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			Second Level Spells

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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.

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Ahrvar's Instant Offensiveness (Enchantment/Charm)

Range: 120 yards
Components: VS
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Negates

This spell effects any single intelligent being it is cast upon.  By
intelligent being, it is meant any creature with a rudimentary form of
spoken language. This includes humans, demi-humans, humanoids,
intelligent monsters, etc.

The victim receives a saving throw vs. spell to avoid the effect, with
the appropriate adjustments due to Wisdom. If the victim fails his
save, the victim's speech immediately becomes offensive to all who can
understand the language the victim is using. The victim, however, only
hears what he thinks he is saying, and may become extremely curious as
to why everybody is mad at him. The words of the victim become SO
offensive, in fact, they act as a low-power Taunt spell, with those
hearing and comprehending the victim's speech making a save vs magic at
+4, or else be consumed with a mindless desire to bash the victim's
head in. Each person within hearing of the victim will hear whatever
would be considered most offensive by them. The caster is the only one
able to hear what is actually spoken by the victim, and is thereby
immune to the taunt effect.

The components of this spell are the command word, and a subtle
pointing motion by the caster, at the target.

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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.

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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.

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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.

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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.

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Annoyance (Illusion)

Range: 5 feet per level
Components: VSM
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special

This is a more powerful version of the first level spell Minor
Annoyance (q.v.), in that it creates the illusion of a bumblebee flying
into the victim's ear. The victim only gets one saving throw; if
successful, the annoyance lasts for only one round. The spell's effects
start at the beginning of the next round, just like Minor Annoyance.

The material component of this spell is a dead insect.  If an actual
dead bumblebee is used, the victim's saving throw is made at -2.

------------------------------------------------------------------------

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).

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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			applies only to magic missile or necromantic
			effects
Wound			wound inflicted 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.

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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.

------------------------------------------------------------------------

Dancing Fire Light (Alteration, Evocation)

Range: 6" + 1" per level
Components: VSM
Duration: 1 round per level
Casting Time: 2
Area of Effect: Special
Save: 1/2

This spell - except as noted - is the same as Dancing Light (out of
TSR's Player's Handbook). The lights are orange-like in colour and give
off heat.  If the caster concentrates on the balls, he can have them
attack doing 1-3 points of damage per ball (4 balls maximum).  All the
balls must attack the same target in any given round.  Optionally, the
caster can form one mass that looks like a fire elemental and can
attack once per round and does 3-9 points of damage.  The heat can set
fire to flammables.

The material components needed are a piece of flint and either a bit of
phosphorus or withwood.

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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.

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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 Magic II (Divination)

Range: 0
Components: VS
Duration: 3 rounds per level
Casting Time: 2
Area of Effect: 6" +2" per level path, 2" wide
Save: None

This spell is just like TSR's Detect Magic spell except it is more
sensitive, has a longer range (6"+1" per level for the TSR version),
and the caster will be able to determine accurately what kind of magic
(alteration, divination, conjuration, etc.) is in effect if the magic
is within 6"+1" per level.  This spell will not blind or hurt or ...
someone if in an area of extreme magic, the caster will simply know
that stronger magic is in effect.

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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.

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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.

------------------------------------------------------------------------

Dreamoore's Explosive Missile (Alteration/Evocation)

Range: 0"
Components: VSM
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: Special

This spell actually has two variations. The first produces a special
dart which the magic-user hurls toward its target. The dart has a +3
"to hit" bonus at 10' or less, +2 at 20', and +1 at 30'. A successful
hit does 3-6 damage points +1 hit point per caster's hit die.  The
second version enchants an ordinary arrow or quarrel, making it magical
for hitting purposes, and delivering double normal damage +1 hit point
per caster's level.

Both versions also have a residual blast radius, inflicting 2d4 damage,
or 1d4 on a save vs. magic. Any item struck directly by an explosive
missile must save vs. crushing blow to avoid damage. The material
components are sulfur, diamond dust, and the appropriate missile being
enchanted. The first version requires a 10 GP silver dart as it's
missile. The explosive missile must be used within three rounds of
creation, otherwise it detonates and does damage to those immediately
around it.

------------------------------------------------------------------------

Dreamoore's War Disk (Evocation)

Range: 6"
Components: VS
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: None

The war disk is a small hand hurled missile which the magic-user throws
toward its target. It's "to hit" bonus is +3 at less than 2", +2 from
2" - 4", and +1 from 4" - 6". The caster must declare which version he
or she is casting prior to the throw. The first type hits only once for
1d4 base damage + 1 hit point per level of the caster. The second may
be thrown once per round for 1d4 + 1 point of damage per successful hit
and automatically returns at the end of the round. Its duration is one
round per level.

------------------------------------------------------------------------

Duck! (Enchantment/Charm)

Range: 1"
Components: VS
Duration: Instantaneous
Casting Time: 1 (but takes up the entire round - see below)
Area of Effect: One creature
Save: None

By this spell, the caster helps the defence out on himself or another
creature.  If the caster sees an attack coming, the caster can cause
the creature to be suddenly moved out of the way so as to cause the
attack to miss.  This will only work against body (claws, bit, etc.)
or hand held weapons.  The creature that has been moved must then take
5 segments readjusting his position before it can attack again.

The caster must prepare for this spell, and must declare at the end of
the previous round that he is casting this spell.  The caster then
waits until the monster attacks, and throws the spell.

Creatures that have never had this done to them before must make a save
vs. petrification or be stunned for 2 rounds.

------------------------------------------------------------------------

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.

------------------------------------------------------------------------

Improved Identify (Divination)

Range: 
Components: 
Duration: 
Casting Time: 1 round
Area of Effect: 
Saving Throw: 

This spell is the same as Identify except that the caster gets a 20%
per level chance of identifying the item and gets a +2 on any saves
versus a cursed item.

------------------------------------------------------------------------

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.

------------------------------------------------------------------------

Memorise Song (Enchantment/Charm)

Range: 0
Components: VS
Duration: Permanent
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell enables the caster to memorise the next song he hears. From
then on, the caster can sing and play the song exactly as he heard it,
without worrying about forgetting verses or notes later on in life.

This is especially useful for traveling minstrels, who must remember
someone else's songs for a long time in order to sing them (in other
words, "spread the news") in far away lands.

------------------------------------------------------------------------

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.

------------------------------------------------------------------------

Shield II (Abjuration)

Range: 1"
Components: VS
Duration: 5 rounds per level
Casting Time: 2
Area of Effect: Caster
Save: None

This spell creates an invisible barrier in a hemisphere around the 
caster.  This barrier provides the equivalent protection of:

AC. 0	vs. hand thrown objects (daggers, dart, throwing axes, etc.);
AC. 1	vs. device propelled (arrows, bolts, etc.);
AC. 2	vs. everything else.

Against magic the caster gains +1 to saves vs. things that are
physically damaging, negates magic missiles, and decreases spell damage
by 1 point per level.

------------------------------------------------------------------------

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.

------------------------------------------------------------------------

Sonoric's Lodestone (Divination)

Range: Special
Components: VSM
Duration: 1d4 rounds + 1 round per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

Using this spell, the caster is able to determine the general direction
of a creature within the one mile, per every three levels of the
caster (i.e. two mile range at fourth level, three at seventh, etc.).
This direction sense last for the duration of the spell, regardless of
the movement of the caster, or the creature. If the distance between
the caster and the target should exceed the maximum range (target
teleports, etc.), the spell is broken.

If the caster comes within three feet of the object of the spell, he
gets a sharp headache. If the caster actually touches the object of the
spell, the spell is broken.

The material component of this spell is some item which was in contact
with the creature, up to the caster's level in turns previously.

------------------------------------------------------------------------

Spider Climb II (Alteration)

Range: Touch
Components: VSM
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One creature
Save: None

By this spell, the creature can walk on any surface and not slip.  The
creature can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface).  The creature can also
have one jump like the spell jump from TSR's books (this is only one
jump, not three like the first level spell gives).

The jump does not include a safe landing, but by using this spell, the
creature can jump up on a wall and start climbing, or climb up some
wall and jump to a different wall.

The material components needed are: a piece of gum (tree sap, or some
type of sticky substance) and a small jumping spider (a grass hopper
leg and a piece of spider webbing can be used as a substitute).

------------------------------------------------------------------------

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.

------------------------------------------------------------------------

Transcribe Song (Alteration, Evocation)

Range: 0
Components: SM
Duration: 1 round
Casting Time: 2
Area of Effect: One piece of paper
Saving Throw: None

This spell converts sound waves from a song currently being played
within hearing range of the bard to musical notation onto a piece of
paper the bard has in his possession. It will transcribe up to one
round's worth of music into the musical notation most familiar to the
bard.

This spell is useful for keeping records of new songs, or for keeping
track of songs the bard is worried about forgetting. It does not work
well for conversations, since it does not transcribe the words of
songs, only the noted of the song itself.

The material components for this spell are a piece of paper or
parchment, two ounces of good ink, and a grain of diamond dust.

------------------------------------------------------------------------

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.

------------------------------------------------------------------------

Wings (Alteration)

Range: Touch
Components: VSM
Duration:  3 rounds + 2 rounds per level
Casting Time: 3 rounds to cast, 3 more for wings to grow
Area Of Effect: One creature
Saving Throw: None

By this spell, the caster creates "wings" to appear out of the effected
creature's back.  The wings are magically attached to the back area,
but are not attached in the sense that the person can be wearing
clothing or armour.  They are not part of the creature.  The wings need
a +1 magical weapon to hit, have AC 7 and have 2-12 hitpoints before
being destroyed. The spell has no effect on creatures that already have
wings. If there is no room for the wings to grow, e.g. because of
clothing, the spell is lost.

The wings can support a total of 200 pounds + 20 pounds per level. They
give an airial maneuver rating of C, and fly at a rate of 12".

The material component of this spell is a bird's feather.  The wings
appear to be the same colour as that of the bird feather used in the
spell.

------------------------------------------------------------------------

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.

