 
                       The Great Net Spellbook.
 
            courtesy of Tallyn, Rogue Warrior <VB7R0014@SMUVM1>
 
 
I'd like to thank the following people for posting all of these spells
(I must have forgotten some: my apologies to all of them):
 
             adickson@eve.wright.edu   jvogel@jarthur.claremont.edu
            allanm@vulcan.med.ge.com   krzyston@garfield.cs.wisc.edu
           anagram@desire.wright.edu   lee@sq.sq.com
               arrvid@titan.rice.edu   lsargent@peruvian.utah.edu
     ars3_cif@uhura.cc.rochester.edu   mck1@ra.msstate.edu
            asr@palmetto.cis.ufl.edu   murray@fsu.scri.fsu.edu
                cl2g+@andrew.cmu.edu   mwo@beach.cis.ufl.edu
         cscon113@uoft02.utoledo.edu   orion@desire.wright.edu
                  deand@intermec.com   nhoj@hicom.hitachi.com
             * gcwynne@ecuvm1.bitnet   rogue@ucrmath.ucr.edu
       gefagan@uokmax.ecn.uoknor.edu   rterrell@ncratl.atlanta.ncr.com
             goldman@ferris.cray.com   scorpion@titan.rice.edu
            gt6940a@prism.gatech.edu   slfxx@cc.usu.edu
      hopcraft@mailer.swarthmore.edu   tjaden@blake.acs.washington.edu
jaydee%maple.decnet@pine.circa.ufl.edu  tsouth@techbook.com
         jensenjp@clutx.clarkson.edu
 
Many thanks  to cscon113@uoft02.utoledo.edu,  who accumulated  most of
these spells.  When he  started out, he was going to put each author's
name next  to each spell. Then he started getting two and three copies
of the same spell, and decided to just put their names here, so if you
have a question, get in touch with one of these people.
 
Note that some of the spells contained in the Great Net Spellbook have
been copyrighted  by the  author. Permission has been granted by these
authors to copy and freely distribute copies of their work, so long as
no commercial  or barter  considerations are  obtained in exchange for
such copies.  All spells  are for personal use only. If you distribute
these spells,  please also  distribute these  copyright conditions and
the names of the authors and editors.
 
After receiving  these spells, I have gone through all of them, edited
them to  make the  format uniform, and to make them more legible. Note
that I  did not change the wordings in any way, except in some obvious
cases of  spelling errors. Furthermore, when no level was indicated, I
(or cscon113@uoft02.utoledo.edu)  just guessed what level it was to be
in. In those cases where no school, range, area of effect, or the like
was supplied, I did not insert any, but I did leave some space for it.
You should adjust them to your own needs (sometimes the description of
the spell says enough).
 
Game Masters  should be sure to check these spells, and make sure they
are right  for the  way  you  run  your  campaign.  Some  are  awfully
powerful, and  some could  use a little more kick, and that is for you
to decide.
 
Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
 
* The following spells were researched by Llewllynn. For those who are
interested, Llewllynn is a high level mage of Lawful Neutral alignment
(hence the  detect chaos  and protection  form chaos  spells). As  for
access to  druidical spells,  he is  married to  Evaine, a  half-elven
druid; as  for cleric  spells, he helped build the major temple to his
goddess on the world he lives in.
 
Boudewijn's note:  You might not want to use  these spells in your own
                   campaign since it might disturb the balance between
                   clerics/druids and magic users.
 
                    Acid Hands   Major Globe of Invulnerability
                  Cone of Acid   Protection from Chaos
                  Cone of Fire   Protection from Chaos, 10 Foot Radius
        Delayed Blast Snowball   Resist Acid
                  Detect Chaos   Resist Cold
                   Frost Hands   Resist Electricity
                  Hydro Shield   Resist Fire
     Llewllynn's Wall of Force   Snowball
 
 
 
**********************************************************************
**********************                          **********************
********************** The Great Net Spellbook! **********************
**********************                          **********************
**********************************************************************
 
 
Cantrips
--------
Compass (Divination)
Stepping Stone (Evocation)
Umbrella (Abjuration)
Vision (Alteration)
 
 
First Level
-----------
Acid Hands (Evocation)
Alpha's Acid Stream (Alteration)
Alpha's Electric Arc (Evocation)
Alpha's Hunting Hound (Conjuration/Summoning)
Alpha's Sparkle Beam (Evocation)
Alpha's Starlight (Evocation, Illusion)
Alpha's Wall of Darkness (Alteration)
Association (Divination)
Cat Spirit (Alteration)
Detect Poison (Divination)
Find Water (Divination)
Flash (Evocation)
Frost Hands (Evocation)
Frost Touch (Evocation)
Guilda's Treacherous Tripwire (Enchantment/Charm)
Inaudibility (Illusion/Phantasm)
Last Image (Divination, Necromancy)
Little Death (Necromancy)
Murder Weapon (Divination, Necromancy)
Painting (Illusion/Phantasm)
Protection from Chaos (Abjuration) Reversible
Protection from Rain (Abjuration)
Quantas's Target Bow (Enchantment)
Skeleton (Necromancy)
Small Fire Ball (Evocation)
Snapshot (Invocation/Evocation)
Spirit Command (Enchantment/Charm)
Time of Death (Divination, Necromancy)
Wither (Necromancy)
Wizard Glue (Enchantment)
 
 
Second Level
------------
Acid Water (Alteration)
Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
Alpha's Moonlight (Evocation)
Alpha's Rainbow Beam (Evocation)
Alpha's Spark Shower (Evocation)
Alpha's Star Gaze (Evocation)
Alpha's Starblades (Conjuration)
Bigby's Groping Fingers (Conjuration)
Cause of Death (Divination, Necromancy)
Cloud Walk (Alteration)
Death Armour (Necromancy)
Detect Chaos (Divination) Reversible
Detect Spirit (Divination) Reversible
Dispel Silence (Abjuration)
Dust Warriors (Conjuration/Summoning, Necromancy)
Expose Magic (Divination)
Exterminate II (Abjuration)
Guilda's Sneakabout Light (Alteration)
Improved Detect Magic (Divination)
Last Experience (Divination, Necromancy)
Lightservant (Alteration, Conjuration/Summoning)
Malta's Pattern Creation (Alteration)
Malta's Pattern Image (Alteration)
Mangar's Bloodfire (Necromancy, Evocation)
Noise Filter (Illusion)
Paldeggeron's Accurate Arrow (Enchantment)
Petition (Conjuration/Summoning)
Plane Source (Divination) Reversible
Protection from Enchantment (Abjuration)
Resist Cold (Alteration)
Resist Paralysis (Abjuration)
Reveal Owner (Divination)
Sonic Barrier (Abjuration)
Summon Undead (Necromancy)
Veschiul's Shadowcurse (Alteration)
Veschiul's Shadowbolt (Evocation)
Wound Closure (Necromancy)
Zombie (Necromancy)
 
 
Third Level
-----------
Alpha's Comet (Evocation, Conjuration)
Alpha's Darklight (Alteration)
Alpha's Flames of the Faltine (Alteration, Evocation)
Alpha's Heat Lightning (Evocation)
Alpha's Ice Bolt (Conjuration/Summoning)
Alpha's Images of Ikonn (Illusion/Phantasm)
Alpha's Lightwall (Evocation)
Alpha's Lucent Lance (Alteration)
Alpha's Night of the Leonids (Conjuration/Summoning)
Alpha's Rolling Thunder (Evocation)
Alpha's Silverlight (Evocation)
Alpha's Starfire (Evocation)
Astral Wall (Abjuration, Conjuration)
Charm Undead (Necromancy, Enchantment/Charm)
Conceal Magic (Divination)
Detect Charm (Divination)
Detect Teleport (Divination)
Free Action (Abjuration)
Hold Spirit (Enchantment/Charm)
Improved Armour (Conjuration)
Jam Radio (Alteration, Divination)
Malta's Pattern Transport (Alteration)
Marty's Magic Bow (Evocation)
Molten Ground (Alteration)
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
Rathe's Trigger (Conjuration)
Reconstruct (Divination)
Replay (Divination, Illusion)
Resist Electricity (Alteration)
Resist Fire (Alteration)
Rhuva's Spellscan (Divination)
Snowball (Evocation)
Soul Safe (Abjuration, Necromancy)
Spirit Call (Conjuration/Summoning) Reversible
Stren's Improved Floating Disk (Evocation, Conjuration)
Tenser's Deadly Strike (Enchantment)
View Past (Divination)
 
 
Fourth Level
------------
Alpha's Acid Rainstorm (Conjuration/Summoning)
Alpha's Acid Resistance (Abjuration)
Alpha's Ball Lightning (Evocation)
Alpha's Chill of the Void (Evocation, Alteration)
Alpha's Elemental Form (Alteration)
Alpha's Firefall (Alteration)
Alpha's Flames of Falroth (Alteration, Evocation)
Alpha's Hunting Pack (Conjuration/Summoning)
Alpha's Rainbow Blast (Evocation)
Alpha's Ray of Paralysis (Alteration)
Alpha's Shadowfire (Evocation, Necromancy)
Alpha's Sheet Lightning (Evocation)
Bergil's Fire Bolt (Evocation)
Branit's Backstabbing Surprise (Conjuration)
Broom (Enchantment)
Chaos Vision (Illusion/Phantasm)
Damian's Insulated Envelope (Abjuration)
Deadthought (Divination, Necromancy)
Deja Vu (Divination)
Enemy Blink (Alteration, Enchantment/Charm)
Hand of Time (Necromancy)
Hold Person II (Enchantment/Charm)
Hydro Shield (Evocation, Alteration)
Improved Magic Mouth (Alteration)
Justin's Mental Map (Divination)
Missile Multiplication I (Evocation, Alteration)
Negative Bolt (Evocation)
Protection from Domination (Abjuration)
Rathe's Mage Lock (Alteration)
Resist Acid (Alteration)
Rhuva's Counter-Scry (Divination)
Rhuva's Tracker (Divination)
Shadow Wall (Abjuration, Conjuration)
Sleep II (Enchantment/Charm)
Spirit Skill (Enchantment)
Steal Skill (Conjuration)
Teleport Trace (Divination)
Time Warp (Alteration)
Uldark's Conjured Fireball (Conjuration/Summoning)
Uldark's Conjured Lightning Bolt (Conjuration/Summoning)
Vander's Librarian (Conjuration/Summoning)
 
 
Fifth Level
-----------
5-Mile Carrier (Alteration)
Alpha's Aurora Borealis (Evocation)
Alpha's Balefire (Conjuration/Summoning)
Alpha's Blue Blaze (Evocation, Conjuration)
Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
Alpha's Lightningarmour (Abjuration, Evocation)
Alpha's Moons of Munnopoor (Invocation/Evocation, Alteration)
Alpha's Saint Elmos' Fire (Evocation)
Alpha's Shooting Stars (Conjuration/Summoning)
Alpha's Spectral Hound (Conjuration, Phantasm)
Alpha's Star-Powered Magery (Invocation)
Alpha's Starshield (Alteration, Abjuration)
Alpha's Wizard Light (Evocation, Alteration)
Blizzard (Evocation)
Bone Splinter (Evocation)
Chaos Magic (Alteration)
Cone of Acid (Evocation)
Cone of Fire (Evocation)
Deflect Normal Weapon Attacks (Abjuration)
Greenfire (Evocation)
High-Energy Lightning Bolt (Evocation)
Improved Fire Ball (Evocation)
Meillikhom's Room of Seclusion (Alteration)
Missile Multiplication II (Evocation, Alteration)
Rathe's Contingency Trigger (Alteration)
Rhuva's Wizard Stomper (Divination, Evocation)
Summon Warrior (Conjuration/Summoning)
Taint Alignment (Enchantment/Charm)
Tonguetwister (Alteration, Abjuration)
Wiley's Door (Alteration)
Wiley's Teleport (Alteration)
 
 
Sixth Level
-----------
Alpha's Firefountain (Alteration)
Alpha's Rainbow Warrior (Evocation, Summoning)
Alpha's Starlight Citadel (Conjuration/Summoning)
Block Teleport (Abjuration)
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
Copyright (Divination, Abjuration)
Create Ghast (Necromancy)
Hold Person IV (Enchantment/Charm)
Improved Wiley's Door (Alteration)
Justin's Skimmer (Evocation)
Lich's Palm (Necromancy)
Lorth's Stasis (Alteration)
Mage Lock (Alteration, Evocation)
Mass Teleport (Alteration)
Minor Accursed Rite (Necromantic)
Retroactive Dispel Magic (Abjuration, Alteration)
Staff of Light/Darkness (Alteration, Evocation)
Teleport Trap (Alteration)
 
 
Seventh Level
-------------
Chaos Environment (Alteration)
Create Mummy (Necromancy)
Deflect Magic Weapon Attacks (Abjuration)
Delayed Blast Snowball (Evocation)
Eye of the Beholder (Evocation)
Llewllynn's Wall of Force (Evocation)
Magic Quench (Alteration, Abjuration)
Mind Find (Divination)
Prismatic Beam (Abjuration, Conjuration/Summoning)
Stash (Alteration)
Summon Wizard (Conjuration/Summoning)
Zandare's Twist (Alteration, Enchantment)
 
 
Eighth Level
------------
Life Leech (Necromancy) Reversible
Long-Range Carrier (Alteration)
Lorth's Sending (Alteration)
Major Globe of Invulnerability (Abjuration)
Power Link (Necromancy)
Stargate (Alteration)
Summon Wraith (Conjuration/Summoning, Necromancy)
Teleport Block (Abjuration)
Teleport Warp (Alteration)
 
 
Ninth Level
-----------
Bone Shatter (Evocation)
Damians Mindswap (Enchantment/Charm)
Demonic Immunity (Abjuration)
Ding Shu's Marvelous Chopsticks (Conjuration/Summoning)
Ding Shu's Draconian Holocaust (Invocation/Evocation)
Fenzill's Phantasmal Fingers (Necromancy)
Genocide (Evocation, Necromancy)
Lazzaro's Murderous Sword (Enchantment)
Lichdom (Alteration)
Lorth's Translocation (Alteration)
Magic Swarm (Alteration)
Mental Ledger (Alteration)
Mezzalldam's Choking Fist (Evocation)
Nuke (Evocation)
Sarius' Endosmotic Zone of Magic (Alteration)
Sphere of Annihilation (Evocation)
Symmetry (Evocation)
Telnorne Force Layer (Evocation)
 
 
         ====================================================
 
                               Cantrips
 
         ====================================================
 
 
Compass (Divination)
 
Range:           Special
Components:      V
Duration:        2 rounds per level of spell caster
Casting Time:
Area of Effect:
Saving Throw:
 
This cantrip causes a glowing arrow to appear where indicated by the
caster.  It is a light green colour, and points directly north.  Will
work underground, as well as on sea, and is not affected by lodestones
(magnets).
 
 
---------------------------
Stepping Stones (Evocation)
 
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
 
This cantrip  creates 4 spheres of force approximately 1' in diameter.
They can  be place  anywhere  within  20'  of  each  other,  and  last
approximately one  segment per  level of the caster. Magical combat of
just about any sort will destroy these very useful discs so try not to
use them in combat.
 
 
---------------------
Umbrella (Abjuration)
 
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
 
As with  all cantrips  this one  can be  very useful  though not  very
powerful. It  manifests itself  as a  field of force that resembles an
umbrella. It lasts for up to one hour per level of caster as a maximum
though if  the concentration  of the  caster is broken for more than 1
minute it  will fade  away. It  actually does  have some  form and  is
"worth" 6 hit points though only magical weapons will affect it.
 
 
-------------------
Vision (Alteration)
 
Range:           0
Components:      VS
Duration:        1 turn
Casting Time:    1
Area of Effect:  Caster
Saving Throw:    None
 
Allows the  caster to  see things  in the  distance up  to three times
better for  the duration  of this spell. It will also allow him/her to
see things  more clearly  as they  appear to  be only one third of the
distance from  them. It does cause some problems though with trying to
see things close up. The spell duration may be ended at any time.
 
         ====================================================
 
                          First Level Spells
 
         ====================================================
 
 
Acid Hands (Evocation)
 
Range:           0
Components:      VS
Duration:        1 round
Casting Time:    1
Area of Effect:  Special
Saving Throw:    None
 
This spell is very similar to the first level mage spell burning hands
(q.v.), except  that the caster's hands eject a corrosive acid. Damage
is one hit point per level of the caster.
 
 
---------------------------------
Alpha's Acid Stream (Conjuration)
 
Range:           30 yards
Components:      VSM
Duration:        Instantaneous
Casting Time:    1
Area of Effect:  One target
Saving Throw:    Special
 
The spell  causes a  thin stream  of purplish,  hissing acid  to shoot
forth from the caster's outstretched hand, out to the maximum range of
the spell.  This acid causes 1d4 damage per level of the caster, up to
a maximum  of 8d4.   The  intended  target  may  attempt  a  save  vs.
petrification to  dodge the  jet of  acid (save at -4 if size G, -2 if
size H,  -1 if  size L,  +1 if  size S,  and +3  if size  T),  and  if
successful the  jet of  acid will have been avoided, and will continue
on in a straight line out to the extent of its range.  Any creature in
the path  of the  acid must  save as  above or be struck by the spell.
The Acid Stream can affect only one target in any event.  The material
component is a drop of any acid.
 
 
--------------------------------
Alpha's Electric Arc (Evocation)
 
Range:           10 yards + 10 yards per level
Components:      VS
Duration:        Instantaneous
Casting Time:    1
Area of Effect:  One creature
Saving Throw:    Special
 
This spell  causes an  arc of  electricity to  leap from  the caster's
extended fingertip.  This electricity unerringly strikes one target of
the caster's  choice, inflicting  1d4 damage, plus one point per level
of the  caster (up  to a  maximum of  +12), with  no saving  throw.  A
target in  metal armour  or wielding  a large,  mostly metallic weapon
(e.g. any  sword, battle axe) must save vs. spells and, if the save is
failed, the  bonus (i.e.  per level)  damage inflicted by the spell is
doubled.
 
 
---------------------------------------------
Alpha's Hunting Hound (Conjuration/Summoning)
 
Range:           10 yards
Components:      VSM
Duration:        12 turns + 6 turns per level
Casting Time:    1 round
Area of Effect:  One creature
Saving Throw:    None
 
This spell  calls a  canine creature to be a helper and boon companion
to the  spell caster for the duration of the spell.  The type of hound
summoned depends  upon the  caster's level,  but the hound will always
understand verbal  commands given  it, so long as they are 12 words or
less and relatively simple.  The hound will further also be capable of
tracking as  if a  ranger of  half the  level of the summoner, and can
hunt sufficiently  well to feed the spell-caster for one day, provided
there is game extant in the caster's area.
 
The type of hound summoned is as follows:
----------------------------------------
 1st -  3rd level:     jackal
 4th -  7th level:     wild dog
 8th - 12th level:     wolf
13th +      level:     dire wolf
 
If the  caster takes  a lower-level  hound (or  a dire  wolf when 18th
level), it  will have  maximum hit points, be +1 to hit and on damage,
track at +1 level, and can understand even relatively complex commands
of up  to 50  words in  length.   The material component is a piece of
fresh meat.
 
 
--------------------------------
Alpha's Sparkle Beam (Evocation)
 
Range:           0
Components:      VSM
Duration:        Instantaneous
Casting Time:    1
Area of Effect:  1' x 20' x 5' cone
Saving Throw:    Special
 
This spell  draws upon  the power  of the  Positive Material Plane and
calls forth  a ray  of golden  light.  Anyone in the area of effect of
the spell  must save vs. petrification or be blinded for 1 round.  The
true function  of this  spell, however,  is its  use  against  undead,
creatures of  the Lower  Planes, and  those  drawing  power  from  the
Negative Material Plane or the Plane of Shadow.  Such creatures suffer
1d4 damage,  plus an  additional 1d4 at every even level of the caster
(e.g. 4d4  at 8th),  up to a maximum of 8d4.  These creatures may save
vs. spells  to halve  this damage.  The material component is a bit of
crushed sunstone.
 
 
---------------------------------------
Alpha's Starlight (Evocation, Illusion)
 
Range:           5 yards per level
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  10' square area per level
Saving Throw:    None
 
This spell illuminates an area as a cloudless outdoor night sky filled
with stars.   This light is pale and wan, and dilutes vision mostly to
black and  white.   Full visual acuity is possible only out to a range
of 10 yards, but general identification can be made out to 20 yards.
 
Stationary figures  can be made out at 40 yards, and movement detected
out to  80 yards.   Intervening cover will, of course, reduce sighting
distances  accordingly.     This   light  does   not  interfere   with
infravision, and  there are ample shadows within the area of effect to
hide  in.    The  illusionary  component  of  the  spell  creates  the
appearance of  an actual  starry night  sky.   The area  of effect  is
stationary.   The material  component is a piece of black velvet and a
few bits of glass.
 
 
-------------------------------------
Alpha's Wall of Darkness (Alteration)
 
Range:           60 yards
Components:      VSM
Duration:        1 round per level
Casting Time:    2
Area of Effect:  10' x 10' square per level
Saving Throw:    None
 
This spell  brings into being a wall of blackness which cannot be seen
through, even  with infravision  or  ultravision.    It  is  dispelled
instantly by  a light  or continual  light (q.v.)  spell.   It has  no
physical existence, and does not hinder nor harm those passing through
it.  It does, however, block the passage of sound from one side to the
other, assuming that the spell is not cast in such a way (such as in a
field of  grass) which  would otherwise allow sound to move around the
edges of  the wall.  The material component is some pitch and soot, or
a lump of coal.
 
 
------------------------
Association (Divination)
 
Range:           0
Components:      VS
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  Two surfaces
Saving Throw:    None
 
When casting  this spell, the forensic wizard must brings two surfaces
into contact  with one another. Possibilities include the surface of a
jewel and  that of  a safe,  or the  surface of an arrow and that of a
bow. If  the two  surfaces were  ever before  adjacent, the  spell  so
indicates, and  if the  surfaces were  ever directly  connected  as  a
single item, an even stronger reading results.
 
 
-----------------------
Cat Spirit (Alteration)
 
Range:           Touch
Components:      SM
Duration:        1 turn per level
Casting Time:    5
Area of Effect:  Creature touched
Saving Throw:    Negates
 
The  cat  form  spell  grants  many  of  the  abilities  traditionally
associated with  cats, though  it does  not  significantly  alter  the
features of  the recipient. The spell grants a +2 bonus to stealth, as
the recipient's  tread will  be absolutely quiet for the duration. The
spell also halves all damage taken from falls and allows the recipient
to land  on his  or her  feet. Finally,  it grants the ability to grow
claws, allowing  each hand  to do  1d3 damage.  It does  not, however,
improve singing  ability. The  material component  is whiskers  from a
cat.
 
 
--------------------------------------
Detect Poison (Divination, Necromancy)
 
Range:           0
Components:      VS
Duration:        1 turn
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    None
 
With this  spell, the  forensic wizard  can determine  if a corpse has
been poisoned.  One corpse  can be  checked each round. The wizard can
determine the means by which the poison was administered and the place
at which  it entered  the body,  and he  has a  5% chance per level of
being able to exactly identify the poison.
 
 
-----------------------
Find Water (Divination)
 
Range:           1 mile, depth 10 feet per level
Components:      SM
Duration:        2 rounds per level
Casting Time:    1 turn
Area of Effect:  20 times arc
Saving Throw:    None
 
When casting  this spell,  the diviner  grasps two  ends of a Y-shaped
twig. The remaining end twists around to point in the direction of the
nearest source  of fresh  water within the spell range. The branch can
twist but  twenty degrees, and then the diviner will feel a tug in the
direction of  the water.  The diviner  can specify a minimum amount of
water to seek (greater than the amount in a human body, for example).
 
 
-----------------
Flash (Evocation)
 
Range:           12"
Components:      V
Duration:        3 rounds
Casting Time:    1
Area of Effect:  One creature
Saving Throw:    Negates
 
Victims failing  their saving throw are blinded for the next round due
to a  flash of  light that appears in their eyes. All to-hit rolls for
the next two rounds are made at -2 due to spots in their eyes.
 
 
-----------------------
Frost Hands (Evocation)
 
Range:           0
Components:      VS
Duration:        1 round
Casting Time:    1
Area of Effect:  Special
Saving Throw:    None
 
This spell is very similar to the first level mage spell burning hands
(q.v.), except  that ice is ejected. Damage is one hit point per level
of the caster.
 
 
-----------------------
Frost Touch (Evocation)
 
Range:           Touch
Components:      VS
Duration:        1 round per level
Casting Time:    1
Area of Effect:  Creature touched
Saving Throw:    None
 
This spell delivers 1d6 points of damage. In addition to this, you add
1 point  of damage  for every  level above first. Cold based creatures
are immune to this, and fire based creatures take double damage.
 
 
-------------------------------------------------
Guilda's Treacherous Tripwire (Enchantment/Charm)
 
Range:           Touch
Components:      VSM
Duration:        1 minute per level
Casting Time:    1
Area of Effect:  1 tripwire
Saving Throw:    Negates
 
One wire  (up to  10' long)  can be  stretched across a hall, or such.
The wire  becomes camouflaged--undetectable w/o find traps.  The first
creature tO  attempt to  pass  must  save  vs.  wands  (add  dexterity
defensive adjustment)  or be  caught when  the wire springs free.  The
wire will  twine tightly about the ankles of its victim, tripping him.
It must  then be  tediously untangled (or sawed loose) which will take
at least  30 seconds  under ideal  conditions.   If  hacked  loose  in
combat, it  will take  1 round,  and the  victim will  take 1d4 damage
unless an enchanted blade is used (which will cut without effort).
 
Note:  that the wire is required,  but not consumed.  The material
       component is a small spring.
 
 
--------------------------------
Inaudibility (Illusion/Phantasm)
 
Range:           Touch
Components:      VSM
Duration:        1 hour per level
Casting Time:    2
Area of Effect:  Creature touched
Saving Throw:    Negates
 
This spell completely masks all sounds made by the recipient:    bodil
y functions  such as  breathing and sleeping as well as sounds made by
striking another object (walking, for example). Any object held by the
recipient is  likewise silenced.  Objects thrown,  dropped, or knocked
over by  the recipient are not under the effect of the spell, however,
and these  may make  noise at  the  ends  of  their  trajectories.  An
unwilling victim  receives a  saving throw  against  this  spell.  The
material component is a bit of cotton.
 
 
-----------------------------------
Last Image (Divination, Necromancy)
 
Range:           0
Components:      VS
Duration:        Instantaneous
Casting Time:    1 round
Area of Effect:  One corpse
Saving Throw:    None
 
When the  forensic wizard  casts this  spell,  he  sees  whatever  the
recipient corpse  saw at the very instant of death, with the intent of
learning the  identity of  the murderer,  or at  least the location of
death. If  the recipient  was killed  by a  gaze  attack,  the  wizard
suffers this attack as well, but with a +4 bonus to his saving throw.
 
 
-------------------------
Little Death (Necromancy)
 
Range:           60'
Components:      VS
Duration:        1d4 + 1 rounds
Casting Time:    1
Area of Effect:  1 creature
Saving Throw:    Negates
 
This spell  may be  cast on  any  living  (not  golem,  undead,  etc.)
creature native  to the  Prime Material plane and with 6+4 or less hit
dice. The victim must save vs. magic at -3 or fall paralysed for 1d4 +
1 rounds.
 
 
--------------------------------------
Murder Weapon (Divination, Necromancy)
 
Range:           Touch
Components:      VSM
Duration:        1 turn
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    None
 
The caster  of this  spell can check one weapon per round to determine
if it  was used  to kill  a specific  corpse, of  whom he  has a blood
sample. A  "murder weapon" is one which reduced the victim to zero hit
points, or delivered the poison which did so.
 
 
----------------------------
Painting (Illusion/Phantasm)
 
Range:           12"
Components:      V
Duration:        Concentration
Casting Time:    1
Area of Effect:  2"
Saving Throw:    Negates
 
By the  means of  this spell  the caster  can create  an  illusion  of
whatever he wants, as long as he concentrates and the illusion remains
in the  area of  effect. It  is usually  easy to  recognise  what  the
illusion is  supposed to  be of,  but any  creature that can do so can
also recognise that it is an illusion.
 
 
---------------------------------------------
Protection from Chaos (Abjuration) Reversible
 
Range:           Touch
Components:      VSM
Duration:        2 rounds per level
Casting Time:    1
Area of Effect:  Creature touched
Saving Throw:    None
 
This spell  is very  similar to  protection from evil (q.v.) except in
its purpose  and intent;  it keeps out chaotic, as well as summoned or
enchanted creatures.  It acts  as magical armour on the recipient; the
protection encircles  the recipient  at  a  one  foot  distance,  thus
preventing bodily  contact by creatures of an enchanted or summoned or
chaotic nature. Summoned animals or monsters are similarly hedged from
the protected being.
 
Furthermore, any and all attacks launched by chaotic creatures incur a
penalty of  -2 from  dice rolls to hit the protected creature, and any
saving throws  caused by  such attacks are made at +2 on the protected
being's dice.  This spell  can be  reversed to  become protection from
law, although  it  still  keeps  out  enchanted  or  summoned  chaotic
creatures as well.
 
To complete  this spell,  the mage must trace a 3 feet diameter circle
upon the  floor/ground with  powdered obsidian for protection from law
and powdered  glass for  protection from  chaos; or  in the  air using
burning incense or burning dung with respect to law/chaos.
 
 
---------------------------------
Protection from Rain (Abjuration)
 
Range:           0
Components:      SM
Duration:        1 hour per level
Casting Time:    1
Area of Effect:  Caster
Saving Throw:    None
 
After casting  this spell, the wizard will remain dry even if standing
in the  midst of  a torrent. The caster is protected from splashes and
falling drops,  but he  is not protected from more concentrated bodies
such as puddles. The water will simply bead and flow down an invisible
field which  surrounds the  caster and  his clothing  at a distance of
about one inch. An oiled leather rag is the material component of this
spell.
 
 
----------------------------------
Quantas's Target Bow (Enchantment)
 
Range:           Touch
Components:      VSM
Duration:        2d4 + 1 round per level
Casting Time:    2
Area of Effect:  One bow
Saving Throw:    None
 
While this  spell is  in effect,  any arrows fired from the bow (which
may not  be a  crossbow) are  +2 to  hit a specific target. The caster
must be  able to  see the  target, and  call his/her shot. The +2 only
affects hits  on the target, not on someone/something that gets in the
way.
 
If the  target is  in melee,  the target gets a +2 to it's size rating
when the  DM determines  the odds  of hitting the target as opposed to
those around  it. For example, if firing on a size six giant who is in
melee with  a size  two elf,  there would  normally be  a one in three
chance to  hit the  elf. With target bow in effect, the giant would be
raised to size eight, giving only a one in four chance to hit the elf.
Should the  arrow go at the elf anyway, it would not get its +2 to hit
(since the giant is the target).
 
Note:  The arrow fired  from the target bow is in no way magical.
 
The material  component  is a  feather  from a bird  of  prey,  rubbed
against the bow string.
 
 
---------------------
Skeleton (Necromancy)
 
Range:           Touch
Components:      VSM
Duration:        Permanent
Casting Time:    1 hour
Area of Effect:  1 corpse
Saving Throw:    None
 
With this  spell, The  necromancer can turn one humanoid corpse into a
skeleton. The  skeleton may  then be controlled as per animate dead. A
mage may  only have in existence through us of this spell one skeleton
per level.   The  material component  of this  spell is  a salve  that
requires 50 gp and 24 uninterrupted hours to create.
 
Hit points  of the  skeleton are  determined  randomly.  Disposing  of
skeletons with insufficient hit points is possible, if expensive. When
a skeleton  created by  this spell  is damaged,  the damage  cannot be
repaired.
 
 
---------------------------
Small Fire Ball (Evocation)
 
Range:           5 yards + 5 yards per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    2
Area of Effect:  1 target
Saving Throw:    1/2
 
This is  similar  to  a  normal  Fireball  spell  with  the  following
exceptions:    only one  target is  affected (the  caster chooses  the
target and  the Fireball expands until the target is engulfed), damage
is 1d4 per caster's level (up to a maximum of 10d4), and exposed items
receive a  +2 on their saving throws. The material components for this
spell are  a bit  of burning incense, and any gem worth at least 5 GP;
both are consumed with the casting.
 
 
-------------------------------
Snapshot (Invocation/Evocation)
 
Range:           Sight
Components:      VSM
Duration:        Instantaneous
Casting Time:    0
Area of Effect:  1 page
Saving Throw:    None
 
With this  spell, the wizard causes an image of whatever he sees, even
thermal images and magical auras, to appear on a sheet of parchment or
vellum (the material component of the spell).
 
 
----------------------------------
Spirit Command (Enchantment/Charm)
 
Range:           30 yards
Components:      V
Duration:        1 round
Casting Time:    1
Area of Effect:  One creature
Saving Throw:    None
 
This spell  enables the  mage to  command  a  spirit  or  extra-planar
creature with  a single word. The command can be uttered in a language
the  creature   can  understand  (or  a  language  the  creator  could
understand if  it is  a summoned spirit). Spirits and creatures with 6
or more  hit dice  receive a save; spells save at their caster's level
(if the caster is at least of sixth level).
 
 
--------------------------------------
Time of Death (Divination, Necromancy)
 
Range:           Touch
Components:      VS
Duration:        Instantaneous
Casting Time:    9
Area of Effect:  One corpse
Saving Throw:    None
 
This spell allows the forensic wizard to estimate the time of death of
the recipient  corpse to within 5% if the corpse has been dead no more
than one day per level of the caster, to within 20% otherwise.
 
 
-------------------
Wither (Necromancy)
 
Range:           30 yards
Components:      VSM
Duration:        Instantaneous
Casting Time:    1
Area of Effect:  100 square feet per level
Saving Throw:    Special
 
This spell  kills all  normal vegetation  within an area of 100 square
feet per level of the caster, who determines the shape of that area at
the time  of casting.  Trees receive a saving throw of 11, and special
plants such  as treants  suffer but 1d6 points of damage. The material
component is  acid, sprinkled  over the  whole area of effect. Casting
time is exclusive of this administration.
 
 
-------------------------
Wizard Glue (Enchantment)
 
Range:           Touch
Components:      SM
Duration:        Permanent
Casting Time:    1
Area of Effect:  20 square feet per level
Saving Throw:    None
 
Wizard Glue will hold one relatively flat surface to another, a mirror
to a wall for example. The strength of the bond is 20 pounds per level
of the  wizard, up to 120 pounds. Dispel Magic will end the spell, and
a strength  of 10  or greater can break a 20-pound bond. A strength of
12 can  break a  40-pound bond,  a strength of 14 can break a 60-pound
bond, and so forth. If the item held by the glue is brittle, it may be
shattered in  the separation.  Honey is the material component of this
spell.
 
 
         ====================================================
 
                         Second Level Spells
 
         ====================================================
 
 
Acid Water (Alteration)
 
Range:           2"
Components:      VSM
Duration:        1 round per level
Casting Time:    2
Area of Effect:  1 gallon per level
Saving Throw:    None
 
This spell turns water into an acidic substance. If a creature touches
this stuff,  it takes  2d4 damage.  If the acid is drunk, it will take
4d4 damage.  The caster can do anything in or to the substance without
taking any damage.
 
 
------------------------------------------------
Ahshay's Mystic Mutable Aura (Illusion/Phantasm)
 
Range:           Touch
Components:      VSM
Duration:        1 day per level
Casting Time:    1 round
Area of Effect:  1 object or person
Saving Throw:    Special
 
This spell  creates a  magic aura  around an object similar to the one
from Nystul's  Magic Aura.  However, it  hides not the magic property,
but the  alignment  of  the  target.  The  caster  can  specify  which
alignment he  wants the  object to  radiate as well as the strength of
the radiation.  The higher  the level  of the  caster the more radical
alignment he  could place on the object or person. Note that this aura
does not change the alignment (if present) of a person or object.
 
This spell  foils such  spells as  Detect Good/Evil, a paladins Detect
Evil ability  and the  spell Know  Alignment. It  does not  change the
effect of  the Protection  from Good/Evil spells. Note that the priest
version of  True Sight or a gem of seeing will see through this spell.
If the  object or  person acts in a different way than is indicated by
the aura,  other people  will get  a disbelieve check. A mage with the
true sight spell will now get a true reading off a detect evil.
 
The material  component of  this spell  is a  sheet of thin silk in an
appropriate colour  to  the  alignment  being  cast.  It  is  consumed
completely.
 
 
-----------------------------
Alpha's Moonlight (Evocation)
 
Range:           5 yards per level
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  10' per level radius circle
Saving Throw:    None
 
This spell  creates an area of soft blue-grey light, apparently coming
downwards from  above. This  light effectively  washes out all colour,
but clear  vision is  certainly possible  within the  area of  effect.
Vision is also possible out to 10 yards beyond the spell's radius, but
such vision  is dim  and shadowy  at  best.  The  moonlight  does  not
interfere in  any way with infravision, but the nature of the light is
such that  creatures adversely  affected by  bright light  suffer only
half the  normal penalties  when within  the Moonlight  and none  when
within its shadowy fringes. The Moonlight spell may be centered on the
caster, in  which case it moves with him. Otherwise, the spell must be
cast on  an area  and is  stationary. The  material component  of this
spell is  a moonstone  that has been exposed to actual moonlight for a
full night.
 
 
--------------------------------
Alpha's Rainbow Beam (Evocation)
 
Range:           10' + 5' per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    2
Area of Effect:  One creature
Saving Throw:    Negates
 
This spell  draws upon  the power  of  the  Quasi-Elemental  Plane  of
Radiance and  brings forth  a beam  of pure  light. The  colour of the
light making  up the beam is normally randomly determined by a roll of
a d8.  However, the caster has a chance equal to 5% per level of being
able to  select the  colour of  the beam  (the caster may NOT select a
multi-hued beam.  Such occurs  only as  the result of an aberration in
the magic). The colours of the beams are as follows:
 
     1    red (cold)                5    blue (electrical)
     2    orange (heat)             6    indigo (holy water)
     3    yellow (acid)             7    violet (force)
     4    green (poison)            8    multi-hued beam - roll twice
                                            ignoring 8's
 
The beam  does a  base of  2d6, plus an additional point of damage for
each level  of the  caster (e.g. a 7th level caster would inflict 9-19
(2d6+7) points  of damage).  Any creature resistant to the attack form
indicated by  the colour of the beam takes NO damage, while a creature
vulnerable to  the specific attack form (such as heat vs. a yeti) will
suffer double  damage. A  saving throw  indicates that  the  beam  has
missed and  the intended  victim is unaffected. Note that the beam may
hit a  target other  than the one intended. Once the beam hits a solid
object, it  stops, even  if that  object is  transparent. Any creature
suffering damage  from the  spell must  make  item  saving  throws  if
appropriate. The  material component of the spell is a small clear gem
or crystal prism worth at least 50 gp.
 
 
--------------------------------
Alpha's Spark Shower (Evocation)
 
Range:           0
Components:      VSM
Duration:        1 round
Casting Time:    2
Area of Effect:  5' x 20' long x 10'
                      base wedge shape
Saving Throw:    1/2
 
The caster  extends his  arms and  speaks the  spell, and  a sheet  of
sizzling purple  sparks shoots  forth from  the caster's  hands. These
sparks cause  1d4 electrical  damage per  three levels  of the caster,
rounded up, to a maximum of 5d4. Those wielding metal weapons (swords,
etc.) or wearing partially metal armour (ring, scale, chain) save at -
2 and  suffer +1  point of  damage per  die. Those  wearing full metal
armour (splint,  banded, plate,  etc.) save  at -4  and suffer  double
damage. The material component is a bit of fur, glass, and copper.
 
 
-----------------------------
Alpha's Star Gaze (Evocation)
 
Range:           60 yards
Components:      V
Duration:        Instantaneous
Casting Time:    2
Area of Effect:  1 creature per 2 levels
Saving Throw:    Special
 
This spell  causes a  blazing white  sheet of  light to issue from the
caster's eyes.  This sheet will envelop a number of creatures based on
the caster's  level. Those  who fail  a save vs. petrification will be
blinded for  a full  turn. Those who do save are merely dazzled (-2 on
to hit  and AC)  for 1  round, having  looked away  just in time. Dark
dependent creatures  such as  drow and  gray dwarves  save at a -4 vs.
this spell, and the duration of its effects are doubled.
 
 
--------------------------------
Alpha's Starblades (Conjuration)
 
Range:           10' + 10' per level
Components:      VSM
Duration:        1 round per 2 levels
Casting Time:    2
Area of Effect:  Up to 1 creature per 3 levels
Saving Throw:    none
 
This spell  creates one  magical star-shaped  bladed weapon  for  each
three levels  of the  caster, up to a maximum of seven. The caster may
then throw  these as  weapons, out  to the spell's maximum range. They
are treated  as Slashing  weapons with  respect to  effectiveness  vs.
armour, and the caster's to hit rolls with them are at +3, in addition
to any  bonus for  high dexterity.  Each Starblade that strikes causes
2d4 damage,  +2 vs.  creatures with  powers drawing  on  the  negative
material plane  or plane  of shadow. The material component is a small
silver star.
 
 
-------------------------------------
Bigby's Groping Fingers (Conjuration)
 
Range:           3"
Components:      S
Duration:
Casting Time:    2
Area of Effect:
Saving Throw:
 
This spell  allows the  caster "grope"  his/her target.  This spell is
usually used  by mischievous apprentices in bars and such... have fun!
(gee, I  don't know  if I'm  hitting a  copyright problem by using the
name "Bigby"  in here  but it  just seems the most appropriate name to
use, and  for all  I care,  if TSR wishes to claim this silly spell as
their own, so be it).
 
 
---------------------------------------
Cause of Death (Divination, Necromancy)
 
Range:           0
Components:      VSM
Duration:        Instantaneous
Casting Time:    1 turn
Area of Effect:  One corpse
Saving Throw:    None
 
With this  spell the  forensic wizard  can determine if the corpse has
received damage  from any of the causes listed in the table below, and
which cause  actually reduced  him to  zero  hit  points.  This  spell
involves dissection  of the  corpse, and the material components are a
magnifying glass  and a set of scalpels. These are not expended by the
casting.
 
Cause               Notes and secondary information
----------------------------------------------------------------------
Exposure            exposure to cold, fire/heat or lightning; drowning
Falling or hanging  height fallen from
Disease or old age  organs affected, parasites involved
Magic               app. only to magic missile or necromantic effects
Wound               wound caused by bludgeoning, piercing or slashing
 
 
The DM  may introduce  a chance  of failure  if the  body  is  greatly
decomposed, and he might give false information based on nature of the
trauma. A  corpse swatted  by a dragon's tail, for example, might show
the same  indications as  one which  fell from  a great  height, and a
poisoned corpse  usually looks  like one  which died  of disease.  The
prudent forensic wizard always detects poison just to be sure.
 
 
-----------------------
Cloud Walk (Alteration)
 
Range:           Touch
Components:      VSM
Duration:        1 turn per level + 1d6 turns
Casting Time:    3
Area of Effect:  Creatures touched
Saving Throw:    None
 
This spell  allows the recipient to walk on any form of fog, cloud, or
smoke as  if it  were solid. The recipient may move at normal movement
rate, plus  the movement  rate of  the smoke  (thus a rising column of
smoke from  a fire  might carry the recipient up at 12 movement rate).
The   smoke    must   be   reasonably   thick,   reducing   visibility
significantly... This  spell will  not allow walking on fine mist. The
material component is a hair from a nightmare.
 
 
-------------------------
Death Armour (Necromancy)
 
Range:           0
Components:      VS
Duration:        1 round per level
Casting Time:    3
Area of Effect:  Caster
Saving Throw:    None
 
While this  spell is  in effect,  any creature  who touches the caster
with exposed  flesh (to  cast a  spell, for  example) will  suffer 1d8
points of  damage. The  spell will  not protect  the necromancer  from
damage, nor  does it have any effect on an armed opponent, but it will
affect undead, and the death master adds one point to damage inflicted
with his bare hands.
 
 
------------------------------------
Detect Chaos (Divination) Reversible
 
Range:           6"
Components:      VS
Duration:        5 rounds per level
Casting Time:    2
Area of Effect:  1" wide path
Saving Throw:    None
 
This spell  is similar  in all respects to the second level mage spell
Detect Evil/Good  (q.v.),  except  that  the  mage  is  detecting  for
Chaos/Law.
 
 
-------------------------------------
Detect Spirit (Divination) Reversible
 
Range:           20 yards + 5 yards per level
Components:      VS
Duration:        Special
Casting Time:    5
Area of Effect:  1 creature or object
Saving Throw:    None
 
Detects the  presence of  a soul  spirit or  mentality in  any body or
object  (enchanted   swords,  etc.),  and  whether  or  not  the  mind
controlling the  body is  its  "native".  Thus,  it  will  not  detect
charming or  hypnosis but  will detect  possession. Only the fact of a
mind is  detected, not  its nature.  If  it  is  cast  on  a  normally
invisible spirit (such as an Invisible Stalker or Unseen Servant), the
caster can see the creature as a visible force for one turn per level.
The reverse,  Obscure Spirit,  has a  range of  touch and  conceals  a
single mind or spirit from detection by this spell for 24 hours.
 
 
---------------------------
Dispel Silence (Abjuration)
 
Range:           10 yards per level
Components:      SM
Duration:        1 round per level
Casting Time:    2
Area of Effect:  15' radius
Saving Throw:    None
 
When cast, this spell automatically dispels any magical silence within
its area  of effect.  Furthermore, no  silence spell  will have effect
within the area of effect for the duration of the spell.
 
The casting  of this  spell requires  a small  silver bell,  chime, or
gong, which  must be  struck twice,  at the  end of  each  segment  of
casting. The  device must be worth at least 50 gp., and is consumed in
the casting.
 
 
-------------------------------------------------
Dust Warriors (Conjuration/Summoning, Necromancy)
 
Range:           5 yards per level
Components:      VSM
Duration:        Special
Casting Time:    3
Area of Effect:  2" by 2" square
Saving Throw:    None
 
The material  component for  this spell  is a full set of teeth from a
man-sized or  larger carnivore which must be cast on an area of earth,
rock, raw  stone, sand  or gravel  as the  spell is  cast.  The  spell
generates 1  skeleton +  1 per 2 levels which rise from the area. They
will fight  for the  caster until  they are  turned or  destroyed, the
caster is  slain, rendered  unconscious or moves out of spell range of
the group,  or the  magic is  dispelled. They last only while there is
someone to  attack (including each other, if necessary) - any round in
which there are no targets available the skeletons will fade back into
dust.
 
If dragon's  teeth are  used as  the material component, each skeleton
will have  bonus hit  points equal  to the  age category of the dragon
(count 4 HP = 1 HD for turning and attack purposes). Furthermore, they
will be  immune to the attack type of the dragon's breath weapon.  ed.
note:     we use  second edition, so dragon's teeth aren't too easy to
come by.
 
 
-------------------------
Expose Magic (Divination)
 
Range:           10 yards per level
Components:      VS
Duration:        Instantaneous
Casting Time:    4
Area of Effect:  Special
Saving Throw:    None
 
This spell  will inform  the caster  of all of the details of a single
spell cast within one round per level - including the destination of a
teleport, the  target of  a charm  spell, the  name of a spell without
obvious effect,  etc. The  spell does  not invalidate illusion magic -
the spell  will return  an answer  consistent with  the illusion (i.e.
that a  Fireball was  cast rather  than a  Spectral Forces) unless the
caster has already disbelieved successfully.
 
 
---------------------------
Exterminate II (Abjuration)
 
Range:           Touch
Components:      VSM
Duration:        1 turn per level
Casting Time:    2
Area of Effect:  Creature touched
Saving Throw:    None (to negate:  both victim & insects)
 
Exterminate negates  Call Insect,  protects one  person against Insect
Plague, and  gives +6  on  saves  vs.  Summon  Insects.  Dispel  Magic
requires a  mage of twice the caster's level. Magic resistance applies
only to the creature touched.
 
 
--------------------------------------
Guilda's Sneakabout Light (Alteration)
 
Range:           5'
Components:      VSM
Duration:        10 minutes + 1 minute per level
Casting Time:    2
Area of Effect:  5' radius
Saving Throw:    None
 
Creates a  dim, floating  light of variable intensity that follows the
caster.   At its  brightest, it  is enough to read with good eyesight,
and it  can be  extinguished and restored at will during the duration.
No light  produced by  the spell escapes the 5' radius, preventing the
caster from  being given away by his light--so this spell is ideal for
thieves.   Note that  background light  penetrates the  area of effect
freely, so the caster is in no way concealed by this spell.
 
 
----------------------------------
Improved Detect Magic (Divination)
 
Range:           0
Components:
Duration:        2 rounds per level
Casting Time:    2
Area of Effect:
Saving Throw:    None
 
This spell  acts like  Detect Magic except it works out to hundreds of
yards range.
 
 
----------------------------------------
Last Experience (Divination, Necromancy)
 
Range:           0
Components:      VSM
Duration:        1 round
Casting Time:    1 round
Area of Effect:  One corpse
Saving Throw:    None
 
With this  spell, the  forensic wizard re-lives the last minute of the
recipient's life.  If the victim was conscious during this minute, the
wizard must make a system shock check or be knocked out for 1d4 hours.
The material components are a convex lens and a scalpel.
 
 
------------------------------------------------
Lightservant (Alteration, Conjuration/Summoning)
 
Range:           0
Components:      VSM
Duration:        2 turns per level
Casting Time:    2
Area of Effect:  3" radius around caster
Saving Throw:    None
 
This spell  is a  variation of the first-level magic-user spell Unseen
Servant. The  servant created  by this  spell is  visible as a vaguely
manlike form of glowing light, and is slightly stronger, being able to
lift 3000  GP weight  and taking  8 hit  points of  magical damage  to
destroy. The  light provided  by the servant is enough to allow normal
vision in  a 1"  radius around the servant. Except as noted above, and
that the  material components  of this  spell are a live firefly and a
piece of thread, this spell behaves as Unseen Servant.
 
 
-------------------------------------
Malta's Pattern Creation (Alteration)
 
Range:           0
Components:      VSM
Duration:        Permanent
Casting Time:    Special
Area of Effect:  Special
Saving Throw:    None
 
With this  spell, the  caster can  create a  pattern for  use with the
spell Malta's Pattern Transport. The Pattern can be any image with any
colours, but  it must include a circle which forms the outer edge. The
Pattern can  be any inch radius, but the cost of making the Pattern is
dependent on  the materials  used -  so bigger Patterns cost more. The
Pattern can be woven into cloth, painted onto cloth or a hard surface,
or inlaid  into a  hard surface. The Pattern must be at least one yard
in diameter with no maximum size.
 
The cost to make a Pattern is equal to the square yards of the Pattern
times the amount below:
 
Material                    Cost         Time      Save
-------------------------------------------------------
Painted on Cloth           5 Silver     1 hour      15
Woven into Cloth           1 Gold      10 hours     12
Woven into Rug             2 Gold      15 hours     10
Painted on Wood            1 Gold       3 hours     10
Painted on Stone           2 Gold       4 hours      8
Inlaid in Wood             3 Gold      12 hours      5
Inlaid in Stone            5 Gold      16 hours      2
 
 
Patterns cannot  be repaired, they must be remade completely. Patterns
can be  moved (assuming the material can be moved as one unit) without
damage. The saving throw listed is the save the Pattern must make when
used for  transport (see  Malta's Pattern Transport for details) - the
material saves normally for any other damaging situation.
 
 
----------------------------------
Malta's Pattern Image (Alteration)
 
Range:           0
Components:      VSM
Duration:        Special
Casting Time:    1 hour
Area of Effect:  One Pattern
Saving Throw:    None
 
With this  spell, the  caster can  imprint the  size and  image of  an
undamaged Pattern.  This imprinted  image can  later be  used  by  the
caster to  create a  matching Pattern  of his own. The imprinted image
can be  recalled by  the caster for up to one month per caster's level
(at casting  time). If  this time is exceeded, or the caster creates a
matching Pattern (even if different size), then the imprinted image is
dispelled. This  spell is  necessary to  create an exact size matching
Pattern if the original Pattern is not present for the creation of the
matching Pattern.  The caster  can have up to one imprinted image/size
per level at a time.
 
 
------------------------------------------
Mangar's Bloodfire (Necromancy, Evocation)
 
Range:           40 yards
Components:
Duration:        2 rounds per level
Casting Time:    2
Area of Effect:
Saving Throw:    1/2 (check each round)
 
This spell engulfs a creature with blue fire that burns for 1d4 hp per
3 caster  levels (or  fraction thereof) on round 1, then loses 1d4 per
round until  it goes  out. The flames do not ignite flammable objects,
they just hurt creatures.
 
 
-----------------------
Noise Filter (Illusion)
 
Range:           10 yards per level
Components:      SM
Duration:        1 round per level
Casting Time:    2
Area of Effect:  5 feet radius per level
Saving Throw:    Special
 
All creatures  within the area effect at the time of casting will have
their hearing  muted -  they will  not hear  anything unless they have
some other  confirmation of  its existence.  Thus, you  can only  hear
people speak  if you  can see  their face  or know precisely what they
will say;  background noise  will continue  if you  know it  should be
there but  sudden noises  from the  next room  will not be heard, etc.
Once a  creature notices  or becomes  suspicious  of  the  effect  (by
turning around and seeing a large pile of broken crockery they did not
hear break,  for example),  it will  automatically be  dispelled  with
respect to  that  creature.  The  material  component  is  a  pair  of
blinders.
 
 
------------------------------------------
Paldeggeron's Accurate Arrow (Enchantment)
 
Range:           Special
Components:      VS
Duration:        1d6 turns + 1 turn per level
Casting Time:    1
Area of Effect:  Special
Saving Throw:    None
 
When cast,  Paldeggeron's Accurate  Arrow minorly enchants one missile
weapon (i.e.  sling stone,  arrow, quarrel, etc.) to automatically hit
any target normally within the weapon's range.  Effective with "called
shots", and situations of that nature.  The missile's enchantment does
normal damage  as it  were an  unaided hit  of the  same nature.   The
enchantment instantly  wears off  upon the  arrival at  the  missile's
destination.
 
 
--------------------------------
Petition (Conjuration/Summoning)
 
Range:           Special
Components:      V
Duration:        Instantaneous
Casting Time:    1 round
Area of Effect:  1 Creature
Saving Throw:    Special
 
This spell  is used  to alert  an extra-planar  being that  the caster
wishes to  contact it.  The spell does not allow further communication
(though the  extra-planar being  may then  contact the  caster through
other magic).
 
 
------------------------------------
Plane Source (Divination) Reversible
 
Range:           5 yards per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    2
Area of Effect:  1 creature or item
Saving Throw:    Negates
 
Reveals the  Plane of  origin of  any one  creature, object or magical
phenomenon in  spell range, or the Plane reachable by the closest gate
or dimensional  nexus point.  Hostile or  unwilling creatures save vs.
spells to  avoid their  origins being  divined. The  reverse  obscures
detection by this spell for 24 hours.
 
 
----------------------------------------
Protection from Enchantment (Abjuration)
 
Range:           Touch
Components:      VSM
Duration:        1 round per level
Casting Time:    2
Area of Effect:  Creature touched
Saving Throw:    None
 
The recipient  of this  spell is  partially immune to magical forms of
sleep, charm,  and fear. He automatically receives a saving throw even
if one  is not ordinarily permitted, and if one is permitted, he saves
at +4.  Note that  this spell  will not  free the  recipient from  any
enchantment already  in force,  nor will  it protect  him from natural
drowsiness or  feminine guile.  Also note that protection extends only
to actual  charm spells, such as charm person or charm monster, not to
enchantment/charm spells as a class. The material component is a lapis
lazuli or more potent stone.
 
 
------------------------
Resist Cold (Alteration)
 
Range:           Touch
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  Creature touched
Saving Throw:    None
 
Except as  noted above,  this spell  is identical  to the  first level
clerical spell Resist Cold (q.v.).
 
 
-----------------------------
Resist Paralysis (Abjuration)
 
Range:           Touch
Components:      VSM
Duration:        1 round per level
Casting Time:    5
Area of Effect:  Creature touched
Saving Throw:    None
 
For the  duration of  this spell, the recipient is immune to all forms
of paralysis,  including gaze  attacks,  paralytic  poison,  and  Hold
spells, but  it does  not negate  paralysis  already  in  effect.  The
material component  is a feather and an infusion of tea and ginger (to
be consumed by the recipient).
 
 
-------------------------
Reveal Owner (Divination)
 
Range:           Touch
Components:      VSM
Duration:        1 round per level
Casting Time:    1 round
Area of Effect:  One item
Saving Throw:    None
 
The caster  of this  spell receives  a mental  impression of  the most
recent owner  or owners of the recipient object. An "owner" is defined
as an  intelligent entity who was in direct physical contact (i.e., no
gloves) with  the object  one hour,  or who  had the  object upon  his
person for  24 hours.  These time  requirements may  be divided by the
caster's level,  and for  every 4  levels of  the caster, one previous
owner can  be identified.  Thus an  eighth level  wizard, for example,
could determine  the last  two owners  who carried  the object  for at
least 3 hours each.
 
The information  gained is  sufficient that  the wizard will recognise
the owner  on sight,  and he  can uniquely  specify the  owner for the
purpose of  such spells as legend lore. The material component of this
spell is a handful of dust.
 
 
--------------------------
Sonic Barrier (Abjuration)
 
Range:           0
Components:      SM
Duration:        1 turn per level
Casting Time:    2
Area of Effect:  10 feet radius sphere
Saving Throw:    None
 
This spell creates an invisible, spherical barrier through which sound
cannot pass.  The barrier  remains centered on the caster, enabling an
assault group  to move  in absolute  silence without  giving up inter-
communication. However,  sound cannot  pass into  the barrier  either,
making the  party deaf  for the  duration. The material component is a
glass globe.
 
 
--------------------------
Summon Undead (Necromancy)
 
Range:           30 yards
Components:      VS
Duration:        1 turn + 1 turn per level
Casting Time:    2
Area of Effect:
Saving Throw:    None
 
The spell  causes 3  HD of undead per 2 levels of the caster to appear
within range.  They will  obey his commands until slain, dispelled, or
the spell  ends. The wizard may mix and match types as long as he does
not exceed his HD allotment.
 
The necromancer  cannot summon  a creature  of more HD than his level.
Treat a  +3 or  better bonus  to HD  as the next die up, so a wight is
worth 5 HD and a wraith is 6, a mummy 7, spectre 8, and a vampire (the
toughest undead that can be summoned) is worth 9.
 
 
-----------------------------------
Veschiul's Shadowcurse (Alteration)
 
Range:           3"
Components:      VSM
Duration:        Special
Casting Time:    3
Area of Effect:  Special
Saving Throw:    Negates
 
The Shadowcurse  can affect  any creature  of the  world of light. The
area of  effect is one creature for every two levels of the mage above
first; i.e.  a third  level mage  can affect one creature, a fifth can
affect two, and so on. The effect of the Shadowcurse is to afflict the
victims with  some of  the vulnerabilities  of a  shade.  The  effects
depend on the light conditions, as shown on the following table:
 
Light            Abilities    Move    Maximum HP
------------------------------------------------
Bright              -2        1/2         1/2
Average             -1        3/4         3/4
Twilight             -         -           -
Shadowy              -         -           -
Night                -         -           -
Darkness            -1        3/4         3/4
 
See the  description of  Shade in  the MM II for exact descriptions of
these light conditions. The material component is a piece of pitch.
 
 
---------------------------------
Veschiul's Shadowbolt (Evocation)
 
Range:           12"
Components:      VS
Duration:        Instantaneous
Casting Time:    2
Area of Effect:  Special
Saving Throw:    None
 
The spell Shadowbolt allows the mage to mold a bolt of shadow from the
Plane of  Shadow, and  fire it  up to  120' range.  A to-hit  roll  is
required, but  is made as a fighter at a level of 1.5 times the mage's
level, rounded up. The Shadowbolt does damage by impact:    at  ranges
under 40',  the damage is 1d4 per level, at ranges between 40' and 80'
the damage  is 1d4  per 2  levels, and at greater ranges the damage is
1d4 per  4 levels.  The number  of dice  should be rounded down in all
cases (thus,  a fifth  level mage  at 50' does 2d4 damage, but a sixth
level mage  does 3d4).  The creature  must make  a DEX check to remain
standing, adjusted  by a  -1 for  every two levels of the mage (again,
rounded down), as well as by mass:
 
Mass (pounds)    DEX adjustment    Distance
-------------------------------------------
  1 -  30              -8             25'
 31 -  60              -6             20'
 61 -  90              -4             15'
 91 - 120              -3             10'
121 - 150              -2              5'
151 - 180              -1              -
181 - 210               0              -
211 - 240              +1              -
241 - 270              +2              -
271 - 300              +3              -
300 +                  +4              -
 
The distance column indicates how far the target has been knocked away
from the mage if the modified DEX check was failed.
 
 
--------------------------
Wound Closure (Necromancy)
 
Range:           Touch
Components:      VS
Duration:        Permanent
Casting Time:    5
Area of Effect:  Creature touched
Saving Throw:    None
 
This spell  closes the wounds of the recipient to prevent bleeding and
infection, incidentally  curing 1-4  hit points  of damage. All of the
victim's wounds  will be  closed by  a  single  casting,  but  further
application is  possible to increase the healing effect. The spell can
be used  on corpses  to disguise  the cause  of death, but it does not
work on non-corporeal or extra-planar entities.
 
Note:     A recent  posting suggested  that  mages  be  able  to  cast
    healing spells using 1d6 instead of 1d8. I believe the above spell
    description shows  my opposition  to that approach (see also DMGv2
    p. 43),  unless you  intend to do away with clerics as a PC class.
    From a  game mechanics  standpoint, such an approach would destroy
    the balance  between priest  and mage,  but there  is  a  campaign
    background reason as well:
 
    Pseudo-medieval  medical   knowledge  would   be   atrocious.
    Clerical healing  is a  gift from God or the gods, relatively
    omniscient and  omnipotent fellows,  but magical curing would
    depend upon  the mage's  understanding of  the body  and  its
    functions. Thus  you might  find a  wizard who  can pull  the
    edges of  a wound  back together, as described above, but you
    could not  find one  who could  stimulate the  replication of
    tissue of  various injured  organs, insure an increased blood
    supply to  the affected  regions, metabolise fat and increase
    respiration to  enrich said  blood, etc.  You certainly could
    not find  a mage  to cure  diseases before  any microbes  are
    discovered.
 
 
-------------------
Zombie (Necromancy)
 
Range:           Touch
Components:      VSM
Duration:        Permanent
Casting Time:    1 hour
Area of Effect:  1 corpse
Saving Throw:    None
 
This spell  is identical  to Skeleton  in most  respects.  Instead  of
creating a  skeleton, it  creates a  zombie. The  caster may control a
number of  zombies made  by this  spell equal  to half  his/her level,
round down.  The material  component is a salve that costs 100 gp. and
48 hours of uninterrupted time.
 
         ====================================================
 
                          Third Level Spells
 
         ====================================================
 
 
Alpha's Comet (Evocation, Conjuration)
 
Range:           10' + 5' per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    3
Area of Effect:  Special
Saving Throw:    none
 
This spell  creates a  flaming missile  with a  trail  of  superheated
noxious gasses.   The  comet unerringly strikes one target, the impact
causing 3d6 damage and the flames an additional 3d6.  Furthermore, any
creature within  5' of  the comet's  path will suffer 2d4 fire damage.
All those  within 5'  of the  point of impact will suffer 3d4.  Anyone
who suffers  damage from  this spell  is also  considered to have been
engulfed in  the noxious  fumes, and  will be  at -2 on all rolls (10%
spell failure  chance) for  1-6 rounds  due to  coughing, choking, and
blurred vision.  The material  component is a ball of pitch mixed with
sulfur and phosphorus.
 
 
------------------------------
Alpha's Darklight (Alteration)
 
Range:           10 yards per level
Components:      VSM
Duration:        1 turn + 1 round per level
Casting Time:    3
Area of Effect:  15' radius globe
Saving Throw:    None
 
This spell  is exactly  the same  as the second level magic-user spell
darkness 15' radius (q.v.), except in that the caster can see normally
through the  darkness so  created as if in normal lighting conditions.
Alternatively, the  caster can  bestow the  visual benefits to another
character by  crushing the  material component and sprinkling the dust
into the  eyes of the recipient.  The material component is a piece of
coal or charcoal, which must be crushed and applied as above.
 
Note:     the spell  only allows  normal vision  through the  darkness
    caused by  the particular  casting, and  lends no  benefit towards
    other darkness, either normal or magical.
 
 
-----------------------------------------------------
Alpha's Flames of the Faltine (Alteration, Evocation)
 
Range:           0
Components:      VSM
Duration:        2 rounds + 1 round per level
Casting Time:    3
Area of Effect:  Special
Saving Throw:    None
 
This spell  sheathes the  caster in  hot yellow  flames and  blurs the
caster's features  somewhat, causing  them  to  assume  a  smooth  and
somewhat indistinct shape, also turning a dark red colour.  The flames
will appear  to be  present even  coming out  of the caster's eyes and
mouth.   These flames  give the caster no special protection, but they
do shed  bright light  in a  30' radius.   Furthermore,  any  creature
striking the  caster with  a claw,  bite, or similar attack or a hand-
held weapon  less than  5 feet  long  will  suffer  damage  as  though
contacting a  Wall of  Fire spell  (q.v.) -  2d6 damage  + 1 point per
level of  the caster.  Undead  suffer  double  damage,  and  creatures
especially susceptible  to flame may also take additional damage.  The
caster may  attempt a  melee attack  to burn  others with this fire, a
successful blow  causing 1d6  damage +  1 point  per two levels of the
caster.  Creatures passing within a 5' radius of the caster suffer 1d4
heat damage.   By  standing still  and concentrating,  the caster  may
extend this  heat radiation, inflicting 2d4 within a 5' radius and 1d4
within a  10' radius,  but this  falls back  to the usual level if the
caster stops  concentrating or resumes moving.  The caster can attempt
to destroy  inanimate objects  by touching  them, requiring a save vs.
normal fire  to avoid  destruction. This  may be  attempted  once  per
round, at  a -1  cumulative penalty  for  each  consecutive  round  of
handling.   Items on the caster's person at the time of the casting of
this spell are unaffected by the flame.  The caster may end this spell
prematurely if  desired.   The material  component for this spell is a
flask of  oil, poured over the caster's head during the casting of the
spell, and an open flame of any size.
 
 
----------------------------------
Alpha's Heat Lightning (Evocation)
 
Range:           10 yards per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    3
Area of Effect:  One Creature
Saving Throw:    1/2
 
This spell calls down a bolt of reddish-purple lightning which strikes
a single  creature within  range.  The bolt inflicts 1d6 of damage per
level of  the  caster.    Cold  or  water-based  creatures  suffer  an
additional 1  point of  damage per  die, while  creatures resistant to
heat OR  electricity suffer  1/2 normal  damage (1/4 with a successful
save). All  non-magical  metal  worn  by  the  target  must  save  vs.
lightning (at  +2 if  the save  was made,  but at  -2 if  the save was
failed) or  be fused  to any  nearby metal  (sword fused  to gauntlet,
pieces of  armour fused  together, preventing movement).  The material
component of  this spell is a short glass rod, a bit of fur, and a bit
of iron or lodestone.
 
 
----------------------------------------
Alpha's Ice Bolt (Conjuration/Summoning)
 
Range:           60 yards
Components:      VSM
Duration:        Instantaneous
Casting Time:    3
Area of Effect:  Special
Saving Throw:    Special
 
With this  spell, the  magic-user opens  a small  hole in  the spatial
fabric into  the supernatural cold of the para-elemental plane of ice.
It brings forth a shaft of solid para-elemental ice 6 inches thick and
10 feet  long (the  hole is  opened for only a very brief time).  This
missile hits  with great force, causing 3-30 points of damage from the
impact alone.   If the target saves vs. petrification, only a glancing
blow is dealt, and the victim suffers only 1-10 points of damage.
 
An additional  save (also  vs. petrification,  and at  +4  if  only  a
glancing blow  was suffered)  must be  made, or  the  victim  will  be
stunned for 1-6 rounds from the force of the blow.
 
The ice  absorbs heat  from the nearby air, and this causes 1-6 points
of cold  damage (no  saving throw)  to all within 5 feet of the bolt's
path, and  within a  10' radius  of the  target creature.    The  bolt
shatters upon  striking its  target, and  the victim  will  suffer  an
additional 4-24  points of  cold damage  (2-12 if only a glancing blow
was suffered).
 
Fire-using creatures  take double  damage from  the cold caused by the
bolt, while  those resistant  to  cold  take  none.    Both  types  of
creatures suffer full damage from the bolt itself.
 
Water-based creatures  in liquid  form will suffer only 1-10 points of
damage  from   the  blow,   and  cannot  be  stunned,  but  they  will
automatically be slowed for 2-8 melee rounds.
 
If the  target creature is struck fully (i.e. fails the initial saving
throw), then exposed items on that side of the caster must make a save
vs.   crushing blow, and all items carried by the caster must save vs.
magical frost  (note also  that items  on the  side struck by the bolt
must save at -10, due to the cold and the blow).
 
The material  component of  this spell  is a  clear gem worth not less
than 100 gp.
 
 
-------------------------------------------
Alpha's Images of Ikonn (Illusion/Phantasm)
 
Range:           0
Components:      VSM
Duration:        2 rounds per level
Casting Time:    3
Area of Effect:  15' radius
Saving Throw:    None
 
This spell is similar to the 2nd level Mirror Image spell (q.v.).  The
caster gains  1 mirror image for each level of experience, rather than
rolling randomly.   These images can appear anywhere within 15' of the
caster, and a blurring distortion effect occurs in the casting of this
spell and  at the  end of each melee round which prevents isolation of
the true  wizard in  the new  melee round,  even  if  the  wizard  was
successfully attacked  in the  previous round.   Area  effect  attacks
(Fireball, etc.)  can still  affect the caster even if his location is
not known.   As  a final benefit, if one of the images is struck by an
opponent, the  caster may  make an  unmodified save vs. breath weapon.
If successful,  the image  will not  be dispelled  by the  blow.   The
material component  of this  spell is  a small  carving or doll of the
caster and a broken mirror.
 
 
-----------------------------
Alpha's Lightwall (Evocation)
 
Range:           10 yards per level
Components:      VSM
Duration:        1 round per level
Casting Time:    3
Area of Effect:  10' x 10' square per level
Saving Throw:    Special
 
This spell  causes a  wall of dazzling yellow-white light to come into
being at any point within the range of the caster.  Vision through the
wall by  any means  is quite  impossible, though  it is  negated by  a
darkness (q.v.)  spell cast  at it.   When  the wall  first comes into
being, all  those within 10 feet of it who are not averting their eyes
(thus a  mage could warn his companions that he was about to cast this
spell) must make a save vs. petrification to avert their gaze from the
wall in  time to avoid being dazzled by its brightness.  This dazzling
results in  a -2  penalty to hit, a 20% spell failure chance for spell
casters, and  a -1  penalty on  initiative dice  rolls.  These effects
persist for  as many rounds as the difference between the victim's die
roll and  the roll  needed for him to save.  These effects can persist
even after the duration of the spell has elapsed.  Naturally, blind or
sightless creatures  are unaffected by this spell, but subterranean or
dark dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3
on their  saving throw.   Further,  they are  not protected  by  their
normal magic  resistance, as  the spell  is not cast directly at them.
They are  as vulnerable  to its  existence as any other creature would
be.   The light  given off  is equivalent  to a continual light (q.v.)
spell within  20', and  equivalent  to  a  light  spell  (i.e.  normal
torchlight) in  an additional  80' radius.  The Lightwall, if cast out
of doors,  can be  seen up  to a  mile away  per level  of the  caster
(reflecting the  additional size of a larger caster's Lightwall).  The
wall can,  of course, be created smaller than the maximum size for the
caster's level.  The wall itself causes no damage to creatures passing
through it.   However,  a character  fighting someone with a Lightwall
directly behind  him suffers  a -1  on his or her chances to hit (note
that this  is cumulative  with the  dazzling effects described above).
Similarly to  the first  level wall of darkness (q.v.) spell, sound is
blocked by  the Lightwall, assuming that it does not allow sound waves
to travel around the sides of it (as when cast outdoors, for example).
It does  not absorb  sound or prevent spellcasting, it merely does not
allow sound  to pass  through it (even if such sound is from a Horn of
Blasting or  a Shout  spell).   The  material  component  is  a  clear
gemstone or a sunstone worth not less than 100 gp.
 
 
---------------------------------
Alpha's Lucent Lance (Alteration)
 
Range:           10 yards
Components:      VSM
Duration:        1 round
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    None
 
There must  be some ambient light available in order for this spell to
work.   The effectiveness of this spell is determined by the amount of
ambient light available.  The caster must concentrate for a full round
to focus  the light  into the Lucent Lance, after which its energy may
be released.  The power of the Lance is such that it can carve through
wood or  soft metal up to 4 inches thick, stone up to 1 inch thick, or
hard metal  up to  .25 inch  thick, this  thickness multiplied  by the
appropriate modifier  on the  table below.   Items carried by a living
creature are  partially protected  by that creature's aura, and gain a
save vs.  magical fire  (modified as  below) to avoid being damaged by
the Lance.   Living creatures suffer a base of 1d6 damage, modified as
below, with  a maximum  upper limit  of not more than 1d6 per level of
the caster.   The Lucent Lance coalesces as a ball of light around the
caster's hand  holding the  material component, and shoots forth until
maximum range  is reached  or until a sufficient thickness of material
blocks its progress.  The Lucent Lance may be traversed over an arc up
to 1' per level of the caster at its maximum range.  The caster's hand
glows brightly while the spell is being cast and while it is active.
 
                                              Damage        Save
Type of light                                Modifier     Modifier
------------------------------------------------------------------
Candlelight                                    x 0.5         +3
Single torch or lantern                        x 1           +1
Multiple torches, Light spell, starlight, magical dagger
                                               x 2           +0
Large bonfire, bright moonlight, Continual Light spell, magical sword
                                               x 4           -1
Multiple magical light sources, indirect or filtered sunlight
                                               x 6           -2
Direct sunlight, Sunray spell                  x12           -4
 
If the  light source  used is a fire of some sort, that fire has a 50%
chance of  going out.  A permanent light effect (e.g. magical sword or
dagger) will  lose its  power to  shed light for 1d10 rounds.  A spell
used as  the light  source will  be automatically  dispelled if it's a
1st-3rd level spell, and will have its duration cut by 25% if a higher
level spell.   The  material component is a small, oblong corundum rod
worth at least 100 gp.
 
 
----------------------------------------------------
Alpha's Night of the Leonids (Conjuration/Summoning)
 
Range:           30 yards + 10 yards per level
Components:      VSM
Duration:        1 round
Casting Time:    3
Area of Effect:  Special
Saving Throw:    None
 
This spell can only be cast outdoors at night.  It calls down a number
of flaming  meteorites to  strike unerringly any targets within range.
The caster  can call  down 1d4 meteorites, plus another for every five
levels of experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.).  Each
meteorite strikes a single target, though more than one may strike any
given target.   Each  of these  `Leonids' comes  blazing down from the
heavens, striking  for d6+1  impact damage and an additional d6+1 fire
damage. The  material component  for this  spell is  a bit of meteoric
iron.
 
 
-----------------------------------
Alpha's Rolling Thunder (Evocation)
 
Range:           0
Components:      S
Duration:        Special
Casting Time:    1
Area of Effect:  5' per level radius circle
Saving Throw:    Special
 
The caster  need but  throw his  arms heavenward  and a  great rolling
thunderclap will  sound directly overhead. All creatures within 10' of
the caster  must save vs. petrification or be knocked prone, suffering
d4+1 damage,  and are  automatically stunned  for 1 round and deafened
for d4+1  rounds. Those  within one-half the radius of the spell (e.g.
within 25'  of a  10th level  caster) but not within 10' must save vs.
spells or  be stunned  for 1 round, and are automatically deafened for
d4+1 rounds.  All others in the area of effect must save vs. spells or
be deafened for d4+1 rounds.
 
 
-------------------------------
Alpha's Silverlight (Evocation)
 
Range:           60 yards
Components:      VSM
Duration:        2 rounds per level
Casting Time:    3
Area of Effect:  30' radius sphere
Saving Throw:    Special
 
This spell  is similar  to the 2nd level Continual Light spell in that
it creates  a very  bright light  (almost as bright as full daylight).
However, any  creature within the area of light which is vulnerable to
silver (e.g.  wights, wraithes,  lycanthropes, devils) will suffer 1d6
damage every  round that it remains in the area of effect, and will be
at -2  to on  to hit  rolls and  +2 to  be  hit  due  to  the  intense
discomfort felt  by  such  creatures  while  within  the  Silverlight.
Alternatively, the  caster may  throw the  spell directly  at a single
target. Such  a creature  must save  vs. spells  or be blinded for the
duration of  the spell.  If the  save is  made, the spell forms as per
usual about  one foot  behind the intended target, and its duration is
halved. A  creature vulnerable to silver who is thus targeted need not
save vs. blinding, but will instead suffer d6+1 (2-7) points of damage
per level  of the  caster, up  to a  maximum of  10d6+10, and  will be
stunned for  1d4 rounds.  A successful  saving throw  vs. spells at -2
will halve  the damage and reduce the duration of the stun to a single
round. If  thrown thus  at a  creature vulnerable to silver, the spell
will not  form normally,  regardless of the saving throw, as its magic
is used  up in the attack on the creature. The material component is a
bit of pure silver.
 
 
----------------------------
Alpha's Starfire (Evocation)
 
Range:           30 yards
Components:      VSM
Duration:        1 round
Casting Time:    1
Area of Effect:  5' diameter column, 30' high
Saving Throw:    Special
 
This spell  creates  a  column  of  brilliant,  blazing  silvery-white
flames.   All within  10' of the column not looking away must save vs.
petrification or  be blinded for 1 round and dazzled (-2 to hit, +2 to
be hit) for an additional 1d3 rounds.  Creatures adversely affected by
bright light  (e.g drow,  duergar) save  at -3  vs. this  effect.  Any
creature within  the narrow  column of fire (most likely only a single
creature)  is   automatically  blinded   and  dazzled  as  above,  and
additionally suffers  1d6 damage  per level  of the  caster, up  to  a
maximum of  10d6.   A save  vs. spells will halve this damage.  If the
spell is  cast outdoors  under a  night sky,  a bonus of +1 per die of
damage is  added.   The material  component for this spell is a bit of
silver and a shard of crystal.
 
 
-------------------------------------
Astral Wall (Abjuration, Conjuration)
 
Range:           1 yard per level
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  100 square feet per level 5' radius at first level
Saving Throw:    None
 
This creates  a wall  (which can  have any  shape the  caster desires,
including a  sphere) which  prevents physical effects which would pass
through normal  walls, such  as Teleport,  Astral Projection,  Monkish
"phase" ability,  etc. Any  such attempt  by a  character  will  fail,
leaving the  character on  the other side of the wall. It is, however,
possible to simply walk through an Astral Wall. If the spell is linked
to an  existing physical  wall (including one created by Wall of Stone
or Iron), the duration becomes one hour per level. The Astral Wall can
be disrupted  by Dispel  Magic cast from either the physical or astral
plane. The material component is a piece of parchment.
 
 
--------------------------------------------
Charm Undead (Necromancy, Enchantment/Charm)
 
Range:           30 yards
Components:
Duration:        Special
Casting Time:    3
Area of Effect:
Saving Throw:    Special
 
This spell  works just like the Players' Handbook spell Charm Monster,
except that it only works on undead.
 
 
--------------------------
Conceal Magic (Divination)
 
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
 
Cast it  on  a  magic  item  and  it  permanently  renders  that  item
undetectable by Detect Magic (great for hiding magical traps).
 
 
-------------------------
Detect Charm (Divination)
 
Range:           30 yards
Components:      VS
Duration:        1 turn
Casting Time:    1 round
Area of Effect:  1 creature per round
Saving Throw:    None
 
This spell  will reveal whether or not a recipient is under the effect
of a  charm spell, provided that the recipient fails his saving throw.
Up to  ten persons  can be  checked before the spell wanes. The caster
has a 5% chance per level of determining the exact nature of the charm
spell (or spells) which affect the recipient.
 
 
----------------------------
Detect Teleport (Divination)
 
Range:           0
Components:      VS
Duration:        Concentration
Casting Time:    3
Area of Effect:  24" radius sphere
Saving Throw:    None
 
Aftering casting  this spell  the caster  gets an  impression whenever
anyone arrives via teleport, enters or leaves the prime material plane
in the  area  of  effect.  The  spell  lasts  only  while  the  caster
concentrates on it. The impression will not reveal the location within
the range in which the effect occurs.
 
 
------------------------
Free Action (Abjuration)
 
Range:           Touch
Components:      M
Duration:        5 rounds per level
Casting Time:    3
Area of Effect:  Creature touched
Saving Throw:    None
 
This spell  grants the  recipient  the  benefits  of  Protection  from
Paralysis, and  the additional  benefits of  being  able  to  function
without penalty  in a  constricting environment  (such as  water,  Web
spells, Entangle  spells, etc).  It does  not affect paralysis already
existing, unless it is cast specifically to counter such in which case
it gives no further benefit.
 
 
-------------------------------
Hold Spirit (Enchantment/Charm)
 
Range:           120 yards
Components:      VSM
Duration:        2 rounds per level
Casting Time:    3
Area of Effect:  1 to 4 spirits in a 20' cube
Saving Throw:    Negates
 
This spell  paralyses creatures  which do not come from the plane they
are on,  including conjured  spirits and  spirits  possessing  another
creature. If  the spell  is cast  at 3  or 4  spirits,  each  gets  an
unmodified saving  throw. If two are being enspelled, they save at -1.
If there  is a single target, it saves at -3. Held beings remain aware
of events  around them  and can  use abilities  which do  not  require
motion or  speech. The material component for this is a straight piece
of cold iron.
 
 
-----------------------------
Improved Armour (Conjuration)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    3 rounds
Area of Effect:  1 creature
Saving Throw:    None
 
This spell  is identical  to the  first level spell Armour although it
provides its  wearer an  armour class  of AC 2. The Armour lasts until
dispelled or  until it  has received  16 +  2 points  per level of the
caster worth of damage.
 
Note:     The armour  does not  absorb damage  nor  is  it  ordinarily
visible. It will work with a shield (fighter/mages only), DEX bonuses,
and other  magical  protection  devices,  like  rings  and  cloaks  of
protection, although it will not protect a creature wearing artificial
armour. Artificial  armour includes all manufactured armours, but does
not include  skin or  hides that are a natural part of the creature to
be protected.
 
The material  component is  a small  piece  of  finely  cured  blessed
leather which  the caster  must rub  all over  his body while casting.
 
Note:  The leather is reusable.
 
 
----------------------------------
Jam Radio (Alteration, Divination)
 
Range:           0
Components:      VS
Duration:        1 turn per level
Casting Time:    3
Area of Effect:  100' radius sphere
Saving Throw:    None
 
This spell  prevents all  magical communication  spells  of  first  or
second level from crossing the boundary of its area of effect.
 
 
--------------------------------------
Malta's Pattern Transport (Alteration)
 
Range:           0
Components:      VSM
Duration:        Instantaneous
Casting Time:    1 turn
Area of Effect:  Special
Saving Throw:    None
 
With this  spell, the caster can move himself and other materials from
one Pattern  to another  Pattern. The  two Patterns must have the same
image and the destination Pattern must be at least as big in radius as
the source Pattern. Both Patterns must be known to the caster (current
locations) and  they must  be laid  flat. The destination Pattern must
not be supporting any object (even partially). The destination Pattern
must also  be uncovered  such that  there is  room  for  the  incoming
creatures/objects.
 
If all  of the  above conditions  exist, then  casting the  spell will
transport the  caster and  any objects/creatures  which are completely
supported by  the source  Pattern  to  the  destination  Pattern.  All
objects transported will end up on the destination Pattern at the same
ratio of distance to the edge as on the source Pattern. That is, if an
object is  halfway from  the center to the edge on the source Pattern,
then it will be halfway from the center to the edge on the destination
Pattern (regardless of the size of the destination Pattern).
 
An object is considered to be completely supported by the pattern when
its weight  is supported by the material inscribed in the outer circle
of the  Pattern or  by something which is itself completely supported.
That means  that  a  person  held  in  the  air  by  another  will  be
transported  only  if  the  holder  is  completely  supported.  Flying
creatures must not be flying at the time of transport.
 
To cast the spell, the caster must stand in the center of an undamaged
Pattern and  cast the  spell. In  the first  round of the casting, the
Pattern will  begin to  glow (each colour of the Pattern will emit its
own colour).  Over the  next eight rounds, the Pattern brightness will
increase to  approximately the  same as outside on a sunny day. As the
last word  of the  spell is  stated, the  brightness  of  the  Pattern
doubles and all completely supported objects/creatures are transported
to the destination Pattern.
 
If the  destination Pattern  is not  available (see  above), then  the
transported objects/creatures are returned to the source Pattern after
one second  (and the  source Pattern's  save is  at  -4).  The  source
Pattern is  subjected to some heat and other energies in the course of
the transport.  These energies cause the source Pattern to make a save
or be  damaged (a single crack or burn mark will alter the Pattern and
render it  unusable). The  destination Pattern is not subjected to the
same amount of energy, so it does not need to make a saving throw.
 
The lighting  conditions at  the destination Pattern do not change, so
the transported  creatures will have to adjust to the current lighting
(1-2 rounds, depending on lighting).
 
Some notes:
 
1) Tossing  a   rug  over   an  inlaid  Pattern  prevents  incoming
   transports.
 
2) Rolling up  a rug/cloth  Pattern prevents  incoming and makes it
   easier to transport the Pattern.
 
3) The only  bi-directional Patterns  are  exactly  the  same  size
   (hence the Pattern Image spell).
 
4) The caster must remain in the middle for all of the casting, but
   creatures/objects also  transported  only  have  to  be  on  the
   Pattern in the last segment.
 
 
-----------------------------
Marty's Magic Bow (Evocation)
 
Range:           0 (arrow range as per normal bows)
Components:      VSM
Duration:        1 rounds per level
Casting Time:    3
Area of Effect:  Touch
Saving Throw:    None
 
Marty's Magic  Bow causes  a magical  force to propel objects from the
caster's fingers  much as  a bowstring.  With arrows, the effect is to
allow the  caster to release one arrow per round, each arrow attacking
as a  fighter of  1/2 level  of the spellcaster. The advantage of this
spell is the fact that the arrow attacks are not magical:   thus there
is no  magical saving  throw involved for the target, so if the caster
makes his to-hit roll (at 1/2 his level on the fighter table) he hits,
even if  the target  is, say,  in an anti-magic shell, or in a Cube of
Force of Keeps Out All Magic, or if the target is magic resistant.
 
There's probably a material component (say, a length of string made of
silver thread,  or  something  like  that)  but  the  arrows  are  not
components -  i.e. they're  not consumed,  and you  might be  able  to
reclaim  some   of  them.  Also,  magical  arrows  would  provide  the
appropriate bonuses to hit/damage.
 
 
--------------------------
Molten Ground (Alteration)
 
Range:           20 feet
Components:      VSM
Duration:        1 round per level
Casting Time:    1 round
Area of Effect:  circle of radius 2 feet per level
Saving Throw:    None
 
This spell causes an area of the earth to bubble up molten lava in its
area of  effect. After  the caster  spends one round casting, using up
material components  of sulfur and lava rock, the spell begins. In the
first round  the ground  tremors slightly, and those not wearing heavy
feet covering such as metal boots can feel a slight warmth.
 
In the second round of the spell the heat becomes very pronounced, and
will ignite  paper, cloth,  and dry vegetation touching the ground. If
the people  in the  area of  effect did  not announce  that they  were
moving in this round, they are going to be injured.
 
In the  third round  the ground  becomes molten lava, wooden furniture
bursts into  flames, and  metals with  low  melting  points  start  to
soften. Anyone  in the area of effect takes 3d6 damage, 2d6 this round
only if  wearing thick  shoes. In  each additional  round spent in the
area of effect a person takes 3d6 damage, and any items carried by the
person must safe vs. fire or be destroyed.
 
The intense heat of the lava may cause structural damage to walls that
are near  or in  the area of effect. Wooden walls will be destroyed by
fire just  like wooden  furniture. Protection from fire will protect a
person but  not his items from this spell. Note that lava rock is hard
to obtain  in most  medieval settings,  and that the lava generated by
this spell will not work as a component for later casting (it's marked
by magic).
 
 
-------------------------------------------------------------
Protection from Chaos, 10 Foot Radius (Abjuration) Reversible
 
Range:           Touch
Components:      VSM
Duration:        2 rounds per level
Casting Time:    3
Area of Effect:  10 feet radius sphere around creature touched
Saving Throw:    None
 
This spell  is the same as the first level spell protection from chaos
(q.v.) except with respect to its area of effect.
 
 
-----------------------------
Rathe's Trigger (Conjuration)
 
Range:           3 yards
Components:      VSM
Duration:        Special
Casting Time:    1 turn
Area of Effect:  Up to 1 cube foot per level
Saving Throw:    Special
 
The Trigger  spell is  designed as a defensive spell. When it is cast,
the caster  defines a  volume which must be at least 1/2 foot in every
dimension. This  area begins  to glow  faintly. The  caster then casts
another spell  directly upon the Trigger's area. The Trigger's area of
effect must  be touched  by the caster when applying the second spell.
The glow  then vanishes,  but both  spells remain. The second spell is
held by the Trigger until someone enters or touches the Trigger's area
of effect. At this time the second spell will go off.
 
If it is an area effect spell (e.g. Fireball, Web) it will be centered
on  the   center  of  the  Trigger  area.  Other  considerations  (the
dimensions of  the web, for instance) must be specified at the time of
casting the  second spell.  Person-affecting spells (e.g. hold person,
charm person) will be applied to the person who triggered the spell. A
saving throw is applicable only if allowed by the second spell. If the
caster is  in or touching the Trigger's area of effect, it will not go
off. This  allows the  caster to  escort  others  safely  through  the
trapped area.
 
One possible  use for  this  spell  is  two  triggers  overlaid  in  a
corridor, one  with a  Fireball, and the other, placed slightly behind
the first,  with a  wall of force. If a person enters the regions from
the wrong  direction, the  Fireball will go off, and the wall of force
will instantly restrict the blast to one direction. If a person enters
the regions  from the other direction, the wall will trigger first and
shield him  from the  blast. The spells will last until triggered, but
if the  second spell is not applied immediately, the trigger will only
last one  turn per  level of  the caster.  The material component is a
black pearl  of not  less than  500 GP  value per  level of the second
spell.
 
 
------------------------
Reconstruct (Divination)
 
Range:           0
Components:      VSM
Duration:        1 round per level
Casting Time:    5
Area of Effect:  1 pound per level
Saving Throw:    None
 
This spell  temporarily resurrects  an item that was shattered, burnt,
or disintegrated,  so that  the forensic  wizard may study it. He must
gather as much of the debris as possible, for otherwise the object can
be but  partially reassembled,  in which  case it  may be illegible or
unidentifiable. The  object will  be very  fragile, but  it may be the
subject of various divination spells such as identify or reveal owner.
The material component is a drop of honey.
 
 
-----------------------------
Replay (Divination, Illusion)
 
Range:           60 yards
Components:      VSM
Duration:        2 rounds per level
Casting Time:    1 round
Area of Effect:  400 square feet
Saving Throw:    None
 
This spell  causes past events to be re-enacted in the area of effect.
The replay  will consist  of a  three-dimensional,  transparent  image
superimposed over  the area  of effect.  The  wizard  can  freeze  the
action, reverse  it, scan  rapidly for a desired event, or skip to any
time within  range of  the spell,  as given  in the  table  below.  An
hourglass is the material component.
 
Level            Spell Range
 5 -  9          1 day per level
10 - 15          1 month per level
16 - 17          1 year per level
18+              1 century per level
 
The speed  of the  search is  determined by  the DM and limited by the
magnitude of  the event  in question.  It would  be easy  to spot  the
passage of  an army,  for example,  even when  scanning at a month per
turn, but spotting a pick-pocket would require a real-time search.
 
 
-------------------------------
Resist Electricity (Alteration)
 
Range:           Touch
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  Creature touched
Saving Throw:    None
 
Except as  noted above,  this spell  is identical  to  the  2st  level
druidic spell resist electricity (q.v.).
 
 
------------------------
Resist Fire (Alteration)
 
Range:           Touch
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  Creature touched
Saving Throw:    None
 
Except as  noted above,  this spell  is identical  to the second level
clerical spell Resist Fire (q.v.).
 
 
------------------------------
Rhuva's Spellscan (Divination)
 
Range:           0
Components:      VSM
Duration:        4 hours + 10 minutes per level
Casting Time:    1 minute
Area of Effect:  10 yards per level radius
Saving Throw:    None
 
Provided the  caster is  conscious and  within the  area of effect, he
will be  made aware  of any spell-casting conducted in that area.  The
particular spell  cast is  not made  known, but  the location  of  the
wizard is,  precisely  if  the  caster  is  familiar  with  the  area,
generally otherwise.    The  notification  is  sufficient  to  disrupt
casting in  progress,  unless  it  is  consciously  suppressed  before
casting  (if   suppressed,  caster  does  not  realise  the  scan  was
triggered).  Material component is a handful of crystal dust.
 
 
--------------------
Snowball (Evocation)
 
Range:           10" + 1" per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    3
Area of Effect:  2" radius sphere
Saving Throw:    1/2
 
A snowball  is an  explosive burst of cold gas, which comes into being
with a  loud "whoosh" and delivers damage proportional to the level of
the mage  who cast  it, i.e.  1d6 per  level of  the spell caster. The
snowball doesn't expend a considerable amount of pressure, and it will
generally conform  to the  shape of  the area in which it occurs, thus
covering an area equal to its normal spherical volume.  The area which
is covered  by the  snowball is  a total volume of roughly 33000 cubic
feet.
 
Besides causing damage to the target, the snowball freezes all liquids
within its  radius. Items  exposed to  the spell's effects must make a
saving throw  to avoid  being affected.  Items with  a creature  which
makes its  saving throw  are considered  to be  unaffected.  The  mage
points his  finger and speaks the range (distance and height) at which
the snowball is to come into being. A streak flashes from the pointing
digit and  unless it  impacts upon  a material body prior to attaining
the predescribed range, blossoms into the snowball.
 
If creatures  fail their  saving throws,  they all take full hit point
damage from  the spell.  Those who  make their  saving throw manage to
dodge, fall  flat or  roll aside,  and thus take only half damage from
the effect  of the  spell. The  material component  of this spell is a
hollow crystal  filled with  water; suspended  in the  water are  tiny
white quartz flakes.  cf. Fireball 
 
 
----------------------------------
Soul Safe (Abjuration, Necromancy)
 
Range:           Touch
Components:      VSM
Duration:        1 day per level
Casting Time:    1 turn
Area of Effect:  One creature
Saving Throw:    Special
 
With this spell, the Necromancer stores the soul of the recipient in a
piece  of  jet,  the  material  component.  While  his  soul  is  thus
protected, a  character suffers  a penalty  of -2  to attack rolls and
saving throws,  he  does  not  heal  naturally,  and  magical  healing
functions on  him at  only half  normal efficacy.  If the character is
slain by  undead while  under the  effects of this spell, however, his
soul cannot  be corrupted  and forced to rise as undead itself (though
the body  can still  be animated as a zombie or skeleton). If the soul
safe is  destroyed, or  if the  spell expires,  the soul  will  return
(across any  distance) to its body, unless that body is dead, in which
case it  will journey  to its  final resting place. This spell affects
only races with souls:   dwarves, halflings, and humans.
 
 
----------------------------------------------
Spirit Call (Conjuration/Summoning) Reversible
 
Range:           10 yards
Components:      VSM
Duration:        3 rounds + 1 round per level
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    None
 
This summons  one incorporeal spirit of hit dice equal to one half the
caster's level  from the astral plane. The round after it is summoned,
it will  begin to perform services for the wizard. In its native form,
it is  a powerful Unseen Servant which can go up to 100 yards from the
wizard, lift  50 pounds  per hit  die, and fly at 18". This form has a
punch for  1d6 damage,  AC 0,  and takes  one point of damage from any
weapon blow.
 
Secondly, it may provide animating force to a body or statue, in which
case it  uses whatever weapons or armour are available (a stone statue
will be  AC 0,  damage 2d6  or by  weapon, move  9" unless  affixed or
possessing wings).
 
Thirdly, it  may attempt  to take over the body of one enemy creature.
The being so affected is allowed a save, and the spirit will be forced
back to the astral plane immediately if the save is successful. If the
save fails,  effects are as a Domination spell for the duration of the
Spirit Call, but the domination cannot force someone to use magic (the
Spirit would  not understand  the instructions). A spirit who has less
than 1/2 of its hit points left will be unable to possess someone.
 
The material component is a piece of candy.
 
 
-------------------------------------------------------
Stren's Improved Floating Disk (Evocation, Conjuration)
 
Range:           0
Components:      VSM
Duration:        3 turns per level
Casting Time:    Special
Area of Effect:  Special
Saving Throw:    None
 
This spell  is an  improved version of Tenser's Floating Disk. The big
improvement is the speed of the disk - now 30". The disk can also move
from 3'  to 30'  off the  ground/water. The  disk  movement  is  based
relative to  the caster,  which prevents  the caster from riding their
own disk.  However, if  two casters use this spell, they can ride each
others to travel. This travel can either be in the form of independent
movement (tricky to communicate since somebody else is steering yours)
or master-slave.  In the master-slave travel, one caster steers a disk
while he  rides on  a disk  which stays  the same  distance  from  its
caster.
 
S1 <---> S2 <---> M
 
Caster 1  is the  master and  riding in  the back  (caster 3's  disk).
Caster 2  is in  the front  riding on the master's disk - his own disk
stays x  feet behind  him. Caster  3 rides  in the middle and his disk
also stays  x feet  behind him.  Caster 1  steers the  chain while the
other two  can sleep,  eat, cast spells, etc. I have this written down
at home,  but I  believe that  all other  parameters are  the same  as
Tenser's Floating Disk.
 
 
------------------------------------
Tenser's Deadly Strike (Enchantment)
 
Range:           0
Components:      VSM
Duration:        1 round per level
Casting Time:    3
Area of Effect:  Special
Saving Throw:    None
 
This spell  improves the  martial prowess  of the  caster.  All  melee
attacks made  by the  caster are at the usual chance to hit, but every
successful attack  does maximum  normal damage to the opponent for the
duration of  the spell.  The spell  only affects  hand  -  held  melee
weapons and  hurled weapons,  not device  - propelled missile weapons.
The material component is a set of tiger claws.
 
 
----------------------
View Past (Divination)
 
Range:           0
Components:      VSM
Duration:        1 turn per level
Casting Time:    one hour
Area of Effect:  a circle of radius 5 feet per level
Saving Throw:    None
 
The spell is cast on an area, and allows the caster to create a three-
dimensional image  of the  past in that location. The caster specifies
the time in the past by the material component:   one    gold    piece
equivalent of  gold dust  is used  for each  hour back that is viewed.
Thus if  the caster  uses 24  GP worth  of dust,  he or she can view a
period starting  roughly 24  hours in the past through the duration of
the spell (a tenth level caster could view the period from 24 hours in
the past  to 24  hours - 100 minutes, that is 22 hours and 20 minutes,
in the past).
 
After the spell has been cast, the DM rolls 1d20 - 10 to determine the
error in  the time  frame. Thus  if the DM rolls 5 - 10 = -5, the time
viewed is  actually N hours and 5 minutes in the past; a roll of 10-10
= 0 indicates exactly the right amount of gold was consumed.
 
The caster should roll 1d20 to determine the clarity of the casting. A
1 indicates  that the  scene comes  through as  shadows in a fog; a 20
indicates a  crystal-clear picture.  This  roll  can  be  repeated  in
subsequent castings,  and represents  the difficulty of seeing through
time.
 
Events  that   were  cloaked  by  spells  that  hide  themselves  from
Clairvoyance also mask out View Past, and can never be seen using this
spell.
 
         ====================================================
 
                         Fourth Level Spells
 
         ====================================================
 
 
 
Alpha's Acid Rainstorm (Conjuration/Summoning)
 
Range:           240 yards
Components:      VSM
Durations:       Instantaneous
Casting Time:    5
Area of Effect:  30' x 30' square
Saving Throw:    1/2
 
This spell,  which functions only out of doors, causes thin streams of
hissing violet acid to fall within its area of effect.  All within the
area must  save vs.  spells or suffer full damage.  The spell inflicts
1d8 per  two levels  of the caster (rounded up).  All exposed items in
the area must also save vs. acid or be destroyed.
 
Characters under  heavy cover  which is  not destroyed by the acid are
fully shielded  from the  effects of  the spell.   The  acid, once  it
strikes the ground, harmlessly disappears.  The material component for
the spell is a small vial of aqua regia and a strip of zinc.
 
 
Alpha's Acid Resistance (Abjuration)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    1 round
Area of Effect:  Creature touched
Saving Throw:    None
 
This spell  grants the  subject complete  immunity to  acid, up  to  a
point.   The spell's  basic duration  is 10  rounds per  level of  the
caster.   However, for every point of acid damage that would have been
suffered  by   the  character  (after  saving  throws  and  any  other
protections have  been considered),  the duration  of  this  spell  is
reduced by one round for every point of acid neutralised by the spell.
This spell  also protects  the subjects equipment from needing to make
any Item Saving Throws vs. acid for as long as the spell is in effect.
The material component is a small glass vial containing lye and water.
 
 
Alpha's Ball Lightning (Evocation)
 
Range:           10 yards + 10 yards per level
Components:      VS
Duration:        4 rounds
Casting Time:    5
Area of Effect:  Special
Saving Throw:    1/2
 
The caster  of this  spell can  create one  to four spheres of glowing
electrical energy.   These spheres resemble Dancing Lights (q.v.), and
the caster can control them in the same way.  The spheres can be moved
up to  120' per  round.   Each ball  is about  5' in diameter, and any
creature(s) approaching  within 5'  will dissipate that ball's charge.
A save  vs. spells results in half damage, indicating that contact was
across an  air gap.   Note  that more  than one  creature  approaching
within 5'  in a  single round  can be  affected by  the ball  is  that
occurs.
 
The charge values are:
1 lightning ball 4d12
2 lightning balls   5d4 each
3 lightning balls   2d6 each
4 lightning balls   2d4 each
 
 
Alpha's Chill of the Void (Evocation, Alteration)
 
Range:           0
Components:      VSM
Duration:        1 round
Casting Time:    5
Area of Effect:  20' wide path, 5' per level long
Saving Throw:    None
 
This spell  brings forth  a wave  of supernatural  cold, rolling forth
from the  caster's outstretched  arms to  the maximum  area of effect.
Its cold  vacuum kills  all normal  vegetation in  the area except for
trees, which have a 50%-100% chance to survive (DM's discretion, based
on size  and native  environment).   This cold inflicts 3d4 damage and
the vacuum  an additional  3d4 to all living creatures within the area
of effect.  Vegetable and  fungoid monsters  suffer double damage from
this spell. The material component is a piece of ice.
 
 
Alpha's Elemental Form (Alteration)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    1 turn
Area of Effect:  One creature
Saving Throw:    None
 
Use of  this spell enable the spellcaster to transform the matter of a
creature's body  into the  stuff of a particular elemental plane.  The
elemental form  enables the  character to engage in normal combat with
an elemental  of the  same or  opposite form  (i.e. water  would allow
combat vs.   water  or fire  elementals), or  an  elemental  creature,
without needing  a magical weapon to hit.  It also provides protection
vs. the  same element  as if a ring of warmth (+2 on saves, -1 per die
of damage,  regenerate 1 hp of elemental-caused damage per turn).  The
subject can  also exist  without danger  on the  appropriate elemental
plane, and  can move  normally there.  It does NOT empower the subject
with perceptions  not normally possessed (e.g. seeing through the rock
of elemental  earth),  but  it  does  prevent  elemental  damage.    A
character possessing a ring of elemental command who assumes Elemental
Form of  the same  type gains  the cumulative  effects of both, and IS
empowered with senses on the appropriate plane as if in normal air.
 
If this  spell is  cast on  the prime  material, the spell will last 1
turn per  level of  the caster.   If cast on the appropriate elemental
plane, or  in the border Ethereal of that plane, it will last 12 turns
per level.   If  cast while  on an  elemental or  para-elemental plane
different from  the form  assumed, start with the base of 12 turns per
level and  halve the  duration for  each plane  removed.  An Elemental
Form in  opposition to the plane the caster is on (air vs. earth, fire
vs. water) cannot be assumed at all.
 
The material component is a small amount of the appropriate element on
hand (a handful of clay or earth or a torch flame will suffice).
 
 
Alpha's Firefall (Alteration)
 
Range:           10 yards per level
Components:      VSM
Duration:        Special
Casting Time:    4
Area of Effect:  Special
Saving Throw:    Special
 
This spell  is an improved version of the 2nd level Pyrotechnics spell
(q.v.), specifically  the "fireworks" application of that spell.  That
portion of  the spell functions exactly as the Pyrotechnics spell does
with respect  to duration,  area of  effect,  saving  throw,  and  the
blinding effect  created.   However, the  "fireworks" created  by this
spell are  more along the lines of a geyser of brightly burning liquid
fire, arcing  upwards approximately  60' into the air and raining down
within a  30' area surrounding the perimeter of the basic fire source.
All in this area of effect suffer 2d6 fire damage with no saving throw
allowed.   Further, a central prominence of flame is thrown upwards by
this spell,  and the caster may direct this column of fire at a single
target within 60' of the fire source.  This plume of fire will inflict
4d10 damage  to the  victim, although a saving throw vs. breath weapon
is possible to halve this damage.
 
The liquid  fire continues  to burn  during the following round, under
the same  conditions as  during the  first round, although the fire is
less intense  and causes  only half the damage caused during the first
round. Combustibles  in the  area of  effect must save vs. normal fire
(if struck  only by  the burning spray) or magical fire (if the victim
of the  central plume  fails his or her saving throw or if the central
plume is directed at an inanimate object) to avoid being set afire.  A
creature who  is within  the area  of the spray who is targeted by the
central plume will not also suffer fire damage from the spray, as this
minor flame  is all  but lost  in the  fury of the central prominence.
The spray  does not  fall within the area of the original fire source,
but only  within 30'  of the  perimeter of the fire source.  An aerial
creature flying  within 60'  above the rising geyser of liquid fire is
affected just  as a  creature on  the ground would be, and may also be
targeted with the central plume, if the caster so desires.
 
The material  component for  this spell  is a lump of pitch mixed with
sulfur, saltpeter, and magnesium, as well as an existing fire source.
 
 
Alpha's Flames of Falroth (Alteration, Evocation)
 
Range:           10 yards
Components:      VSM
Duration:        1 round per level
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    Special
 
This spell  conjures an  extra-dimensional black  flame to  surround a
single object  or creature  within range.   This  fire has exactly the
opposite effect  of normal  fire, in  that it  restores  creatures  or
objects burned to destruction by fire or acid to their original state.
This will  not restore life to a person slain by a Fireball spell, but
it will  restore the body to full health, such that a Raise Dead spell
will bring  the character  back to  full physical  health  (though  an
amount of  time equal  to the  time dead must be spent recovering from
the psychological  shock).  Similarly, it will not restore enchantment
to a once-destroyed magic item, though a Limited Wish spell is capable
of restoring  the lost  enchantment to  the item  reconstructed by the
Flames of Falroth.
 
In order to restore an item or creature, the target must fail a saving
throw of the same type that resulted in its destruction.  Hence, plate
mail destroyed  by the  breath of  a black  dragon must  fail a saving
throw vs.  acid, and  an adventurer  felled by  a Fireball must fail a
save vs.  spells.   For effects  against which  there is no save (e.g.
Wall of  Fire), assume  the save  to be  as against  breath weapon for
creatures or  magical fire  for items.   It  is thus more difficult to
restore items  that were more difficult to destroy in the first place.
One such  save may  be attempted  each round,  and as  many  saves  as
desired may  be attempted during the use of this spell.  No object can
ever be  affected by  this spell  after the  spell has been used on it
once, whether  or not it was successful.  Once the save is failed, the
object will  take 2 rounds to be fully reconstructed from its remains.
The Flames  of Falroth  may be  moved to another object or creature at
any time during the spell's duration, with 1 round of concentration on
the part of the caster.
 
The Flames  of Falroth are very hostile to ordinary fire.  They may be
used as  a fire  extinguisher or sorts, and will extinguish a 10' cube
of normal  flame every  round.  Magical fire spells must be checked as
per Dispel  Magic, but  multiplying the  caster's level  by 2  for the
purposes of  determining whether  the target  spell has  resisted  the
effects of  the Flames  of Falroth.   If  this Dispelling  attempt  is
unsuccessful, the  Flames of Falroth will vanish back from whence they
came.
 
If cast  at an  elemental fire  creature of  any sort,  the Flames  of
Falroth will  automatically cause  6d6 damage to that creature.  After
this initial  attack, the target creature may make a save vs. spell at
-3.  If successful, the Flames disappear without causing further harm.
If failed,  however, the Flames continue to attack the creature's very
substance, causing  3d6 damage  every round.   A  new saving  throw is
allowed each  round, the  chance to save improving by 1 each round (-2
after the  second round,  then -1,  etc.).   This continues  until the
creature is  dead, the  caster moves the flames away (after which time
that creature will no longer be affected by the Flames of Falroth), or
until the spell expires or a save is made--in both of these cases, the
Flames disappear.
 
A fire-using  or dwelling creature that uses fire but is not native to
the Elemental  Plane of  Fire (e.g.  fire giant,  red dragon, chimera)
will not  be harmed  by the  Flames of  Falroth, but any external fire
powers (fire  breath, spells,  immolation, etc.)  will cause only half
normal damage, as their effectiveness is mitigated by the Flames.  The
material component is a bit of green wood, a handful of ashes, a smoky
quartz crystal, and a piece of obsidian.
 
 
Alpha's Hunting Pack (Conjuration/Summoning)
 
Range:           30 yards
Components:      VSM
Duration:        5 rounds per level
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    None
 
This spell  summons into  the caster's  vicinity a pack of canines who
will fight  on behalf  of the  caster,  if  such  is  required.    The
composition of the pack will be as follows:
 
01-10            4-16 jackals
11-60            3-12 wild dogs
61-90            2-8 wolves
91-00            1-4 dire wolves
 
The pack  will follow  commands to the best of its ability, so long as
they are  relatively simple (attack, return, heel, etc.).  If attacked
by the  caster or  his fellows,  all creatures summoned will instantly
disappear.   The hounds  can track  as well as a 5th level ranger, and
can be  commanded to  perform this activity if it is requested of them
(such as  by allowing  them to  smell an  article of clothing from the
creature to  be tracked,  etc.).   The hounds  will arrive 1-10 rounds
after the  spell is  cast.   The material  components are  a piece  of
fresh, uncooked  meat and  a finely  crafted silver  or ivory  hunting
horn, worth  not less  than 100  gp., which must be sounded during the
casting of the spell.
 
 
Alpha's Rainbow Blast (Evocation)
 
Range:           10' + 5' per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    4
Area of Effect:  1' wide beam
Saving Throw:    Negates
 
This spell  is very much like the second level Rainbow Beam spell, but
is much  more powerful.  Besides a slightly larger area of effect, and
the fact that a solid object will not stop the beam unless larger than
2' wide AND formed of solid stone or some such similar dense material,
i.e.   the beam  is not  stopped by  mere flesh, even if armoured, but
would be  stopped by  a stone wall.  The spell does 2-7 (1d6+1) points
of damage per level of the caster.
 
The swirling,  coruscating tendrils  of  multi-hued  light  also  have
properties as listed under the Rainbow Beam spell.  A target resistant
to one  or more  of these forms of attack takes -1 point of damage per
die per  attack that  it is  resistant to.   The  obverse applies  for
creatures that are particularly vulnerable to a certain form of attack
(e.g. a  frost giant  is immune  to  cold,  but  is  not  particularly
vulnerable to  fire, so  it would  take -1 point of damage per die.  A
green slime, vulnerable only to fire and cold, would take -5 points of
damage per  die.)   The indigo  (holy water)  beam does  normal damage
except to creatures affected by unholy water (paladins, lammasu, etc.,
who are  considered as  being resistant),  and those  affected by holy
water (undead,  demons,  etc.,  who  are  considered  as  specifically
vulnerable).
 
The victim  is entitled  to a  saving  throw,  which,  if  successful,
indicates that  the beam  has missed.   It  may  hit  another  target,
though.   Also, if a target is struck by the beam, he or she must save
vs. petrification or be struck in the face and blinded for 3-6 rounds.
 
The material  component for  this spell  is a  small diamond worth not
less than 100 gp.
 
 
Alpha's Ray of Paralysis (Alteration)
 
Range:           10' + 5' per level
Components:      VSM
Duration:        2 rounds per level
Casting Time:    1
Area of Effect:  One creature
Saving Throw:    Negates
 
The caster  extends his  arm, points  his finger, and speaks a word to
cast the  spell.   A thin,  light blue  ray leaps  from  the  caster's
finger.  The intended target must save vs. petrification.  If the save
is failed,  then the  creature is  struck by  the beam and, unless the
creature possesses  some innate  magic resistance,  is paralysed for 2
rounds per  level of the caster.  If the save is made, the pencil-thin
ray has missed its original target and continues on in a straight line
to the extent of its range.  Any creature in the path of the beam must
make the  same saving  throw or  be struck  and paralysed.  If the ray
actually strikes, there is no save vs.  its effects.  Size L creatures
must save  at -1,  size H at -2, and size G at -4.  Conversely, size S
creatures save at +1 and size T at +3.  The ray can affect only target
in any  event.   The material  component is  a clear gem or a piece of
amber worth at least 100 gp.
 
 
Alpha's Shadowfire (Evocation, Necromancy)
 
Range:           0
Components:      VSM
Duration:        Instantaneous
Casting Time:    4
Area of Effect:  1' diameter ray, 5' per level long
Saving Throw:    1/2
 
This spell calls forth a seething black ray shot through with veins of
green fire.   All  creatures in  the path  of the spell will suffer d4
damage per level of the caster, up to a maximum of 20d4.  A successful
save vs.   breath  weapon will result in only half damage.  A creature
that is  immune to  fire or  to energy drain will suffer only one-half
damage (one-quarter  if a  successful save  is made).   If  the damage
rolled exceeds  a  target's  remaining  hit  points,  that  target  is
disintegrated.   The material component is a black opal worth at least
500 gp.
 
 
Alpha's Sheet Lightning (Evocation)
 
Range:           30 yards
Components:      VSM
Duration:        Instantaneous
Casting Time:    4
Area of Effect:  10' square area per level
Saving Throw:    Special
 
This spell  creates a  very bright  flashing jolt  of sheet  lightning
within the  area of  effect.   All  those  in  the  area  receive  4d4
electrical damage  with no  saving throw.   In  addition, those within
must save  vs. petrification to avoid being blinded for 1d3 rounds and
must save  vs. breath  weapon to  avoid being  stunned for 1d3 rounds.
Those carrying  large, mostly  metallic weapons  (e.g. swords,  battle
axes) or  wearing partial  metal armour (studded-chain) save at -2 vs.
the stunning  and suffer  +1 per  die of  damage.  Those in full metal
armour (splint  or better)  save at  -4 vs.  the stunning  and  suffer
double damage.   The material component is a bit of fur and a sheet of
fine crystal worth at least 50 gp.
 
 
Bergil's Fire Bolt (Evocation)
 
Range:           20 yards + 5 yards per level
Components:      VSM
Duration:        Instant
Casting Time:    4
Area of Effect:  Special
Saving Throw:    1/2
 
The spell  creates a  powerful bolt  of plasma  that in  inflicts  1d8
points of  damage per  level to anyone in it's area of effect (maximum
damage is  12d8). This  bolt is  60' long  by 5'  wide, it  cannot  be
forked. It  streaks outward  much like  a lightning  bolt. It does not
reflect, however.  If the  Firebolt hits a wall the plasma spreads out
in 5'  radius hemisphere,  anyone in the hemisphere takes damage. Thus
it is  possible to  hit someone  standing near  a wall  twice with the
Firebolt, once  with the  bolt  and  once  with  the  hemisphere.  The
Firebolt automatically  sets fire  to anything combustible in the path
or in  the hemisphere.  The bolt has the same penetration ability as a
lightning bolt. The material components are: a stick, a bit of sulfur,
and a dab of royal honey. All are consumed.
 
 
Branit's Backstabbing Surprise (Conjuration)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    1 turn
Area of Effect:  8 feet radius semi-sphere
Saving Throw:    None or 1/2
 
This  spell   provides  protection   against  backstabbing.  When  the
recipient of  the spell  is backstabbed,  a cloud  of acid  is created
behind the  spell recipient  which blows  back and out to form a semi-
sphere 8  feet in radius. All within the area of effect, the recipient
not included,  take 6d4  + 6  points of  acid damage.  Note  that  the
backstabber gets  no save  (due to surprise and proximity), all others
receive half damage upon successful save.
 
A backstabbing attack is any physical attack or combination of attacks
initiated from  behind which causes damage equal to 1/5 or more of the
victims hit points at the time of the attack, assuming the attacker is
within 8 feet of the victim when the attack is initiated. The spell is
in effect  until dispelled  or discharged.  This spell  will  work  in
combination with other defensive spells.
 
The material  component is  100 red  ants which  must be rolled in the
casters hands,  the husks  then  thrown  over  each  shoulder  of  the
recipient, and the juice rubbed into the recipients back.
 
 
Broom (Enchantment)
 
Range:           Touch
Components:      VSM
Duration:        1 hour per level + 1d6 hours
Casting Time:    1 turn
Area of Effect:  Broom touched
Saving Throw:    None
 
A witch uses this spell to enchant her broom with the power of flight.
The broom  flies with  a movement  rate of  30, minus  1 per 14 pounds
above 182 pounds which it is carrying, and it can climb and turn at an
angle of  30 in  response to the verbal command of its mistress. While
the enchantment  lasts, the  witch can summon the broom from up to 300
yards away.  The material components are a broom, which is not used up
by the  casting, and  a feather,  which is.  The long  casting time is
necessary to  set the  command words, but if the spell is recast on an
already enchanted broom, it has a casting time of 3.
 
 
Chaos Vision (Illusion/Phantasm)
 
Range:           1" per level
Components:      VS
Duration:        1 turn per level
Casting Time:    2 rounds
Area of Effect:  1" radius sphere per level
Saving Throw:    None
 
This spell  offers some  protection from teleport spells by constantly
shifting and  shaping what an area looks like.  Thus a mage cannot use
information gathered  previously to  teleport to  the effected area as
the surroundings will have seemingly changed.  Objects located in this
environment or  entering it  will be effected also, first appearing as
one object or animal and then shifting to another.
 
Another use  found for  this spell  is as  a trap.   Slimes, molds and
other creatures that don't need senses to attack can be placed in this
environment and effectively are invisible.
 
Any attacks  on anything  in the  area of  effect is  hindered by a -4
modifier to  hit.   Note that  true seeing and similar magics that see
through illusions will likewise penetrate this one.  No damage will be
taken by  being in the illusion. ( Unless from something else physical
also there  of course!  )   The main  purpose is  simply to constantly
conceal.
 
 
Damian's Insulated Envelope (Abjuration)
 
Range:           0"
Components:      VSM
Duration:        2 rounds + 1 round per level
Casting Time:    4
Area of Effect:  Caster
Saving Throw:    Special
 
Due to  his personal  dislike of lightning the archmage Damian crafted
this spell  to specifically  counter its  harmful effects.  When cast,
this spell  seems to  cover the caster in a pale blue light resembling
an envelope.  Once cast  the caster  gains 2  Benefits (much like fire
shield).
 
1) A save  vs. lightning  at +  2 indicates no damage to the caster. A
   failed save merely indicates Half damage. If at any time the caster
   is hit  by any  acid or acid spell the caster must save normally or
   take double damage.
 
2) If any melee attacks are made on the caster, on a successful strike
   the caster takes normal Damage but so does the attacker.
 
 
Deadthought (Divination, Necromancy)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    1 turn
Area of Effect:  One corpse
Saving Throw:    None
 
This is  essentially telepathy  with a  corpse, as the forensic wizard
probes the brain of the deceased for specific data. The dungeon master
must decide  if the  information sought  is basic,  well known, merely
known, or  forgotten. The  table below lists the chance of finding the
information and the amount of time required by the search (if location
is in  fact possible),  but the DM can altar these numbers if the body
is in a particularly advanced state of decomposition.
 
Type of      Chance of     Time
Information   Finding    Required    Examples
------------------------------------------------------------------
Basic           96%        1 round   Name and profession
Well Known      70%     2- 8 rounds  Relating to current mission
Known           30%     3-12 rounds  Relating to previous missions
Forgotten        2%    11-20 rounds  Overheard once
 
This spell  will continue  as long  as the wizard concentrates, but on
every round  there is  a 1%  chance of  that he  will go  insane.  The
material component  is a  pair of  metal helmets,  linked by  a copper
wire.
 
 
Deja Vu (Divination)
 
Range:           20 yards
Components:      VSM
Duration:        Permanent
Casting Time:    1
Area of Effect:  1 creature
Saving Throw:    None
 
This spell  throws the  victim back to the location he or she occupied
at a  pont in  the recent  past. It does not turn back time, it merely
teleports back  along the victim's "time line." This restriction makes
the resistance  that the  magic must  overcome much  less than  a full
"teleport other"  spell would  have to fight. Deja Vu sends the victim
to the  position he or she occupied 1d6 hours in the past per level of
the caster.
 
If the  victim would  be placed inside another object or creature, the
victim is  placed in  a random  direction along  his or  her time line
until an  unobstructed location  is found. The material component is a
time-keeping device  which is  destroyed at  the  time  the  spell  is
memorised by the caster.
 
 
Enemy Blink (Alteration, Enchantment/Charm)
 
Range:           300 yards
Components:
Duration:
Casting Time:
Area of Effect:  4-24 creatures
Saving Throw:
 
Makes enemy  blink if  save failed. Otherwise like blink. Good for use
if enemy near cliff or large body of water.
 
Cannot make  people save  twice, ie,  "I've got  12, I use them all on
him, have him save 12 times".
 
 
Hand of Time (Necromancy)
 
Range:           Touch
Components:      VS
Duration:        Special
Casting Time:    5-8
Area of Effect:  Creature touched
Saving Throw:    Negates
 
After casting  this spell, the death master's hand will bear a baneful
curse, for  the next creature he touches (possibly requiring an attack
roll) will  instantly become 4d10 years older. The spell lasts for one
round per  level of  the caster  or until discharged, and it cannot be
reversed.
 
 
Hold Person II (Enchantment/Charm)
 
Range:           12"
Components:      VSM
Duration:        1 round per level
Casting Time:    4
Area of Effect:  one person
Saving Throw:    Negates
 
This spell  is like  hold person  except as  noted above  and that the
saving throw is made at -6.
 
 
Hydro Shield (Evocation, Alteration)
 
Range:           0
Components:      VSM
Duration:        2 rounds + 1 round per level
Casting Time:    4
Area of Effect:  Personal
Saving Throw:    None
 
By casting  this spell,  the mage  appears to  be covered in a mist of
water. Variation  A is coloured blue or green; variation B is coloured
violet or  blue. Any  creature striking  the spell caster with body or
hand-held weapons  will inflict  normal damage  upon the mage, but the
attacker will take double the damage so inflicted! The other powers of
this spell depend on the variation being used:
 
Version A:  Any electrical  attacks will  be saved  at +2  on the die
            die, and  will do  either half damage (if save is failed)
            or no damage at all (if save is made). Acid based attacks
            are  normal,  but  if the mage fails  the required saving
            throw, he sustains double damage! The material  component
            for this version is a bit of tree gum.
 
Version B:  Any acid  attacks will be saved at +2 on the die and will
            do  either half  damage  (on an unsuccessful save)  or no
            damage  (if save is successful).  Electrical attacks  are
            normal, but  if the  mage fails to make the required save
            he sustains double damage from that attack.
 
The material component for this version is an alkylaine substance.
 
 
Improved Magic Mouth (Alteration)
 
Range:           Special
Components:      VSM
Duration:        Special
Casting Time:    4
Area of Effect:  one object
Saving Throw:    None
 
Like Magic  Mouth but  can speak  command words  to  activate  magical
items, Stash spells, etc. (but can not cast spells).
 
 
Justin's Mental Map (Divination)
 
Range:           1 mile
Components:      VSM
Duration:        Permanent
Casting Time:    10 minutes
Area of Effect:  1 mile radius
Saving Throw:    None
 
Outdoors only,  this spell  gives the  caster an  aerial view  of  the
countryside within  1 mile of the caster.  Only large features visible
from above are noted, like rivers, woods, fields, large buildings, and
clearings, but not people, caves, small streams, or the like. Material
component is powdered pineal gland.
 
 
Missile Multiplication I (Evocation, Alteration)
 
Range:
Components:
Duration:
Casting Time:    6
Area of Effect:
Saving Throw:
 
Missile must  be fired  within  the  next  two  segments.  Makes  3-18
missiles out of one. Only normal missiles are affected.
 
Stuff disappears  one round  after shooting, but effects stay. A nasty
assassin in  my game  used the  fifth-level version of this spell with
sleep-poison darts to capture a PC.
 
You have to roll to hit for each missile, by the way. However, if your
first missile hits, you have a +3 on all thereafter.
 
 
Negative Bolt (Evocation)
 
Range:           2" + 1/3" per level
Components:      VS
Duration:
Casting Time:    4
Area of Effect:
Saving Throw:
 
This  combat   spell  projects   a  bolt   of  negative  energy.  Some
practitioners believe  it  to  be  merely  energy  from  the  negative
material plane...  Said Spellcasters  are wrong.  The  spell  actually
projects raw  anti-matter in a bolt of anti-energy. Materials affected
by the  bolt tend  to disintegrate  and be consumed... Spell wards and
defences tend  to dissolve also. Specific defences exist for the genre
of spells  similar to  this one  but they  are secrets  kept for self-
defence.
 
The bolt  only does  1d3 per  level of  the caster but it also has the
effect of  dispelling first  and second level defensive spells. Spells
third through  fifth need  to make a saving throw based on that of the
caster to  save and  sixth level  spells only  fail on a 1. Though the
duration of  any such  affected spell is usually reduced on a ratio to
the level  of the  spell (GM  decision as  to what,  though I wouldn't
suggest more than 1/2 duration).
 
 
Protection from Domination (Abjuration)
 
Range:           Touch
Components:      VS
Duration:        5 rounds per level
Casting Time:    4
Area of Effect:  one creature
Saving Throw:    None
 
This spell protects the effected creature from all sorts of domination
attacks. This includes psionics and spells which do domination.
 
 
Rathe's Mage Lock (Alteration)
 
Range:           Touch
Components:      VSM
Duration:        Permanent
Casting Time:    1 round
Area of Effect:  1 portal
Saving Throw:    None
 
The Mage  Lock spell  is an  advanced form  of the  Wizard Lock spell.
There are  two main changes from the latter. First, while the spell is
in effect,  the portal  cannot be damaged or destroyed by any physical
(not magical) means short of an elemental. Note, however, that magical
means of  destroying the door (e.g. Fireball, disintegrate, etc) still
work as  normal, and if the door is destroyed, the spell is broken. If
the spell  is dispelled  or negated  by  any  means  whatsoever  (even
temporarily), the portal will crumble into dust.
 
Second, the  spell has  another application;  it can be placed upon an
object. The  effect of this is to allow anyone wearing or carrying the
object to  open any Mage Locks by the same caster. For example, if one
of Rathe's  Mage Locked  bracelets was worn, the wearer could open any
door Mage  Locked by  Rathe (but  not by any other mage). The material
component is  half a  pound of  iron filings for the first application
and 100 GP worth of diamond dust for the second.
 
 
Resist Acid (Alteration)
 
Range:           Touch
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  Creature touched
Saving Throw:    None
 
This spell is similar to the third level mage spell resist electricity
(q.v.), except  this spell provides some protection from acid and acid
based attacks.  The material  component for this spell is an alkylaine
substance.
 
 
Rhuva's Counter-Scry (Divination)
 
Range:           0
Components:      VSM
Duration:        8 hours
Casting Time:    4
Area of Effect:  20 yards radius
Saving Throw:    Special
 
The caster  will automatically  detect any scrying attempt in the area
of effect.   The scryer must make a save vs spells to realise that the
scrying is  being tampered with.  If he does not immediately terminate
the scrying,  the caster of the counter-scry gets a clear image of the
spy and a general location.  He can cast any ranged spells through the
link at  the scryer, who receives all normal saves.  The caster of the
counter-scry can  also simply  jolt the scryer, causing the connection
to be terminated.
 
The detection  of a scrying attempt will interrupt spell-casting.  (It
is suggested  that "detect scrying" be made a second level spell, with
a more limited duration and vaguer description of the scryer.)
 
 
Rhuva's Tracker (Divination)
 
Range:           10 yards per level
Components:      VSM
Duration:        1 day
Casting Time:    4
Area of Effect:  1 creature or object
Saving Throw:    Negates
 
The mage casts this spell, and hurls a small carved scarab at a target
within range.   A creature or object in a creature's possession gets a
save to  avoid the  scarab. It clings invisibly to its victim, noticed
only in  a determined  search.  The caster then always knows where the
victim is  (distance &  direction), provided it is within one mile per
level, and  the target  is not  enclosed in  lead.  The tracker can be
renewed each morning by recasting the spell.
 
 
Shadow Wall (Abjuration, Conjuration)
 
Range:           1 yard per level
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  100 square feet per level
Saving Throw:    None
 
This spell  is exactly  like Astral  Wall, except that it additionally
forbids  magical   or  mystical   sensing  through   the  wall.  Thus,
clairvoyance,  detect   spells,  mystical   detection   abilities,   a
basilisk's gaze,  etc. will not be able to pass through a shadow wall.
Other effects  (including the  duration increase)  are as Astral Wall.
The material  component is  a piece of paper with a Blindness Glyph of
Warding or Symbol inscribed thereupon.
 
 
Sleep II (Enchantment/Charm)
 
Range:           60 yards
Components:      VSM
Duration:        5 rounds per level
Casting Time:    3
Area of Effect:  Special
Saving Throw:    None
 
This spell  is the  same as the first level sleep except as noted. All
creatures to  be effected  by the  sleep spell  must be within the 40'
radius sphere  created upon  completion of casting. The sphere must be
centered on  a creature  or object  within sight  and not  an area; in
addition the  area of  effect can  not be reduced, although the caster
can specify during its casting that creatures closest to the center be
effected first dependent upon the hit dice of those creatures.
 
The number  of creatures  that can  be effected  is a  function of the
caster's level:     for every  2 levels  of the  caster, 1d6 hit dice,
rounded up, can be effected. Example:   A  fifth  level  wizard  could
affect 3d6  hit dice of monsters. Monsters with 6 + 1 hit dice or more
are uneffected.  The center  of effect  is determined  by  the  caster
although the  caster may  not be  in the  area of  effect  upon  spell
completion or  risk its effects. The creatures with the least hit dice
are affected  first (dependent  upon the  casters wishes, additionally
creatures below  a certain  hit dice  may be  excluded),  and  partial
effects are ignored. The material components for this spell is a pinch
of fine sand and rose petals, or a live cricket.
 
 
Spirit Skill (Enchantment)
 
Range:           Touch
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  Person touched
Saving Throw:    None
 
This spell  transfers skills  from a  specially prepared vessel into a
willing recipient.  The material  component is a symbol prepared using
Steal Skill,  which must  be carried  by the  recipient and disappears
upon completion of the spell.
 
 
Steal Skill (Conjuration)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    1 turn
Area of Effect:  Special
Saving Throw:    None
 
This spell  lets a  wizard steal the class-related skills of a willing
humanoid victim and transfer them either to the wizard or to a special
container. The  victim drops to first level, and regains levels at the
rate of  1 per  four hours thereafter. The caster gains 1/2 the class-
related skills  of the  victim (if stealing from a fighter, the caster
will gain  the ability  to wear armour and attack with a THAC0 halfway
between the  fighter's and  the default  20 with any weapon with which
the fighter  is proficient;  if stealing  from a thief the caster will
gain thief  abilities which  are the  average of the thief's abilities
and the base of 4; in no case will abilities go down because of this).
Abilities which are granted by a diety cannot be transferred this way,
nor can  spellcasting abilities.  The transferred abilities fade after
one turn per level.
 
The material  component is  a symbol  of the  class to be transferred,
specially prepared  and costing  not less  than 10 GP per level of the
target. If  the caster  wishes, he  or she  may imbue  the symbol with
these skills rather than using them at the time (in which case it will
not disappear).  The primary  purpose of  this use  is to  provide the
material component for Spirit Skill.
 
 
Teleport Trace (Divination)
 
Range:           10 yards per level
Components:      S
Duration:        10 rounds + 1 round per level
Casting Time:    3
Area of Effect:  One creature
Saving Throw:    None
 
The wizard  casts this  spell on a character or creature who is likely
to teleport  or employ  similar magic  in  the  near  future.  If  the
recipient does  cast teleport  (or dimension  door,  word  of  recall,
etc.), then  the wizard  who placed  the teleport trace will receive a
mental image of the target location. The caster of the trace will then
know his  location relative  to that of the teleporter, and he will be
able to  use his  own teleportation  or  scrying  magic  with  maximum
accuracy.
 
 
Time Warp (Alteration)
 
Range:           Special
Components:      VSM
Duration:        3 rounds + 1 round per level
Casting Time:    4
Area of Effect:  40' cube, 1 creature per level
Saving Throw:    Special
 
This is  a combined  haste and slow spell. At the time of casting, the
caster chooses  which application  to use.  The effects,  as  well  as
range,  saving   throw,  and   material  components  are  as  per  the
appropriate spell.
 
 
Uldark's Conjured Fireball (Conjuration/Summoning)
 
Range:           10 yards + 10 yards per 2 levels
Components:      VSM
Duration:        Instantaneous
Casting Time:    4
Area of Effect:  15-foot radius
Saving Throw:    1/2
 
This spell  duplicates the  3rd level spell fireball in most respects;
however, instead  of shaping  the fireball  from magical energy as the
evocation version  does, this  spell actually  conjures a ball of fire
directly from  the elemental plane of fire.  When the spell is cast, a
small interdimensional  connection opens between the plane of fire and
the caster's  plane; the  fireball enters  through  this  opening  and
strikes the targets as directed by the caster.  There is a chance that
an extraplanar  creature may  enter through  the opening as well.  The
chance of this occurring is:   20%  - 1% per level of the caster (to a
minimum of 1%).
 
This spell  has the  same effects  (including damage) as the evocation
version, but  it is  slightly harder  to produce these effects in this
manner; this  is reflected  in the  higher spell level and the reduced
range and area of effect.
 
The material  components for  this spell  are a  piece of  flint and a
pinch of sulphur.
 
 
Uldark's Conjured Lightning Bolt (Conjuration/Summoning)
 
Range:           40 yards + 10 yards per 2 levels
Components:      VSM
Duration:        Instantaneous
Casting Time:    4
Area of Effect:  Special
Saving Throw:    1/2
 
This spell  is similar  to Uldark's  Conjured Fireball  except that it
conjures a lightning bolt from the quasi-elemental plane of lightning,
instead of  a fireball  from the  plane of  fire.   The chance that an
extraplanar creature  enters the caster's plane is the same as that of
the Conjured  Fireball spell.  The effects of this spell are identical
to that  of the normal lightning bolt spell, but the area of effect is
either a bolt 30' long and 10' wide, or a bolt 60' long and 5' wide.
 
The material  components of  this spell  are a small metal rod and the
skin of an electric eel.
 
 
Vander's Librarian (Conjuration/Summoning)
 
Range:           20 yards
Components:      VS
Duration:        6 hours
Casting Time:    1 minute
Area of Effect:  1 minor spirit
Saving Throw:    None
 
This spell  conjures a  minor knowledge spirit to search for books and
references for  the wizard.    It  can  search  for  titles,  specific
references, or  general subject  matter, finding  books in the time it
would take  a reasonably  skilled librarian  (depends on  case).   The
wizard is  freed to  concentrate on  more interesting matters, so this
spell roughly doubles a wizard's research efficiency.
 
         ====================================================
 
                          Fifth Level Spells
 
         ====================================================
 
 
5-Mile Carrier (Alteration)
 
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:    Special
 
Extends the  range of  any other spell up to 5 miles. Can shoot around
corners but  not in  a zig-zag  shape. e.g.  you could  cast  it  with
Lightning Bolt  to start  the bolt on the other side of a hill 2 miles
away, but the size of the bolt is still the same.
 
 
Alpha's Aurora Borealis (Evocation)
 
Range:           0
Components:      VSM
Duration:        Special
Casting Time:    3
Area of Effect:  1' per level radius ring
Saving Throw:    Special
 
This spell  causes a  sheet of  dancing, shifting  light to  spring up
around the  caster, encompassing  any area up to the maximum indicated
by the  caster's level.   The  Aurora will  last as long as the caster
concentrates on  it (concentration  can be  maintained while moving at
half-speed, but  the caster  cannot fight or cast other spells, though
speech is  allowed), and  for an additional 1 round per level after he
or she ceases concentration.
 
Any intelligent creature which views the shifting, dancing patterns of
light must save vs. spells or stand fascinated, watching the interplay
of colours  and lights  (cf. Hypnotic  Pattern).  A maximum of 2 HD of
creatures per level of the caster can be so affected.
 
Any creature  actually touching  the Aurora will suffer 2-12 points of
damage, +1  point per  level of the caster.  Fungoid monsters, undead,
and creatures  native to  the plane  of shadow  suffer 2-12  points of
damage, +2 points per level, from the effects of this spell.
 
The material  component of  this spell  is a clear gemstone or crystal
prism worth  not less  than 100  gp.,  a  glowworm,  and  a  pinch  of
phosphorus.
 
 
Alpha's Balefire (Conjuration/Summoning)
 
Range:           0
Components:      VSM
Duration:        Special
Casting Time:    5
Area of Effect:  5' x 30' x 15' cone
Saving Throw:    Special
 
This spell  draws upon  a nearly  colourless arcane effluvium from the
Plane of  Shadow.  This mystical stuff burns very hot and is extremely
viscous, but  rapidly dissolves  in the  thick substance  of the Prime
Material Plane.   Those  in the  area of effect may attempt a save vs.
breath weapon  to avoid  being covered  in the stuff.  If this save is
successful, they are merely splashed with it.  Even this small amount,
however, is sufficient to cause half damage for the initial round, but
it burns  out in  that single  round.  Those that fail to save and are
struck fully  by this  ghastly stuff  suffer d6  fire damage  per  two
levels of  the caster  (rounded up),  up to  a maximum  of 12d6.   The
Balefire clings to these poor victims and continues to inflict damage.
The damage  is reduced  by 2d6  each round, and the it burns until all
damage potential  is  exhausted.    This  shadow-stuff  burns  with  a
colourless fire  that can  only be extinguished by magical means (e.g.
Wand of  Flame Extinguishing,  Fire Quench, Dispel Magic, or a magical
cold spell  such as Ice Storm, Cone of Cold, Wall of Ice, or Otiluke's
Freezing Sphere,  although spells  involving ice may also cause impact
damage to  the would-be  rescuee); even  total immersion in water will
have no effect on it.  This flame is so hostile to natural (i.e. Prime
Material) matter  that it  will burn  through one inch of wood or soft
metal, one quarter inch of hard metal, or one eighth inch of stone per
die of damage that it would inflict to living targets each round it is
active.   Any individual who is struck fully (i.e. fails to save) must
make item  saving throws vs. magical fire for all exposed equipment in
each round  that the Balefire clings to him, though these saves are at
+1 cumulative  for each  round after the first.  Occasional dark green
or red  flickerings can  be observed  in  an  active  Balefire.    The
material component is a standard opal (not a black or fire opal) worth
at least 500 gp. and a bit of pitch.
 
 
Alpha's Blue Blaze (Evocation, Conjuration)
 
Range:           0
Components:      VS
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  Fan-shaped area 50' long,
                 20' at terminus
Saving Throw:    Special
 
By utterance  and extending  either arm,  the caster causes a fan-like
sheet of  heated, purplish,  acidic vapours  and blue  flames to  leap
forth from  his or her outstretched hand.  Any creature in the area of
effect must  save twice  (once vs.  the fire,  once vs.  the acid)  or
suffer 1d6 per 2 levels of the caster (rounding up) from each effect.
 
All exposed  items must save vs. acid, regardless of the result of the
save.   Item saves vs. magical fire are only necessary if the a victim
fails his save vs. that effect.
 
 
Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)
 
Range:           0
Components:      VSM
Duration:        3 turns per level
Casting Time:    1 turn
Area of Effect:  Caster
Saving Throw:    None
 
In the  casting of  this spell,  the wizard must choose one element to
have dominance  over.  Elementals of this plane cannot approach within
5' of  the caster  or attack  the caster  in any  way.  The caster can
forego this  protection if desired, and attempt to charm the elemental
(cf. Charm  Monster), applying  a -2  penalty to the save.  If this is
attempted, than this total ward against elementals is lost.
 
In any event, any elemental creature (water weird, xorn, etc.) is at -
1 to  hit and  -1 per  die of  damage when  attacking the caster.  The
caster makes  all saves  vs. their  attacks at  +2.   The casters  own
attacks are  at +4  to hit  (or -4  to the  target's save)  and +6  to
damage.  He can further affect any elemental creature with any weapon,
regardless of its level of enchantment.
 
The caster may converse with creatures of the chosen element, and they
will respect  him if  alignments are  similar, or  fear (if the caster
appears strong)  or hate  and desire  to slay  (if the  caster appears
weak) if alignments are dissimilar.
 
The spell's  association with  one element  results in  a saving throw
penalty to the caster while the spell is in effect, depending on which
element is chosen:
 
Air              -2 vs. fire;
Earth            -2 vs. petrification;
Fire             -2 vs. water or cold;
Water            -2 vs. electricity.
 
The material  component is  a substantial amount (at least 1 cu' foot)
of the  element in  opposition to  the element  the caster  desires to
dominate.
 
 
Alpha's Lightningarmour (Abjuration, Evocation)
 
Range:           Touch
Components:      VSM
Duration:        3 rounds per level
Casting Time:    1 round
Area of Effect:  Creature touched
Saving Throw:    None
 
The subject  of this spell cannot be wearing metal armour of any sort,
nor carrying  a metallic weapon larger than a shortsword.  Bracers are
permissible.   The  creature  touched  is  completely  protected  from
electrical damage of any sort so long as the spell is in effect.  This
protection is  not absolute,  having a maximum absorption of 10 points
of electrical  damage per  level of the caster.  Damage is absorbed by
the Lightningarmour after saving throws and any other protections have
been taken into account.  The creature under the effects of this spell
carry a  negative electrical  charge, and  skin-to-skin  contact  with
another creature  will cause  1d4 electrical  damage  with  no  saving
throw, as  will contact  through a  conductor.   Anyone  striking  the
protected creature with a conductive object must save vs. paralysation
at +1  or drop  the object  due to  temporary numbness  in the  member
holding the  weapon. Those within 5' of of a character with this spell
in effect  may catch  a faint  scent of  ozone  and  feel  their  hair
standing a  bit on end.  The material component of this spell is a bit
of copper wire and glass thread wrapped in clay.
 
 
Alpha's Moons of Munnopoor (Invocation/Evocation, Alteration)
 
Range:           0
Components:      VSM
Duration:        Special
Casting Time:    2 rounds
Area of Effect:  Special
Saving Throw:    None
 
By the use of this spell, the caster calls upon the magical influences
of the other-dimensional Moons of Munnopoor.  The caster can call upon
the power  of one,  two, or all three of the Moons.  This spell always
creates an area of light equal to the Moonlight spell, centered on the
caster and  moving with  him or  her.   However, the area of effect is
only 50%  that of  the normal  Moonlight spell  if one moon's power is
invoked, 100%  normal is two moons are called upon, and 150% normal if
all three  moons are  utilised.  This Moonlight has all of the effects
of  actual   moonlight  under   a  full  moon,  including  effects  on
lycanthropes.   The duration  of this  spell is also determined by the
number of Moons called upon:
 
if one Moon, the duration is 2 rounds per level of the caster;
 
if two, it's 1 round per level; and,
 
if all  three, it's  1 round  per 2 levels of the caster.  Besides the
light produced  by the images of the appropriate Moons appearing above
the caster,  each Moon  provides a  specific magic-enhancing effect as
follows:
 
Blue Moon:    All water-related  (including  fog-, ice-, and steam-
              related spells used by  the caster gain a bonus of +1
              per  die of damage  (though not  exceeding the normal
              maximum--e.g. an Ice Storm spell would inflict 3d10+3
              damage,  up to a maximum  of 30)  if the spell causes
              physical damage,  including the damage caused by sum-
              moned water elemental creatures; applies a penalty of
              -4 to saving  throws and -20% to magic  resistance to
              targets of spell which causes no hit point damage but
              do  affect  an  unwilling  target  in  some  way;  or
              increases the duration of other spells of this  genre
              which do not  fall into the  above  categories  (e.g.
              Water Breathing, Wall of Fog), doubling duration if a
              1st-3rd level spell,  increasing by 50% if the  spell
              is 4th-6th level.
 
Bright Moon:  All spells relating to stars, moons, and other astro-
              nomical phenomena  are  affected in the same way that
              water-related spells are affected by the Blue Moon.
 
Silvery Moon: All  mind-controlling  and influencing spells used by
              the caster  apply  a  -4 penalty  to saves and a -20%
              penalty to magic resistance checks by targets of such
              spells.
 
The material  components for  this spell are a white pearl or sapphire
to invoke  the Blue  Moon, a diamond for the Bright Moon, and a silver
pearl or  moonstone for the Silvery Moon.  Whatever the combination of
moons invoked,  the spell  also requires a piece of black velvet along
with a  crushed pearl  and a crushed moonstone, and a pinch of diamond
dust.
 
 
Alpha's Saint Elmos' Fire (Evocation)
 
Range:           5 yards per level
Components:      VSM
Duration:        1 round per 2 levels
Casting Time:    5
Area of Effect:  Special
Saving Throw:    Special
 
This spell ionises the air around the target of the spell, surrounding
him or  her with  a blue-white, glowing nimbus of electrically charged
air in  a 5'  radius.   The target  of the  spell may  save vs. breath
weapon at  -2 to avoid the spell.  This save is at an additional -2 if
the target  is carrying  large, mostly  metallic weapons (e.g. swords,
battle axes)  or wearing  partial metal  armour (e.g.  studded, ring),
and at  -4 if  wearing full  metal armour  (scale  or  heavier).    If
successful, the target will suffer only 3d6 electrical damage as he or
she dodges  out of  the area  of  effect,  and  the  spell  will  then
dissipate that  round without  a focus to coalesce about.  If the save
is failed,  the victim will suffer 5d6 damage every round until a save
vs. breath  weapon (with modifiers as for the initial save, but with a
+1 cumulative per round bonus) is successful, at which point the spell
will dissipate. Any creature entering the 5' radius nimbus suffers 1d6
electrical damage  with no  save.   Any creature  that touches  or  is
touched by the victim of the spell will suffer 3d6 damage with no save
if the contact was skin-to-skin, or 2d6 if it was through a conductor.
If the  target is  in water,  the electricity  will inflict 3d6 damage
with any  contact, 2d6  within 5',  and 1d6 within 15'.  The target of
this spell  may, if  desired, intentionally  try to  use the nimbus of
electricity and  the personal  electrical charge  as a  weapon.    The
caster may  end this  spell at  any point,  if desired.   The material
components are  phosphorus, a  bit of  fur, amber,  and a  bit of cold
iron.
 
 
Alpha's Shooting Stars (Conjuration/Summoning)
 
Range:           5' per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  Special
Saving Throw:    Special
 
This spell  creates glowing missiles with flaming trails, one for each
six levels  of the caster (dropping all fractions).  The victim of the
spell receives no saving throw, and suffers 4d6 damage from the impact
and 8d6  from the fiery blast that accompanies the impact.  All within
5 feet  of the impact point are also in the blast radius, but they may
save for  half damage.   The  original intended  target may attempt to
save vs.  petrification to  avoid being  struck, this  save at  -4  if
within 20' and at -2 if within 40'.  If this save fails, he suffers as
above.   If he succeeds, however, the shooting star(s) directed at him
continue on  in a straight line to the extent of their range, at which
point they explode in a fiery burst as above.  Anyone else in the path
of the shooting star(s) must save as for the original intended target,
or become  the victim  of the  spell.  If the caster has more than one
missile, he  may direct  them at  one or  several targets  as desired.
Anyone within  5' of the path of the missile will suffer 2d6 (save for
half) fire  damage simply from the heat of the passage of the shooting
star.  The material component is a bit of meteoric iron and a piece of
igneous rock.
 
 
Alpha's Spectral Hound (Conjuration, Phantasm)
 
Range:           Special
Components:      VSM
Duration:        6 turns per level
Casting Time:    1 turn
Area of Effect:  Special
Saving Throw:    None
 
This spell brings into being a quasi-real beast appearing as a war dog
with black fur, gray ruff and tail, milky gray eyes, and insubstantial
paws which  make no  sound.   The creature  will have  average  (8-10)
intelligence and  can converse  with the  caster in the common tongue.
The creature  can fight,  attacking as a 2+2 HD monster and inflicting
2-8 points  of damage  per hit.   It  can, however,  affect  creatures
struck only  by magical  weapons.   The beast  itself is AC 0, and can
take up  to half  the caster's  full hit  points (rounding  up) before
being dispelled.
 
The Hound  can track  any creature  known to  the caster, provided the
caster concentrates  on a  mental picture  of the  figure for  2  full
rounds.   The Hound  can follow the trail of such a creature with 100%
certainty, -5%  per hour  the trail  is  old.    The  Hound  also  has
infravision to 90', can spot hidden (such as in shadows) things 80% of
the time,  invisible objects 65% of the time, and astral, ethereal, or
out-of-phase things 50% of the time.  The Hound normally moves at 12",
though it  can run  at 24" for 3 rounds each hour.  Further, the Hound
may cross muddy or swampy ground, or even water, as if were solid, dry
ground.  The Hound leaves no tracks.
 
By concentrating  for 1  full round,  the caster  can make  use of the
Hound's sensory abilities for as long as desired, though this does not
allow communication beyond normal vocal range.
 
The Hound  is unaffected  by any spells which alter its form (flesh to
stone, polymorph,  etc.) or  restrict or  affect its  movement (haste,
slow, hold,  etc.).  If a mind control spell is cast upon the creature
and it  fails its  save (saving  throws of  the Hound  are as  for the
caster), then  it wills itself out of existence.  It is further immune
to poison  and death magics.  The hound will speak only to the caster,
and, if  the caster  is killed,  feebleminded, charmed,  or  otherwise
mentally incapacitated,  then the  hound  will  immediately  cease  to
exist.
 
The material components of this spell are three canine statuettes; one
of ivory  or alabaster,  one of  silver or  platinum, and  one of jet,
onyx, obsidian, or ebony.  These statuettes must be worth at least 200
gp. each,  and, in  the course of the spell, the three merge to become
the Spectral  Hound.   When the  spell ends,  the Hound  simply  fades
slowly out of existence.
 
 
Alpha's Star-Powered Magery (Invocation)
 
Range:           0
Components:      VSM
Duration:        Permanent
Casting Time:    Special
Area of Effect:  Caster
Saving Throw:    None
 
This spell can only be cast outdoors under a night sky where stars are
visible.   The spell requires 2 turns to cast for each level of spells
the caster is able to cast (e.g. a 12th level wizard can cast 6 levels
of spells,  and so  would require  12 turns).   Upon completion of the
spell, the caster's mind and body are refreshed and restored as though
the caster  had rested  a full day.  1-3 hit points, plus the caster's
CON bonus,  if any,  are restored  if the  caster is at less than full
health.   The power  of the  spell also  allows the caster to memorise
spells in  one-half the usual time, save for first level spells, which
may be  memorised in  a single  round.   During the lengthy casting of
this spell,  the wizard  is suffused  with a  pale white  glow, and is
fully aware  of things  going on nearby.  If the spell is interrupted,
either by being struck by an attack or voluntarily by the caster, then
the effect  is wasted  and the  caster must sleep for spells as usual.
The material component is a diamond worth at least 1,000 gp.
 
 
Alpha's Starshield (Alteration, Abjuration)
 
Range:           0
Components:      VSM
Duration:        4 rounds + 1 round per level
Casting Time:    1 round
Area of Effect:  Caster
Saving Throw:    None
 
When this  spell is  cast, the  wizard's body  is sheathed in a nearly
skin-tight magical  screen.  This screen has the appearance of a black
night sky  filled with  stars.   Whenever a light-related spell of any
sort is  cast at  the creature using the Starshield, the spell will be
harmlessly absorbed  and redirected  back at  the caster of the spell.
This includes  such spells  as Light  (if cast so as to blind), Colour
Spray, Sunray,  and Prismatic  Spray.   An area-effect spell where the
caster is the sole target will automatically be reflected in this way.
Area-effect light  spells in  which others  are also  targeted have  a
chance of  being intercepted  and redirected  by the  caster as  above
equal to  the caster's  chance to negate the spell with a Dispel Magic
spell. The  protected wizard  will be  unaffected by  the spell in any
event and,  if the  spell is  successfully absorbed,  those behind the
caster who  would have  been in  the area  of effect  are  spared  the
effects of  the spell.   By  making a successful check as if to Dispel
Magic, the  caster may attempt to pass through a Prismatic Sphere or a
Prismatic Wall.  Darkness spells  (e.g. Darkness  15' radius, Nystul's
Blackmote, priest's  Continual Darkness)  will also be reflected, just
as light  spells are,  and the  caster may  attempt a saving throw vs.
death magic  each round  to attempt to see through any area of magical
darkness within normal vision range.  If outdoors under the night sky,
the caster can see as if in broad daylight, even through magical areas
of darkness,  and also  absorbs stellar  radiation, regenerating 1 hit
point per  round that  the spell is in effect.  The material component
for this  spell is a black sapphire and a star sapphire, both of which
must be worth not less than 1000 gp.
 
 
Alpha's Wizard Light (Evocation, Alteration)
 
Range:           10 yards per level
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 round
Area of Effect:  30' radius sphere
Saving Throw:    None
 
This spell  creates  a  pearly-white  globe  of  light  equivalent  to
Continual Light  (q.v.).   Within the  area of  effect, all shadow and
darkness (even  of magical  origin) is  dispelled, and  all hidden  or
invisible creatures  or objects  are outlined  in a pale blue radiance
which lasts  as long as the Wizard Light itself, even if the object or
creature so  outlined moves  out of  the area of effect.  Further, all
glyphs of  warding, symbols,  and other magical writings and wards are
revealed, glowing  a luminous  blue, and  the area  of effect  of such
wards is  similarly outlined.   This  spell does  not  reveal  astral,
ethereal,  or  out-of-phase  creatures,  nor  does  it  reveal  purely
mechanical traps  and secret  doors, although  traps or  secret  doors
disguised by  or utilising  magic will  be revealed.  A mage using the
Duo-Dimension (q.v.)  spell would  appear  as  a  thin  line  of  blue
radiance in  mid-air.   This spell does not reveal what an illusion is
hiding nor  the appearance  of an  invisible creature  (except for its
outline), but  merely  reveals  reveals  its  presence  and  location.
Hence, a  Cloak of  Displacement is  useless within  the Wizard Light.
The light  does not  "set off"  magical guards, but it does reveal the
form of  glyphs  and  such  things  for  possible  identification  and
deactivation.   The material  component for  this spell  is a  diamond
worth at least 500 gp.
 
 
Blizzard (Evocation)
 
Range:           10 yards per level
Components:      VSM
Duration:        1 round per level
Casting Time:    5
Area of Effect:  5 feet radius per level (100' maximum)
Saving Throw:    Special
 
This spell  causes a  blizzard to hit the area of effect, resulting in
the following: movement rate is cut in half due to drifts and wind, no
missile fire  or flying  due  to  wind,  and  all  normal  flames  are
extinguished. This will negate a heat metal spell, and affects magical
fires as if they had been hit with a Dispel Magic. There are no saving
throws vs. these effects.
 
In addition,  great chunks  of ice  and snow  fall within  the area of
effect, causing  3d12 points  of damage  per round  to  anyone  caught
inside. A successful saving throw vs. spell reduces this damage to 1/2
the normal amount. The material components required for this spell are
five acorns and any semi-precious gem worth at least 100 GP.
 
 
Bone Splinter (Evocation)
 
Range:           Touch
Components:      VSM
Duration:        1 round per 5 levels
Casting Time:    5
Area of Effect:  1 creature
Saving Throw:    Special
 
Once this  spell is  cast, it will affect a single target that must be
hit in  melee by  the caster.   The  target will  suffer a  minor bone
fracture  when  affected  by  this  spell.    If  the  caster  misses,
additional attacks  may be  made in  following rounds,  as long as the
spell duration  allows.   The spell ends when a hit is scored, or when
the duration expires, whichever comes first.
 
The wizard  uses his/her  normal THAC0  with a  +1 "to hit" bonus, but
must make  a called  shot  (see  The  Complete  Fighter's  Manual  for
details) to one of the hit locations listed below; the appropriate "to
hit" modifier  must be applied to the combat roll.  Normal attacks are
not considered accurate enough to do any real damage with this spell.
 
The  possible   hit  locations,  along  with  their  combat  modifier,
restrictions, and effects are as follows:
 
                  to hit
location         modifier     effects
----------------------------------------------------------------------
  head              -8        minor skull fracture:
                              2d8 pts of dmg (SV vs spell for 1/2 dmg)
   arm *            -4        minor broken arm:
                              -2 to STR & DEX when using this arm;
                    -2        or shield worthless 50% of the time.
   leg *            -4        minor broken leg:
                              -2 to DEX when using leg (i.e. AC adj);
                              movement rate is at 3/4 normal.
  ribs              -4        cracked rib:
                              loss of 1d4  CON pts and suffer 1d6  pts
                              of dmg (no save).
  spine @           -8        cracked vertebrae:
                              SV vs spell or be paralysed for 2d10 rds
                              rounds.
 pelvis             -4        minor hip fracture:
                              -4 to DEX; movement rate is 1/2 normal.
 
* if  attacking from  the side,  only the  nearest  appendage  may  be
  targeted.
 
@ the spine may only be targeted if attacking from the rear.
 
Multiple hits  inflict cumulative  damage.  A cure serious wounds will
heal one  of these effects, but will not heal any associated hit point
loss (another  cure spell  is required  to do  so).   A cure  critical
wounds will heal two effects, And a heal will fully restore the victim
(unless dead).
 
The material  components for  this spell are a bit of bone and a small
metal hammer, both of which are consumed when the spell is cast.
 
author's note: the requirement  for  called  shots  is  simply  for
               convenience; if the DM wishes to compile a hit loca-
               tion  chart,  then  normal  attacks  may be  used in
               addition to called shots. 
 
 
Chaos Magic (Alteration)
 
Range:           5 feet per level
Components:      VSM
Duration:        Permanent
Casting Time:    5
Area of Effect:  1 foot radius per level
Saving Throw:    None
 
This spell creates a sphere that has all the properties of a Forgotten
Realms (tm)  wild magic area (see the FR Sourcebook for details).  The
area of  chaos magic  is permanent  until destroyed  (it may  only  be
destroyed as  per a  wild magic  area).   The sphere of chaos magic is
non-mobile.
 
The material  component for  this spell  is a  pint of  blood from any
chaotic magic-using creature.  The blood is consumed when the spell is
cast.
 
 
Cone of Acid (Evocation)
 
Range:           0
Components:      VSM
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  Special
Saving Throw:    1/2
 
This spell  is much  like Cone  of Cold or Cone of Fire (q.v.), except
that it  causes acid damage. Damage is 1d4 + 1, per level of the mage.
The material component is one citrus fruit per level of the mage.
 
 
Cone of Fire (Evocation)
 
Range:           0
Components:      VSM
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  Special
Saving Throw:    1/2
 
When this  spell is  cast,  it  causes  a  cone-shaped  area  of  fire
originating at  the mage's  hand and  extending outwards in a cone 1/2
inch long  per level  of the  caster. It causes inflammable objects to
catch on fire, and great heat in nonflammable objects. Damage is 1d4 +
1, per level of the mage. For example, a tenth level mage would cast a
Cone of  Fire causing  10d4  +  10  points  of  damage.  Its  material
component is a red garnet(s) worth at least 100 GP.  cf. Cone of Cold 
 
 
Deflect Normal Weapon Attacks (Abjuration)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    5
Area of Effect:  1 creature
Saving Throw:    None
 
When cast,  this spell  creates an invisible, mobile forcefield around
the recipient.  This barrier  has an armour class of 4 and a number of
hit points  equal to 5 times the caster's level. All non-magical melee
and missile  attacks made  on the  recipient, are directed against the
shell instead.  Damage from  such attacks  will not harm the recipient
until the  wall is  destroyed. This spell has no effect on any magical
attacks, which inflict full damage on the barrier and the recipient.
 
If an  attack hits  the barrier,  the protected  creature must  make a
saving throw  vs. spell. If this save fails, damage is rolled normally
against the  forcefield (if the damage inflicted equals or exceeds the
remaining hit point total of the wall, it is destroyed, but any excess
damage does  not affect  the recipient  at this  time). If the save is
successful, the attack is deflected away harmlessly.
 
If an  attack fails  to score a hit on the barrier (i.e. misses AC 4),
the attack  is reflected  back at the attacker; the attacker must then
make normal  attack and  damage  rolls  against  himself/herself.  The
material component  for this  spell is  a powdered black opal which is
consumed with the casting.
 
 
Greenfire (Evocation)
 
Range:           10" + 10" per level
Components:      VSM
Duration:        1 segment per level
Casting Time:
Area of Effect:  Special
Saving Throw:    Special
 
On casting  the Greenfire  spell, a bolt of green luminescence appears
from the mages fingers, and impacts on the target (a made saving throw
means the  bolt missed,  but it  hit somewhere...)  from  this  impact
point, a  green sphere  begins to  grow, at  the rate depending on the
material consumed.  items  in  this  area  of  effect  must  save  vs.
disintegration every segment. Items that save halt the progress of the
sphere until they fail their save.
 
Note:  the spell expands  for a set time,  not to a set radius,  so an
       artifact  that  continues to  save will halt the  growth of the
       sphere for the full duration of the spell.
 
 
Rate of growth:
 
2" per  segment (yes,  20 feet) in air alone:  (not an airial weapon),
but as  soon as  it hits  something solid,  it will  take a segment to
consume it.
 
1' per segment in air/solid mix (cliff face, floor, person).
 
1/2' per segment in just rock (ordinary rock gets no save).
 
1/12' per  segment in  water (but draws everything to it like a Sphere
of Annihilation).
 
Note I:   The sphere  begins at a 1' radius, and does not appear until
          the bolt either  strikes something solid or reaches  maximum
          range.
 
Note II:  the point  of origin of the sphere remains constant, even if
          in midair.
 
 
High-Energy Lightning Bolt (Evocation)
 
Range:           4" + 1" per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  Special
Saving Throw:    1/2
 
Like Lightning Bolt but does 1d8 damage per level, maximum 20d8.
 
 
Improved Fire Ball (Evocation)
 
Range:           20 yards + 10 yards per level
Components:      VSM
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  Special
Saving Throw:    1/2
 
As its  name implies,  this is  an improved version of the third level
Fireball spell.  It has  one of two applications as chosen at the time
of casting:    the first  option mimics  the  Fireball  spell  in  all
respects except  that damage  is 1d8  per level of the caster (up to a
maximum of 10d8) and saving throws are at -1.
 
The second  version of  the spell  has a 10 feet radius instead of the
normal 20  feet. Due  to  this  reduced  area  of  effect,  damage  is
increased to  1d10 per  level of the caster (up to a maximum of 10d10)
and saving  throws are at -2. It is like a Fireball spell in all other
respects.
 
The material  components for  this spell  are a pinch of sulphur and a
fire opal of not less than 200 GP in value.
 
 
Meillikhom's Room of Seclusion (Alteration)
 
Range:           Touch
Components:      VSM
Duration:        1 week per level
Casting Time:    1 turn
Area of Effect:  10' x 10' area
Saving Throw:    None
 
With this  spell, the  caster can create an extra-dimensional room (5'
cube per  level) with  one side adjacent to an unbroken 10' x 10' area
(i.e. one  that has  no doors,  windows, or other such openings).  The
surface area (which must be touched) now acts as a phase door into the
secluded room.  The room  can be of any shape and size up to the limit
of the  spell but at least one side must be at least a 10' x 10' area.
Thus, the  room could  be rectangular,  pyramidal, hemispherical, etc.
The room lasts for 1 week per level of the caster, or until dispelled.
 
The caster  may bring  any item,  materials, etc. as he or she desires
into the  room, so  long as  the object can fit through the phase door
and is touched by the caster (and only by the caster).
 
At the  end of  the spell's  duration, anyone or anything still within
the room is now trapped in that extradimensional space. escape is only
possible through  other extraplanar  travel. This  also occurs  when a
dispel magic or similar magic is cast against the phase door area.
 
The phase  door itself  is detectable  by any means available that can
detect magical  auras, but  the room  itself  can  only  be  contacted
through  extraplanar   means.  Spells   such   as   clairvoyance   and
clairaudience would  not detect the extraplanar room but would instead
detect whatever was on the other side of the phase door surface.
 
 
Missile Multiplication II (Evocation, Alteration)
 
Range:
Components:
Duration:
Casting Time:    6
Area of Effect:
Saving Throw:
 
Missile must  be fired  within  the  next  two  segments.  Makes  3-18
missiles. Unlike  the fourth level version, the fifth level version of
this spell  will multiply  "abnormal"  missiles,  like  poison  darts,
Ballista bolts,  catapult rocks  and  other  such  things.  All  other
effects are  similar to  the spell of fourth level. The possibility of
using lethal poison is at the DM's option.
 
 
Rathe's Contingency Trigger (Alteration)
 
Range:           3 yards
Components:      VSM
Duration:        Special
Casting Time:    1 turn
Area of Effect:  up to 1 cube foot per level
Saving Throw:    Special
 
The Contigency  Trigger  functions  identically  to  the  third  level
Rathe's Trigger spell, with one exception:   a   condition    may   be
applied to the triggering of the spell (for instance, "trigger only if
a man  wearing green enters the area", or "trigger if anything made of
gold enters  the area"). Note however that the spell's "perception" is
restricted  to   the  area   of  effect.  The  spell  cannot  perceive
intangibles such as class, level, or alignment. The material component
is as the Rathe's Trigger spell, but must be worth twice as much.
 
 
Rhuva's Wizard Stomper (Divination, Evocation)
 
Range:           0
Components:      VSM
Duration:        4 hours + 10 minutes per level
Casting Time:    5 minutes
Area of Effect:  10 yards per level
Saving Throw:    Special
 
Designed to  prevent the  casting of spells in the area of effect, the
wizard stomper produces a nearly uncontrollable surge of energy into a
wizard who  attempts to  draw power for a spell.  The victim must save
vs. spells  at -6.   Failure means the spell is aborted and the caster
takes 1d6  damage per  level of  the spell  attempted.  If the save is
made, the  spell can  be cast  at +1 on all damage dice, but at double
normal casting time.
 
If a wizard has been stomped before and knows what to expect, the save
is only at -3.
 
Material component is a handful of ruby dust worth at least 25 gp.
 
 
Summon Warrior (Conjuration/Summoning)
 
Range:           40 yards
Components:      VSM
Duration:        3 rounds + 1 round per level
Casting Time:    5
Area of Effect:  Special
Saving Throw:    None
 
Within one  round of  casting this  spell, the  wizard  conjurers  1d3
warriors to  aid him/her.  The summoned  warriors will  be of  a level
equal to 1/2 the level of the caster (rounded down) up to a maximum of
twentieth level. They will perform as per monsters summoned by monster
summoning spells. Note that in certain, circumstances, adventurers may
be summoned  (who will recall the details of their trip). The warriors
will appear anywhere within the spell range as desired by the caster.
 
The type of warrior summoned is as follows:
 
caster's level   fighter ranger    paladin
15 and under     70%     20%  10%
16-20            60%     20%  20%
21 and over      50%     25%  25%
 
Equipment  and   abilities  are   determined  randomly.  The  material
component for  this spell  is a dagger of the finest quality, which is
consumed when the spell is cast.
 
 
Taint Alignment (Enchantment/Charm)
 
Range:           Special
Components:
Duration:        1 day per level or special
Casting Time:    1 turn
Area of Effect:  one humanoid on the same plane of existence as the
caster
Saving Throw:    Special
 
Taint alignment has similar effect to a character as performing a deed
opposite to  his/her alignment, except that this one shows. Casting it
requires knowing  the Truename  of the  target, which knowledge can be
obtained by other magic. Casting the spell causes the target to make a
saving throw vs. spells with a penalty of 2 on die. If (s)he makes it,
the spell  rebounds on  the caster,  who shall  also have to save, but
with a  bonus of  2 on  die. The  spell shall  rebound between the two
regardless of distance until one fails a save, or both have made three
saves, in  which case  the spell fails. An affected TN character would
get a random alignment of the corner 4.
 
Effects vary depending on the alignment of the victim. If the affected
is a  paladin, the  effects thus  far taken  for granted are reversed:
laying on  hands would  cause damage,  detect evil  turns into  detect
good, remove  fear effect into cause fear. Yet, the paladin might have
no idea  what's happening until he tries to ride his mount or draw his
Holy Avenger  +5. For  an anti-paladin,  the same  goes,  reversed.  A
cleric would  instantly lose the ability to acquire spells, though not
his/her spell casting or scroll reading ability.
 
For any character, there's a number of standard effects:
- Know Alignment shows the reversed alignment.
- Detect Good/Evil work as for the new alignment.
- Bad dreams.
- Problems with  other people.  The Good  emit fear,  the Evil  get
  liked, Law be approached with caution, Chaos be felt as a sign of
  responsibility.
- Temples of one's own religion feel bad.
- Temptation to  truly switch alignment fully, which would have the
  certain standard effects described in DMG, such as losing a level
  of experience.  a change  in alignment  can be  felt by people in
  contact with  the affected.  Not definitely,  but more  in the "I
  feel something's wrong"-manner.
 
The curse  cannot be  magically removed  with  anything  less  than  a
Limited Wish,  until the  time is full. Of course, the target wouldn't
know that the effect isn't permanent.
 
If a  sign of  faltering from the original alignment is done, then the
effect  does  become  permanent.  Slight  faltering  causes  prolonged
duration, as  the energy  of the  spell isn't as seriously tried as it
might be.
 
 
Tonguetwister (Alteration, Abjuration)
 
Range:           10 feet/level
Components:      VSM
Duration:        Instantaneous
Casting Time:    5
Area of Effect:  1 target
Saving Throw:    Negates
 
When this  spell is  cast on  an enemy  spellcaster, it will cause the
target's tongue  to twitch  violently, thus disrupting any spell being
cast at  the moment,  unless the  victim makes  a successful  save vs.
spell.  The level of the spell being cast by the target determines the
modifier applied to the save as follows:      save  modifier  =  spell
level -  5 (i.e.  a 2nd  level spell  inflicts a -3 to the save, a 7th
level spell earns a +2 to the save, etc.).
 
The victim  must be  in the process of casting a spell with a *verbal*
component.   If no  spell is  currently being  cast by the target, the
Tonguetwister has no effect.  If the opponent's spell goes into effect
at the  same time as the Tonguetwister, the victim earns an additional
+2 bonus  to the  save.   This spell  cannot affect  a spell  that has
already been cast, nor one that is to be cast in the future.
 
The material component of this spell is a tongue of any creature; this
is consumed when the spell is cast.
 
 
Wiley's Door (Alteration)
 
Range:           0
Components:      V
Duration:        1 round
Casting Time:    5
Area of Effect:  Special
Saving Throw:    None
 
Causes a  door to  appear immediately before the caster and a matching
door up  to 3"  away. The  first door  appears framed  by glowing blue
lines 5'  wide by 8' tall. The second door is invisible. Living matter
up to  400 pounds  or non-living  up to  800 pounds may be transported
from the first door to the second door (trade off one pound living for
two pounds non-living). This doors provide one-way transport only.
 
 
Wiley's Teleport (Alteration)
 
Range:           150 miles
Components:      VS
Duration:        Concentration
Casting Time:    1 turn
Area of Effect:  Caster + (-7000 GP + 1000 GP per level) add'l weight
Saving Throw:    None
 
This spell  allows the  caster to teleport himself and -7000 GP + 1000
GP per  level of  additional stuff  that he is carrying to a specified
destination at  most 150  miles distant.  The chances of error are the
same as  for normal teleport, except that if the caster would normally
end up is a solid object, the spell will abort. The maternal component
is a map of the destination, which is not consumed.
 
         ====================================================
 
                          Sixth Level Spells
 
         ====================================================
 
 
Alpha's Firefountain (Alteration)
 
Range:           10 yards per level
Components:      VSM
Duration:        Special
Casting Time:    6
Area of Effect:  Special
Saving Throw:    Special
 
This spell  is similar to the 4th level Alpha's Firefall spell, but is
more powerful  in two ways.  First, the spray of liquid fire burns for
a total  of three  rounds, inflicting  3d6 damage the first round, 2d6
the second,  and 1d6  the third.   There  is no  saving throw  vs. the
damage inflicted by the spray.  Second, the caster is able to throw up
one prominence  of flame  (for 4d10  fire damage  the first round, and
2d10 the  second, with  a save  vs. breath weapon to halve damage) for
every six  levels of  the caster  (rounding off  all fractions).   The
material  component  is  a  lump  of  pitch,  sulfur,  saltpeter,  and
magnesium and an available fire source.
 
 
Alpha's Rainbow Warrior (Evocation, Summoning)
 
Range:           5 yards per level
Components:      VSM
Duration:        1 round per level
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    None
 
This spell invokes energy and the spirit of a creature from the Quasi-
Elemental Plane  of Radiance.   The  Rainbow Warrior  has as  many hit
points as the caster would at full health, and attacks as a fighter of
half the  caster's level.   The  Warrior has an armour class of 0, and
can only  be struck  by magical  weapons.   It attacks with a spear of
radiance, which  causes damage  the same  way as the 2nd level Rainbow
Beam spell  if the  target is  struck.  As with that spell, the caster
has a  5% per  level chance  of selecting  the colour  of  the  spear,
otherwise it  is random.   The  Rainbow Warrior  may fly at a movement
rate of  24, but  it has  no real substance and cannot touch nor carry
any material  object.  Creatures dwelling on or drawing power from the
Negative Material  Plane or  Plane of  Shadow suffer  1d6 damage every
round that  they are  within 20' of the Rainbow Warrior, as it sheds a
bright globe  of light  strongly infused with energy from the Positive
Material  Plane.    The  Rainbow  Warrior  is  unaffected  by  poison,
paralysis, petrification,  fire, electricity,  gas, or  acid.   Unholy
water causes  it 2d4  damage, and  cold attacks do full normal damage.
Negative energy  attacks gain a bonus of +1 per die of damage, and any
spells involving  darkness cause  the Rainbow  Warrior 2d6  damage per
level of  the spell, though the darkness spell will then be dispelled.
Any darkness  spell coming  into contact  with the  20' globe of light
surrounding the Rainbow Warrior must be checked as if Dispel Magic was
being cast at the level of the summoner of the Warrior.  Only one such
dispelling attempt  is possible  for each darkness spell that could be
affected, although  the Warrior  can automatically dispel any darkness
spell by  touching the area of effect, but it will suffer damage as if
the spell  had been cast specifically at him.  Dark-dwelling creatures
(e.g. drow,  duergar) are  affected by  the Rainbow Warrior's globe of
light as  they would be by Continual Light.  The material component of
this spell is a clear diamond worth not less than 5000 gp.
 
 
Alpha's Starlight Citadel (Conjuration/Summoning)
 
Range:           30 yards
Components:      VSM
Duration:        Special
Casting Time:    1 turn
Area of Effect:  Special
Saving Throw:    None
 
This spell can only be cast in an area under star- or moonlight.  When
cast, it  brings into  being a deep blue-black tower of magical metal,
with many faint silvery gleams.  This tower is in all respects similar
to a  Daern's Instant  Fortress (q.v.)  except that  it  grows  slowly
during the  course of  the casting,  and so  no creature  able to move
could possibly be harmed by its expansion.  The door to the Citadel is
Wizard Locked  at the  caster's level.  One creature for each level of
experience of  the caster  may be  designated in  the casting  of  the
spell, and  such creatures may freely open the door, though the caster
may override  this at  any time  by mental  command.  The magic of the
walls of  the citadel  prevents the  passage of any creature ethereal,
astral, or  out-of-phase creature.   Teleportation into and out of the
tower is  still possible.   This  spell lasts  until the first rays of
direct sunlight  strike the  tower, but  it cannot  last longer than 2
hours +  1 hour  per level  of the  caster in any event.  The material
component is a star sapphire and a small steel carving of a tower.
 
 
Block Teleport (Abjuration)
 
Range:           0
Components:      VS
Duration:        1 turn
Casting Time:    6
Area of Effect:  100' radius sphere
Saving Throw:    None
 
This spell prevents anyone from teleporting into or out of the area of
effect while  the spell  is in  effect.  It  will  not  effect  homing
teleport spells (e. g. word of recall). It will also not effect gates.
 
 
Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy)
 
Range:           Touch
Components:      VS
Duration:        1 round per 2 levels
Casting Time:    2
Area of Effect:  1 creature
Saving Throw:    Special
 
After this  spell is cast, the wizard must make a successful attack in
melee to  affect the target.  The wizard's normal THAC0 is used with a
+2 modifier  to hit.   The  spell will  last until a hit is scored, or
until the  duration expires, whichever comes first.  If a hit is made,
the victim  suffers a  massive heart attack and must make a successful
system shock  roll or  die.   Even if  this roll  succeeds, the target
suffers damage equal to 1d4 + 1 per level of the caster.
 
 
Copyright (Divination, Abjuration)
 
Range:           0
Components:      VSM
Duration:        Permanent
Casting Time:    1 day
Area of Effect:  1 spell
Saving Throw:    None
 
Cast before  starting spell  research. Spell  can  not  be  researched
except with  permission of  one who researched the spell or by the use
of a  Limited Wish.  A full  Wish enables  learning & ability to teach
others (variant  of Secrecy  spell). If  mage dies, require speak with
dead to get permission.
 
 
Create Ghast (Necromancy)
 
Range:           Touch
Components:      VSM
Duration:        Permanent
Casting Time:    2 hours
Area of Effect:  Special
Saving Throw:    None
 
This spell  creates up  to one ghast per six levels of the caster, and
these ghasts  will follow the commands of their creator to the best of
their ability.  Each ghast  is formed from the corpse of a human slain
by a  ghoul or  ghast who  has not  yet risen as a ghoul itself. These
corpses are  the material  components of  the spell. As implied above,
humans killed by a ghast will rise as ghouls to follow the pack.
 
 
Hold Person IV (Enchantment/Charm)
 
Range:           12"
Components:      VSM
Duration:        1 round per level
Casting Time:    6
Area of Effect:  5 people is a 20' radius circle
Saving Throw:    Negates
 
This is  like hold  person except as noted above and all saving throws
are made with no modification.
 
 
Improved Wiley's Door (Alteration)
 
Range:           0
Components:      VS
Duration:        1 round per level
Casting Time:    6
Area of Effect:  Special
Saving Throw:    None
 
This spell  is like that of Wiley's door except that there is no limit
to the  amount of  stuff that  can  be  transported  (except  for  the
physical problems of getting that much stuff through the door) and the
second door  can be  up to  20"  distant.  The  second  door  must  be
somewhere that the caster has seen.
 
 
Justin's Skimmer (Evocation)
 
Range:           20 yards
Components:      VSM
Duration:        1/2 hour per level
Casting Time:    6
Area of Effect:  1 skimmer
Saving Throw:    None
 
An improved form of Tenser's floating disc, the skimmer is designed as
a flying vehicle for the caster.  The wizard reclines in a molded seat
at the  centre of  the 3' radius disc.  The "wings" each have room for
one person,  or a  comparable volume  of cargo.  It can lift 50 pounds
per level  of the  caster.   The skimmer  can move  at speeds up to 25
miles per  hour (this  approximates move  70), and has maneuverability
class A  at speeds  less than  move 21.   The caster is protected from
acceleration, passengers  are not.   When  stopped,  the  skimmer  can
rotate on  a dime.  The caster has full cover from below.  The skimmer
can take  5 HP  per level  of the caster.  Ramming, it does (move/3)d6
damage to both itself and the target.  Only the caster can control the
skimmer; it  hovers motionless if he is unconscious.  The skimmer is a
stable casting platform.
 
 
Lich's Palm (Necromancy)
 
Range:           Touch
Components:      VS
Duration:        1 round per level
Casting Time:    6
Area of Effect:  one creature
Saving Throw:    Special
 
This spell  actually grants  the caster  the ability to use the normal
attack of a lich. The mere touch will cause 1d10 damage of cold and be
paralysed (save applicable).
 
 
Lorth's Stasis (Alteration)
 
Range:           Touch
Components:      VS
Duration:        1 turn per level
Casting Time:    5
Area of Effect:  1 creature
Saving Throw:    Negates
 
This spell was designed as either a sort of temporal stasis effect, or
as a  way of  removing enemies  without  killing  them.  The  creature
touched is  placed into its own extra-dimensional space, where no time
passes. After  one turn  for each level of the caster has elapsed, the
creature will  be returned  to the Prime Material plane in exactly the
same state it was when the spell is cast (including location).
 
If an  object has  been placed in the location from which the creature
was sent, the subject will be displaced the shortest possible distance
in any  direction consonant with emerging in open space. For instance,
if the  tunnel has  collapsed since  the spell  was cast, the creature
might be displaced a few tens of yards up to the surface of the earth,
if this  is the  shortest displacement that will allow the creature to
be placed  in an  open area.  However, if  there should happen to be a
cavity in  the debris  blocking the  tunnel, the  subject  would  most
likely be deposited there.
 
 
Mage Lock (Alteration, Evocation)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    1 turn
Area of Effect:  Special
Saving Throw:    None
 
This powerful  dweomer causes  the sealing of a thing with far greater
effectiveness than  that caused  by a  Hold Portal  or a  Wizard  Lock
spell.  The Mage Lock can only be cast on certain things:    Boxes  or
chests made  of iron, steel, or harder metals, or on doors made of the
same and set into a wall at least as hard as hard stone.
 
When the Mage Lock spell is cast, the Wizard chooses a single person -
other than  himself - who is to be able to open the sealed box, chest,
or door.   When  the spell  is done  the item  is sealed  and only the
individual who  was named in the casting will be able to open it.  The
item will be unaffected by Knock spells, Chimes of Opening, or similar
magics, and  will have  a Magic Resistance of 25% with regard to other
magics, and a +2 on all saves.
 
If the  person named in the spell should die before the item is opened
- for  the spell  holds only  until the item is opened once - then the
item cannot be opened by anyone until the caster of the spell is dead.
 
If the  item has  not been  opened by the time both the wizard and the
person named die, the Mage Lock dissipates.
 
The material components of this spell are:    A diamond, worth no less
than 5,000 gp, 4 small iron cubes, and a drop of blood from the person
to be named in the spell.
 
 
Mass Teleport (Alteration)
 
Range:           1' radius per level
Components:      V
Duration:
Casting Time:    3
Area of Effect:
Saving Throw:
 
This spell  is basically  a higher  level of  the fifth level Teleport
spell. The  main difference  lies in  the amount  of mass  that can be
transported by  the caster. In addition to the caster, 1200 pounds per
level over  level 10  may be transported. Basically, this spell is for
bulk rate  transfers of  material. The  range  simply  refers  to  the
maximum radius  outward from the center of effect (usually the caster)
that people and things can be to be teleported.
 
This was  a very  popular spell  with parties  of adventurers that had
lots of  money to  spend on  transportation... As  such, the mages who
could cast this spell tended to charge through the nose for it... It's
not an  easy spell to find since it is very, very useful... Of course,
it's just a matter of time before somebody else (or a group of others)
break into the action by researching a similar spell.
 
 
Minor Accursed Rite (Necromantic)
 
Range:           Touch
Components:
Duration:        Permanent
Casting Time:
Area of Effect:  one living creature, not necessary humanoid or even
mammal.
Saving Throw:    Negates
 
Turns victim  into an  undead,  type  selected  randomly  wight,  ...,
vampire, partially controllable by the caster. Risky:  each    command
given is  a chance for the victim to become fully a free undead of the
type, unless  the caster  also is a member of the same type of undead.
Free -  until controlled by a spell, of course. The change takes place
over a  period of  two weeks  of gradually  worsening illness in which
time the  spell can  be dispelled by a Dispel Magic, Cure Disease, and
Heal, cast in any order any time during the two weeks, not necessarily
one straight after the other.
 
Note:  the spell can create some quite weird undeads,  such as vampire
       vampire snakes.  Controlling  requires  a common  language  and
       sufficient intelligence on the part of the target. The spell in
       itself  doesn't  modify stats such as  intellect,  even if  the
       undead strength of  18/00 on a vampire does apply to non-human-
       oids as well.
 
 
Retroactive Dispel Magic (Abjuration, Alteration)
 
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
 
Lets you  actually cast Dispel Magic to counter a spell thrown at you!
If you  have the  spell, you  can cast it at any spell or spell effect
thrown that round, even if you have been killed or turned to stone, by
the vagaries  of initiative  and the like. It is assumed that you were
casting the  Dispel Magic  as the  other spell was being cast. Acts as
Dispel Magic for chance of success based on level.
 
For example,  you have  Esmeralda cast  Polymorph Other, which is lots
faster than Dispel Magic. She has Initiative all over Glamgon, the PC.
He declares  that he  wants  to  cast  retroactive  Dispel  Magic,  so
effectively as  Esmeralda was  gathering power  for her spell, Glamgon
was trying to drain it away. Glamgon had better succeed, lest he truly
become a  toad (the  outcome of the polymorph other should Retroactive
Dispel Magic not succeed).
 
Note:  this spell cannot be cast by a specialist Abjurer or Transmuter
       since it (also) belongs to the opposite school.
 
 
Staff of Light/Darkness (Alteration, Evocation)
 
Range:           0
Components:      VSM
Duration:        1 round per level
Casting Time:    6
Area of Effect:  Special
Saving Throw:    Special
 
By means  of this  spell, the  magic-user creates  a powerful  magical
weapon which  only he  can wield.  Magic-users of  Good alignment  can
create a Staff of Light; those of Evil alignment, a Staff of Darkness;
and those  of Neutral alignment (with respect to Good/Evil) can create
either form  of the  spell, but with reduced effectiveness. The verbal
component of  this spell  consists of but a single word, which creates
in the  magic-user's hand a sphere of light (or darkness) a few inches
in diameter; the remainder of the casting time is then spent carefully
pulling and  shaping  this  sphere  into  a  full-sized  staff.  Spell
duration is  considered to  begin on  the following round, so that the
caster can make at least as many attacks as he has levels.
 
The glowing  Staff of Light will brightly illuminate a 30' radius, and
when cast  by a  Good-aligned magic-user  this  illumination  will  be
painful to supernatural Evil creatures such as undead, demons, devils,
etc. (these  take 2  hit points  of damage per round, saving vs. spell
each round  for half damage). A Darkness spell cast in the area of the
Staff of  Light will eliminate this painful effect for the duration of
the Darkness,  but does  not actually  make the  area dark, though the
illumination is reduced to the level of dim torchlight.
 
Whether cast  by a  Good or  Neutral magic-user,  the Staff  of  Light
strikes as  a +2  weapon (for purposes of what can be hit by it; there
is no  actual to-hit  bonus) and  does a base of 1d6 points of damage.
The damage  can be  increased by  1d6 for each round of spell duration
that remains;  every such  increase shortens the duration of the spell
by one  round. Intent to increase damage must be stated before the to-
hit die is rolled, but spell duration is not affected if the attack is
a miss.  If the  Staff of  Light is  used to  strike a creature with a
strong Negative  Material existence  (wights, spectres,  xeg-yi, etc.)
there is  a 50%  chance that  the remaining  spell  duration  will  be
expended as damage whether or not the caster wishes it.
 
The Staff  of Darkness  sheds deep  shadows in  a 30'  radius, through
which only  the caster can see clearly; Shades (the monster) and other
magic-users using  Staff of  Darkness spells  are at  -1 to  hit  when
within these shadows, and all others (even with infravision) are at -3
to hit  and +3  to be  hit when in these shadows (note that two magic-
users within  30' of  each other and each holding as Staff of Darkness
will both  be at -1 to hit, but the effects of multiple staves are not
otherwise cumulative).
 
In addition,  when cast  by an Evil-aligned magic-user, this sphere of
shadow will  affect supernatural  creatures of  Good alignment (shedu,
lammasu, devas,  etc.) as  if they  were affected  by a Stinking Cloud
spell (saving throw vs. magic reduces the effect to mild nausea, -1 to
hit and  damage; this penalty is cumulative with the -3 to-hit penalty
for poor  visibility). A  Light spell cast in the area of the Staff of
Darkness will  remove this  nauseating effect  and reduce  the  to-hit
penalty  to  -1  and  the  to-be-hit  penalty  to  +1,  but  will  not
significantly brighten the area.
 
The staff of Darkness strikes as a +2 weapon (for purposes of what can
be hit),  doing 1d6 points of damage. For each round of spell duration
that remains,  the caster  can choose  to inflict  numbing cold on his
victim; this  cold has  a  5%  chance  per  round  of  spell  duration
expended, cumulative, of causing loss of use of a limb for 1d6 rounds,
and otherwise causes the victim to lose one point each of strength and
dexterity per  round  of  duration  expended,  also  for  1d6  rounds;
thereafter the  lost strength  and dexterity return at the rate of one
point each  per round,  or the  limb becomes usable immediately. Cold-
resistant and  cold-using creatures  get a  saving throw  against this
effect, and its duration is halved for them in any case.
 
If the  areas of  radiance/shadow of  a Staff  of Light and a Staff of
Darkness intersect, the effects of both are negated in the overlapping
region. If  the staves  are within  30' of  one another, both cease to
shed their  light/darkness, but their powers are otherwise unaffected.
Neither Staff  has any  physical substance, and thus cannot be parried
except by  another Staff  of the opposite type or by a Rod of Force; a
Wall of  Force, Forcecage, or similar force barrier will stop a Staff.
If two  Staves of opposite type touch one another for any reason, both
are destroyed  in an explosion of 40' radius causing 1d6 points damage
for each  round of  duration remaining  in the two spells, cumulative.
The mages  holding the  Staves automatically  take  full  damage,  all
others within 40' save vs. spells to take half damage.
 
The material component of this spell is a pearl (a black pearl for the
Dark version) of not less than 500 GP value, which is held in one hand
when the  command word  is uttered.  The pearl  is transformed  into a
small sphere  of light  or darkness;  the  somatic  component  is  the
stretching and  molding of this sphere into a staff. There is rumoured
to be  a variant  of this spell that allows the sphere formed from the
pearl to  be hurled  as a  missile, but the specific details have been
lost.
 
 
Teleport Trap (Alteration)
 
Range:           10 yards per level
Components:      VSM
Duration:        1 turn per level
Casting Time:    1 turn
Area of Effect:  10 yard per level radius sphere
Saving Throw:    Negates
 
All people  or things  teleporting in  the area  of effect  are,  upon
materialising, effected  as if  a paralysis  spell had  been cast upon
them (as in players handbook). Thus a mage wishing to leave sneak into
a place decides to teleport there.  He doesn't realise that a Teleport
Trap has  been cast however around the spot he wishes to appear.  Upon
arriving he  must save  vs. spells  or be paralysed.  Those leaving an
area under this spell will also be paralysed whereever they appear.
 
Material components  are a  gem of not less than 5000 gp worth smeared
with the ichor of some paralysing agent (ghoul's skin, etc).
 
         ====================================================
 
                         Seventh Level Spells
 
         ====================================================
 
 
Chaos Environment (Alteration)
 
Range:           1" per level
Components:      VSM
Duration:        Permanent
Casting Time:    1 turn
Area of Effect:  Special
Saving Throw:    None
 
This spell  is exactly  the same  as  Chaos  Vision  except  that  the
environment  actually   is  changing   uncontrollably.     The  ground
constantly rolls  and twists, objects from the casters mind appear and
disappear.  All   creatures  in   the   environment   are   constantly
polymorphing.   Note that  creatures polymorphed  will need to save vs
spells each  round to keep their former identity and not take on a new
one.   All damage from being crushed, attacked, and otherwise affected
by the spell are real, caused by real creatures and aberrations in the
area.   I usually  give 1d6  of damage/round  due to  constantly being
battered and  thrown.   DM's can  give whatever  they like  however as
needed by the alteration that caused the damage.
 
A person  entering this environment had best carry nothing with him or
risk loosing  it as  it turns  into  some  form  which  might  not  be
carryable.   People have  to constantly  make System Shock rolls every
turn also  for the  stresses will  eventually tear  even the mightiest
hero apart given time.
 
The material  component of  this spell  is a Wild Magic area, which is
consumed by  the spell.   The area of effect fills the area previously
formed by the Wild Magic area.
 
The one  Chaos Environment  in my  campaign was  formed to  protect an
artifact that  caused as much harm as good.  A lesser magic item would
have eventually  been  destroyed  by  the  constant  polymorphing  and
impacts.   All objects  will revert to their original form if they can
get out of the area of effect.
 
 
Create Mummy (Necromancy)
 
Range:           Touch
Components:      VSM
Duration:        Permanent
Casting Time:    4 hours
Area of Effect:  One corpse
Saving Throw:    None
 
This spell  creates one  mummy from  the corpse of a human of at least
seventh level  fighting ability. The mummy follows orders to the limit
of its  low intelligence,  but it  must remain  within one mile of its
place of  origin, so  it is  primarily useful  only as a guardian. The
corpse of  the potential  mummy must  be properly  embalmed  with  the
appropriate proficiency (q.v.).
 
 
Deflect Magic Weapon Attacks (Abjuration)
 
Range:           Touch
Components:      VSM
Duration:        Special
Casting Time:    7
Area of Effect:  1 creature
Saving Throw:    None
 
This spell  is similar  to the fifth level spell deflect normal weapon
attacks with the following exceptions:  the forcefield's  AC is  2 and
it has  7 hit  points per  level of the caster. It affects all attacks
made via  a magical  or non-magical  melee or  missile weapon.  A non-
magical weapon cannot affect or penetrate the barrier in any way. If a
magical weapon  strikes the  barrier, the  target's saving  throw  (to
determine penetration or deflection) has a penalty applied to it equal
to the  bonus of the weapon (i.e. a +2 weapon that scores a hit on the
barrier inflicts a -2 penalty on the protected creature's save). Also,
if a  magical weapon  is reflected  back at  the  attacker  (when  the
barrier is  not hit), the weapon bonus is not applied to the reflected
attack.
 
In addition  to its  other powers, this spell may affect magic missile
attacks. It does not automatically negate them as a shield spell does,
but causes  the attacker  to make  a "to hit" roll vs. the barrier. If
the attack  succeeds, the  barrier  automatically  takes  damage  (the
recipient earns  no save);  if the  attacker fails to score a hit, the
magic missile  has no  effect. Other  spells  will  pass  through  the
barrier, without  affecting it.  The material component for this spell
is a powdered black sapphire which is consumed when the spell is cast.
 
 
Delayed Blast Snowball (Evocation)
 
Range:           10" + 1" per level
Components:      VSM
Duration:        Special
Casting Time:    7
Area of Effect:  2" radius sphere
Saving Throw:    1/2
 
This spell  creates a  snowball (q.v.)  with +1 on each of its dice of
damage. The  spell will  not release  its burst  for 1  to 50 segments
(1/10 to  5 rounds),  according to  the command upon casting. In other
respects, this  spell is  the same  as the  third level spell snowball
 cf. Delayed Blast Fireball 
 
 
Eye of the Beholder (Evocation)
 
Range:           Special
Components:      VSM
Duration:        Special
Casting Time:    7
Area of Effect:  Special
Saving Throw:    Special
 
In order  to  cast  this  spell,  the  wizard  must  have  in  his/her
possession, an  eye stalk from a beholder. The stalk is pointed at the
intended victim(s), and after the incantations are complete, one of 10
possible effects shoot forth from the eye stalk towards the target(s).
The exact  result (including saving throws, range, duration, etc.) are
determined at  random from  among the 10 functions of a beholder's eye
stalks, as  given  in  the  Monstrous  Compendium.  The  eleventh  eye
function (anti-magic ray) is never one of the spell results.
 
The only  material component for this spell is the eye stalk, which is
used up when the spell is cast. In order to achieve different effects,
an eye  stalk from  a spectator,  gauth, or  an eye of the deep may be
substituted for the beholder's stalk.
 
 
Llewllynn's Wall of Force (Evocation)
 
Range:           1" to 3"
Components:      VSM
Duration:        1 round per level
Casting Time:    7
Area of Effect:  10 square feet per level
Saving Throw:    None
 
This spell  is equivalent  to the fifth level mage spell wall of force
(q.v.) in all respects save one:   the caster  is able  to  manipulate
the force wall. The following variations are possible:
 
Version 1:  The mage  can cast  the  wall  in  a  hemispherical  or
            spherical shape  around himself  with  himself  as  the
            centre point. The mage can then move about and the wall
            will move with him. This version is tinted red.
 
Version 2:  The mage  can cast  the spell  as a wall (2-dimensional
            barrier) and  then move  in a  direction with  the wall
            moving 1"  to 3"  in front of him. The wall will always
            be in  front of  the caster, and will turn as he turns.
            This version  is tinted  blue. Note  that this  version
            cannot be cast horizontally.
 
The material  component for version one is a pinch of diamond dust and
a pinch  of ruby  dust. The  material component  for version  two is a
pinch of diamond dust and a pinch of sapphire dust.
 
 
Magic Quench (Alteration, Abjuration)
 
Range:           5 feet per level
Components:      VSM
Duration:        Permanent
Casting Time:    1 round
Area of Effect:  1 foot radius per level
Saving Throw:    None
 
This spell creates a sphere that has all the properties of a Forgotten
Realms (tm)  dead magic area (see the FR Sourcebook for details).  The
area of  dead magic  is permanent  until destroyed  (it  may  only  be
destroyed as per a dead magic area).  The sphere of dead magic is non-
mobile.
 
The material  component for  this spell  is a  pint of  blood from any
recently slain  magic-using creature.   The blood is consumed when the
spell is cast.
 
 
Mind Find (Divination)
 
Range:           Touch
Components:      VSM
Duration:        1 round per level
Casting Time:    1 round
Area of Effect:  100' radius sphere
Saving Throw:    None
 
This is  an extremely  powerful version  of true sight combined with a
form of clairvoyance. Like true sight, it allows the caster to exactly
locate people that are:  displaced,  invisible,  polymorphed,  change,
enchanted, or illusioned. However the spells effects the mind, not the
eyes of  the caster,  so the  caster can  in addition see through fog,
around corners, trees, etc. (anything within 100' radius).
 
About the  only things  that will  block the penetration power are the
Non-detection spell (non-detection gets a save to see if the mind find
worked on  him), Lead walls, or walls of force. The spell also confers
the ability  to perceive minds in 360 degrees on all axis, X, Y AND Z.
Thus the  caster could  locate the  mind of someone 80 feet above then
and behind  them, needless  to  say  backstabbing  someone  who  knows
exactly where you are is impossible.
 
However, this spell cannot locate object or things without minds, thus
it could  locate anything  that had  less than  zero intelligence. The
drawback to  this spell  is that  it makes  the caster  susceptible to
mind-effecting spells i.e. save at -2.
 
The material component of this spell is a whole mind flayer brain.
 
 
Prismatic Beam (Abjuration, Conjuration/Summoning)
 
Range:           0
Components:      VS
Duration:        Instantaneous
Casting Time:    7
Area of Effect:  7" long plane, 11/2" wide at end, 1/2" wide at base
Saving Throw:    Special
 
Prismatic Spray  that strikes  targets with  all 7  rays.  For zapping
dragons, demons etc.
 
 
Stash (Alteration)
 
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
 
Stores a  large mass  in hyperspace  for an  indefinite period of time
until a  command word  is spoken.  The object(s)  in hyperspace do not
experience passage  of time  so for  example a small army with all its
weapons and  equipment could  be stashed in time of peace and recalled
when war started.
 
 
Summon Wizard (Conjuration/Summoning)
 
Range:           50 yards
Components:      VSM
Duration:        4 rounds + 1 round per level
Casting Time:    7
Area of Effect:  Special
Saving Throw:    None
 
Within one round of casting this spell, the caster summons 1d2 wizards
to aid  him/her. The  summoned wizards' level will be equal to 3/4 the
caster's level,  rounded down, up to a maximum of twentieth level. The
wizards will  appear anywhere within the spell range as desired by the
caster, and  will serve  the caster  as per  monsters summoned  via  a
monster summoning  spell. There  is an 80% chance of summoning a mage,
and  a   20%  chance  of  summoning  a  specialist  (determine  school
randomly).  Equipment  and  abilities  are  determined  randomly.  The
material  component  for  this  spell  is  an  ornately  carved,  gem-
encrusted, wooden  staff (worth  at least  100 GP),  which is consumed
when the spell is cast.
 
 
Zandare's Twist (Alteration, Enchantment)
 
Range:           10' per level
Components:      VSM
Duration:        Permanent
Casting Time:    7
Area of Effect:  Special
Saving Throw:    Negates
 
By means  of this  spell  the  caster  changes  the  target  creature,
effectively, inside  out. The organs are outside the body and the skin
is inside.  GM's insert  your own  really graphic descriptions here...
The spell  caster must  have a small leather pouch for the casting. At
the end of the seven segments the caster thrusts his hand into the bag
and violently  pulls the  bag inside  out. Now  the target  is  either
painfully turned  inside out, or he looks like a total fool. The spell
affects one  medium size  creature, two small size, and large get a +3
on their save.
 
Note:     clothing, armour, etc. are in the inside also...
 
         ====================================================
 
                         Eighth Level Spells
 
         ====================================================
 
 
 
Life Leech (Necromancy) Reversible
 
Range:           Special
Components:      VSM
Duration:        Special
Casting Time:    8
Area of Effect:  Special
Saving Throw:    +
 
This spell  allows the  death master  to steal 2d6 years from a victim
and add  them to his own life. The victim must be human and of a level
equal to or greater than that of the caster. If the victim is of lower
level, the  number of  years transferred is multiplied by the victim's
level and  divided by  the necromancer's.  Since the victim must be in
the center  of a  pentagram at  the completion  of the  casting, it is
useful to  have him held or immobilised in some way. The reverse spell
works in the same fashion, except that the caster ages 2d6 years while
the recipient becomes younger. In either case, the material components
are a black candle, a white candle, a drop of blood from both parties,
and a specially prepared glass screen.
 
 
Long-Range Carrier (Alteration)
 
Range:           100 miles per level
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:    None
 
Long-Range Carrier  is like  the 5-Mile  Carrier but  the range is 100
miles per level of caster.
 
 
Lorth's Sending (Alteration)
 
Range:           Touch
Components:      VS
Duration:        Special
Casting Time:    8
Area of Effect:  1 creature per 2 levels
Saving Throw:    Negates
 
The Sending  spell was  created by  Lorth  the  Traveller  as  a  more
versatile form  of the  Teleport spell.  When the  spell is  cast, one
creature for  every two levels of the mage (rounded down) is Sent to a
place defined  by the  caster as for a Teleport spell (the caster must
have a  mental image of the place). The creatures must be touching the
mage, but  "chains" are  possible. The mage does not have to accompany
them, but  he may  if he  so desires.  There is no chance of error for
this spell.
 
If any  of the creatures "sent" is harmed within 5 minutes of arrival,
all of  them will  be bounced  back to  the place from which they were
Sent (whether  they want  to go  or not).  Any damage  incurred during
those five  minutes, to themselves or their equipment, is erased. Note
that this  does not  allow the  spell to  be used  as a quick and easy
messenger spell;  anything dropped during the five minute grace period
is returned  with its owner. This can be used as a fail-safe teleport.
After the  five minute  period elapses,  the  spell  expires  and  the
"protected" individuals  are on  their own.  The Sending will not work
across planar  boundaries. Unwilling  creatures receive a saving throw
vs. magic to resist this spell.
 
 
Major Globe of Invulnerability (Abjuration)
 
Range:           0
Components:      VSM
Duration:        1 round per level
Casting Time:    4
Area of Effect:  1" diameter sphere
Saving Throw:    None
 
This  spell   is  the   same  as  the  fourth  level  Minor  Globe  of
Invulnerability (q.v.),  except with  regards to  casting  time.  This
spell prevents  the function  of first  to fifth  level spells passing
through and  affecting the  mage within the sphere, while allowing the
mage to cast spells through it.
 
 
Power Link (Necromancy)
 
Range:           10 yards
Components:      VSM
Duration:        1 turn per level
Casting Time:    10
Area of Effect:  Creature touched
Saving Throw:    Negates
 
This spell  creates a  link between  the caster and the victim through
which magical  energy can  flow.  Thus  the  wizard  can  cast  spells
centered on  the recipient, as if he were a projected image. Also, the
wizard can route malevolent spell side-effects, such as magical aging,
to the victim. The material components of the spell are a chip of jet,
an herbal  tea of  spearmint and  devil's dung, and a wooden disc. The
recipient must  be an  intelligent, living native of the wizard's home
plane.
 
 
Stargate (Alteration)
 
Range:           Infinite
Components:
Duration:        1 hour per level
Casting Time:
Area of Effect:
Saving Throw:
 
This spell  creates a  gate between  the caster's current location and
any location  which the caster has seen before. The gate can be freely
crossed in  either direction  and will  last one  hour  per  level  of
caster. Range is not an issue (hence the name of the spell).
 
 
Summon Wraith (Conjuration/Summoning, Necromancy)
 
Range:           10 yards
Components:      VSM
Duration:        1 round + 1 round per level
Casting Time:    5
Area of Effect:  10-foot cube
Saving Throw:    None
 
This spell is identical to the fifth-level spell summon shadow, except
that it conjures up one wraith for every three levels the death master
has attained. These monsters are under the control of the wizard until
they are  slain or  until the  spell expires,  but if  the wraiths are
turned, they  continue to serve in any capacity which does not require
them to  confront the cleric who resisted them. The material component
is a bit of jet.
 
 
Teleport Block (Abjuration)
 
Range:           10 yards per level
Components:      VSM
Duration:        1 hour per level
Casting Time:    1 turn
Area of Effect:  1000 cubic feet per level
Saving Throw:    Special
 
This spell  prevents teleportation into or out of the region specified
by the  caster, which  may be  of any  shape and  any size, up to 1000
cubic feet  per level  of the abjurer. No character can enter or leave
the region  by means  of dimension  door,  teleport,  or  other-planar
travel.  Teleportation  within  the  region  is  not  restricted,  and
teleport without  error has  a chance of success equal to 1% per level
of the  caster, though  it has the same chance of failure as a regular
teleport attempted  under normal  conditions. A  full wish  will  also
provide transportation across the boundary, as of course will walking,
riding, and flying.
 
Any attempt  to teleport  or dimension  door  across  the  block  will
automatically fail;  all memory  of the  spell will  be lost;  and the
caster must make a system shock check or be killed by the shock of the
rebound. Attempts  at transplanar travel will also fail, but not in so
dramatic a fashion. The material component is a glass globe.
 
 
Teleport Warp (Alteration)
 
Range:           10 yards per level
Components:      VSM
Duration:        1 day per level
Casting Time:    1 round
Area of Effect:  10 yard per level radius globe
Saving Throw:    None
 
This spell causes all creatures teleporting into or out of the area of
effect to arrive in a prepared area.  The area which the caster wishes
people to appear in must also be in the area of effect.
 
The space  the caster wishes incoming teleporters to arrive at must be
open area,  free from  objects.  It can be in the air however, causing
incomers to  fall.   Should a person teleporting into an area effected
by this  spell be larger than the area he would be sent to, then he is
effectively blocked  and would  not be  able to teleport at all to the
area.
 
Example:  Archmage Istle  casts Teleport Warp on his tower.  He wishes
    all people  who unexpectedly  arrive to  be placed  in his dungeon
    cell which  is 10'  x 10'  x 10'.  The cell is also in the area of
    effect, at  the bottom  of his  tower, which  totally is under the
    spell.   Thus a person who teleports to his tower will arrive in a
    dungeon cell  instead of  the wizards guest chambers.  If Golstein
    the Chaotic  decides to  send his  18 foot tall iron golem over to
    Istle's bed chamber, he will find the golem still there, unmoved.
 
All forms of teleport magic are affected, thus Dimension door, Pattern
teleports and  the like  also would  be warped.  This is a great spell
for the  mage wishing to 'blockade' an area from outside aid coming in
short of all out planar travel.
 
Material component is a lodestone which must be placed in the location
the caster wishes teleporters to arrive.  It is consumed upon casting.
 
         ====================================================
 
                          Ninth Level Spells
 
         ====================================================
 
 
Bone Shatter (Evocation)
 
Range:           Touch
Components:      VSM
Duration:        1 round per 5 levels
Casting Time:    9
Area of Effect:  1 creature
Saving Throw:    Special
 
This is  a more powerful version of the 5th level spell 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:
 
            to hit
location   modifier   effects
----------------------------------------------------------------------
  head        -8      major skull fracture:
                      SV vs spell or die; else suffer 4d8 pts of dmg
   arm *      -4      major broken arm:
                      arm is useless;  cannot  be  used for attack  or
                      defense.
   leg *      -4      major broken leg:
                      leg is useless; movement is 1/2 normal.
  ribs        -4      broken rib:
                      loss of 1d6 CON pts and 2d8 pts of dmg (no SV).
  spine @     -8      severed vertebrae:
                      save  vs.  spells or die;  else  paralysed until
                      healed/cured.
 pelvis       -4      major hip fracture:
                      -6 to DEX; movement is at 1/4 normal; suffer 3d8
                      points of damage (no save).
 
* if  attacking from  the side,  only the  nearest  appendage  may  be
  targeted.
 
@ the spine may only be targeted if attacking from the rear.
 
A cure  critical wounds spell 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.
 
 
Damians Mindswap (Enchantment/Charm)
 
Range:           7"
Components:      VSM
Duration:        Permanent
Casting Time:    9
Area of Effect:  1 creature
Saving Throw:    Negates
 
When this powerful enchantment is cast, the spell user attempts to rip
the target  creatures soul from its body and temporarily place it in a
gem of  not less  than 15000  GP. At the same time the casters soul is
eased 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.  You'll note  that this has two very noticeable
effects:
 
1)  The caster  and  victim  have  essentially  swapped  minds  (or
    bodies,  whichever  you prefer),  this has the  effect that the
    caster now takes on the physical attributes of that body  (i.e.
    STR, CON, DEX and COM). The caster still retains his own mental
    capacities and previous knowledge (i.e. INT; WIS; CHR; hit pts,
    modified by the new CON; and Level).
 
    Note:  The DM may  choose  an average CHR to adjust for the new
           appearance/attitude of the two.
 
2)  If the caster  (or victim)  can kill their old body (i.e. their
    swapped  body)  then  the other's  soul goes to its  respective
    plane. Thus, after completion of the spell, if the caster kills
    his old body then, he can never be displaced from his new,  for
    in all intents  and purposes it is his body now.
 
3)  If neither is killed and at some later point in time,  a cleric
    casts an Exorcise spell at either body  (both must be within 7"
    of each other, though) the caster of the original Mindswap must
    save vs death or  return to his old body.  If the victim should
    choose to do so,  te may save vs death  (with a -4 penalty)  to
    prevent retransfer.
 
If the save vs. this spell is made it indicates that this persons body
will never accept the casters soul and need never fear this spell from
the same caster again.
 
 
Demonic Immunity (Abjuration)
 
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
 
Requires a  demon's amulet  of at  least a type one demon. Renders you
invulnerable to all demonic powers. Does nothing for physical attacks.
You cannot  be telekinesed,  you cannot  be charmed  by a demon, their
unholy words don't affect you, etc. No demonic powers can harm you.
 
The tougher  the demons  amulet, the longer it lasts, casting time one
round, amulet is destroyed, duration can be split between people.
 
Type 1, lasts 4 rounds.  That's one round for 4 people, etc.
Type 2, lasts 6 rounds.
Type 3, lasts 8 rounds.
Type 4, lasts 12 rounds.
Type 5, lasts 20 rounds.
Type 6, lasts 50 rounds.
Any "named" demon, lasts 100 rounds.
 
 
Ding Shu's Marvelous Chopsticks (Conjuration/Summoning)
 
Range:           120 yards
Components:      VSM
Duration:        1 round per level
Casting Time:    6
Area of Effect:  Special
Saving Throw:    None
 
This spell  functions only  in campaigns  which use  the optional rule
concerning hovering  at death's  door. It brings into existence a pair
of huge  chopsticks, 30  feet long, which attacks all targets with the
caster's THAC0  as if  they were  AC 10 (dexterity modifiers do apply,
however). Victims  weighing more  than 2  tons are  immobilised by the
chopsticks, while  lighter victims  are actually  swept off their feet
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.
 
Most probably,  the caster  will choose  to deposit  his victims  in a
gargantuan mouth which appears above his head. This mouth can hold one
creature of  size L,  two of size M, or four creatures of size S. Each
round it "chews" its contents for 10 points of damage each, until they
reach a hit point total between 0 and -10. At this point it "swallows"
them into the astral plane, and is prepared to receive another victim.
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.
Naturally, the material component is a pair of chopsticks.
 
 
Ding Shu's Draconian Holocaust (Invocation/Evocation)
 
Range:           60 yards
Components:      VSM
Duration:        Instantaneous
Casting Time:    9
Area of Effect:  900 to 5400 square feet
Saving Throw:    1/2
 
This spell has the same effect as a swooping Celestial Dragon, spewing
forth its  fiery breath. The spell affects all within a swathe 30 feet
wide and  from 30  to 180  feet long.  All victims  within the area of
effect receive  130 points  of damage, reduced by 10 for every 30 feet
beyond the  first 10.  Thus a  180 feet  swathe would  inflict but  80
points of  damage to  each character  within it.  Casting requires the
scale of a fire-breathing dragon.
 
 
Fenzill's Phantasmal Fingers (Necromancy)
 
Range:           40 yards + 5 yards per level
Components:      VSM
Duration:        2 rounds per level
Casting Time:    9
Area of Effect:  1 target
Saving Throw:    None
 
This spell  is an  enhanced version of the second level spell 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 AC  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 caster  (although a  successful save vs.
spell reduces  this damage by half). The caster may end the spell with
a single word.
 
 
Genocide (Evocation, Necromancy)
 
Range:           5 yards/level
Components:      VSM
Duration:        Permanent
Casting Time:    9
Area of Effect:  20-foot radius
Saving Throw:    Special
 
This spell allows the caster to kill one or more creatures of the same
species; the  caster chooses  a creature as the initial target for the
spell, and  after the  incantations are  complete, a black bolt shoots
forth from  the caster's  finger towards  the chosen  target.  If this
creature makes  its saving  throw vs.  spell at -2 (or if it has 15 or
more HD) there is no effect and the spell terminates.
 
If the  save 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 vs. 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 caster (the number of creatures is not a
factor). The  spell will  terminate when  one or more of the following
occurs:   the HD  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 HD 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  HD than  the original  target will  not be  affected by the
bolt, but  its number  of HD  is still counted towards the HD limit of
the spell. If a target's HD would exceed the limit of the spell, it is
not affected (and the spell terminates).
 
The bolt  will never  jump back to the caster; in addition, the caster
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:  some races are closely related, but not considered identical
       species for purposes of this spell (i.e. goblinkind). "Half-
       breeds" will be affected by this spell if either parent race
       is targeted or when the crossbreed is specifically targeted.
       However,  if a parent-race  is named as the target,  a half-
       breed of that  race earns  a +2 to  its save.  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 saves 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 caster  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 caster's blood
and a  figurine/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 caster makes a successful save vs. spell.
 
 
Lazzaro's Murderous Sword (Enchantment)
 
Range:           50 yards
Components:      VSM
Duration:        1 round per level
Casting Time:    9
Area of Effect:  Special
Saving Throw:    None
 
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 spell caster. He
may order 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  hit any  AC on  a 19  or 20, it has the same hit
points as  a fighter of the level of the caster (18 con), has the same
AC as  the caster, 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 it's 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 caster (obviously) and requires no
concentration to  maintain. However,  the caster must remain within 50
yards of  the sword  or it  falls to  the ground,  inert  (with  magic
drained from it). The ways to defeat the sword:
 
render the caster unconscious,
hit it for loss of hit points,
encase it in something, or
successfully dispel it.
 
As discussed  above the  material component  is a  magical sword,  the
magic of  which is  consumed after  the spell  ends (gives  high level
mages 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:
Duration:        Permanent
Casting Time:    3 hours
Area of Effect:  Caster
Saving Throw:    Special
 
When this  spell is  cast, the wizard saves vs. Death. 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 18th
level to be able to become a lich.
 
 
Lorth's Translocation (Alteration)
 
Range:           0
Components:      VS
Duration:        Instantaneous
Casting Time:    1 round
Area of Effect:  Caster
Saving Throw:    None
 
Lorth's Translocation is a the most advanced teleport-class spell ever
devised. Given  a description of any sort, the caster 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  center 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
center of  a forest"),  the spell will have no effect. If the location
does exist,  then the  caster will be placed there, no matter where it
is.
 
This spell  can transport  the caster 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 caster is slain instantly.
 
 
Magic Swarm (Alteration)
 
Range:           Special
Components:      VSM
Duration:        Special
Casting Time:    Special
Area of Effect:  Special
Saving Throw:    Special
 
The magic  swarm spell  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 caster 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; the  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 spell(s) to be bound.
 
When the  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/stipulations are placed on its use:
 
- only one  magic swarm  spell may  be memorised  in  any  two  day
  period.
 
- after a  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  caster  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/she falls into a
  coma until  his/her 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
  caster, the  caster must  make a  saving throw vs. spell; if this
  save fails,  the swarm  will discharge will full effect, centered
  on the  caster (1d3  is still rolled to determine how many spells
  actually go  off and how many fizzle); if the save is successful,
  the 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 caster makes a successful saving
throw vs. spell at -2.
 
 
Mental Ledger (Alteration)
 
Range:           0
Components:      VSM
Duration:        Permanent
Casting Time:    Special
Area of Effect:  Caster
Saving Throw:    None
 
This spell  actually enables  the wizard to record spells in an unused
portion of  his brain, just as he would in a spell book. He can record
three spell levels per wizard level, and he must re-cast mental ledger
every time he wishes to change which spells are recorded. The material
component is  a diamond  worth at  least 5000  GP. Casting time is one
hour per spell per level added to or deleted from the ledger.
 
 
Mezzalldam's Choking Fist (Evocation)
 
Range:           3 yards per level
Components:      VSM
Duration:        1 round per level
Casting Time:    9
Area of Effect:  Special
Saving Throw:    None
 
This spell creates a disembodied hand similar to those of Bigby's Hand
spells, except  it is much smaller (about the size of an ogre's hand).
It will attack as directed by the caster (no concentration is required
to do  so -  the wizard simply chooses the target).  The hand does not
automatically hit, but will attack using the caster'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, DEX bonuses to AC are lost, etc.).
 
Each round  the victim  is choked,  a system  shock roll must be made;
each additional  round (past  1) of constriction inflicts a 5% penalty
to this  roll.  If this 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/she 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/dispelled,  or  until  the  spells'
duration expires;  the caster  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 caster 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,  inflict-
ing 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.
 
 
Nuke (Evocation)
 
Range:           0
Components:
Duration:        Instantaneous
Casting Time:
Area of Effect:
Saving Throw:    None
 
Creates a  thermonuclear explosion  of 2  kilotons power  per level of
caster. Range is zero so unless used with one of the Carrier spells is
a suicide weapon.
 
 
Sarius' Endosmotic Zone of Magic (Alteration)
 
Range:           0
Components:      VSM
Duration:        1 day per level
Casting Time:    Special
Area of Effect:  Special
Saving Throw:    None
 
This powerful  spell was  researched by  Sarius  Mendlekine,  Lord  of
Telnorne.  It is actually used to create a magical rod (3' long and 1"
in diameter)  that projects  a continual  zone  of  increased  magical
potential in  a spherical  area of  effect equal to a radius of 1" 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 a MF rating of 0 within the
area of  effect.   On planes  with an  increased MF  the spell  simply
allows all  spells of  9th-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 though
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 mage of four levels higher than the caster 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 would 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 spell-caster 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 mage
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 days/(-5  x -1)  = 4 days.  But,
if the  mage had  operated the  rod (for  more  than  1  turn)  before
entering the  gateway it  would have  lost  a  days  duration  and  be
calculated as: 19/(-5 x -1) = 3.8 days, or 91.2 hours, or 547.2 turns,
or 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 recalculate  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  the 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 7,000
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
(1,000 gp)  is affixed to the top.  Once the rod has been fashioned (2
months creation  time minus  1 day  per level  of mage  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 mage 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
mage 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  spell-caster 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 +3
magical 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 loud  (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  hit points  of damage  to all that
touch it,  per segment  of contact.   In  the last round is will flash
with a  bright light  (causing all  in the zone to save vs. rods 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 disintegrates the 10 gems into a useless powder.
 
 
Sphere of Annihilation (Evocation)
 
Range:           4"
Components:      VSM
Duration:        Permanent
Casting Time:    12 hours
Area of Effect:  One 2' diameter sphere
Saving Throw:    None
 
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
mage 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 or 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' 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  mage 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 mage must roll a successful saving throw
vs. 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 mage  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  mage must  still attempt to bring the sphere under his
control.   This spell  in no way gives any special bonuses for control
attempts.
 
If the  mage 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 or total
rest unless some form of magic is used to increase healing.  Until the
mage reaches  half of  his original constitution score he is extremely
susceptible to  diseases and  will take  4x the  amount  of  damage  a
disease would normally inflict.  When half of his original strength is
restored he may save vs. spells each day to see if he comes out of the
coma. Failure  means that he remains in the coma.  Once the mage 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  spell-caster 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 1" per hour of casting time that has successfully
passed (again,  rounded down  and a unmodified saving throw vs. spells
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 mage 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' spells for
bringing the victim back to life.
 
 
Symmetry (Evocation)
 
Range:           0
Components:
Duration:        Instantaneous
Casting Time:
Area of Effect:  10 mile radius
Saving Throw:    None
 
Composed of  2 level  9 spells  which have  to be cast simultaneously.
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, vapourised,  melted etc.  Note that like Nuke this has a range
of zero, so use of Long-Range Carrier is advised.
 
 
Telnorne Force Layer (Evocation)
 
Range:           1"
Components:      VS
Duration:        Permanent
Casting Time:    1 hour
Area of Effect:  One 10'x 10' area
Saving Throw:    None
 
The source  of this  highly improved  version of  the `Wall  of Force'
spell is the Telnorne Mageocrat.  It is used to create a barrier which
cannot be  penetrated by  any known  spells or  forces in  the  multi-
universe, including major powers, avatars, devils, or demon princes.
 
The casting time of 1 hour is standard, but the mage must also spend a
hour in contemplation, reviewing diagrams and/or charts of the area or
object to  which the force layer is to be attached when memorising the
spell.  A force layer may cover an area of up to 10'x 10', 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
 
A `Limited Wish' will effect the force layer as a 1/2 strength `Dispel
Magic', an  `Alter Reality'  will effect  the force  layer  as  a  3/4
strength `Dispel Magic', and a `Wish' will effect 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 mage 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 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.
 
The following  is a list of the new spells, as they were posted to the
net in the last two years or so.
