\newpage
{ \large \bf First Level Spells }

{\normalsize \bf Acid Hands } (Evocation)  \index{Acid Hands }

{\bf Range:} 0\newline
{\bf Components:} VS\newline
{\bf Duration:} 1 round\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  Special\newline 
{\bf 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.


{\normalsize \bf Ahrvar's Forgery } (Alteration)  \index{Ahrvar's Forgery }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  Caster\newline 
{\bf Saving Throw:}  None

With this spell, the caster is able to perfectly duplicate the any
style of handwriting of which he has a sizable sample. The forgery is
good enough to fool even the closest scrutinisation, although it does
radiate faint magic.

The caster merely casts the spell, and begins writing. His handwriting
will perfectly match that of the sample, for the length of the spell's
duration. Those watching the caster write will believe that the
handwriting on the page is actually that of the caster, unless of
course they witness the casting of the spell, which may make them
rather suspicious. The caster need not be writing the entire duration
of the spell; he is free to stop and resume writing any number of times
within the duration. Also, the caster only needs the handwriting sample
to be copied during the initial casting of the spell.

The material component of this spell is a sample of the handwriting to
be copied (containing an example of every letter in the alphabet to be
used), and a writing instrument.


{\normalsize \bf Alpha's Acid Stream } (Conjuration)  \index{Alpha's Acid Stream }

{\bf Range:} 30 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One target\newline 
{\bf 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.


{\normalsize \bf Alpha's Electric Arc } (Evocation)  \index{Alpha's Electric Arc }

{\bf Range:} 10 yards + 10 yards per level\newline
{\bf Components:} VS\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf 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.

\newpage
{\normalsize \bf Alpha's Hunting Hound} \index{Alpha's Hunting Hound}\newline (Conjuration/Summoning)

{\bf Range:} 10 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 12 turns + 6 turns per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf 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:
\begin{center}
\begin{tabular}{l l l}
 1st -  3rd & level: & jackal\\
 4th -  7th & level: & wild dog\\
 8th - 12th & level: & wolf\\
13th +      & level: & dire wolf\\
\end{tabular}
\end{center}
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.


{\normalsize \bf Alpha's Sparkle Beam } (Evocation)  \index{Alpha's Sparkle Beam }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  1' x 20' x 5' cone\newline 
{\bf 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.


{\normalsize \bf Alpha's Starlight } (Evocation, Illusion) \index{Alpha's Starlight }

{\bf Range:} 5 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  10' square area per level\newline 
{\bf 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.

{\normalsize \bf Alpha's Wall of Darkness } (Alteration)  \index{Alpha's Wall of Darkness }

{\bf Range:} 60 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  2\newline 
{\bf Area of Effect:}  10' x 10' square per level\newline 
{\bf 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.


{\normalsize \bf Association } (Divination)  \index{Association }

{\bf Range:} 0\newline
{\bf Components:} VS\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  5\newline 
{\bf Area of Effect:}  Two surfaces\newline 
{\bf 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.


{\normalsize \bf Cat Spirit } (Alteration)  \index{Cat Spirit }

{\bf Range:} Touch\newline
{\bf Components:} SM\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  5\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf 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.

\newpage
{\normalsize \bf Detect Poison } (Divination, Necromancy) \index{Detect Poison }

{\bf Range:} 0\newline
{\bf Components:} VS\newline
{\bf Duration:} 1 turn\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Special\newline 
{\bf 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.


{\normalsize \bf Electric Blades } (Evocation)  \index{Electric Blades }

{\bf Range:} \newline
{\bf Components:} VM\newline
{\bf Duration:} \newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  \newline 
{\bf Saving Throw:}  

This spell must be cast with a metal blade of some sort in each hand.
Both blades then acquire a flickering blue glow.  When a hit by either
blade is scored it causes 1-4 more points of damage of electricity. If
both blades hit the same target in the same round the victim must save
versus petrification or be stunned for one round. Each blade only
shocks once and then is normal again.

\newpage
{\normalsize \bf Find Water } (Divination)  \index{Find Water }

{\bf Range:} 1 mile, depth 10 feet per level\newline
{\bf Components:} SM\newline
{\bf Duration:} 2 rounds per level\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  20 times arc\newline 
{\bf 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).


{\normalsize \bf Flash } (Evocation)  \index{Flash }

{\bf Range:} 12"\newline
{\bf Components:} V\newline
{\bf Duration:} 3 rounds\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf 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.


{\normalsize \bf Frost Hands } (Evocation)  \index{Frost Hands }

{\bf Range:} 0\newline
{\bf Components:} VS\newline
{\bf Duration:} 1 round\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  Special\newline 
{\bf 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.

\newpage
{\normalsize \bf Frost Touch } (Evocation)  \index{Frost Touch }

{\bf Range:} Touch\newline
{\bf Components:} VS\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf 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.

{\normalsize \bf Guilda's Treacherous Tripwire } (Enchantment/Charm)  \index{Guilda's Treacherous Tripwire }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 minute per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  1 tripwire\newline 
{\bf 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.

\newpage
{\normalsize \bf Human Torch } (Evocation)  \index{Human Torch }

{\bf Range:} \newline
{\bf Components:} \newline
{\bf Duration:} \newline
{\bf Casting Time:}  2\newline 
{\bf Area of Effect:}  \newline 
{\bf Saving Throw:}  

This spell causes the caster and all his clothing to become engulfed in
flames. These flames do not harm the caster or his equipment but cause
1d4 points of damage to anyone within 5' and an additional 1d6 to
anyone who actually touches him. The flames themselves are only about
as hot as a torch but the surrounding area will feel like a blast
furnace.

{\normalsize \bf Inaudibility } (Illusion/Phantasm)  \index{Inaudibility }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 hour per level\newline
{\bf Casting Time:}  2\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf Saving Throw:}  Negates

This spell completely masks all sounds made by the recipient: bodily
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.


{\normalsize \bf Jamye's Melodramatic Music } (Conjuration, Alteration, Enchantment/Charm) \index{Jamye's Melodramatic Music }

{\bf Range:} 10 yards + 10 yards per level of the caster\newline
{\bf Components:} VSM\newline
{\bf Duration:} 4 rounds + 1 round per level of the caster\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  1 intelligent creature \newline 
{\bf Saving Throw:}  Negates

The spell causes the music to be played whenever the victim performs
certain actions; such as entering a room, charging into battle, or
making an announcement. The type of music is determined by the caster.

Material components for this spell are: a miniature golden horn,
mustache wax, a short length of rope, and a lace handkerchief.


{\normalsize \bf Kazago's Lock Pick } (Alteration)  \index{Kazago's Lock Pick }

{\bf Range:} 0\newline
{\bf Components:} SM\newline
{\bf Duration:} 1 day + 1 day per 5 levels of the caster\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  The caster\newline 
{\bf Saving Throw:}  None

This spell allows the bard to pick locks. The bard's Pick Pockets
percentage roll becomes an Open Locks percentage roll, and the bard is
treated as a thief in this respect for the entire duration of the
spell.

This spell is different from both the second-level Knock spell and the
Unlock cantrip in that it can possibly affect much more than one lock,
and that its effects are far less certain. It is especially useful on
fact-finding missions where the bard is worried about coming across
many locked doors along the way.

The material components for this spell are a set of thieves' picks and
tools, which are not consumed in the casting.


{\normalsize \bf Last Image } (Divination, Necromancy) \index{Last Image }

{\bf Range:} 0\newline
{\bf Components:} VS\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  One corpse\newline 
{\bf 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 save.


{\normalsize \bf Little Death } (Necromancy)  \index{Little Death }

{\bf Range:} 60'\newline
{\bf Components:} VS\newline
{\bf Duration:} 1d4 + 1 rounds\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  1 creature\newline 
{\bf 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.

{\normalsize \bf Minor Annoyance } (Illusion)  \index{Minor Annoyance }

{\bf Range:} 5 feet per level\newline
{\bf Components:} VS\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  1 creature\newline 
{\bf Saving Throw:}  Negates

This spell creates the illusion (sound and feel) of a mosquito flying
into the victim's ear. The victim will then act appropriately, which
usually means stopping and trying to get the illusionary mosquito out
of his ear, until either a successful saving throw vs. spell is made,
or the spell expires.

The spell takes effect at the beginning of the round after it is cast.
This means that it cannot be used to interrupt a spell, although it can
be used to keep spells from being cast in the round(s) afterward.

The victim gets a saving throw at the time of the casting, and then at
the end of each round thereafter.


{\normalsize \bf Murder Weapon } (Divination, Necromancy) \index{Murder Weapon }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 turn\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Special\newline 
{\bf 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.


{\normalsize \bf Painting } (Illusion/Phantasm)  \index{Painting }

{\bf Range:} 12"\newline
{\bf Components:} V\newline
{\bf Duration:} Concentration\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  2"\newline 
{\bf 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.


{\normalsize \bf Protection from Chaos } (Abjuration) Reversible \index{Protection from Chaos }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 rounds per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf 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.


{\normalsize \bf Protection from Rain } (Abjuration)  \index{Protection from Rain }

{\bf Range:} 0\newline
{\bf Components:} SM\newline
{\bf Duration:} 1 hour per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  Caster\newline 
{\bf 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.


{\normalsize \bf Quantas's Target Bow } (Enchantment)  \index{Quantas's Target Bow }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2d4 + 1 round per level\newline
{\bf Casting Time:}  2\newline 
{\bf Area of Effect:}  One bow\newline 
{\bf 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 that 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.


{\normalsize \bf Sand Skin } (Conjuration)  \index{Sand Skin }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  caster\newline 
Save: None

By this spell, the caster will cover himself with sand that will repel
damage.  The caster will be able to cover himself with enough sand to
block 8 + 1 per level points of damage.  The type of sand used causes
the body to be slightly shaded to that colour.  The spell lasts until
all the points are used up.  Multiple casting only raises you back to
the maximum of a single casting.

The material components needed are: ground granite, sandstone, or some
other type of fine sand.


{\normalsize \bf Sangfroid } (Abjuration)  \index{Sangfroid }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  The caster\newline 
{\bf Saving Throw:}  None

This spell confers immunity to all "nuisance" cantrips and first-level
spells cast upon the bard. In addition, it gives the bard a +4 bonus to
his saving throws vs. nuisance spells of second level or higher.

Nuisance spells are those that do no damage, but are designed to
adversely affect the bard's concentration, train of thought, or senses.
Most Illusion and Charm spells fall into this category, as do
Blindness, Deafness, and such spells that otherwise cause blindness or
deafness.  All three variations of the Annoyance spell (q.v.) are
included as well. There are more such spells, but an exhaustive list
here is unwarranted.

This spell is primarily used while performing, as it keeps outside
events such as hecklers and Taunt spells from interrupting the bard's
performance.

The material component for this spell is a chip of granite.


{\normalsize \bf Skeleton } (Necromancy)  \index{Skeleton }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  1 hour\newline 
{\bf Area of Effect:}  1 corpse\newline 
{\bf 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.


{\normalsize \bf Small Fire Ball } (Evocation)  \index{Small Fire Ball }

{\bf Range:} 5 yards + 5 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  2\newline 
{\bf Area of Effect:}  1 target\newline 
{\bf 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.


{\normalsize \bf Snapshot } (Invocation/Evocation)  \index{Snapshot }

{\bf Range:} Sight\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  0\newline 
{\bf Area of Effect:}  1 page\newline 
{\bf 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).


{\normalsize \bf Spirit Command } (Enchantment/Charm)  \index{Spirit Command }

{\bf Range:} 30 yards\newline
{\bf Components:} V\newline
{\bf Duration:} 1 round\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf 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).


{\normalsize \bf Time of Death } (Divination, Necromancy) \index{Time of Death }

{\bf Range:} Touch\newline
{\bf Components:} VS\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  9\newline 
{\bf Area of Effect:}  One corpse\newline 
{\bf 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.


{\normalsize \bf Tree Swipe } (Alteration)  \index{Tree Swipe }

{\bf Range:} 3" + 1" per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round + 1 round per 3 levels\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One full grown tree.\newline 
Save: None

By use of this spell, the caster will control a tree branch for the
duration of the spell.  The caster can make the branch wave, attack,
fan a small breeze, etc.  If the branch attacks, it does so as a
fighter of the same level as the caster and will do 2d6 damage.  This
spell works only on full size trees.

The material components needed are a tree branch, a verbal "SMACK" and
a swing of the arm.


{\normalsize \bf Wither } (Necromancy)  \index{Wither }

{\bf Range:} 30 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  100 square feet per level\newline 
{\bf 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.


{\normalsize \bf Wizard Glue } (Enchantment)  \index{Wizard Glue }

{\bf Range:} Touch\newline
{\bf Components:} SM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  20 square feet per level\newline 
{\bf 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.
