster, all of their equipment and 69kg (150 pounds) per level, are instantly transported anywhere in the AD&D multiverse that the wizard wants. An unlimited number of dimensional barriers can be crossed (eg.: prime material plane to 666th level of the Abyss) in one casting. The time taken is approximately 5 seconds per barrier crossed. Places that are specifically warded against dimensional travel due to magic or godly presences cannot be reached unless the power wills it so. The travellers in this case will arrive outside of the warded area. So, no, you cannot teleport your party of Paladins into Demogorgon's palace, but you can get to his plane more easily. The caster can choose a general or specific location if one is known, otherwise the point of entry into the plane is random (the travellers will always end up in a safe place though). People touched in the casting receive no saving throw versus this spell. The material component is a page of dimensional formula (which requires a 17 or higher Intelligence to create, but since you are casting 9th-level spells, you have at least 18 Intelligence anyway) that is consumed in the casting. Kiri's Immunity (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 8 Area of Effect: Person touched Saving Throw: None Author: David Kelk When a wizard enters hand to hand combat, he better have a very powerful defensive spell working in his favour. This is probably it: The person whom this spell is cast upon is made totally immune to non-magical weapons and attacks. Furthermore, he takes minimum damage from magical weapons of any sort. As far as spells and psionics are concerned, the immunity provides the equivalent protection of a mobile, one-way anti-magic shell or total mind block. The wizard is also immune to normal fire, lightning, cold and so on. Breath weapons and like attacks also automatically do minimum damage. All saving throws are made at +4 for the duration of the spell. The material component of the spell is an iron bracelet with the spells Kiri's mystical coat of armour, Kiri's mystical screen, stone skin and armour permanently cast on it. Kiri's Improved Spell Engine (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Up to 1 foot per level radius Saving Throw: None Author: David Kelk When cast, this spell brings into being a large, invisible, insubstantial wheel of force centred on the caster. After the spell is completed, it comes into effect whenever the caster of the spell or anyone named in the casting is attacked by any hostile spell (hostile being defined as any spell that will hit or affect any target who is unaware of the spell or any spell that the target actively resists regardless of whether he normally gets a saving throw), while within the area of effect. Whenever a "hostile" spell crosses the boundary of the wheel, it is absorbed and the full spell comes into effect: A brilliant, shimmering, multi-hued wheel of energy materializes and begins to rotate. All "hostile" spells cast onto or across the area of effect are absorbed into the wheel which causes it to become brighter and spin faster. Note: dispel magic is absorbed by the spell engine and magic resistance does not negate this effect. A wish will destroy one spell engine per casting. Creatures of less than 4 HD or levels looking at the engine must save versus spell once per round or be blinded for 1d6 turns. The engine persists for one turn per spell level absorbed. Resting, meditation and spell memorisation occur twice as fast within the area of effect while an active engine persists. When the wheel's energy is exhausted, it will lay dormant until activated again. The material component for this spell is a hollow glass wheel full of mercury and gold, silver, or platinum dust worth 300 gp. Kiri's Possession (Enchantment/Charm) Range: 10 feet per level Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: One person Saving Throw: Negates Author: David Kelk This spell allows a wizard to totally dominate and possess another. When the wizard possesses his target, he in effect becomes it. Therefore, he knows what abilities the possessed being has. The possessing wizard can force the possessed being to use any of its powers, spells or combat abilities at no penalty, or the wizard can choose to cast his own spells through the creature. Provided he is not casting a spell of his own through the possessed creature, the wizard can give the creature orders and can still act fully on his own. After the spell has worn off, the possessed creature will not remember anything that has happened. A saving throw versus spell is allowed to resist this spell. The material component is a marionette attached to strings that must be shaken as the spell is cast. Kiri's Soul Transfer (Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: The caster and one other person touched Saving Throw: Negates Author: David Kelk This morally questionable spell causes two beings or the caster and another being to completely switch bodies. All skills, class abilities, hit points, Intelligence, Wisdom and Charisma stay the same as they were in the original body. The physical statistics (Strength, Dexterity, Constitution) are now those of the new body (note that the hit points may have to be adjusted according to the new Constitution). The same occurs to the second person involved in the spell. Unwilling participants are allowed a saving throw versus spell. If trap the soul is cast at the same time, Kiri's soul transfer is saved against at -4. The material components of the spell amount to 7000 gp worth of preparations taking 2 days. This is a great spell to base adventures around - some old evil wizard looking for a new, young body. The PCs must find some way to reverse the process by finding the spell. Kiri's Sphere of Annihilation (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: David Kelk This spell calls into effect a sphere of annihilation as per the Dungeon Master's Guide's description except for two important differences: * It cannot be created inside anything (to avoid instant deaths). * It is always under the control of the caster and cannot be wrested from him. The material component is a specially prepared lodestone (details are left to the DM). Kiss of Death (Conjuration/Summoning) Range: 0 Components: S Duration: Permanent Casting Time: 3 rounds Area of Effect: Creature touched Saving Throw: None Author: John Daniel When the kiss is bestowed, the creature is slain (maximum of 150 hit points can be taken away). After 1d10 rounds, the corpse turns to dust. The creature cannot be resurrected. Lazatar's Spellstopper (Abjuration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 hours Area of Effect: 100 square foot section of wall per level Saving Throw: None Author: Lazatar This very potent abjuration is used to protect a castle, keep, city, etc. from one or more enemy spells. For each level the wizard has obtained, he may protect up to a 100 square foot section of wall; more than one application of this spell may be cast on a single wall at once, as long as the areas of protection do not overlap (the wizard may shrink the area of effect to any size less than the maximum, as desired); in other words, no one brick of the wall may be under protection by more than one spellstopper at a time. The protection afforded by this spell extends to individuals on top of an affected wall. Spellstopper may be used to affect one other spell for each level of the wizard; thus, a 19th-level wizard may provide protection against 19 other spells directed at the protected area. These affected spells may be any spells, with the exception of wish and dispel magic; however, the chosen spells must be ones the wizard already has learned. Once this spell is cast, any of the chosen spells directed at the protected area automatically fail; spellstopper has no effect on other spells. Spellstopper may be removed by wish or it may be dispelled. For every non-chosen spell cast at the area of effect, the chance for dispelling spellstopper is increased a percentage equal to the level of the spell. This bonus is cumulative (up to 25%) and lasts for one turn. In order to earn this bonus, the wall itself must be targeted; an attack directed at a defender on top of the wall does not contribute to this bonus. As an example, let us assume a wall is protected from, among other spells, passwall, and magic missile, and that fireball and transmute rock to mud are not affected. On the first round, magic missile is directed at one of the defenders; since the wall protects its defenders, the spell is stopped. The next round, passwall is cast on the wall; since it too is a chosen spell, passwall has no effect. On the third round, fireball is cast at the defenders, and since it was not named during the casting of spellstopper, it has full effect; in addition, if dispel magic was cast within one turn, it would have a 3% bonus, since fireball is a 3rd-level spell. Nine rounds after fireball was cast, transmute rock to mud is cast on the wall; it too has full effect; if dispel magic was cast now, it would have an 8% bonus applied to it (3% for the fireball and 5% for rock to mud). Two rounds later, another rock to mud is cast; subsequent dispel attempts now have and 10% bonus (5% for each rock to mud; the 3% for fireball no longer applies, as it has been more than 10 rounds since it was cast). Each casting of spellstopper temporarily reduces the wizard's Constitution by 1d4 points; an hour of undisturbed rest will restore one Constitution point lost in this manner. If the wizard's Constitution is reduced to 0 or less by casting this spell, he must make a successful system shock roll to prevent actual death. The material components for this spell are a thin sheet of lead, as well as the material components for all spells spellstopper will protect against. The wizard can only protect against spells he can cast himself. Lazzaro's Murderous Sword (Enchantment) Range: 50 yards Components: V, S, M Duration: 1 round per level Casting Time: 9 Area of Effect: Special Saving Throw: None Author: Lazzaro This spell is a version of Mordenkainen's sword, but with a twist. This spell causes a shimmering aura to form around any sword. This sword will then arise and be at the command of the wizard. He may order the sword to attack, defend, guard, or whatever. The sword can respond to moderately complex tasks like, "let no one through this door unless they say the word ixitayal". In combat, the sword will hit any Armour Class on a 19 or 20, it has the same hit points as a fighter of the level of the wizard (18/01 Constitution), has the same Armour Class as the wizard, and fights like a fighter of the same level (i.e. 2 attacks per round, THAC0 whatever). It attacks as if wielded by someone with an 18/00 Strength (+3,+6). It also has its own bonuses; it requires a magical sword as material component. If the sword has any special abilities these will also be used in the combat. The sword acts independently of the wizard (obviously) and requires no concentration to maintain. However the wizard must remain with 50 yards of the sword or it falls to the ground, inert (with magic drained from it). Ways to defeat the sword include: rendering the wizard unconscious, hitting the sword for loss of hit points, encasing it in something, or successfully dispelling it. As discussed above, the material component is a magical sword, the magic of which is consumed after the spell ends (gives high level wizards a reason to collect all those magic swords and destroy them in the process). The other material component is a gem with the soul of fighter trapped in it. This gem becomes embedded in the sword during the spell. Each time the gem is used, it has a cumulative 5% change of shattering, freeing the poor soul inside. Obviously, the gem is not consumed after the spell ends. Lichdom (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 3 hours Area of Effect: The caster Saving Throw: Special Author: Unknown When this spell is cast, the wizard saves versus death magic. If he fails, he becomes a lich, otherwise he dies. Should he be raised or resurrected, he can try again. This spell makes clear why a wizard has to be of eighteenth level to be able to become a lich. Lorth's Translocation (Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Aaron Sher Lorth's translocation is a the most advanced teleport class spell ever devised. Given a description of any sort, the wizard is able to place himself at the specific location. The description might be a detailed mental image, a verbal description, a painting, "thirty feet due east", "the centre of the room in which stands the sceptre of Ashkamankh", or anything else sufficiently precise. If there does not exist a location such as the one described, nothing will happen. If the description is insufficiently precise (a field of grass, the centre of a forest), the spell will have no effect. If the location does exist, then the wizard will be placed there, no matter where it is. This spell can transport the wizard to any plane, any distance. Note however that it is very, very difficult to describe a specific place in planes such as the astral or the ethereal, due to the lack of good landmarks. Of course, if there should happen to be a solid object in the place described, the wizard is slain instantly. Magic Swarm (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Unknown Magic swarm is both a very potent, and a very unstable spell. With this spell, the wizard may bind up to three attack-type spells (those that cause any type of damage) together into one spell. The wizard begins the incantations of the magic swarm and then "loads" the spells to be bound into the swarm (this effectively casts the spells - the proper components are required, and the loaded spells fade from memory; magic swarm is the "target" for these spells). The wizard then finishes the binding process by continuing the incantations of the swarm. This entire process takes two turns plus the casting times of the spells to be bound. When magic swarm is actually cast, the bound spells are released simultaneously (this has a casting time of 3). However, due the unpredictable nature of this spell, there is a chance that some of the bound spells may not function normally. At the time of casting, the DM rolls 1d3; the result is the number of spells that work properly - the remaining spells fizzle and are lost (the spells go off in the order they were bound, so it is important to keep track of the order). Due to the extreme exertion required to cast this spell, the following penalties and stipulations are placed on its use: * Only one magic swarm may be memorised in any two-day period. * After magic swarm is cast (actually cast, not after binding), no further spell casting is possible for one turn (10 minutes). * After the spell is cast, the wizard temporarily loses 1d4 Constitution points; if this brings the wizard's Constitution score to zero or below, a system shock roll must be made; if this roll is failed, the wizard dies, otherwise he falls into a coma until his Constitution is restored to a positive value; it takes one hour of rest to restore one Constitution point lost in this manner. * If the magic swarm is not cast in one hour per level of the wizard, the wizard must make a saving throw versus spell; if this saving throw fails, the swarm will discharge will full effect, centred on the wizard (1d3 is still rolled to determine how many spells actually go off and how many fizzle); if the saving throw is successful, magic swarm simply fades from memory and is lost (along with all bound spells). The material component for this spell is a bag of holding (which effectively "holds" the spells in the bound state). When the spell is cast, the bag is destroyed unless the wizard makes a successful saving throw versus spell at -2. Mass Death (Necromancy) Range: 50 feet plus 10 feet per level Components: V, S Duration: Instantaneous Casting Time: Special Area of Effect: Special Saving Throw: Negates Author: Max Becherer Mass death is a modified version of power word, kill. After one round of verbal and somatic preparations, the wizard is ready to utter the word of death. This word can be uttered any time within one turn per level of the wizard, provided no other spells except shout or ventriloquism, are cast in the intervening time. All creatures (besides the wizard) within the range of the spell, including allies, having one third of the wizard's level or less, must save versus death magic or be instantly slain. A shout will double the range, while ventriloquism will allow the wizard to move the centre of effect. Use of either spell grants the victims a +4 bonus on their saving throw due to the magical synergy. It should be noted that the final word must be heard by its victims. The deaf are therefore totally immune to this spell. Magical silence can negate the spell's effect, while loud noises and ear plugs will offer partial protection, i.e. saving throw bonuses, at the DM's digression. This spell does not affect undead or creatures without functioning auditory organs. Master Weaving (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Kris With this spell, several wizards can combine their magical abilities and powers to create greater spells. If several casters want to combine their efforts, they must first decide who will be the head weaver. This person is the centre of the spell: without him, the entire spell structure collapses. Also, if he loses concentration all the efforts are lost and the spells as well. Next, they must decide which spell they are going to create. To create this spell, they may use several different or all the same spells of weaker levels which, combined, give the desired spell. These spells must in some way be related to the desired spell. The DM should rule what spells can be combined. To participate, all members of a "spellcloth" must roll their chance to learn spells: if they miss it, they lose the spell and their effort isn't counted into the whole of the spell. If the head weaver misses his roll, he made a mistake in the weaving of the spells into the new one and everything is lost. To calculate how much energy is created, take the number of mages involved (specialists count as 1.5 if they cast a spell within their specialty but as 1/2 if not) and divide this number by the total number of mages involved (specialist now count as one). If the resulting figure is larger than 1.25, make it equal to that number. Multiply this number by the total number of spell levels involved (i.e.: add all levels of the individual spells). Now add 2 to this number and round down. If the energy created by the cloth is not enough to form the desired spell, the next spell in line is created instead. The experience level at which the spell is cast is the head weaver's level plus half the level of every other wizard involved. If this is lower than the minimum needed to cast the final spell then the spell is still cast, but at the casting level of this imaginary lower level wizard. Because spell weaving takes a lot of time, spellweavers always lose initiative. Also, the weavers cannot be separated by more than 10 feet, and no barriers may be between any individual and the head caster. The number of mages involved is also limited: 11 for a master weaving. Minor weavers only count as 1/3 if included in master weaving, while major weavers count as 2/3, for the purpose of calculating the maximum number of mages. Master weaving can take any 9th-level spell or lower to weave successfully (the desired spell can be of tenth level). Melf's Ultimate Megablast (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 10-yard per level radius sphere Saving Throw: 1/2 Author: Melf This is the ultimate suicide system. I guess many others may have their own version of megablast. The idea is that in a desperate situation, the caster bursts out all his energy in a ball of pure energy causing 1d6 of magical damage per spell levels remaining in the caster's memory (plus 9d6 for the megablast itself). Magic resistance reduces damage again by half (shock wave remains). The caster himself has a 50% chance of being disintegrated (a saving throw applies, if the saving throw is made, he still receives all damages as above), and a 50% chance of ending naked on another, random, plane. The material component is a platinum dagger the wizard uses for suicide (good idea, ending up naked but with a platinum knife somewhere in the abyss). The dagger is obviously not consumed in the casting. Mental Library (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Paul D. Walker This spell is similar to mental ledger in that it enables the wizard to record information in some unused portion of the wizard's brain, and then gives the wizard the ability to read the information at a later date as if they were reading it in their own hands. This spell actually will allow the wizard to hold as many spells as he knows and any that the wizard might learn in the future. In fact, any spells that are stored in the wizard's brain through the use of the spell will remain there essentially forever available for recall when necessary. This spell also allows the wizard to record information other than spells in this "storage area". The wizard can store the entire contents of any book that he reads and can access the book at any time in the future just like mental note. To add more information after the spell is cast requires that the wizard cast the spell again at the time that they wish to add more information. The material components for this spell, the first time it is cast, are a specially prepared lead crystal which has been enchanted to absorb magical energies. The value of this item can be no less than 50,000 gp. To add more information in subsequent castings, the wizard would require a pure lead crystal of 5000 gp (as in mental ledger). This spell is highly useful for wizards on the go who want all their spells and library without having to carry it around for themselves. The casting time depends on what is being stored. It takes one hour per spell level per spell memorised, and it takes the time it takes the wizard to read a book to store a book (the wizard is allowed to take short breaks and sleep if there is a large amount of information being memorised). Merge [2] (Alteration) Range: 10 feet Components: V, S, M Duration: Permanent Casting Time: 24 hours per function to be linked Area of Effect: One item per 3 levels Saving Throw: Special Author: Kai Rottenbacher This spell allows a wizard to merge two or more functions of items or creatures together. These functions of items or features of creatures are chosen by the caster. There are two different rituals: one for items and one for creatures. For items the caster has to create an area of the highest magic potential (an area of spells with no less than 10 permanent spells of level 5 or higher per function to be merged). This area is completely drained in a casting whether successful or not. In this ritual the caster has to prepare the items which are to be merged into one plus the item into which they are to be merged. This preparation includes a full enchant an item spell for each item to be merged. The item into which the others are to be merged has to be worth no less than double the sum of all the other items. Then this new item is placed in the centre of a thaumaturgic circle with the other items placed equidistant on the outer edge. Then the ritual of merging can begin. After a casting time of 8 hours for each function to be merged the caster begins to draw the magic from the surrounding items and transferring it to the central item. This takes another 8 hours per function. Once he begins to transfer the powers he must not be disturbed; otherwise the spell fails as described below. Even if the items are moved (even by an earth quake), the spell fails as described below. After the powers are transferred the caster needs another 8 hours per function to seal off the powers from each other and into the new item. During this time he may be disturbed again but not for longer than 24 hours in a row, otherwise the spell fails again. For each power the wizard transfers he has to make a saving throw versus spell. If any of these saving throws fails, the spell fails. If all saving throws succeed the powers are successfully transferred. Then, only a single permanency spell has to be cast to permanently seal the powers. For creatures to be merged, they have to be of the same general class: living biped with living biped, undead quadruped with undead quadruped, etc. Then a similar ritual as with items is necessary. In this case they have to enchanted with one fire charm each and they all have to fail their saving throws against this spell. The fire charm has to work through out the ritual, but once they have failed one saving throw they are not allowed another saving throw until the ritual comes to an end. At the end of the function (or feature) transfer each creature has to make a saving throw versus spell. If any of these saving throws succeed the creature retains its features and the central creature suffers the effects of a failed spell. The caster also has to make a saving throw for every function he transfers. If any of these saving throws fails, the whole spell fails (see below). If the spell fails for any reason, any items of less than artifact level are destroyed instantly in an explosion of raw magic (like spellfire). There is no known protection against this spellfire. The explosion incinerates anything within 100 feet per item or creature that was to be merged. This is absolutely deadly: no one can survive this (not with magic resistance, not with a scarab of protection, not with fire resistance: nothing helps), except for gods. The only thing that survives is an unwilling creature that makes its saving throw versus death magic in the transfer. Thus, this spell is rarely used for unwilling creatures to be transferred. The effect of this spell is to drain the creature or item of its own powers (and deficiencies, if desired) and transferring them completely to the central item or creature. A creature thereafter does not have its normal or natural powers. If the life is drained from one creature and placed within another, that central creature is given the normal life expectancy of the original creature and the original is rendered lifeless (dead). Thus, this spell is a cause for an alignment check if used by good characters on unwilling creatures (and charmed creatures are not naturally willing). It is not possible to merge an already merged item or creature with another item or creature (whether that other item or creature was merged or unmerged before does not matter). In the ritual the caster chooses the functions of the items he wishes to transfer into the central item or creature. The offspring of such merged creatures has a 10% chance to inherit each function, but there is also a 10% chance per function that the offspring will die from the effects. It is not possible to destroy an artifact with this spell, no matter what is done to it. It will normally be moved to another plane (normally along with the caster) where the caster will have to contend with the (angry) creator of the artifact. The material components for this spell are: a single king's tear (a very rare gem found in the Forgotten Realms only) for every five functions to be transferred, plus a full gallon of nitric acid for each item which is used to dissolve a part of the items or creature to be merged, plus the rendition of the thaumaturgic circle in a setting of a complete platinum floor ringed in gems (no less than 10 diamonds, rubies, emeralds, topazes, and sapphires each of no less than 5000 gp each) which costs no less than 500,000 gp for the whole circle, plus a freely donated horn of a unicorn which acts as a funnel for the magic into the central item or creature. With the exception of the last item every other material component is completely and utterly destroyed in the casting whether successful or not. How to get the material components, well... that's your problem, isn't it? Note: this spell can be very dangerous for playing balance if the characters can use it with ease. Thus, the DM should think about some rioting mob to break into the tower of the wizard during some critical part of spell casting. And think about those incredibly long casting times... As a normal wizard can only cast for a continual 10 to 12 hours a day, the casting time lengthens again quite considerably. Thus, to transfer the powers of four items with three functions each into one item would take a casting time of 16x24 = 384 hours. These hours would have to be split up into some shorter periods for most wizards, thus forcing the wizard to retreat for a full 32 to 38 days (plus the preparation time for those items) for those wimpy sixteen functions. Quite long enough for most opposing wizards to find out about it and setting up a little "welcome-to-the-netherworld party" for the character. Mezzalldam's Choking Fist (Evocation) Range: 3 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 9 Area of Effect: Special Saving Throw: None Author: Allan J. Mikkola This spell creates a disembodied hand similar to those of the Bigby's hand spells, except it is much smaller (about the size of an ogre's hand). It will attack as directed by the wizard (no concentration is required to do so - the wizard simply chooses the target). The hand does not automatically hit, but will attack using the wizard's THAC0, with a +2 to-hit bonus. If a hit is scored, the fist closes tightly around the victim's throat; it will continue squeezing until the target is dead, or until the hold is broken. Once per round, the fist's lock may be broken by making a successful bend bars roll (the victim has a 10% penalty applied to this roll); only one person may do this each round, due to the small size of the hand. Other party members who try to free the victim must devote their entire attention to this for the round (i.e. no other action may be taken, Dexterity bonuses to Armour Class are lost, etc.). Each round the victim is choked, a system shock roll must be made; each round of constriction after the first imposes a cumulative 5% penalty to this roll. If the roll fails, the victim fall unconscious and if the hold is not broken the following round, the victim dies. While a victim is being choked he may perform no other actions (other than breaking the fist's hold) - all the target's efforts are required to fight the effects of the constriction. The fist will continue attacking until it is destroyed or dispelled, or until the spell's duration expires; the wizard can also end the spell with a single word. The fist may be destroyed by direct attack; it has an Armour Class of 2 and as many hit points as the wizard at full health. The fist will also break its hold on a victim every time it loses half its remaining hit points. Note however, that attacking the fist while it is choking a victim is dangerous; if an attack on the fist fails to hit, another normal attack must be immediately rolled against the victim, inflicting any damage normally. If the fist's hold is released or broken, it may be attacked without fear of hitting companions. If the fist is not choking a victim, it may be attacked by anyone who beats the wizard's initiative roll (or by anyone, if the fist fails to score a hit that round). The material components for this spell are a bit of bone and skin from any constricting snake; these components are consumed when the spell is cast. Mezzalldam's Lightning Swarm (Invocation/Evocation) Range: 10 yards per level Components: V, S, M Duration: 2 rounds Casting Time: 9 Area of Effect: 5-foot wide, 5-foot per level long ray Saving Throw: 1/2 Author: Allan J. Mikkola When this spell is cast, a 5-foot wide, electrically-charged, blue ray shoots from the wizard's finger, and strikes as directed up to a distance of 10 yards per level of the wizard. The ray travels in a straight line and is blocked by most obstacles; however, it will burn through thin, flammable material such as cloth and straw. When the ray reaches its terminal point, as chosen by the wizard (or when it strikes a blocking obstacle) it will erupt into a lightning swarm. This swarm appears as a glowing, blue sphere with dozens of small lightning bolts flashing in all directions. The radius of the swarm is 5 feet per level of the wizard. Anyone caught inside the swarm suffers 10d6 points of damage; a successful saving throw versus spell reduces this damage by half (victims wearing metal armour suffer a -2 penalty to their saving throw). Those who fail their saving throw must make a saving throw versus lightning for all their objects; items that fail their saving throw are destroyed. If the wizard desires, the swarm may be continued for a second round. If full concentration is maintained, the wizard may move the swarm 10 feet per level of the wizard; if the wizard's concentration is broken, the swarm stays where it is. Anyone that comes into contact with the swarm during the second round suffers 5d6 points of damage. Those who successfully saved on the first round automatically save on the second round as well. The material component for this spell is the heart of a blue dragon, which is consumed when the spell is cast. Evil wizards have discovered that the heart of a bronze dragon will also work as a material component for this spell. Milt's Miniature (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 rounds Area of Effect: Person touched Saving Throw: Negates Author: James Bray To be able to cast this spell, the "victim" must be frozen, eg. by a successful hold person. The caster must then place a piece of mithril in front of him, one behind of him, and one on both sides. A diamond must then be drawn between these mithril pieces, without touching the mithril once they have been placed. The wizard then casts the spell. No to-hit roll is needed, because the victim is frozen. An Intelligence check must be made, though. If successful, the victim assumes the form of a small mithril miniature. The mithril pieces are used up in the spell. If the miniature is sold, stolen, or possessed by anyone other than the caster, the spell is broken and the victim enlarges at a very fast rate, and the mithril pieces reappear - end of story. If the caster dies, the victim is freed as well. If the victim comes out of the hold person spell before this spell is completed, the casting failed. If the miniature is destroyed, broken, or melted, the victim dies. Morgwar's Undead Spellpower (Alteration, Necromancy) Range: 10 feet Components: V, S, M Duration: Permanent Casting Time: 1 day per spell level imbued Area of Effect: One undead Saving Throw: None Author: Kai Rottenbacher This spell is an improved version of imbue undead with spell ability. It gives one undead creature which is not normally able to cast spells or use spell-like abilities like energy drain the ability to cast up to one spell. This spell can be used multiple times on these undead until they have the power to cast one spell per Hit Die they possess, maximum. For undead which can already use spells or spell-like effects (see above), it gives them the ability to cast one spell for every level of the caster plus one per Hit Die, maximum. These spells it regains at the stroke of midnight, whether cast or not. The spells given and implanted in the undead are given by the caster of the spell. These spells are permanently removed from his memory until they relearn this spell as if they had never heard of it (roll their chance to learn a new spell). The spells have to be cast during the ritual imbuing the undead with their spell abilities. For these spells, the undead don't need any kind of components (neither verbal, nor somatic, nor material components) but the material components have to be provided during the ritual in addition to those noted below. The material component for this spell is one potion of undead control of the type of undead which is imbued with the spell plus one scroll of with the spell to be imbued - and only that spell must be written on that scroll. Muier's Most Excellent Flame Sculpture (Evocation) Range: 30 yards Components: V, S, M Duration: 6 turns + 1 turn per level Casting Time: 1 turn Area of Effect: Special Saving Throw: Special Author: Calvin (Azrael) This spell is the most advanced of the flame sculpture class of spells. The object formed can be highly complex, containing many moving parts, such as a siege machine or a spelljammer. Parts of an object created could be as flexible as a rope or the wood of a bow, so a large net, ballista, rope bridge, or collection of crossbows could be formed. Up to one cubic yard per level of flame can be created and sculpted. Otherwise, this spell conforms to the description of the lesser flame sculptures, except that the sculpture causes 1.5 HP of damage per level per round of contact with a living creature (rounded down), and non-magical combustible items get no saving throw at all to resist the flames. Magical combustibles may saving throw versus magical fire at -2 to avoid being destroyed. The material component of this spell is a drop of pure alcohol. Muier's Nefarious Nuke (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: 10-foot radius per level Saving Throw: Special Author: Calvin (Azrael) This incredibly destructive spell should be used only if the caster wants to utterly annihilate everything close to him. The spell draws upon the caster's life force and explosively blows it apart, blasting everything within the area of effect to dust and ash. All living creatures have a chance to avoid utter destruction by rolling a 20 on 1d20. In this case, the lucky creature is reduced to 1 HP. Otherwise, creatures slain by the explosion have a mere 20% chance of surviving resurrection by any spell, even wishes. Unfortunately, the caster himself is blasted to atoms, destroying any and all hope of resurrection. Unless he takes some form of precaution before casting the spell, he will be forever killed. A contingency teleporting the caster away at the instant the spell is cast will not save him, for the spell's energies will still blow up his life force as soon as he reaches his destination. Use this spell only when you're using a character whom you either don't like or whom you don't use that often anyway. The material component of this spell is a mushroom. Munch Magic Item (Alteration) Range: 0 Components: V, S, M Duration: 1 hour Casting Time: 1 hour Area of Effect: Magic item touched Saving Throw: Special Author: Jim Vassilakos By means of this spell, the wizard may drain the magical essence from powerful items, thus acquiring mana or special abilities. Of course, the spell requires the material component of a magic item, and the effects vary with the item, however, as a rule of thumb, the number of mana points acquired equal one hundredth of the experience point value of the item where given. Magic items are allowed to saving throw against magic as wizards of a level equal to their mana point value, success indicating that the wizard was unable to complete the spell and the magic resulted in spell failure (see spell failure rules). As an interesting side note, the wizard must save versus spell when snuffing intelligent items or suffer a schizophrenia where the wizard must share his mind with the spirit of the item in question. Powerful artifacts are particularly nasty in this respect, having the ability of conferring special capacities upon the wizard, however, the risk of possession or domination also rises with the increased profit to be had. The material component for this spell is a sap. Mystyk's Mystical Missile (Invocation/Evocation) Range: 10 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: Special Author: Mystyk This spell causes a sparking, blue ray to shoot from the wizard's hand; the ray will strike any creature as chosen by the wizard. When the ray strikes the target, it will evolve into a vortex of electricity that surrounds the victim. The target must make a saving throw versus spell at -4; if this saving throw succeeds, the spell ends with no effect. If the saving throw fails, the victim suffers damage equal to 1d8 HP + 1 HP per level of the wizard, and the spell continues. Each round, a new saving throw must be made, with a cumulative +1 bonus (i.e. -3 on the second round, -2 on the third, etc.); the spell ends if a saving throw is successful, otherwise the victim is again subject to a damage roll. The target must devote his entire effort on escaping the vortex; if any other action is performed that round, the saving throw automatically fails and damage is inflicted normally. If the victim is rendered unconscious by the vortex, saving throws automatically fail (although the bonus still accumulates) until the target regains consciousness. If a victim is killed by this spell, the vortex will immediately attack the nearest enemy of the wizard; if none exist (within spell range of the wizard), the spell ends. The vortex moves at a rate of 24, and the new target is attacked normally; the penalty or bonus to the saving throw resumes at the point it left off when the previous target was killed. For example, if the initial target was killed during the fifth round, the new victim's saving throw begins with a +1 bonus. Any number of targets may be attacked by this spell, as long as the saving throws are unsuccessful, and a potential target is within range; otherwise, the spell ends. The material components for this spell are the heart and scales of a blue dragon, and any gem worth at least 500 gp. All components are consumed when the spell is cast. Naked Fury (Alteration) Range: 250-foot + 50-foot per level radius Components: V, S, M Duration: Special Casting Time: 10 turns Area of Effect: 20-mile radius Saving Throw: None Author: Chris Lawson In my previous travels across the land as a very powerful wizard, I found a spell that was buried in the ground underneath the cave of an ancient gold dragon wyrm (he moved out of that cave centuries ago). After examining the spell on the scroll, I decided to destroy it. Never before have I seen such a powerful spell and after finding out that the scroll was both possessed and indestructible, I buried it deep within the caverns of the cave. This spell, when properly incanted, will unleash a chain of raw corusacatin magic energy which strikes the land with brutal force. There is no saving throw whatsoever, and the land is tainted with the magic for 1 year per level of the spell caster. The land is destroyed, and charred, and nothing will grow there as long as the magical taint remains. People who enter the area must make a saving throw versus spell, or fall sick for 3d6 days + 1d6 days per level of wizard. Noska Trades' Selective Death Spell (Necromancy) Range: 0 Components: V, S, M Duration: 1 round Casting Time: 6 hours Area of Effect: 1/2 mile per level Saving Throw: None Author: Noska Trades This spell will slay a selected type of creature in the designated area of effect with the effectiveness of a double-strength death spell (with respect to numbers of creatures slain). For example, all the first born of a specific race could be slain in the area of effect. During the 6 hour casting time, black storm clouds form over the wizard's location and slowly pillar to the ground. Upon completion of the casting the cloud touches the ground and vanishes and the selected group of creatures slowly dies over a one-round period. The first material component is a blade of grass from the grave of a creature of the type to be selected. The single blade of grass must be picked in the direct light of a full moon. The second material component is 5,000 gp worth of powdered diamond. Nuke (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 3 hours Area of Effect: 100-yard per level radius sphere Saving Throw: None Author: Unknown Creates a thermonuclear explosion of 2 kilotons power per level of wizard. Range is zero so unless used with one of the carrier spells this is a suicide weapon. The material component for this spell is a kilo of pure uranium, which the caster must have carried with him for at least a year. Orko's Absorption (Alteration/Evocation) Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 9 Area of Effect: The caster Saving Throw: None Author: Orko This spell enables the wizard to absorb and redirect up to 10 levels of magic energy. Any incoming spell is nullified, and the energy stored as potential. Only the same spell can be redirected, even if the wizard is not familiar with it. Any type of spell directed at the wizard may be absorbed, with the exception of area of effect spells, touch spells, and effects from magic items. Unused stored energy is lost at the end of the spell's duration. If an incoming spell exceeds the spell's remaining capacity, the wizard may make a saving throw versus spell (with a bonus of +2 per level of the incoming spell absorbed), to avoid the effects of any remaining spell energy, even for spells that ordinarily do not allow saving throws. The material component is an amulet that glows when spell energy is stored then disintegrates on the ending of the spell. Orko's Dimensional Travel (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: The wizard plus an additional 1d6 beings Saving Throw: Negates Author: Orko This spell allows the wizard and 1d6 beings to travel the circuits of the woven dimensions. The wizard can travel to the different realms or dimensions and back with this spell. The duration of the spell is completely dependent upon the will of the wizard, with a maximum of 2 days. The number of creatures that can accompany the wizard should be rolled secretly by the DM, and only revealed after the first dimension travel has been made. No creatures other than those that accompanied the wizard on the first travel can accompany him on subsequent travels. Any unwilling creature gets a saving throw versus spell to avoid the effects of this spell. The material component for this spell is a brazier burning various rare herbs during the casting of the spell. Orko's Laser (Evocation) Range: Special Components: S Duration: Instantaneous Casting Time: 1 round Area of Effect: One creature Saving Throw: Special Author: Orko Upon utterance of this spell the wizard releases a light beam of positive energy from his finger. The beam inflicts a total of 10d10 HP of damage, and if the saving throw versus spell is failed, there is a 20% chance that a body part will be damaged (roll on the chart below if this is the case). D6 Roll Hit Effect 1 Head Instant Death 2 or 3 Arm Useless until healed 4 or 5 Leg Useless until healed 6 Rear Useless until healed If the victim makes his saving throw he will sustain only half damage and reduce the chance of body part damage to 5%. The only spell component for this spell is a slight unique finger pattern. It is easier to aim at larger creatures, but a larger creature gets a better saving throw. Therefore, range and saving throw for this spell vary according to the creature attacked by the beam: Creature is Range Saving Throw Small 60 feet 1/2; made at -6 Medium 120 feet 1/2; made at -4 Large 240 feet Negates This spell has only somatic components. Orko's Mnemonic Enhancer (Alteration) Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Author: Orko This spell is similar to the 4th-level Rary's mnemonic enhancer, but, by means of this spell, the wizard is able to memorise and retain the memory of nine additional spells, in different combinations. The wizard can elect to memorise the spells immediately or the wizard may elect to retain the ability to memorise the spells until a later time. The material components for this spell are a piece of golden thread, an ivory plaque of at least 1000 gp, an ink compose of squid secretion and a drop of blue dragon blood. All components disappear when the spell is cast. No spell may be enhanced more than twice by means of this spell. Orko's Permanency (Alteration) Range: Special Components: V, S Duration: Permanent Casting Time: 4 Area of Effect: Special Saving Throw: None Author: Orko This spell is almost identical to the 8th-level wizard spell permanency, save for the fact that the wizard can make any spell's duration permanent (at the DM's discretion). There is no monetary cost for the spell but still there is a cost, namely that the wizard loses two points of Constitution for each casting of this spell. Orko's Time Travel (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: The wizard or an optional 1d6 creatures Saving Throw: None Author: Orko This spell allows the wizard or 1d6 beings to travel the circuits woven by time. The wizard can travel into the future or into the past and back with this spell. It is recommended that the past be left alone for the general safety of the future. The wizard controls the duration by his will. If beings other than the wizard are sent into the future or the past, they can return whenever they will it. The material component for this spell is a small piece of oriental silk. Phantasmal Force IV (Illusion/Phantasm) Range: 5 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 4 Area of Effect: One creature Saving Throw: Special Author: Jim Vassilakos When this spell is cast on a single individual of not greater than twice the Hit Dice or level of the wizard, the diabolic magic of the spell sweeps into the darkest corner of the victim's mind constructing from the idea an illusory form of the subject's greatest fear. This fear "strikes" with a 15 THAC0, is invulnerable to all attacks, and will kill the subject on a successful hit. Generally speaking, the only defense save for distracting the wizard is an attempt to disbelieve (make Intelligence check on 3d6). The material component for this spell is a bit of fleece. Phasing Ship (Abjuration, Alteration) Range: 10 feet Components: V, S, M Duration: 1 week per level Casting Time: 1 day per 3 tons of ship Area of Effect: 3 tons of ship per level Saving Throw: None Author: Kai Rottenbacher This spell can give a ship up to the maximum effect of the spell caster the ability to phase out of view like a phase spider (it stays until it has attacked and then phases out). This ability can be used at the command of the captain, who has to be within range of the spell as it is cast and he has to stay on board of his ship throughout the duration; otherwise it is cancelled instantly. If the captain is slain, knocked unconscious, feebleminded, or disabled in his free will in any way, the spell is cancelled, too. The whole ship including crew, cargo, and atmosphere phases out at the command of the captain. This phasing out ability causes the ship to be completely invulnerable for any ships that cannot also phase out. This phasing ability only works within crystal shells. Anyone who has initiative before the ship with the phasing ability has the possibility of attacking before it phases out. The other possibility to attack is to phase out also, but in that case the only damage possible would be with either magical weapons (which cause only their magical bonus of damage if they hit) or by ramming. As phasing out means entering the ethereal plane, all missiles and other combat changes are affected by the laws of the ethereal plane. The phasing ability works automatically while the ships is at interstellar speed. But the phasing does not prevent the slowing down of ships as they meet in wild space. Thus, it could be as helpful as dangerous (it could help to phase through those dangerous explosive flaming lifeboats left over by some ships, but it could be very dangerous if one phases in right in the centre of a sun in the company of a sun dragon...). Normally, the captain and the crew can look from the border of ethereal to the prime, but there may be some significant factors which prevent that. The material components are one completely preserved dead body of a phase spider per 3 tons of ship to phase out. In addition, one dose of oil of ethereality has to be applied to each crew member during the casting for the phasing ability to work. Once the spell is cast, any additional or new crew members don't need this oil applied until the spell runs out or a new spell of the same kind is cast. Pilpin's Nightmare (Enchantment/Charm, Necromancy) Range: Plane of casting Components: V, S, M Duration: Special Casting Time: Special Area of Effect: One creature Saving Throw: Special Author: Pilpin This spell allows the wizard to enter a creature's dream and attempt to control it, but the spell can backfire and destroy the wizard. Creatures that do not dream are not affected by this spell (i.e., undead, non-intelligent monsters, etc.). The creature must have been asleep for at least one hour before the spell will work. The wizard goes into a deep trance for the duration of the spell and is totally oblivious to the surrounding environment. If the wizard is disturbed, the spell ends. The wizard projects from the trance into the creature's dream. The wizard will appear in the dream as an observer, unable to influence the dream or say anything. There is a 5% chance that the dream projected into is hostile to the wizard (see below for the effects of a dream hostile to the wizard). Once in the dream, the wizard attempts to take control of the dream. The target creature is allowed a saving throw at -4 to resist the wizard's attempt. If this first saving throw is successful, the wizard does not take control of the dream and cannot try again for a week. At this point, the wizard can leave, or remain as an observer. If the wizard chooses to remain, there is a 5% chance per round that the dream turns hostile to the wizard. If the creature fails the saving throw, the wizard takes control of the dream and can make anything happen in that dream. If the wizard causes the dream to become hostile to the creature (i.e.: turning it into a nightmare), the target creature must make a saving throw versus death magic or die in its sleep. If the creature's saving throw is successful, the wizard loses control of the dream, but the target creature still takes physical damage equal to 25% of its maximum hit points. The target creature will not awaken due to the physical damage caused by the nightmare, but may be awaken by another, who witnesses the damage suddenly appearing on the creature. After the first attempt at turning the dream to a nightmare there is a 50% chance that the dream turns hostile to the wizard. The wizard can again attempt to take control of the dream or leave. If the wizard regains control of the dream, he can again attempt to kill the target. If the target saves versus death magic again, the wizard loses control of the dream and the target takes another 25% of its maximum hit points in damage. The dream now automatically turns hostile to the wizard. The wizard can continue to go through this, each time the creature can either fail its saving throw and die, or successfully save and take 25% of its hit points in damage. If the target creature saves and takes damage four times, it dies from physical damage. If at any time the dream turns hostile to the wizard, the wizard can attempt to control the dream in the usual manner, or attempt to leave the dream. If the wizard chooses to leave, a successful saving throw versus spell is required (leaving a non-hostile dream does not require a saving throw), if the saving throw fails, the wizard is trapped. If the wizard unsuccessfully attempts to control the dream (i.e., the target saves against the attempt), the wizard is trapped. A wizard trapped in a dream hostile to himself cannot make the dream hostile to the target again and must make a successful saving throw versus death magic or die for each round trapped. If the saving throw is successful, the wizard loses 25% of his hit points due to physical damage (a wise wizard will have somebody watching in case this starts to happen). If the wizard is not awoke by another, he must regain control of the dream before he can attempt escape. If unsuccessful in gaining control of the dream, the wizard will die in four rounds from physical damage, if not sooner from a failed saving throw versus death magic. The material components are a personal possession from the target creature and a lock of hair from a night hag. Pilpin's Soul Exchange (Alteration, Necromancy) Range: 0 Components: V, S, M Duration: Permanent until wizard reverses Casting Time: 1 turn Area of Effect: Two creatures touched Saving Throw: Special Author: Pilpin This spell causes the life forces of two creatures to exchange. The wizard must touch both creatures simultaneously at the end of casting without having to make a to-hit roll. Any two creatures with a soul or spirit (eg., humans, elves, animals, birds, dragons, fish, etc.) can be affected. Examples of creatures that do not have souls or spirits (as we understand them) are: undead, demons, devils, automatons such as golems, and extra-planar creatures in general. The saving throw against Pilpin's soul exchange depends on whether both, one, or neither of the recipients are willing to undergo the exchange. Treat indifferent as unwilling. If both recipients are willing, no saving throw is required. If one recipient is willing but the other is not, then the unwilling target is allowed a saving throw with a -2 penalty. If both are unwilling, then they are both allowed a normal saving throw. A successful saving throw by any one of the recipients negates the spell. This spell is much more powerful when used in combination with the 8th-level trap the soul. Unwilling creatures that are trapped within a gem prison have an additional -6 penalty on their saving throw. So if one recipient is willing and the other not, and the unwilling recipient is first imprisoned by trap the soul, the unwilling creature saves with a -8 penalty. If both recipients are unwilling and trapped in gem prisons, they both save with a -6 penalty. The spell does not release them from the gem prisons, only exchanges their souls. A creature's soul in a different body has that body's hit points or Hit Dice, Strength, Dexterity, Constitution, and Comeliness, but the soul's Intelligence, Wisdom, Charisma (modified by the body's new Comeliness), memories, and Intelligence based skills (languages, nonweapon proficiencies, spellcasting ability, etc.). The non-physical abilities can be used only if the body has the required physical attributes. If the body has extraordinary Strength, it can only be used if a warrior's soul enters the body. The body will not radiate magic. The alignment will be that of the soul. True seeing will reveal to a person that previously knew the recipient of the soul exchange that it is no longer the same person. The spell can only be reversed by a carefully worded and executed wish (creatures must be touching each other), another soul exchange, or the will of the original wizard. If a creature dies while in another's body, it can only be brought back with its own body, so if both creatures died this could be a reckless way to reverse the spell. The material components are a diamond worth 1000 gp and a bit of fresh brain tissue from a mind flayer (not necessarily freshly acquired, possibly magically preserved). Planar Gateway (Conjuration/Summoning) Range: 10 feet per level Components: V, S, M Duration: 1 round, hour, or day per level maximum Casting Time: Special Area of Effect: One gateway Saving Throw: None Author: Kai Rottenbacher This spell has the power to open a planar gateway to another plane - no matter where the caster is right now. Thus, it is a highly sought spell. The casting time can become quite prodigious (as you will see) but it can be shortened by a very complicated ritual. This gate is under no one's control and anything can pass through, in both directions. First, the duration of the spell must be chosen by the wizard. The casting time must then be calculated from the planar layer to be reached and the current location of the caster, as follows: a gateway from the prime material to another prime material plane takes one hour of casting time per round open (if the duration was stated in rounds), one day of casting time per hour open (if the duration was stated in hours), or one month casting time per day open otherwise. From the prime material plane to an inner plane, for every plane or planar layer traversed, multiply by two. From the prime material plane to an outer plane, for every plane or planar layer traversed, multiply by five. From an inner to an outer plane, for every plane or planar layer times traversed, multiply by ten. From an outer plane to an outer plane you need the permission of a god on both planes. Then, the casting time is multiplied by one hundred. As a character can normally only cast for some 16 hours per day the actual casting time will be even longer (unless the character is willing to give up experience levels: see below). For example, a gateway from the prime material plane to the second level of Hades that is supposed to stay open for 3 days has a normal casting time of 1 month per day open = 3 months, times 5 times 4 (astral, concordant, Hades' first level, Hades' second level) = 3 months times 20 = 60 months or a full 5 years. The casting time can be reduced: for every experience level offered in the casting, the casting time is reduced by a factor of 1/2 (rounding up) until a value of one is reached. After that, the time can be further reduced by 1/2 if 5 more levels are offered for each further reduction until the minimum casting time of 1 round is reached. Example continued: we eventually calculated a casting time of 60 months. This can be reduced by one half for every level offered. Thus, if our character offered 6 levels this would be reduced to 30, 15, 7.5 (rounded up to 8), 4, 2, and 1 by halving six times. Still quite long, but manageable. The character still has to be able to cast 9th-level spells after offering those levels, as the levels are drained at the beginning of the casting. Note that this might reduce the maximum duration. As the example above has shown, opening gateways for a long time can take an even longer time or many hard earned levels. As the character has offered the levels voluntarily, they cannot be regained with restoration, but only with a full wish per level lost. Thus, it is not very often that planar gateways are opened from an outer plane to an outer plane, but if they are opened they are opened with a lot of power behind them. The material components are solidified essence of the target plane, para- or quasi-elemental planes are considered to be one with their parent plane (you would need frozen ice to open a gateway to the plane of water, ice, or sludge), plus a full gallon of blood (or another appropriate liquid) from inhabitants of the target plane. Power Drain (Evocation, Necromancy) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: Creature touched Saving Throw: Negates Author: Kris This spell can be used to drain someone else's Constitution permanently and use this energy for certain spells such as permanency. To do this, the wizard casts the spell and touches the subject, who gets a saving throw versus spell. If the saving throw fails, 1 point of Constitution of the subject is drained and stored in the material component: a 1000 gp black opal. This energy must then be used within the spell's duration or it is lost forever. When the point is used or the spell ends, the opal disintegrates. Casting this spell is very tiring for the wizard, causing him to lose 1d6 points of Constitution that can be regained by having 3 hours of rest for every point lost. Power Word, Banish (Conjuration/Summoning) Range: 20 yards Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Phill Hatch This spell sends an extraplanar creature back to its home plane. If cast on a creature native to the plane it is currently on, the spell sends that creature to the outer plane best matching its alignment (yes, it can be used on PCs). If the creature has more Hit Dice or levels than the caster, it is not affected, even if it wishes so. If the target is already in an outer plane that is its home plane, the spell has no effect. There is no possible backlash to the caster as in the 7th-level banishment. Power Word, Vaporisation (Alteration, Conjuration/Summoning) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: 10-yard per level high cube touched Saving Throw: None Author: Paul D. Walker When this symbol is cast, it will cause a large volume of inorganic material to simply vanish and cease to exist as if it had never been. This effect is instantaneous, and remains permanent. Only a wish can bring the lost matter back into existence. The volume that is destroyed can be in any shape the wizard desires, up to the maximum volume affected. If any of the inorganic material is somehow magical, then assign it a value of 1 to 6, using the guidelines from the wizard spell detect magic, where artifacts are assigned a value of 6. This is the basic saving throw number that must be rolled, or rolled under, using a 1d20 in order for the object to save and not be disintegrated. If a magic item has powers or bonuses which could protect it from disintegration then they must be taking into account for the items saving throw. An intelligent item cannot be affected by the spell, as it does not count as an inanimate object. A ring of spell turning would not be able to turn the spell, but the roll is made anyway and if the turning is successful, then the ring would get the bonus or be saved completely. A ring of protection would get its saving throw bonus, while a device of protection from disintegration would always save. The material component of this spell is a pinch of dust from the coffin of a mummy. Prismatic Shard (Conjuration/Summoning, Evocation) Range: 100 feet + 10 feet per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: The Warlord of Heaven This spell calls into existence a shard of prismatic energy, much like a chunk off of a prismatic wall. The shard itself is about two feet long, 4 inches at the base, and a triangular pyramid. As protection from its brilliance, the spell grants the caster protection from its aura by giving him - for lack of a better term - magical arc welding glasses (his eyes turn deep black). All other creatures must save versus spell or be blinded for 2d4 rounds. Smoked crystal goggles will prevent this. The caster however is blind at the end of the spell for 1d4 rounds (while his goggles fade). This spell affects the creature struck just as walking through a prismatic sphere: all seven saving throws are rolled as per any other prism spell (that's 90 points of damage minimum, if they make every saving throw). The shard remains to wreak further havoc for its duration. The verbal component is up to you. The material is a 5,000 gp diamond and the somatic component is guiding it with your finger. You do have to maintain concentration to keep it around (just like spiritual hammer). Ralorn's Bolt of Dragon Slaying (Necromancy) Range: 20 yards per level Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: One dragon Saving Throw: Negates Author: Max Becherer This spell launches a bolt of killing energy specifically tuned to slay dragons. Any dragon struck by this spell must save versus death magic or die. If the saving throw succeeded, it suffers 1d10 HP of damage per level of the wizard. Against any other creature, the spell inflicts 1d6 per level, save for half damage. The material component is the tooth of a wyrm or greater dragon slain by the wizard without using this spell. Rednog's Layering Spell (Alteration, Enchantment/Charm, Metamagic) Range: 0 Components: V, S, M Duration: Special Casting Time: 3 hours Area of Effect: Creature touched Saving Throw: Negates Author: Kai Rottenbacher This spell allows the caster to apply a "layering" effect to spells which are normally not cumulative with each other. It does not matter if these spells are wizard or priest spells. All spells which are to be layered have to be cast in immediate succession beginning the next round after finishing this spell. Once this casting has stopped, no additional spells may be added to the layering effect. Thus, it would be possible to layer several stoneskins over each other; to create a multiple haste effect, etc. This spell allows a maximum stacking effect of one additional spell per 3 caster levels to be in effect on one creature (it would be possible for a 21st-level caster to allow a stacking effect of three additional hastes, one stoneskin, protection from fire, protection from lightning, and a prayer spell on one creature in addition to already existing versions of these spells on the same creature). It is not possible to cast this spell on a creature which already has this spell in effect. Thus, this is the only spell which may not be layered or stacked with itself. The duration of this spell is the duration for a single additional 1st-level spell. It is reduced for every additional level of each additional spell by one day; once one day or less is left, it is reduced by one hour in the same ratio, until one hour or less is left. Now decrease by turns until one turn is left, then decrease by rounds to a minimum of one round. Thus, our 21st-level wizard, who would stack seven 9th-level spells (one spell of 8 levels higher than first level plus 6 spells of 9 levels higher than a 1st-level spell would make 62 units) on himself would have a duration of 10.5 days for a single 1st-level spell; it would first be reduced by 10 days (leaving 52 units and 1/2 day, or 12 hours duration), then by 11 hours (leaving 41 units and 1 hour duration left over), then by 5 turns (leaving 36 units and 10 rounds), then by 9 rounds to 1 round minimum (actually leaving 27 units) and only a single round of duration. Thus, it is not very good to layer too many high level spells as they run out almost immediately. Once the duration of this spell runs out (or it is dispelled), all layered spells end immediately. This spell may also be applied to spell-like effects. Note: the layering effect is only additive: thus, 6 hastes don't give 2x2x2x2x2x2 = 64 times all attacks but only give a multiplication factor of 12. This spell has a significant negative side effect: as layering causes such a concentration of magic, it causes all boundaries of magical items to be significantly weakened. It is therefore possible that magic items and permanent spells are permanently destroyed in a most violent fashion. In case of a permanent spell, the chance that this happens is a base 100% minus 10% per spell level of the permanent spell. In case of an item, the chance is 100% minus 10% per spell level of the highest powered effect of the item, similar to any existing spell or minus 15% per plus, in case of an item with plusses (whichever is the higher of the two modifiers). Next, add 1% per spell level layered on the creature. If a spell or an item is destroyed by this spell, the magic contained will not pass away quietly. It causes an explosion of spellfire doing 1d10 hit points of damage per contained charge or per spell level which was destroyed in a 1-foot per charge or spell level destroyed radius sphere. As this is spellfire, only a wall of force will prevent others from taking damage (no other resistance helps: not even magic resistance or immunity to fire); the target creature takes full damage no matter what resistance it normally has (as it cannot encase itself with a wall of force). The material component is a block of mithril which is made up from two layers of mithril for each spell level to be layered and a single scroll for each spell which is to be layered. Each scroll has to be completely encased in a thin coat of mithril. This block then has to be speared with an adamantine spike which was broken on an anvil and then fixed again with one mending spell per spell level to be contained in the block. The whole mithril block without the scrolls costs no less than 3000 gp per spell level it is to contain (thus, our 21st-level wizard above would have wasted 7 scrolls containing a single 9th-level spell each and a full 7x9x3000 gp = 189,000 gp). Regenerative Restoration (Abjuration, Alteration) Range: 0 Components: V, S, M Duration: 1 week per level Casting Time: 1 day Area of Effect: Creature touched Saving Throw: None Author: Kai Rottenbacher This spell allows the caster to give a touched creature the ability to regenerate lost or drained energy levels or ability points at a very slow rate. The effect lasts for the whole duration of the spell. If at any time during the spell's effect the creature is affected by any such losses, it is allowed to negate the loss by succeeding at a base saving throw versus death magic minus one per point of damage that is dealt with the loss (if a vampire dealt a blow causing 9 hit points damage, the affected creature would have to succeed at its death magic saving throw (base) minus 9 to prevent two level losses). This ability also applies to ability points lost due to sudden or continuous draining effects (undead drains as well as strenuous activity like running at high speeds). If any losses still occur due to failed saving throws or because the spell was not in effect at the time of the loss, the creature gains the ability to gain the losses back at the following rates: * lost levels are replaced either at one per week (if normally a permanent loss) or in one tenth of the time (if a temporary loss), * lost ability points are replaced either at one per week (if a normally permanent loss) or in one tenth of the time (if a temporary loss). Each time one level or ability point loss is prevented or a point is regained, the duration is reduced by one week. If the remaining duration is less than a week, the spell instantly expires with no protection offered nor any returned point. Thus, a 20th-level wizard would have the ability to prevent the loss of one point in the 19th week of duration only. He could also restore only one point. It is not possible to stack this spell. The material components are one potion of heroism for each week or one potion of superheroism for every three weeks duration. These have to mixed with the remains of a cremated wraith's essence. It is possible to substitute any ashes of any other higher powered undead with a draining ability for the wraith's essence. Return (Necromancy) Range: 0 Components: V Duration: Until triggered Casting Time: 1 day Area of Effect: The caster Saving Throw: None Author: The Warlord of Heaven This spell will remove 5 HP from the caster's maximum permanently, but allows the caster to defy death once per casting. Once he dies from grievous wounds (dying from old age isn't affected), he will arise fully healed by the return spell. This spell is jealously guarded by those that know it. Rip Life (Necromancy) Range: 0 Components: V, S Duration: Permanent Casting Time: 9 Area of Effect: Creature touched Saving Throw: Negates Author: The Warlord of Heaven This spell affects only creatures up to 1.75 the caster's level or Hit Dice. The victim of the spell must make a saving throw versus death magic (with a -4 modifier to the saving throw). Failing this saving throw results in the victims death, utterly, with no hope of resurrection unless a divine being raises him. The caster can use this stolen life to do one of 5 things: * Waste it, soul is destroyed, a great howling is heard. * Use to heal self for 1d6 per level of victim. * Use to hurt another for 1d8 per level victim. * Pervert it, changes victim into an equal Hit Dice undead, determined at random. * Destroy an equal number of Hit Dice of undead with no saving throw. Rune IV (Enchantment) Range: 0 Components: V, S, M Duration: Until discharged Casting Time: 1 turn per spell level Area of Effect: Special Saving Throw: None Author: Max Becherer This spell allows the wizard to inscribe a rune containing the energies of one spell up to eighth level. Instructions of up to 1 word per level may be given to control the rune. The material component is 100 gp gems and inks per level of the spell contained in the rune. This is the most powerful rune spell normally available. Sarius' Endosmotic Zone of Magic (Alteration) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: Special Area of Effect: Special Saving Throw: None Author: William T. South This powerful spell was researched by the Lord of Telnorne. It is actually used to create a magical rod (3 feet long and 1 inch in diameter) that projects a continual zone of increased magical potential in a spherical area of effect equal to a radius of 1 yard per level, extended outward from the rod in all directions. This spherical zone makes magic function at its utmost effectiveness, normally. But, it can be used to travel to planes with reduced magical factor ratings (MF) while keeping an MF rating of 0 within the area of effect. On planes with an increased MF the spell simply allows all spells of ninth level or less to work optimally. The zone will permeate any area which is not totally enclosed in a lead casing or protected by an anti-magic shell which withstands the dweomer. All anti-magic shells or effects that come within the zone react as if a dispel magic is cast upon them each and every round. Every round the two areas interact the anti-magic zones have a chance of dispelling as though a wizard of four levels higher than the wizard were trying to dispel magic against them. On planes with a negative MF rating, everything within the area of effect operates as though the MF rating were 0. So, someone with a ring of flying could fly within the zone, but exiting it would cause them to drop like a rock! On a negative MF rating plane, anti-magic shells are dispelled at the normal level of mastery or the wizard and all spells cast by any class of characters, whether native to the plane or not, operate at a normal MF rating of 0. The spell's duration (from activation of the rod) is equal to a base 1 day per level in a prime material plane with a MF rating of 0. On negative MF rating planes, the duration is calculate as the total number of whole days left for the rod to operate divided by the result of the MF rating multiplied by -1. For example, a 20th-level wizard activates the rod and hurriedly enters a gateway to an alternate prime material plane with a MF rating of -5 (since the spell must be initially cast on a plane with a MF rating of 0 or better). The duration would be determined thus: 20/(-5x-1) = 4 days. But, if the wizard had operated the rod (for more than 1 turn) before entering the gateway it would have lost a day's duration and be calculated as: 19/(-5x-1) = 3.8 days = 91.2 hours = 547.2 turns = 5,472 rounds. If the wielder had travelled to a plane with a MF rating greater than 0 the spell's duration would be calculated as the base duration multiplied by the MF rating of the plane. Whenever the rod changes alternate prime material planes (even if they both contain the same MF rating) its duration is recalculated with the current remaining days of operation left used as the base for determining the duration of the spell (disregard any remaining duration that does not equal a day or more in length). If the rod travels from a positive MF rating plane to a negative MF rating plane the rod is totally disrupted in the transferral as though the spell had ended, and vice versa. Dispelling magics will only affect the rod for one single round unless they are cast by a demi-power, lesser power, or greater power, in which case a successful dispel magic will cause the device to become disrupted as described below. The rod is the only material component of this spell. It is made from the purest mithril and rune inscribing agents (costing at least 7000 gp). Then, 9 deep blue amethysts (1000 gp each) are inset to the side of the rod among the various runes of power, and a large sapphire (1000 gp) is affixed to the top. Once the rod has been fashioned (2 months creation time minus 1 day per level of wizard working on the inscribing of the runes down to a minimum of 1 month) this spell can be cast upon it, empowering the rod with enormous magical potential. From this point, the rod remains dormant until its power is activated by speaking the proper command word and willing the rod to function. Until the rod is activated the casting wizard loses a single 9th-level spell casting slot because of the bond that he has established with the rod's dormant power. While this spell could be inscribed onto a scroll it would still require the rod as a material component and the wizard who inscribed the spell would not regain the spell slot until the potential of the scroll was released through copying it into a spellbook or casting it onto the rod and activating the rod (note: an apprentice may be used to inscribe the runes upon the rod freeing the learned master to further research). Although almost any sentient creature may utilise the rod, in the hands of the original wizard it will convey a personal magic resistance equal to his level of experience (and cumulative to any other magic resistance he may be employing). On any prime material plane the rod will also act as a rod of striking, conveying a magical +3 to-hit bonus and striking for 3d6+3 points of damage per round. The rod may only strike once in any melee round no matter if the creature wielding it is capable of multiple attacks with weapons. During the last turn of the spell's duration the rod will begin to hum extremely loudly (hearable in a 1/2 mile radius. During the last round of the spell's duration the rod will glow with extremely powerful magical electricity, causing 1d20 HP of damage to all that touch it, per tenth of a round of contact. In the last round is will flash with a bright light (causing all in the zone to save versus rod, staff or wand, or be blinded for 1d20 rounds) and then cease to function. This last burst of energy transmutes the mithril rod into pure lead, causes the runes to dissolve, and transforms the 10 gems into a useless powder. Selective Mordenkainen's Disjunction (Abjuration) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: One person or object Saving Throw: Special Author: Kai Rottenbacher This spell has almost the same effect as a Mordenkainen's disjunction, but it functions only on one lone object (not carried by a person) or one person (and up to one object per level). The caster can choose whether to affect the whole person or only one or more objects carried by the person. If objects are to be affected, the caster has to be able to recognise them for what they are: a ring of fire resistance, a pair of bracers of defence, +2, or something likewise. If the object is not what the caster believes it to be, he just reduces the part that he believes the item to be - if the item fails two saving throws: the first saving throw is the normal saving throw as described within the ordinary disjunction spell; the second is an additional saving throw at double the level of the item as it was not what was tried to be disjoined. Any spells are completely disjoined as in the ordinary disjunction. If a lone object (not carried by a person) is to be disjoined, it only gets the normal saving throw, even if the caster does not know what its purpose is. What is actually disjoined and what remains is determined in the same way as in the normal 9th-level spell. The material component is the trunk of a disenchanter which is embalmed with the oils from a hazelnut tree from a magic dead area and lined in linen made from plants from a different magic dead area. Shade Transformation (Alteration, Illusion) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 week Area of Effect: The caster Saving Throw: None Author: Keith Taylor This was researched by Darklight in order to recreate the fabled transformation of a mortal into undying shadow-stuff. It was seen as an alternative to a potion of longevity (which is difficult to make) or lichdom (which brings the stigma of undead onto oneself). The experiment was successful, as this spell attests. The spell is highly difficult to cast, taking a full month of preparation (involving rare and dangerous components) before casting, and an entire week to cast (the caster might have to take precautions not to fall asleep during the casting). It irrevocably changes the caster of the spell into the type of creature known to men as a shade (see the Monster Manual II). The body of the caster is infused and altered with shadow-stuff from the plane of shadow. This process permanently incurs a psychological weakness in the caster, amplifying some trait which formerly existed into a true downfall. This may not actually cause the shade to be incapable of happiness or meaningful existence, but it does add an element of the tragic into their nature. The wizard may continue to advance in levels after becoming a shade, but will probably be more comfortable living on the plane of shadow. The wizard gains all the powers and vulnerabilities of a shade, including becoming immortal unless slain. This process costs anywhere from 10,000-60,000 gp, and involves the heart of a shadow dragon, cloaker blood, and phase spider venom. It is not an evil process, but the shadowphilic nature of shade-life is not appealing to a truly good creature. It is best suited for neutral (or evil) beings. The shadow-mage Darklight has undergone this process, and has lived for several centuries as a shade, during which time most of his spell research has taken place. Sheets of Acid Fumes (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 50-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is a super acidball which inflicts 1d6 HP per level of the wizard to all within a 50-foot radius. The material component is a black dragon scale. The saving throw is made at -4. Sheets of Electricity (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 50-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is a super ball lightning which inflicts 1d6 hit points per level of the wizard to all within a 50-foot radius. The material component is a blue dragon scale. The saving throw is made at -4. Sheets of Fire (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 50-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is a super fireball which inflicts 1d6 HP per level of the wizard to all within a 50-foot radius. The material component is a red dragon scale. The saving throw is made at -4. Sheets of Force (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 50-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is a super forceball which inflicts 1d6 HP per level of the wizard to all within a 50-foot radius. The material component is a stellar dragon scale. The saving throw is made at -4. Sheets of Frost (Evocation) Range: 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 7 Area of Effect: 50-foot radius Saving Throw: 1/2 Author: Max Becherer This spell is a super iceball which inflicts 1d6 HP per level of the wizard to all within a 50-foot radius. The material component is a white dragon scale. The saving throw is made at -4. Shockwave (Invocation/Evocation) Range: 0 Components: V, S, M Duration: 1 round Casting Time: 9 Area of Effect: 100-yard radius Saving Throw: 1/2 Author: Jason Riek (Karaieth) This spell sends a high energy tremor through the ground in a circle surrounding the wizard. All creatures on the ground at the time of casting are affected. The shockwave causes 10d6+10 damage (save for half). In addition, all creatures with fewer than 4 legs are automatically knocked down. Creatures with 4 or more legs can make a Dexterity check (or save versus death magic for creatures with no dexterity) to keep their feet. All creatures are stunned for 1d6 rounds, and wizards and priests may not cast spells for 1d6 rounds after that. Creatures who save are stunned for 1 round, and may cast spells 1d4 rounds after. The material components of this spell are earth elemental remains and a shard of a tree struck by lightning. Sillvatar's Dragon Breath (Conjuration/Summoning) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: Special Saving Throw: Special Author: Allan J. Mikkola (Sillvatar) This spell conjures a dragon head similar to that created by Sillvatar's dragon bite; however, instead of bite damage, the wizard may direct the head to make a single, instantaneous breath attack. The dimensions and composition of this breath attack are as per the dragon the material component is from. The damage inflicted by this attack is equal to an attack from the appropriate dragon, of age category 1d6 (determine age randomly). For example, if a red dragon is the source of the material component for this spell, and a 4 is rolled for the age category, the breath attack takes the shape of a 90x5x30 feet cone of fire, and inflicts 8d10 points of damage. All victims must save versus the worst of spell or breath weapon to receive only half damage; possessions are treated as if they had been hit by the actual corresponding breath weapon (if the victim's saving throw was successful, possessions are not affected). The material component for this spell is the heart from any type of dragon; this component is consumed when the spell is cast. Sillvatar's Superior Summons (Conjuration/Summoning) Reversible Range: 0 Components: V, S, M Duration: Special Casting Time: 2 turns (casting time of 5 to trigger summons) Area of Effect: Special Saving Throw: None Author: Allan J. Mikkola (Sillvatar) The caster of this spell is able to summon to his aid one or more pre-chosen individuals; the creatures to be summoned must be chosen at the time the spell is cast and must be willing to receive the summons. The total number of levels or Hit Dice of the individuals summoned must be equal to, or less than the level of the wizard. When the spell is initially cast, the wizard must follow a set procedure for each person or creature summoned: first the individual must be marked with wizard mark; this must then be made permanent through the casting of a permanency (to prevent the mark from wearing off). Finally, the superior summons is cast; this entire process takes two turns, plus the casting times of the other two spells. Each recipient must be marked by a separate wizard mark, but a single casting of permanency and superior summons will suffice. These marks are visible only to the wizard and the recipient (although a true seeing or similar magic will reveal them) and will remain until dispelled or the spell is triggered. When the wizard wishes to trigger the spell, the final incantations are uttered along with the names of each of the recipients (this has a casting time of 5). The summoned individuals will appear anywhere within 100 feet of the wizard, as desired. The individuals to be summoned must be on the same plane as the wizard when the spell is cast (triggered) or they cannot answer the summons. The reverse of this spell, Sillvatar's superior sending, will send the marked individuals to a pre-chosen location (a separate location may be chosen for each recipient). The result is similar to teleport without error, but with a separate location for each recipient. The same procedure must be followed as for the superior summons, and since the wizard mark disappears when the individual is summoned, multiple castings of this spell, as well as the wizard mark and permanency, are required to send summoned creatures back to where they came from. The material component for this spell is a diamond worth at least 500 gp for each individual to be summoned. These diamonds are powdered and sprinkled on the wizard mark (this fulfils the component requirements for the wizard mark as well). Spellcrystal IX (Conjuration, Invocation) Range: 0 Components: V, S Duration: 9 months + 2 months per level Casting Time: 9 rounds Area of Effect: One crystal, worth at least 900 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.). Sphere of Annihilation (Evocation) Range: 40 yards Components: V, S, M Duration: Permanent Casting Time: 12 hours Area of Effect: 2-foot diameter sphere Saving Throw: None Author: Unknown This ancient and arcane spell was first found in the Libram of Tel' Aknus the Mad. It is used to create a sphere of annihilation. The wizard must prepare a special magical device, which costs 15,000 gp to construct, to house the energies required to bring the sphere into existence. The construct is made of the rarest of ores, adamantite, and requires a full year of work by a master smith to fashion. A master alchemist must then fuse ten vials of essence of platinum, ten vials of essence of gold, and ten vials of essence of silver, in this order, into the construct (which looks something like a giant spider when finished). This will take two weeks per vial and the chance of success is equal to the alchemist's chance of creating said essences (checked for each vial fused to the structure) and any failure means that the entire structure has been transmuted in the metal of the current essence which is being fused into the construct. Then the casting procedure can take place. It consists of a highly ritual ceremony requiring a black pearl of at least 1 foot in diameter being placed inside a magic circle and then calling forth the various magics of the planes to instill the pearl with anti-planar power of a sphere of annihilation. The spell then temporarily doubles the current hit points of the casting wizard as it starts. Every hour of casting time instills the pearl with more and more power. At the end of every hour's casting the wizard must roll a successful saving throw versus death magic which is unadjusted by any means other than his current level of mastery. If successful, the casting continues for the next hour. If unsuccessful, the wizard takes 1d20 points of damage for an unsuccessful hour of casting and the casting time is extended for anther hour. The spell will only be successful if 12 hours of continual casting is completed. Remember that if the spell is successful the wizard must still attempt to bring the sphere under his control. This spell in no way gives any special bonuses for control attempts. If the wizard is reduced to zero hit points the pearl disappears (in a harmless, but spectacular flash of light) and his Strength and Constitution are reduced to 1 and he is thrown into a coma, losing knowledge of all spells currently memorised. These statistics and normal hit points are regained at a rate of 1 point per day of total rest unless some form of magic is used to increase healing. Until the wizard reaches half of his original Constitution score he is extremely susceptible to diseases and will take 4 times the amount of damage a disease would normally inflict. When half of his original Strength is restored, he may save versus spell each day to see if he comes out of the coma. Failure means that he remains in the coma. Once the wizard comes out of a coma he will be in a ravenous state and will not be able to regain spells again till he has eaten and rested for as many days as he was in the coma. Success or failure notwithstanding, this spell will always destroy the construct and the pearl used as the material components. If the spell is successful, the construct and pearl are sucked into the sphere, and if unsuccessful, the construct crumbles into a useless crystal substance and the pearl disappears as mentioned above. If the wizard is physically touched during the casting of this spell by anything, including the power of another magic, and sustains damage which subtracts from his hit points or any ability score or level, the pearl will explode in a force of magic dealing out damage equal to 1d20 per hour of casting time that has passed (rounded down) in a radius equal to 10 yards per hour of casting time that has successfully passed (again, rounded down and a unmodified saving throw versus spell will allow anyone in the area of effect to save for half damage). Also, when this happens the extra hit points disappear (if they are still present) and the wizard takes damage from his normal remaining hit points. Death by this explosion means that the body has been disintegrated, ruling out raise dead or resurrection for bringing the victim back to life. Square the Circle II (Alteration, Conjuration/Summoning, Metamagic) Range: 0 Components: V, S, M Duration: 3 rounds per level Casting Time: 2 rounds Area of Effect: The caster Saving Throw: Special Author: Kai Rottenbacher This spell has a similar effect as squaring the circle from the Tome of Magic. It can be used to affect any spells cast during the duration of this spell. These spells (if they have an area of effect) can be shaped, cut in size, folded, cubed, "sphered", or changed in any possible way, as long as the total area of effect is not increased from its original size. Thus, it would be possible to change the effect of a fireball into a long cylinder of hooked together 10-foot cubes (up to a maximum of 33 of such cubes).If desired, the area of effect of (for example) a reverse gravity could be stretched into a pencil thin but probably hundreds of yards long boundary for a field so that mice and almost all other rodents could be kept out or killed (as they would still be catapulted approximately 10 yards per second into the air to fall to their deaths once they stepped into this area of effect, whereas a fast moving human would "fall up" only a few feet before returning to mother earth. Any spell effect which has an area of effect other than personal or caster or those specifying a certain amount of creatures can be changed as desired as long as it is a single continuous area of effect. The material component is a block of sandstone which has been stoneshaped into a most bizarre form which always has to be different from any previous one used by the caster. Each form must somehow have to do with infinity. Afterwards it has to be changed by a polymorph any object spell into a diamond in that specific form. As this normally does not last longer than a few hours, it cannot be used very often (or the caster must have unlimited access to polymorph any object spells). Staff of Smiting (Alteration, Enchantment/Charm) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 day Area of Effect: Hazel staff touched Saving Throw: None Author: Jim Vassilakos This spell creates a magical staff. First, a thaumaturge must find the finest wood of a hazel tree and fashion it magically into a wizard's staff. The staff must be then dipped in serpent's venom and touched by a dragon's breath. Then, it must be enchanted and sprinkled with mithril dust. The staff thus created will be capable of striking at +3 to-hit for 1d6+3 HP twice per round. Once per day it may strike as a venomous weapon, doing double damage for the attack and causing the victim to save versus poison or suffer the effects. The staff may also attack for 10d6 with the breath of the dragon which imbued this magic, however, this attack destroys the staff. Surge's Planar Conduit (Alteration, Evocation, Summoning) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: The caster Saving Throw: 1/2 Author: The Warlord of Heaven Upon casting this spell, the caster opens up a "personal" planar rift, within his own body. The caster can choose any plane that he is aware of and has material from or related to (eg., a potion of healing would work to connect to the positive material plane). This material is considered to be the material component of the spell, and is consumed in the casting. He may then emit energies from this plane at 12d6 damage. After a month of practice with this spell, the caster learns to duplicate planar phenomena on the prime material plane. This could mean: a wizard connects to the plane of fire regularly, and after a month of practice he can cause fields to explode into fiery combustion at will (see the Manual of the Planes for planar phenomena). This spell is about as "trademarked" as it could possibly be non-legally: only Surge, the gold dragon Nexus, and Elminster know of it in the Forgotten Realms (both are good spell trading buddies). But, seeing that eight of Surge's spellbooks have taken to the wind, go ahead, make it about as rare as wish. Symmetry (Evocation) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 3 hours Area of Effect: 10-mile radius sphere Saving Throw: None Author: Unknown This spell is composed of two 9th-level spells which have to be cast simultaneously. It creates, within a 10-mile radius, a condition in which the symmetry between the physical interactions which prevailed at the time of the big bang is restored. Everything within the 10-mile radius is instantaneously gone regardless of magic resistance, god or artifact status etc. Everything for a couple of hundred miles around gets burned, vaporised, melted etc. Note that, like nuke, this spell has a range of zero, so use of long-range carrier is advised. Tabra's Dragonshape (Alteration) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 9 Area of Effect: The caster or one person touched Saving Throw: None Author: David Campitelli This spell allows the caster to assume the form of any dragon the caster has personally seen. It grants all powers and abilities of that dragon type. Spells can be cast while in dragon shape and take no material components. Items are still in effect while in dragon shape (if they are activated before the change or are continuous) after the change only items that be activated by altered speech and manipulative with claws can be used. The change is instantaneous and affects the person as a heal spell, but the hit points gained remain only while in dragon form. Changing back returns half of any hit points lost while in dragon form. After using this spell several times Tabra has gained the reputation of being a gold dragon in disguise as a human. Telnorne Force Layer (Evocation) Range: 10 yards Components: V, S Duration: Permanent Casting Time: 1 hour Area of Effect: One 10-foot long square Saving Throw: None Author: William T. South This spell is a highly improved version of wall of force. It is used to create a barrier which cannot be penetrated by any known spells or forces in the multiverse, including major powers, avatars, devils, or demon princes. The casting time of 1 hour is standard, but the wizard must also spend a hour in contemplation, reviewing diagrams or charts of the area or object to which the force layer is to be attached when memorising the spell. Force layer may cover an area of up to 10x10 feet, and must be attached to a localised gravity: either an object, a structure, or an area. Once cast, only spells of wish-like power may affect the force layer. Limited wish will affect the force layer as a half-strength dispel magic; alter reality will affect the force layer as a 3/4 strength dispel magic, and wish will affect the force layer as a full strength dispel magic. The force layer may be attached to moving objects, but only those which are of one piece and move in conjunction to something else. For example, a chest (with hinges) could be covered, but the chest would still need to have a break within the spell effect, so only the top or the bottom of the chest would be affected. Placing the spell on a wagon would effectively make the wagon indestructible, but the wagon would never again roll since the wheels are now locked in place. But, if the wheels alone (and possibly the axle if the wizard was inventive) were protected the wagon would still roll. Of course, after the wheels eventually rotted away in a few years the spell area would still be in effect and invisible wheels would still roll. When this spell is cast on the prime material plane the area of effect extends into the astral and ethereal planes, although the force layer will still be invisible. Nothing will stick to the Telnorne force layer except for another force layer which is attached to a previously cast one. Paint, dust, and powders will simply roll off its surface. Only dust of appearance will stick to the force layer, and then only for 1d10 rounds. Time Reaver (Alteration, Enchantment, Evocation) Range: 10 feet Components: V, S, M Duration: Instantaneous Casting Time: 1 hour per year Area of Effect: One person per 10 levels Saving Throw: None Author: Kai Rottenbacher This spell actually sends characters back or forward in time. They can actually affect the flow of time as they have been merged with it by the power of this spell. The characters can travel back or forward up to one year per hour of casting time devoted in the casting. The casting time has to be continuous, and may not be interrupted. As the time a normal character can cast spells continuously isn't very long, this means that not too many years can be spanned with this spell. If one the other hand the character does not have to eat, drink or rest quite impressive times can be spanned. The material components for this spell are: * one bone from every magically inclined race on the planet no matter how old - even if extinct; * the sacrifice of a fully charged staff of the magi which has to be broken apart (yes, roll for your survival, if you don't survive this the spell fails completely); * the creation of something utterly and completely new which has never been used or created before, costing no less than 1000 gp per year to be travelled in time (this item has to be useful and not complete bogus); and * the life of the caster (the caster is completely annihilated including body, soul and spirit, so that not even gods can resurrect or reincarnate him). Thus, this spell is not cast very often by the same caster (actually, it is cast only once by a caster). And most casters are rather reluctant to cast it. DMs: be careful with this spell. It gives your characters very much power, if they can think of the way to circumvent the last material component. They could create for themselves quite some fortresses, if they are smart, and they can defeat almost every opponent by going back in time to his birth and killing him then - or (much better) by turning them into an agent for themselves). So be careful who you allow this spell to have. Trade Life (Necromancy) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One weapon Saving Throw: Negates Author: The Warlord of Heaven This spell can be used to enchant a weapon. This weapon must be used within one day after the casting. The caster must kill a victim with not more than one blow from this blade, where upon the enchantment of the spell on the blade will suck the life into the blade. The weapon may then be plunged into the breast of a dead creature to restore life to that one. A maximum of 5 levels or Hit Dice will be transferred from the victim to the beneficiary. The victim's dead body then either rots away (when he still would have had one or more levels left), or explodes. The material component of this spell is a dagger of at least +3 enchantment. Transformed Spellcasting (Alteration, Enchantment/Charm, Metamagic) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn per spell level Area of Effect: The caster Saving Throw: None Author: Kai Rottenbacher This spell allows a caster the possibility to cast spells while being in a transformed state. The spell provides one spell level per two caster levels with which to cast spells from the transformed state. The spell lasts until all spell levels are used up. It is possible to stack this spell up to 2 spell levels per caster level. The requirements to be able to cast spells are simple: the components of the spells which are to be cast from the transformed state are still required. That means that the transformed shape still requires vocal and somatic capabilities, if these components are in the spells to be cast. The components don't have to be done in the usual manner; the spell provides the necessary changes. Thus, a wizard might polymorph into a bluebird (incorporating his bag of material components into the body), fly across the opponents camp (moving his wings a lot) and chirping a lovely song (actually saying the vocal component) and suddenly drop a fireball. A flea might not be such a good shape as it lacks both the verbal and the somatic requirements, but if they can be provided for, well... you might get some really dangerous fleas hopping around in the future. The material component is a tiny but very life-like statue of the caster (rendered from a single diamond) which has to have a fully moveable mouth, fully flexible hands and fingers, and an openable bag on its belt. Into this bag have to be filled one drop of fresh blood from the caster. This statue has to cost no less than 5000 gp per maximum possible spell level. True Aura (Evocation) Range: 0 Components: V Duration: 1 hour per level Casting Time: 9 Area of Effect: The caster Saving Throw: None Author: Francois Menneteau This spell creates a bright aura three inches thick that covers the caster's entire body. The aura has these effects: * immunity to light- and energy-based attacks; * a total protection from physical attacks by creatures of the quasi-elemental planes of radiance, lighting, and minerals; * the ability to breathe and move at full movement rate within the quasi-elemental plane of radiance; * the ability to cast altar of protection once. The aura does not restrict the caster in any way. He is free to move and act normally while under the influence of this spell. Tyvek's Indestructible Cover (Abjuration) Range: 0 Components: V, M Duration: 1 round Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: The Warlord of Heaven This spell requires a scrap of elven chain mail. It conjures into being a body shaped force shell that can resist any one attack. Its weakness is its short duration. Normally, it's used to avoid an apparent death blow. It would allow the wizard to take a boulder to the head and live, or hold up a collapsing ceiling for one round. No spell can penetrate it, and dispel magic is ineffective. Spellstrike is the only other known attack that would work, but who memorises spellstrike anyway but other abjurers. Uldark's Ultimate Summoning (Conjuration/Summoning) Reversible Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 9 Area of Effect: Special Saving Throw: Special Author: Allan J. Mikkola This spell is Uldark's response to his friend Sillvatar's superior summons (q.v.); it is not as powerful (in terms of levels) as Sillvatar's spell, but is more versatile, and requires less preparation time. This spell allows the wizard to summon any creature of the wizard's choice; only one such creature may be summoned per casting of this spell, and the summoned creature's Hit Dice may be no more than two thirds the wizard's level (drop fractions). A certain species of creature may be specified in the summoning (or in the case of an adventurer, class and level), but a specific individual may not be called; for example, the wizard may summon a 12th-level paladin, but may not summon a specific paladin by name. The summoned creature appears anywhere within the spell's range as directed by the wizard. If a good wizard summons an evil creature (or if an evil one summons a good creature) both the creature and the wizard must roll a saving throw versus spell. If the wizard succeeds and the creature fails, the spell proceeds normally; if the wizard fails and the creature succeeds, the creature will attack the wizard immediately; if both fail, the creature ignores the wizard (the wizard may still attempt to gain control of the summoned creature via some other magic). Of course, since Sillvatar's spell is reversible, Uldark felt his should be as well. The reverse of this spell, Uldark's ultimate banishment, sends the previously summoned creature back to its place of origin. This will only work on a creature who was previously summoned by this spell. If the creature fails a saving throw versus spell at -4, it is immediately sent back to where it came from. The material component for this is a ruby, diamond, or emerald worth at least 800 gp. The gem is consumed with the casting of the spell. Whisper's Archomental Summoning (Conjuration/Summoning) Range: 60 yards Components: V, S, M Duration: 1 round per level Casting Time: 9 Area of Effect: Special Saving Throw: None Author: Robert Johan Enters This powerful spell summons an archomental. One of the great rulers of domains in the elemental planes. These creatures have all powers of the elemental of their plane, are 36 HD, and have the following additional powers and improvements: an Armour Class of -6, number of attacks 4, damage per attack 6d10, special defence: need weapon, +5 or better to hit, special attacks are at 10 times normal effectiveness (ten times more damage, greater area of effect, etc.). These creatures are extremely resentful of being summoned, and though forced to do the caster's bidding, will remember the caster in times to come. Should the caster ever visit the elemental plane of an archomental he once summoned, he should be in for a lot of trouble, and will be under continuous attacks by vengeful followers of the elemental ruler. The type of elemental summoned depends on the material component used. For the fire archomental, burning rare woods of 50,000 gp or more; for the water archomental, a basin filled with sweetwater potions (at least 20 potions worth are needed); for the earth archomental, gems in excess of 50,000 gp are needed, and finally; for the air archomental, 50,000 gp worth of rare perfume or incense is needed. These material components can form a great obstacle, especially those for the fire archomental summoning, as sometimes great quantities are needed. To be able to carry around the material components would require the most special and rare woods and incense (etc.) indeed, and the finding of these substances could almost be an adventure in and of itself. Whisper's Devilish Army (Conjuration) Range: 10 feet Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Robert Johan Enters This powerful summoning spell causes the appearance of a full company of 20 spined devils (see the Monster Manual II), commanded by a barbed devil. This spell should only be cast by a wizard who is truly evil. If the caster is lawful evil, the creatures will obey the wizard unhesitatingly, if the caster is of another form of evil, they will still obey commands, but unwillingly, and have a 5% cumulative chance of turning upon the caster per devil that is killed in action while under the influence of this spell (this is per spell use, i.e. every new spell this starts at 0% chance). Should this spell be cast by a neutral or good caster, the devils will immediately attack their summoner. They will fight until the barbed devil is slain, upon which the rest gates back to hell. The spell comes with one small problem. The devils will remain even after the spell duration is ended, they merely are no longer forced to do the summoners wishes (only if the leader, that is the barbed devil is still alive). If the summoner is lawful evil, the devils will be neutrally disposed toward the caster, and will do whatever the DM wants them to do (leave, go rampage the countryside, whatever). However, they will be inclined to bargain with the summoner. Thus, if the caster wishes further services out of the devils, he will have to offer something (gold or gems are not accepted, only magical items, knowledge useful to their arch-devil masters, etc.). If the caster is another form of evil, he may have to bargain for his life. That is, the devils will attack the summoner unless appeased with gifts, similar as for lawful evils asking for further services. The material component is a barb or teeth of a barbed devil. Whisper's Malicious Elemental Gates (Conjuration/Summoning) Range: 20 yards + 2 yards per level Components: V Duration: Special Casting Time: 3 Area of Effect: One gate Saving Throw: Special Author: Robert Johan Enters This spell is similar in construction as Whisper's dicey healing gate, but this spell is tailored towards the various elemental planes. During the casting, the caster must decide to which elemental plane he wishes to open the gate. The gate will appear inside the target creature, and do horrid damage within the being. The spell is of such power, that only creatures of more Hit Dice or greater Intelligence than the caster get a saving throw versus the effects. The caster can maintain the gate for a period of time equal to one round per five levels. During this period, if the target did not receive or failed its saving throw, the creature will be assaulted by the element of the gate. The different elements will have different effects on the affected. * The element of fire will burn the creature for 4d10 HP damage per round of exposure. Besides that, the creature is forced to make a saving throw versus breath weapon once per round of exposure or die instantly from the heat shock. * The element of water will force the creature to make both a system shock roll and a saving throw versus poison once per round of exposure. Failing the saving throw causes the creature to be paralysed for 1d4 rounds per failed saving throw, and a failure of a system shock will cause the target to die instantly. * The element of earth will cause internal physical damage at 3d10 HP damage per round of exposure, and cause the creature to make a system shock roll once per round of exposure, failing which the creature will die instantly. * The element of air will cause delirium due to the superfluous amount of oxygen inhaled. The affected creature must save versus breath weapon each round of exposure, or become drunk and delirious, passing out for 1d4 rounds per failed saving throw. The creature must also save versus poison on the third and each subsequent round, or be afflicted with a permanent insanity. Whisper's Nefarious Spell Crystal Summoning (Conjuration/Summoning) Range: 60 yards + 10 yards per level Components: V, S Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: Special Author: Robert Johan Enters This spell creates a gate to one of the outer planes, and calls forth a spell crystal, which is subsequently shot at the target. A spell crystal is the physical manifestation of a summoning spell on the outer planes. Upon touching it, the target is automatically transported to the spot from where the original summoning caster was trying to summon some creature from the outer planes. This particular spell is tailored towards the lower planes, thus the creature successfully hit by the spell crystal will most likely end up under the control of some wizard who is attempting to summon a demon or devil for some dark purpose. The original purpose of the conjuring spell that created the spell crystal before it was plucked away by the casting of this particular spell should be up to the DM, and could be almost anything, limited only by the imagination of the DM. There is no saving throw against the effect of the spell itself, though magic resistance could possibly negate the effect. However, there is a saving throw to see whether the target individual can dodge the spell crystal. A successful Dexterity check is needed with a -10 penalty. If the target is missed, the crystal will fly on to hit another target, if another target is available. If hitting a wall, the crystal could bounce and hit other bystanders, including the caster of the spell. The DM should make a ruling in that case using the rules from the Dungeon Master's Guide for missed missiles and grenade-like objects, or whatever reasonably randomized method the DM likes to use to see who gets hit, as the crystal will remain in existence until a suitable, intelligent being is caught. Even if the target is hit, he will get another saving throw, not to resist the summoning, but to see if he successfully resists the control of the summoning wizard. If making that saving throw, he will still appear at the site of the original summoning, but will not be forced to do whatever the summoner demands (not by the spell itself, that is: if facing some big-ass nasty wizard-type person, you may still want to obey just so he does not decide to kill you, but hey, such is life). Whisper's Penultimate Death Strike (Necromancy) Range: Special Components: V Duration: Permanent Casting Time: 1 Area of Effect: Special Saving Throw: Special Author: Robert Johan Enters This special spell, is one that assaults the very core of its targets, both in mind and body. The spell causes all organs in the body to rupture, and the mind to be assaulted by psychic energies, making the mind essentially explode. Those affected will fall to the ground, their minds aflame, their bodies in wracking pain, as one organ after the other ruptures, and finally the mind overloads. The spell can affect all those in sight of the caster in some way or another. Be it through real, physical sight, through the aid of such devices such as a crystal ball, or a mental contact through ESP, psionics, or other magical or mental abilities. The caster needs be completely aware of where the targets are exactly, and the targets have to be present on the same plane as the caster resides. The spell can affect as many levels or Hit Dice as twice that of the caster. If the caster has other classes as well, these will count towards his level at half effectiveness, rounded down, and be taken into consideration when calculating the target levels (a F17/M19 will count as a 19+(17/2) = 27th-level character). An affected character making its saving throw, will still be in wracking pain, and lose half of its hit points, and will be incapacitated (convulsing on the floor) for 26 rounds minus their Constitution, divided by two and rounded down. Thus, a character with 17 Constitution will be frothing and twisting on the ground for 4 rounds. An interesting side-effect can be seen by targets who are wizards or priests or creatures who have magical energies stored in some other way (creatures with inherent magic abilities, breath weapons etc.). If they fail their saving throws, during the last seconds before their minds explode, all these energies are released in a single burst. DMs should devise their own effects for this on an individual basis, but the effects should not be anything less than spectacular, extremely destructive, and lethal to anything near the beings so dying.