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			Sixth Level Spells

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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.

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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.

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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.

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Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)

Range: Unlimited
Components: V
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Special

This spell is a weaker version of the 7th level wizard spell limited
wish. Alter occurrence enables the wizard to alter the way an event in
the very recent past actually occurred. For the casting of the spell,
the wizard recounts an event which occurred up to two rounds previous
which he viewed firsthand. The wizard, while recounting the incident,
modifies it in the way which he would have liked for it to occur. At
the end of the casting, the past will be rewoven along the lines of the
caster's version, by a base guideline of 3% per level of the caster.
(For instance, Johann, a 12th level wizard, uses the spell to make a
freak gust of wind blow an arrow totally off course which shot his
companion Rykor in the heart a few seconds ago -- a critical hit.
Johann has a 36% chance to make the arrow miss, else it still hits
doing regular damage. If Johann had asked for the arrow to have missed
Rykor's heart, it might have still hit Rykor but would have done only
100% - 36 = 64% of the designated damage.)

This spell will automatically modify the perceptions of the past for
all of those, other than the caster, who were present during both the
modified and unmodified events unless they make a saving throw vs.
spells. Alter Occurrence cannot be used to raise character abilities
(even temporarily) or mimic other magical effects. Frequent use of
this spell may cause the wizard to go insane; make an INT check with a
cumulative -1 penalty each time the spell is used by the same caster
over a one week period, or suffer a random type of insanity.

Alter Occurrence is a spell published by the wizard Saridan Hysakai
after over a decade of study (an unknown amount of which was spent at
the Plane of Time). Saridan subsequently went insane.

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Azura's Black Scythe (Necromancy, Evocation)

Range: 1"
Components: VS
Casting time: 6
Duration: 1 round per 2 levels
Area of Effect: 1" x 180 degree arc
Saving Throw: Special

The black scythe is a fearsome weapon to behold, stretching 8' and
immolated in wispy green flames. It sweeps a 10' long, 180 degree arc
and can hit all targets within its area as a monster of the caster's
hit die. Creatures up to 4+1 hit dice are slain instantly, while those
above 4+1 hit dice but below 8+3 must save vs. spells or be stunned for
2-5 round. Those who possess 8+3 hit dice up to 10 hit dice must save
vs. spells or be slowed for 1-4 rounds. All effects are cumulative.
The scythe inflicts 1d10 damage in addition to its other effects.  The
material component is a miniature sickle with an ebony shaft and an
adamantine blade costing 500 GP to construct.

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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.

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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.

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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.

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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.

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Dreamoore's Blade Summoning (Evocation, Conjuration/Summoning)

Range: 0"
Components: VSM
Duration: 1 round per level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

This spell creates a 5' long shimmering blue shaft of force from the
caster's outstretched hands. He or she must physically wield the weapon
in combat, thus spells with somatic components cannot be cast while the
summoned blade exists. The "sword", however, has no true material
existence and does not conduct shock back to its wielder, thus its
overall speed factor is 1. It is neither an edged nor blunt weapon and
affects creatures normally immuned to either.

The blade strikes once per round with a +5 "to hit" bonus, inflicting
2d6 + 5 damage points per successful hit. It lasts 1 round per level of
the spell caster and is subject to disintegrate and dispel magic. The
material component is a 500 GP crystal sword which requires 2 weeks to
construct.

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Dreamoore's Eldritch Decagon (Evocation, Alteration)

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

When this spell is cast, the magic-user sets up a brilliant array of
pale blue, dancing rays which forms a decagon between both hands. The
spell draws power directly from the psychic winds of the astral and
ethereal plane. Once complete, it may fire a 1' wide beam of pure
magical force every round, and this ray unerringly strikes any single
creature or object within 10' per level (invisible targets require a
"to hit" roll vs. base AC 6, modified by dexterity, etc.) and inflicts
2-5 (1d4 + 1) damage points per level of the spell caster, up to 12d4 +
12 maximum. A successful save vs. spells halves damage. These beams may
be unleashed from the decagon:

- Eldritch beam: magic missile energy; affects only animate targets. 
- Impaling force ray: inflicts piercing or impaling damage.
- Planar force beam: inflicts edged or slicing damage.
- Spherical force bolt: inflicts blunt or crushing damage.
- Vibration or shock wave: an ultrasonic bolt which affects only
crystal, glass, stone, and other objects vulnerable to vibration
damage.
- Wind blast: as the 3rd level magic-user spell, gust of wind, against
a single target (c.f. gust of wind)

The magic-user must concentrate to maintain the eldritch decagon, thus
any successful attack against him negates the spell. The material
component is a small crystal in the shape of a 10-sided die set inside
an iron ring, and a lodestone.

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Dreamoore's Missile Tempest (Evocation)

Range: 1" per level
Components: VSM
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Also known as "Dreamoore's bolts of seeking," this spell creates a
powerful enchanted bolt which has base 1d12 damage plus 3 points per
level of its caster, up to 1d12 + 36 maximum (e.g. a 12 hit die missile
does 37-48 hit points damage). This bolt, however, can divide into two
or more missiles striking single or multiple targets (minimum 1 damage
point per missile). Once the caster unleashes the bolt, he need but
point and close his fist. The missile then flashes outward, dividing
into smaller missiles if so directed, and unerringly hits all visible
targets in a 90 degree arc before the caster. The material component
for this spell is a 500 GP diamond which is hurled into the air as
spell casting is completed.

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Dreamoore's Viper Lance (Alteration)

Range: 10" + 1" per level
Components: VSM
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None

The viper lance spell launches a 2' long solid metal shaft at extremely
high velocity. This bolt always travels in a straight line trajectory,
its blinding speed making it near-invisible.  Any creature struck
immediately suffers base 1d10 + 2 HP's damage, up to 1d10 + 30
maximum.  The caster may launch one bolt per six experience level,
though only one bolt may be fired per round. The material component is
a solid steel shaft engraved with the caster's personal rune, with a
mithril or adamantine tip, and zinc stabilising fins. Each bolt requires
two weeks and 250 GP construction cost.

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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.

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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.

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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.

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Kalessin's Spell Load (Evocation)

Range: Special
Components: VSM
Duration: Special
Casting Time: Special
Area of Effect: Caster
Saving Throw: None

With this spell, the caster is able to "store" one spell for every
three levels he possess (i.e. two at fourth, three at seventh, etc).
The caster "paints" the spells around himself as runes, in effect,
casting them, a process taking one turn per spell. The spells are now
"hung" around the caster, and can be released by command, an action
taking one segment.

If the caster concentrates, glowing runes representing the remaining
spells in the load will appear about the caster, visible only to the
caster. The caster must specify in the casting of the load what the
verbal or somatic commands are to be for the release of each spell. The
caster also determines the appearance of each representative rune.
Detect magic will reveal the presence of the spell load, and True Sight
will allow the caster to see the rune representations of the spells in
the load.

A spell load gets two saves versus a Dispel Magic cast at it. First, it
gets the mage's saving throw versus magic, and if that fails, it has a
100% chance of being dispelled, minus 5% for each level the spell load
caster has greater than that of the dispel magic caster.

Releasing the spells by command takes only one segment for initiative
purposes, and the caster can release two spells per round, although, if
two spells are released, there is a (50 - caster's level) chance that
the load spell will be broken, and they will all go off. No more than
six spells can be set into a spell load.

Material components are a diamond tipped stylus, worth at least 1000
GP, and an amount of molten gold, with which the runes are painted. The
gold is consumed in the casting of the spell, but the stylus is still
usable. The runes are visible to all during the casting of the spell
load, and they flare briefly when the spell they represent is cast.

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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).

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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.

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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.

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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.

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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
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-humanoids as well.

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Retroactive Dispel Magic (Abjuration, Alteration)

Range: 0
Components: VS
Duration: Instantaneous
Casting Time: Special
Area of Effect: Special
Saving Throw: Special

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 that this spell cannot be cast by a specialised Abjurer or
Transmuter, since it (also) belongs to his or her opposite school.

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Spell-link (Alteration)

Range: 0"
Components: VSM
Duration: 3d4 hours + 1 hour per level
Casting time: 5 rounds
Area of Effect: Caster
Saving Throw: None

By use of this spell, the mage magically links 4 spells that are
currently in his memory. The link is such that, upon uttering a trigger
phrase, the linked spells are invoked ALMOST simultaneously. That is,
they are machine-gunned. In actual segments: there is a 2 segment gap
between the spells.

The spells that can be linked are one first level spell, one second
level, one third level and one fourth level. The mage must specify the
order of the link (i.e. 1-3-4-2, 2-1-3, etc). Spells that are linked
may NOT be cast. Any attempt to cast a linked spell has an 85% chance
to fizzle (minus 10% per point of intelligence above 15). Furthermore,
the other spells linked to the cast spell are automatically lost.

The trigger phrase takes 1 segment to use. At the end of the duration,
which is secretly rolled by the GM, this spell and the linked spells
are automatically lost.

Spell components are a braided platinum & copper chain, worth 500 gp,
which is consumed by the spell, and - obviously - whatever is needed
for the linked spells.

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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.

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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).

