\newpage
{\large \bf Fourth Level Spells }

{\normalsize \bf Alcoreax's Icetrail } (Evocation)  \index{Alcoreax's Icetrail }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  See below\newline 
{\bf Saving Throw:}  Negates

This spell creates a wave of hardened ice which the caster actively
directs. After casting, the wizard simply taps the ground to activate
the spell. The wave of ice begins where the caster taps the ground,
and reaches its full dimensions after advancing only 10 feet. It
travels at a speed of 40 feet per round. The crest of the wave is 10
feet high and 15 feet wide; after the crest of the wave has passed, the
height of the remaining "trail" is only 3 feet high.

Creatures coming into contact with the crest suffer 2d6 points plus 1
point damage per level of the caster, or half this amount if the
creature is cold-using (in general, cold-dwelling creatures take half
damage from this spell, rounded down, and cannot suffocate as a result
of this spell). In addition, creatures of less than large size must
save against paralysation or be buried under the crest. Buried
individuals take an additional 1d3 points of cold damage each round and
must initially make another save against paralysation or start to
suffocate under the ice (use the rules for drowning). Trapped
creatures may break free, taking 1 more point of damage per level of
the caster from sharp ice.

The crest of the wave can be disrupted by 30 or more points of fire
damage, or negated by a wall of fire in any case. At the end of the
spell duration, the crest of the ice wave immediately loses all
momentum and melts; the spell will cause no more damage, and trapped
creatures can easily break free taking no damage. The material
components for this spell are a steel pin and a glass of icewater.

Alcoreax is the headmaster of Talarin Niulivius, one of the better
magical schools on the continent of Niulivia. Alcoreax's Icetrail is
the only spell he has researched. This one took him over five years to
develop.


{\normalsize \bf Alpha's Acid Rainstorm}\newline (Conjuration/Summoning)  \index{Alpha's Acid Rainstorm }

{\bf Range:} 240 yards\newline
{\bf Components:} VSM\newline
Durations: Instantaneous
{\bf Casting Time:}  5\newline 
{\bf Area of Effect:}  30' x 30' square\newline 
{\bf Saving Throw:}  1/2

This spell, which functions only out of doors, causes thin streams of
hissing violet acid to fall within its area of effect.  All within the
area must save vs. spells or suffer full damage.  The spell inflicts
1d8 per two levels of the caster (rounded up).  All exposed items in
the area must also save vs. acid or be destroyed.

Characters under heavy cover which is not destroyed by the acid are
fully shielded from the effects of the spell.  The acid, once it
strikes the ground, harmlessly disappears.  The material component for
the spell is a small vial of aqua regia and a strip of zinc.


{\normalsize \bf Alpha's Acid Resistance } (Abjuration)  \index{Alpha's Acid Resistance }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf Saving Throw:}  None

This spell grants the subject complete immunity to acid, up to a
point.  The spell's basic duration is 10 rounds per level of the
caster.  However, for every point of acid damage that would have been
suffered by the character (after saving throws and any other
protections have been considered), the duration of this spell is
reduced by one round for every point of acid neutralised by the spell.
This spell also protects the subjects equipment from needing to make
any Item Saving Throws vs. acid for as long as the spell is in effect.
The material component is a small glass vial containing lye and water.

\newpage
{\normalsize \bf Alpha's Ball Lightning } (Evocation)  \index{Alpha's Ball Lightning }

{\bf Range:} 10 yards + 10 yards per level\newline
{\bf Components:} VS\newline
{\bf Duration:} 4 rounds\newline
{\bf Casting Time:}  5\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  1/2

The caster of this spell can create one to four spheres of glowing
electrical energy.  These spheres resemble Dancing Lights (q.v.), and
the caster can control them in the same way.  The spheres can be moved
up to 120' per round.  Each ball is about 5' in diameter, and any
creature(s) approaching within 5' will dissipate that ball's charge.  A
save vs. spells results in half damage, indicating that contact was
across an air gap.  Note that more than one creature approaching within
5' in a single round can be affected by the ball is that occurs.

The charge values are:
\begin{center}\begin{tabular}{l l}
1 lightning ball &	4d12\\
2 lightning balls	& 5d4 each\\
3 lightning balls	& 2d6 each\\
4 lightning balls	& 2d4 each\\
\end{tabular}\end{center}


{\normalsize \bf Alpha's Chill of the Void}\newline (Evocation, Alteration) \index{Alpha's Chill of the Void }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round\newline
{\bf Casting Time:}  5\newline 
{\bf Area of Effect:}  20' wide path, 5' per level long\newline 
{\bf Saving Throw:}  None

This spell brings forth a wave of supernatural cold, rolling forth from
the caster's outstretched arms to the maximum area of effect.  Its cold
vacuum kills all normal vegetation in the area except for trees, which
have a 50\%-100\% chance to survive (DM's discretion, based on size and
native environment).  This cold inflicts 3d4 damage and the vacuum an
additional 3d4 to all living creatures within the area of effect.
Vegetable and fungoid monsters suffer double damage from this spell.
The material component is a piece of ice.


{\normalsize \bf Alpha's Elemental Form } (Alteration)  \index{Alpha's Elemental Form }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  None

Use of this spell enable the spellcaster to transform the matter of a
creature's body into the stuff of a particular elemental plane.  The
elemental form enables the character to engage in normal combat with an
elemental of the same or opposite form (i.e. water would allow combat
vs.  water or fire elementals), or an elemental creature, without
needing a magical weapon to hit.  It also provides protection vs. the
same element as if a ring of warmth (+2 on saves, -1 per die of damage,
regenerate 1 hp of elemental-caused damage per turn).  The subject can
also exist without danger on the appropriate elemental plane, and can
move normally there.  It does NOT empower the subject with perceptions
not normally possessed (e.g. seeing through the rock of elemental
earth), but it does prevent elemental damage.  A character possessing a
ring of elemental command who assumes Elemental Form of the same type
gains the cumulative effects of both, and IS empowered with senses on
the appropriate plane as if in normal air.

If this spell is cast on the prime material, the spell will last 1 turn
per level of the caster.  If cast on the appropriate elemental plane,
or in the border Ethereal of that plane, it will last 12 turns per
level.  If cast while on an elemental or para-elemental plane different
from the form assumed, start with the base of 12 turns per level and
halve the duration for each plane removed.  An Elemental Form in
opposition to the plane the caster is on (air vs. earth, fire vs.
water) cannot be assumed at all.

The material component is a small amount of the appropriate element on
hand (a handful of clay or earth or a torch flame will suffice).

\newpage
{\normalsize \bf Alpha's Firefall } (Alteration)  \index{Alpha's Firefall }

{\bf Range:} 10 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  Special

This spell is an improved version of the 2nd level Pyrotechnics spell
(q.v.), specifically the "fireworks" application of that spell.  That
portion of the spell functions exactly as the Pyrotechnics spell does
with respect to duration, area of effect, saving throw, and the
blinding effect created.  However, the "fireworks" created by this
spell are more along the lines of a geyser of brightly burning liquid
fire, arcing upwards approximately 60' into the air and raining down
within a 30' area surrounding the perimeter of the basic fire source.
All in this area of effect suffer 2d6 fire damage with no saving throw
allowed.  Further, a central prominence of flame is thrown upwards by
this spell, and the caster may direct this column of fire at a single
target within 60' of the fire source.  This plume of fire will inflict
4d10 damage to the victim, although a saving throw vs. breath weapon is
possible to halve this damage.

The liquid fire continues to burn during the following round, under the
same conditions as during the first round, although the fire is less
intense and causes only half the damage caused during the first round.
Combustibles in the area of effect must save vs. normal fire (if struck
only by the burning spray) or magical fire (if the victim of the
central plume fails his or her saving throw or if the central plume is
directed at an inanimate object) to avoid being set afire.  A creature
who is within the area of the spray who is targeted by the central
plume will not also suffer fire damage from the spray, as this minor
flame is all but lost in the fury of the central prominence.  The spray
does not fall within the area of the original fire source, but only
within 30' of the perimeter of the fire source.  An aerial creature
flying within 60' above the rising geyser of liquid fire is affected
just as a creature on the ground would be, and may also be targeted
with the central plume, if the caster so desires.  The material
component for this spell is a lump of pitch mixed with sulfur,
saltpeter, and magnesium, as well as an existing fire source.


{\normalsize \bf Alpha's Flames of Falroth}\newline (Alteration, Evocation) \index{Alpha's Flames of Falroth }

{\bf Range:} 10 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  Special

This spell conjures an extra-dimensional black flame to surround a
single object or creature within range.  This fire has exactly the
opposite effect of normal fire, in that it restores creatures or
objects burned to destruction by fire or acid to their original state.
This will not restore life to a person slain by a Fireball spell, but
it will restore the body to full health, such that a Raise Dead spell
will bring the character back to full physical health (though an amount
of time equal to the time dead must be spent recovering from the
psychological shock).  Similarly, it will not restore enchantment to a
once-destroyed magic item, though a Limited Wish spell is capable of
restoring the lost enchantment to the item reconstructed by the Flames
of Falroth.

In order to restore an item or creature, the target must fail a saving
throw of the same type that resulted in its destruction.  Hence, plate
mail destroyed by the breath of a black dragon must fail a saving throw
vs. acid, and an adventurer felled by a Fireball must fail a save vs.
spells.  For effects against which there is no save (e.g. Wall of
Fire), assume the save to be as against breath weapon for creatures or
magical fire for items.  It is thus more difficult to restore items
that were more difficult to destroy in the first place.  One such save
may be attempted each round, and as many saves as desired may be
attempted during the use of this spell.  No object can ever be affected
by this spell after the spell has been used on it once, whether or not
it was successful.  Once the save is failed, the object will take 2
rounds to be fully reconstructed from its remains.  The Flames of
Falroth may be moved to another object or creature at any time during
the spell's duration, with 1 round of concentration on the part of the
caster.

The Flames of Falroth are very hostile to ordinary fire.  They may be
used as a fire extinguisher or sorts, and will extinguish a 10' cube of
normal flame every round.  Magical fire spells must be checked as per
Dispel Magic, but multiplying the caster's level by 2 for the purposes
of determining whether the target spell has resisted the effects of the
Flames of Falroth.  If this Dispelling attempt is unsuccessful, the
Flames of Falroth will vanish back from whence they came.

If cast at an elemental fire creature of any sort, the Flames of
Falroth will automatically cause 6d6 damage to that creature.  After
this initial attack, the target creature may make a save vs. spell at
-3.  If successful, the Flames disappear without causing further harm.
If failed, however, the Flames continue to attack the creature's very
substance, causing 3d6 damage every round.  A new saving throw is
allowed each round, the chance to save improving by 1 each round (-2
after the second round, then -1, etc.).  This continues until the
creature is dead, the caster moves the flames away (after which time
that creature will no longer be affected by the Flames of Falroth), or
until the spell expires or a save is made--in both of these cases, the
Flames disappear.

A fire-using or dwelling creature that uses fire but is not native to
the Elemental Plane of Fire (e.g. fire giant, red dragon, chimera) will
not be harmed by the Flames of Falroth, but any external fire powers
(fire breath, spells, immolation, etc.) will cause only half normal
damage, as their effectiveness is mitigated by the Flames.  The
material component is a bit of green wood, a handful of ashes, a smoky
quartz crystal, and a piece of obsidian.


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

{\bf Range:} 30 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 5 rounds per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This spell summons into the caster's vicinity a pack of canines who
will fight on behalf of the caster, if such is required.  The
composition of the pack will be as follows:
\begin{center}\begin{tabular}{l l l}
01-10	& 4-16 & jackals\\
11-60	& 3-12 & wild dogs\\
61-90	& 2-8 & wolves\\
91-00	& 1-4 & dire wolves\\
\end{tabular}\end{center}

The pack will follow commands to the best of its ability, so long as
they are relatively simple (attack, return, heel, etc.).  If attacked
by the caster or his fellows, all creatures summoned will instantly
disappear.  The hounds can track as well as a 5th level ranger, and can
be commanded to perform this activity if it is requested of them (such
as by allowing them to smell an article of clothing from the creature
to be tracked, etc.).  The hounds will arrive 1-10 rounds after the
spell is cast.  The material components are a piece of fresh, uncooked
meat and a finely crafted silver or ivory hunting horn, worth not less
than 100 gp., which must be sounded during the casting of the spell.


{\normalsize \bf Alpha's Rainbow Blast } (Evocation)  \index{Alpha's Rainbow Blast }

{\bf Range:} 10' + 5' per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  1' wide beam\newline 
{\bf Saving Throw:}  Negates

This spell is very much like the second level Rainbow Beam spell, but
is much more powerful.  Besides a slightly larger area of effect, and
the fact that a solid object will not stop the beam unless larger than
2' wide AND formed of solid stone or some such similar dense material,
i.e.  the beam is not stopped by mere flesh, even if armoured, but
would be stopped by a stone wall.

The spell does 2-7 (1d6+1) points of damage per level of the caster.
The swirling, coruscating tendrils of multi-hued light also have
properties as listed under the Rainbow Beam spell.  A target resistant
to one or more of these forms of attack takes -1 point of damage per
die per attack that it is resistant to.  The obverse applies for
creatures that are particularly vulnerable to a certain form of attack
(e.g. a frost giant is immune to cold, but is not particularly
vulnerable to fire, so it would take -1 point of damage per die.  A
green slime, vulnerable only to fire and cold, would take -5 points of
damage per die.)  The indigo (holy water) beam does normal damage
except to creatures affected by unholy water (paladins, lammasu, etc.,
who are considered as being resistant), and those affected by holy
water (undead, demons, etc., who are considered as specifically
vulnerable).

The victim is entitled to a saving throw, which, if successful,
indicates that the beam has missed.  It may hit another target,
though.  Also, if a target is struck by the beam, he or she must save
vs. petrification or be struck in the face and blinded for 3-6 rounds.

The material component for this spell is a small diamond worth not less
than 100 gp.


{\normalsize \bf Alpha's Ray of Paralysis } (Alteration)  \index{Alpha's Ray of Paralysis }

{\bf Range:} 10' + 5' per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 rounds per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  Negates

The caster extends his arm, points his finger, and speaks a word to
cast the spell.  A thin, light blue ray leaps from the caster's
finger.  The intended target must save vs. petrification.  If the save
is failed, then the creature is struck by the beam and, unless the
creature possesses some innate magic resistance, is paralysed for 2
rounds per level of the caster.  If the save is made, the pencil-thin
ray has missed its original target and continues on in a straight line
to the extent of its range.  Any creature in the path of the beam must
make the same saving throw or be struck and paralysed.  If the ray
actually strikes, there is no save vs.  its effects.  Size L creatures
must save at -1, size H at -2, and size G at -4.  Conversely, size S
creatures save at +1 and size T at +3.  The ray can affect only target
in any event.  The material component is a clear gem or a piece of
amber worth at least 100 gp.


{\normalsize \bf Alpha's Shadowfire } (Evocation, Necromancy) \index{Alpha's Shadowfire }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  1' diameter ray, 5' per level long\newline 
{\bf Saving Throw:}  1/2

This spell calls forth a seething black ray shot through with veins of
green fire.  All creatures in the path of the spell will suffer d4
damage per level of the caster, up to a maximum of 20d4.  A successful
save vs.  breath weapon will result in only half damage.  A creature
that is immune to fire or to energy drain will suffer only one-half
damage (one-quarter if a successful save is made).  If the damage
rolled exceeds a target's remaining hit points, that target is
disintegrated.  The material component is a black opal worth at least
500 gp.


{\normalsize \bf Alpha's Sheet Lightning } (Evocation)  \index{Alpha's Sheet Lightning }

{\bf Range:} 30 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  10' square area per level\newline 
{\bf Saving Throw:}  Special

This spell creates a very bright flashing jolt of sheet lightning
within the area of effect.  All those in the area receive 4d4
electrical damage with no saving throw.  In addition, those within must
save vs. petrification to avoid being blinded for 1d3 rounds and must
save vs. breath weapon to avoid being stunned for 1d3 rounds.  Those
carrying large, mostly metallic weapons (e.g. swords, battle axes) or
wearing partial metal armour (studded-chain) save at -2 vs. the
stunning and suffer +1 per die of damage.  Those in full metal armour
(splint or better) save at -4 vs. the stunning and suffer double
damage.  The material component is a bit of fur and a sheet of fine
crystal worth at least 50 gp.

\newpage
{\normalsize \bf Bergil's Fire Bolt } (Evocation)  \index{Bergil's Fire Bolt }

{\bf Range:} 20 yards + 5 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instant\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  1/2

The spell creates a powerful bolt of plasma that in inflicts 1d8 points
of damage per level to anyone in it's area of effect (maximum damage is
12d8). This bolt is 60' long by 5' wide, it cannot be forked. It
streaks outward much like a Lightning Bolt. It does not reflect,
however. If the Firebolt hits a wall the plasma spreads out in 5'
radius hemisphere, anyone in the hemisphere takes damage. Thus it is
possible to hit someone standing near a wall twice with the Firebolt,
once with the bolt and once with the hemisphere. The Firebolt
automatically sets fire to anything combustible in the path or in the
hemisphere. The bolt has the same penetration ability as a Lightning
Bolt. The material components are: a stick, a bit of sulfur, and a dab
of royal honey. All are consumed.


{\normalsize \bf Branit's Backstabbing Surprise} (Conjuration)\index{Branit's Backstabbing Surprise}

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  8 feet radius semi-sphere\newline 
{\bf Saving Throw:}  None or 1/2

This spell provides protection against backstabbing. When the recipient
of the spell is backstabbed, a cloud of acid is created behind the
spell recipient which blows back and out to form a semi-sphere 8 feet
in radius. All within the area of effect, the recipient not included,
take 6d4 + 6 points of acid damage. Note that the backstabber gets no
save (due to surprise and proximity), all others receive half damage
upon successful save.

A backstabbing attack is any physical attack or combination of attacks
initiated from behind which causes damage equal to 1/5 or more of the
victims hit points at the time of the attack, assuming the attacker is
within 8 feet of the victim when the attack is initiated. The spell is
in effect until dispelled or discharged. This spell will work in
combination with other defensive spells.

The material component is 100 red ants which must be rolled in the
casters hands, the husks then thrown over each shoulder of the
recipient, and the juice rubbed into the recipients back.


{\normalsize \bf Broom } (Enchantment)  \index{Broom }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 hour per level + 1d6 hours\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  Broom touched\newline 
{\bf Saving Throw:}  None

A witch uses this spell to enchant her broom with the power of flight.
The broom flies with a movement rate of 30, minus 1 per 14 pounds above
182 pounds which it is carrying, and it can climb and turn at an angle
of 30 in response to the verbal command of its mistress. While the
enchantment lasts, the witch can summon the broom from up to 300 yards
away. The material components are a broom, which is not used up by the
casting, and a feather, which is. The long casting time is necessary to
set the command words, but if the spell is recast on an already
enchanted broom, it has a casting time of 3.


{\normalsize \bf Chaos Vision } (Illusion/Phantasm)  \index{Chaos Vision }

{\bf Range:} 1" per level\newline
{\bf Components:} VS\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  2 rounds\newline 
{\bf Area of Effect:}  1" radius sphere per level\newline 
{\bf Saving Throw:}  None

This spell offers some protection from teleport spells by constantly
shifting and shaping what an area looks like.  Thus a mage cannot use
information gathered previously to teleport to the effected area as the
surroundings will have seemingly changed.  Objects located in this
environment or entering it will be effected also, first appearing as
one object or animal and then shifting to another.

Another use found for this spell is as a trap.  Slimes, molds and other
creatures that don't need senses to attack can be placed in this
environment and effectively are invisible.

Any attacks on anything in the area of effect is hindered by a -4
modifier to hit.  Note that true seeing and similar magics that see
through illusions will likewise penetrate this one.  No damage will be
taken by being in the illusion. ( Unless from something else physical
also there of course! )  The main purpose is simply to constantly
conceal.


{\normalsize \bf Damian's Insulated Envelope } (Abjuration)  \index{Damian's Insulated Envelope }

{\bf Range:} 0"\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 rounds + 1 round per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  Caster\newline 
{\bf Saving Throw:}  Special

Due to his personal dislike of lightning the archmage Damian crafted
this spell to specifically counter its harmful effects. When cast, this
spell seems to cover the caster in a pale blue light resembling an
envelope. Once cast the caster gains 2 Benefits (much like fire
shield).

1) A save vs. lightning at + 2 indicates no damage to the caster. A
failed save merely indicates Half damage. If at any time the caster is
hit by any acid or acid spell the caster must save normally or take
double damage.

2) If any melee attacks are made on the caster, on a successful strike
the caster takes normal Damage but so does the attacker.

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

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  One corpse\newline 
{\bf Saving Throw:}  None

This is essentially telepathy with a corpse, as the forensic wizard
probes the brain of the deceased for specific data. The dungeon master
must decide if the information sought is basic, well known, merely
known, or forgotten. The table below lists the chance of finding the
information and the amount of time required by the search (if location
is in fact possible), but the DM can altar these numbers if the body is
in a particularly advanced state of decomposition.
{\tiny \begin{center}\begin{tabular}{l l l p{0.5 in}}
Type of	&	Chance of &	Time &  \\
Information	& Finding	&	Required &Examples\\ \hline
Basic	&	96\%	&	1 round	&	Name and profession\\
Well Known &	70\%	&	2-8 rounds&	Relating to current mission\\
Known	&	30\%	&	3-12 rounds &	Relating to previous missions\\
Forgotten &	2\%	&	11-20 rounds	& Overheard once\\
\end{tabular}\end{center}}

This spell will continue as long as the wizard concentrates, but on
every round there is a 1\% chance of that he will go insane. The
material component is a pair of metal helmets, linked by a copper
wire.


{\normalsize \bf Deja Vu } (Divination)  \index{Deja Vu }

{\bf Range:} 20 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  1 creature\newline 
{\bf Saving Throw:}  None

This spell throws the victim back to the location he or she occupied at
a pont in the recent past. It does not turn back time, it merely
teleports back along the victim's "time line." This restriction makes
the resistance that the magic must overcome much less than a full
"teleport other" spell would have to fight. Deja Vu sends the victim to
the position he or she occupied 1d6 hours in the past per level of the
caster.

If the victim would be placed inside another object or creature, the
victim is placed in a random direction along his or her time line until
an unobstructed location is found. The material component is a
time-keeping device which is destroyed at the time the spell is
memorised by the caster.


{\normalsize \bf Dreamoore's Eldritch Shield } (Abjuration)  \index{Dreamoore's Eldritch Shield }

{\bf Range:} 3"\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  None

This spell protects the recipient from any magic energy based attacks.
Each individual manifestation (e.g. magic missiles, eldritch spheres,
etc.) directed at the recipient is absorbed by the shield, whether or
not they successfully hit. The eldritch shield can withstand up to 1d4
+ 1 attack per three levels.

Note that regular attacks also reduce an eldritch shield without any
penalty, and the shield may only absorb spells which the caster has
sufficient levels to cast. (e.g. a 9 hit die eldritch shield can
protect from 5-8 magic missiles or similar spells, while a griffon
would take off three from the shield and still inflict normal damage).
The material component is sapphire and diamond dust which is sprinkled
upon the creature to be protected.


{\normalsize \bf Dreamoore's Warding Shield } (Abjuration)  \index{Dreamoore's Warding Shield }

{\bf Range:} 1"\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  1 creature\newline 
{\bf Saving Throw:}  None

The warding shield is a unique magical screen which encompasses one
creature and protects it from harm. The shield remains completely
invisible until struck by any attack, including weapons and spells
which cause direct damage. Then it then flares pale blue, absorbing
part or all of the attack (any damage which is not absorbed goes
directly to the character using the shield).

The warding shield may absorb up to base 1d4 HP damage + 2 points per
level of the caster. If a magic resistant creature attacks the spell's
host, then its resistance is checked first. Success indicates that the
shield is by- passed during that attack, and damage goes directly to
the person being protected. However, the shield remains intact until it
loses all hit points, gets dispelled, or until all hit points elapse,
at a rate of 1 hit die per turn. A person may have only one warding
shield at a time.

The material component is 50 GP worth of diamond dust which is thrown
into the air as the spell is cast.


{\normalsize \bf Enemy Blink } (Alteration, Enchantment/Charm) \index{Enemy Blink }

{\bf Range:} 300 yards\newline
{\bf Components:} \newline
{\bf Duration:} \newline
{\bf Casting Time:}  \newline 
{\bf Area of Effect:}  4-24 creatures\newline 
{\bf Saving Throw:}  

Makes enemy blink if save failed. Otherwise like blink. Good for use if
enemy near cliff or large body of water.

Cannot make people save twice, ie, "I've got 12, I use them all on him,
have him save 12 times".


{\normalsize \bf Hand of Time } (Necromancy)  \index{Hand of Time }

{\bf Range:} Touch\newline
{\bf Components:} VS\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  5-8\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf Saving Throw:}  Negates

After casting this spell, the death master's hand will bear a baneful
curse, for the next creature he touches (possibly requiring an attack
roll) will instantly become 4d10 years older. The spell lasts for one
round per level of the caster or until discharged, and it cannot be
reversed.


{\normalsize \bf Hold Person II } (Enchantment/Charm)  \index{Hold Person II }

{\bf Range:} 12"\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  one person\newline 
{\bf Saving Throw:}  Negates

This spell is like hold person except as noted above and that the
saving throw is made at -6.


{\normalsize \bf Hydro Shield } (Evocation, Alteration) \index{Hydro Shield }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 rounds + 1 round per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  Personal\newline 
{\bf Saving Throw:}  None

By casting this spell, the mage appears to be covered in a mist of
water. Variation A is coloured blue or green; variation B is coloured
violet or blue. Any creature striking the spell caster with body or
hand-held weapons will inflict normal damage upon the mage, but the
attacker will take double the damage so inflicted! The other powers of
this spell depend on the variation being used:

Version A: Any electrical attacks will be saved at +2 on the die, and
will do either half damage (if save is failed) or no damage at all (if
save is made). Acid based attacks are normal, but if the mage fails the
required saving throw, he sustains double damage! The material
component for this version is a bit of tree gum.

Version B: Any acid attacks will be saved at +2 on the die and will do
either half damage (on an unsuccessful save) or no damage (if save is
successful). Electrical attacks are normal, but if the mage fails to
make the required save he sustains double damage from that attack.

The material component for this version is an alkylaine substance.


{\normalsize \bf Illumine } (Alteration)  \index{Illumine }

{\bf Range:} 60 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  10-foot-radius globes\newline 
{\bf Saving Throw:}  Special

The Illumine spell acts as a multiple light spell. The wizard may
create two globes of light, with an additional globe per two levels of
experience of the wizard above the 7th. Immediately after casting, two
globes appear where the caster wills. The additional globes appear in
the following round. The wizard must spend that round specifying the
centers of spell effect, and may take no other action in that round or
all succeeding globes are lost. The caster may permanently dispel some
or all of the globes at any time during the duration of the spell. The
material component for the spell is one piece of phosphorescent moss
for each globe. In all respects other than the ones above, this spell
conforms to the restrictions of the light spell.

Illumine is the fourth of six spells researched by the mage Auralon
Deathrin in his lifetime. It was developed as a partial solution to
the annually increasing crime rate in the capital of Travinthia. (They
make good streetlights with some form of spell extension!)


{\normalsize \bf Improved Magic Mouth } (Alteration)  \index{Improved Magic Mouth }

{\bf Range:} Special\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  one object\newline 
{\bf Saving Throw:}  None

Like Magic Mouth but can speak command words to activate magical items,
Stash spells etc. (but can not cast spells).

\newpage
{\normalsize \bf Independent Spectral Hand } (Necromancy)  \index{Independent Spectral Hand }

{\bf Range:} 30 yards + 5 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 rounds per level\newline
{\bf Casting Time:}  2\newline 
{\bf Area of Effect:}  1 opponent\newline 
{\bf Saving Throw:}  None

This spell causes a ghostly, glowing hand, shaped from the caster's
life force, to materialise within the spell range and move as the
caster desires. Any touch attack spell of 6th level or less that is
subsequently cast by the wizard can be delivered by the spectral hand
The spell attacks as the caster at a +2 bonus to hit. The caster may
perform other actions. The hand is AC -3 and may be hit by magic only.
Any damage dispels it and does 1d6 points to the caster.


{\normalsize \bf Inertia } (Alteration)  \index{Inertia }

{\bf Range:} 20 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  1 creature or object\newline 
{\bf Saving Throw:}  Negates

This spell allows the caster to freeze one creature or object up to 100
pounds per level, limit regardless of orientation. Creatures flying
through the air would be frozen in place (remaining in the air),
immovable until the second command word. The caster is free to cast
this spell upon himself.  If the subject of the spell is unwilling, it
receives a saving throw vs. magic, a successful save negating.

The caster must point at the creature or object to be stopped, and
utters the first command word. If the spell is successful (guaranteed
in the case of objects within the caster's weight limit), the item is
frozen in the air, immovable, unless a dispel magic, or other such
spell is cast, or until the caster utters the second command word. Upon
saying the second command word, the object or creature resumes its
initial motion. For example, cast upon a falling chest, would stop the
chest in the air. Upon the second command, the chest would resume
falling, even if someone had climbed on top of it. If some poor slob
happened to be standing directly beneath the chest at the time of the
second command... If cast at a knight on a horse, for example, the
caster must specify mount or rider. If cast at the mount, the rider
would probably continue in his original direction, just without his
mount. Cast on the rider, he would stay hanging in the air, as his
mount ran away.

Physical force is insufficient to move frozen objects, so they could,
for example, be used as anchors for ropes, etc. The caster MUST be able
to see the majority of the object of the spell, so he couldn't, for
example, cast it upon something in somebody's backpack.

The material component of the spell is a silver whistle, which is blown
prior to shouting the command word.


{\normalsize \bf Jamye's Greased Pig } (Conjuration, Alteration) \index{Jamye's Greased Pig }

{\bf Range:} 30 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 4 rounds + 1 round per level\newline
{\bf Casting Time:}  3\newline 
{\bf Area of Effect:}  1 creature + 1 creature per 4 levels of the caster\newline 
{\bf Saving Throw:}  Special

This spell is a more powerful version of the third-level Haste spell,
with the first-level Grease spell thrown in too.  The people that the
spell is cast upon suffer none of the side effects of the grease (i.e.
they don't drop their weapons, they don't slip, etc.) but those that
try to attack or grab them will.  It negates special attacks by
creatures that inflict damage automatically every round after a
successful hit (i.e. stirges or executioner's hoods) - the creature
must roll to hit every round due to the slipperiness of the target.
Otherwise, it conforms to the normal Haste spell ( -2 on initiative,
double movement rate, double number of attacks per round, ages
recipient 1 year).  It is not cumulative with Haste or other Greased
Pig spells.

The material components for this spell are a bit of butter and an anise
seed for each recipient.

\newpage
{\normalsize \bf Jamye's Headless Flying Roasted Pig}\newline (Summoning, Enchantment) \index{Jamye's Headless Flying Roasted Pig }

{\bf Range:} 60 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  Negates

This spell summons a pre-prepared headless flying roasted pig. The pig
flies at a rate of 30, and is under the control of the caster (who must
give it his or her full attention).  The pig is magically funny; anyone
who looks at the pig (except the caster) must save vs. spell every
round that the pig is in his or her field of view or fall down laughing
until the pig leaves.  Laughing victims are at a -2 "to hit" until the
spell expires.

Victims with an intelligence of 4 or less, that are meat-eaters, will
be attracted to the pig's delicious aroma and must save at a -6 or
spend the rest of the spell's duration trying to catch it.  If they are
vegetarians, they are unaffected.  Those with Intelligences of 5-9 save
vs. the laughter effect at a -4.  Those with Intelligences of 10-14
save at a -2.  Those with Intelligences of 15-19 save normally, and
those who are more intelligent than that are unaffected.

The pig cannot be caught or attacked; those attempting to do so
automatically succumb to the laughter.  The pig has no other attacks
besides its magical nature.  It can be Banished or Abjured; Dispel
Magic merely terminates the caster's control over it.  If the Dispel
Magic is successful, the pig will leave 50\% of the time and stay 50\% of
the time, the magical laughter effect will not be dispelled, and the
caster will become vulnerable to the laughter's effects.

The material components are a baked, spiced apple and a hummingbird
feather.  Additionally, a pig of no less than 50 pounds must be
beheaded, roasted and otherwise prepared ahead of time; this pig does
not have to be carried with the spellcaster but must not be eaten, as
it is consumed by the spell at the time of casting.


{\normalsize \bf Jamye's Morning After}\newline (Alteration, Enchantment/Charm) \index{Jamye's Morning After }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Variable\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  1 intelligent creature \newline 
{\bf Saving Throw:}  Negates

This spell takes effect after the victim has had a minimum of two hours
of sleep.  The victim looses all memory of events that occurred between
the time the spell was cast and when he or she awoke.

The victim will remember the existence of any material components used
in the spell.

The effects of the spell last 1D6 rounds per level of the caster.  The
caster should not be told the duration of the spell.


{\normalsize \bf Jibril's Anti-Magic Shield } (Alteration)  \index{Jibril's Anti-Magic Shield }

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

The recipients of this spell are made more aware of the magic around
them and are also more able to affect it. They therefore have a magic
resistance of 5\% per level of the caster.  A dispel magic is only half
as likely to dispel this spell.  Note: this spell only effects Mages.


{\normalsize \bf Justin's Mental Map } (Divination)  \index{Justin's Mental Map }

{\bf Range:} 1 mile\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  10 minutes\newline 
{\bf Area of Effect:}  1 mile radius\newline 
{\bf Saving Throw:}  None

Outdoors only, this spell gives the caster an aerial view of the
countryside within 1 mile of the caster.  Only large features visible
from above are noted, like rivers, woods, fields, large buildings, and
clearings, but not people, caves, small streams, or the like. Material
component is powdered pineal gland.


{\normalsize \bf Mimic } (Enchantment/Charm)  \index{Mimic }

{\bf Range:} 10 feet per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  Negates

This spell forces some humanoid creature in the caster's line of sight
to begin mimicing his actions. The creature's actions will directly
reflect those of the caster, regardless of position or orientation. The
creature will be frozen momentarily at the onset of the spell, but
after that segment of inaction, the creature begins mimicing the
caster.

This can be potentially harmful for the target, if say for example, the
caster waves his hand in the vicinity of his neck, and the target
happens to be wielding a sword.

Once the spell is cast, the caster need not be able to see the target
for the target to mimic his actions. The target does get a second save
if forced to do actions that are obviously lethal, such as the
aforementioned hand waving example. If the target passes outside of the
range of the spell, the spell is broken.

The material component of the spell is a small ivory figurine, which is
broken to bits in the casting of the spell.


{\normalsize \bf Missile Multiplication I } (Evocation, Alteration) \index{Missile Multiplication I }

{\bf Range:} \newline
{\bf Components:} \newline
{\bf Duration:} \newline
{\bf Casting Time:}  6\newline 
{\bf Area of Effect:}  \newline 
{\bf Saving Throw:}  

Missile must be fired within the next two segments. Makes 3-18
missiles out of one. Only normal missiles are affected.

Stuff disappears one round after shooting, but effects stay. A nasty
assassin in my game used the fifth-level version of this spell with
sleep-poison darts to capture a PC.

You have to roll to hit for each missile, by the way. However, if your
first missile hits, you have a +3 on all thereafter.


{\normalsize \bf Negative Bolt } (Evocation)  \index{Negative Bolt }

{\bf Range:} 2" + 1/3" per level\newline
{\bf Components:} VS\newline
{\bf Duration:} \newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  \newline 
{\bf Saving Throw:}  

This combat spell projects a bolt of negative energy. Some
practitioners believe it to be merely energy from the negative material
plane... Said Spellcasters are wrong. The spell actually projects raw
anti-matter in a bolt of anti-energy. Materials affected by the bolt
tend to disintegrate and be consumed... Spell wards and defences tend
to dissolve also. Specific defences exist for the genre of spells
similar to this one but they are secrets kept for self-defence.

The bolt only does 1d3 per level of the caster but it also has the
effect of dispelling first and second level defensive spells. Spells
third through fifth need to make a saving throw based on that of the
caster to save and sixth level spells only fail on a 1. Though the
duration of any such affected spell is usually reduced on a ratio to
the level of the spell (GM decision as to what, though I wouldn't
suggest more than 1/2 duration).

\newpage
{\normalsize \bf Protection from Domination } (Abjuration)  \index{Protection from Domination }

{\bf Range:} Touch\newline
{\bf Components:} VS\newline
{\bf Duration:} 5 rounds per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  one creature\newline 
{\bf Saving Throw:}  None

This spell protects the effected creature from all sorts of domination
attacks. This includes psionics and spells which do domination.


{\normalsize \bf Rathe's Mage Lock } (Alteration)  \index{Rathe's Mage Lock }

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

The Mage Lock spell is an advanced form of the Wizard Lock spell. There
are two main changes from the latter. First, while the spell is in
effect, the portal cannot be damaged or destroyed by any physical (not
magical) means short of an elemental. Note, however, that magical means
of destroying the door (e.g. Fireball, disintegrate, etc) still work as
normal, and if the door is destroyed, the spell is broken. If the spell
is dispelled or negated by any means whatsoever (even temporarily), the
portal will crumble into dust.

Second, the spell has another application; it can be placed upon an
object. The effect of this is to allow anyone wearing or carrying the
object to open any Mage Locks by the same caster. For example, if one
of Rathe's Mage Locked bracelets was worn, the wearer could open any
door Mage Locked by Rathe (but not by any other mage). The material
component is half a pound of iron filings for the first application and
100 GP worth of diamond dust for the second.

\newpage
{\normalsize \bf Resist Acid } (Alteration)  \index{Resist Acid }

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

This spell is similar to the third level mage spell resist electricity
(q.v.), except this spell provides some protection from acid and acid
based attacks. The material component for this spell is an alkylaine
substance.


{\normalsize \bf Rhuva's Counter-Scry } (Divination)  \index{Rhuva's Counter-Scry }

{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 8 hours\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  20 yards radius\newline 
{\bf Saving Throw:}  Special

The caster will automatically detect any scrying attempt in the area of
effect.  The scryer must make a save vs spells to realise that the
scrying is being tampered with.  If he does not immediately terminate
the scrying, the caster of the counter-scry gets a clear image of the
spy and a general location.  He can cast any ranged spells through the
link at the scryer, who receives all normal saves.  The caster of the
counter-scry can also simply jolt the scryer, causing the connection to
be terminated.  The detection of a scrying attempt will interrupt
spell-casting.  (It is suggested that "detect scrying" be made a second
level spell, with a more limited duration and vaguer description of the
scryer.)


{\normalsize \bf Rhuva's Tracker } (Divination)  \index{Rhuva's Tracker }

{\bf Range:} 10 yards per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 day\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  1 creature or object\newline 
{\bf Saving Throw:}  Negates

The mage casts this spell, and hurls a small carved scarab at a target
within range.  A creature or object in a creature's possession gets a
save to avoid the scarab. It clings invisibly to its victim, noticed
only in a determined search.  The caster then always knows where the
victim is (distance \& direction), provided it is within one mile per
level, and the target is not enclosed in lead.  The tracker can be
renewed each morning by recasting the spell.


{\normalsize \bf Shadow Wall } (Abjuration, Conjuration) \index{Shadow Wall }

{\bf Range:} 1 yard per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  100 square feet per level\newline 
{\bf Saving Throw:}  None

This spell is exactly like Astral Wall, except that it additionally
forbids magical or mystical sensing through the wall. Thus,
clairvoyance, detect spells, mystical detection abilities, a basilisk's
gaze, etc. will not be able to pass through a shadow wall. Other
effects (including the duration increase) are as Astral Wall. The
material component is a piece of paper with a Blindness Glyph of
Warding or Symbol inscribed thereupon.


{\normalsize \bf Sleep II } (Enchantment/Charm)  \index{Sleep II }

{\bf Range:} 60 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 5 rounds per level\newline
{\bf Casting Time:}  3\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This spell is the same as the first level sleep except as noted. All
creatures to be effected by the sleep spell must be within the 40'
radius sphere created upon completion of casting. The sphere must be
centered on a creature or object within sight and not an area; in
addition the area of effect can not be reduced, although the caster can
specify during its casting that creatures closest to the center be
effected first dependent upon the hit dice of those creatures.

The number of creatures that can be effected is a function of the
caster's level: for every 2 levels of the caster, 1d6 hit dice, rounded
up, can be effected. Example: A fifth level wizard could affect 3d6 hit
dice of monsters. Monsters with 6 + 1 hit dice or more are uneffected.
The center of effect is determined by the caster although the caster
may not be in the area of effect upon spell completion or risk its
effects. The creatures with the least hit dice are affected first
(dependent upon the casters wishes, additionally creatures below a
certain hit dice may be excluded), and partial effects are ignored.
The material components for this spell is a pinch of fine sand and rose
pedals, or a live cricket.


{\normalsize \bf Sonoric's Animal Awareness}\newline (Divination, Enchantment/Charm) \index{Sonoric's Animal Awareness }

{\bf Range:} Special\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  One animal\newline 
{\bf Saving Throw:}  Negates

With this spell, the caster is able to take control any any small (size
Tiny) creature of less than 1+ HD in his line of sight. If the creature
is above animal intelligence, it gets a saving throw versus spells, a
successful save indicating spell failure. The creature is at -4 to save
if the caster has a good grip on it for the duration of the spells
casting. Those creatures of a non-magical nature of less then animal
intelligence do not get a save. Those of a magical nature get a save at
-4.

Once the caster has control of the animal, while concentrating he can
see, hear, etc through the animal's senses. He can also control the
animal's actions, even special movement, such as flying, swimming and
burrowing, although the if the caster attempts to get the creature to
attack something not below itself on the food chain, the animal has a
(75 - minus caster's level) percent chance of escaping the grip of the
spell. While concentrating on the animal, the caster is incapable of
any other action.

The caster can maintain control of the animal up to 100 yards away, per
level of the caster. Those seeing the controlled animal will notice any
strange behaviour it may be exhibiting, if they make the appropriate
perception checks (i.e. INT check, or save versus paralysation). The
spell is broken if the caster ceases concentration, or if the animal
takes more than 4 HP of damage. Otherwise, the spell lasts for a turn
per three levels of the caster (i.e. two turns at fourth, three at
seventh, etc).

The material component of the spell is a bit of food, which the target
animal would find appetising, which is consumed by the caster in the
casting of the spell.


{\normalsize \bf Sonoric's Fly on the Wall}\newline (Divination, Necromancy) \index{Sonoric's Fly on the Wall }

{\bf Range:} Special\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 rounds per level\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This spell creates a spying device out of an ordinary flying insect.
Upon casting the spell upon an insect, living or dead, the spell grants
the abilities of limited clairaudience and clairvoyance, centered on
the insect.  The mage, while concentrating on the insect, can hear any
noise within 15' of the insect. Clairvoyance through the insect,
however, is rather disorientating, and the mage is -2 to hit and AC for
three rounds after breaking concentration. The insect has a flying
movement rate of 6", and its movement is controlled by the
concentrating mage.

If concentration is broken before the end of the spell duration, the
fly drops to the ground, and there is a 75\% chance that, if the mage
resumes concentration, it will be too damaged to fly again, although
the clairaudience and clairvoyance will still work for the remainder of
the duration. If the fly takes any damage during the spell, such as
being swatted or stepped on, the insect will no longer fly, but,
provided that at least half of the fly remains, the clairaudience and
clairvoyance will still work.

The material component of the spell is the body of a winged insect,
living or dead, which is slain in the casting of the spell.


{\normalsize \bf Sonoric's Spying Minions}\newline (Divination, Conjuration/Summoning) \index{Sonoric's Spying Minions }

{\bf Range:} Special\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 hour + 1 turn per level\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This spell summons minor etherlings from the Ethereal Plane, to serve
the caster's wishes. Etherlings, being rather stupid and weak, are only
suited for simple tasks, such as spying. Upon summoning the creatures,
the caster must detail, in simple language, what he service he wishes
the etherlings to perform. The etherlings, in their stupidity, will be
honoured by the request for service, and will perform the task to the
best of their abilities and comprehension.

A minor etherling (AC:2 MV:60 HD:2 \#AT:1 D:1-3), is a small, vaguely
humanoid appearing creature, formed of the stuff of the plane ethereal.
On the prime material plane, it appears as a hazy, humanoid- shape
ghostly apparition, about 3' tall. It moves by flying, and is
unobstructed by walls and solid objects, save lead, the touch of which
sends it back to the ethereal plane. It is fairly stupid (INT: 5),
although extremely talkative, and puppyish in its affection of the
caster. The etherling will do its best to please the caster, to the
point of becoming annoying. It does have some special abilities, making
it particularly useful, however. It has a photographic memory, and will
never forget what it saw and heard during its period of service. It
also has the ability to turn small objects (one at a time), weighing
less than five pounds, ethereal, allowing it to transport the item. It
can also turn itself invisible at will, although those able to see onto
the ethereal plane will be able to see it clearly. It can push its
movement rate up to 120, for up to a turn at a time. It can only attack
things on the ethereal plane, and even there not very effectively.
Finally, the fact that it only partially exists on the Prime Material
plane during the spell means that it is only hit by magic weapons, and
spells.

The spell summons one etherling per three levels of the caster, one at
first, two at fourth, three at seventh, etc. The caster can detail
separate task for each individual etherling summoned, and may cast the
spell more than once during its duration (allowing him to summon a
virtual horde), as the spell requires no concentration after the
initial casting.  An etherlings instructions can be facilitated by
pictures (as in "Follow THIS *point* man... The one in the painting" or
"Follow her *point*... The one in this Phantasmal Force"). It is up to
the DM to decide the chance of the etherling getting confused, and
screwing up the task. I suggest that it has a 100\% chance of getting
the task right, -1\% for each word in the description (ie 10 words, 70\%
chance), giving a bonus for things such as pictures, and other helpful
examples.  If the etherling should encounter any mentally straining
problems, such as if its "mark" (he whom it is tailing or spying upon)
teleports away, or disguises its features, casts illusions, etc, make
an intelligence check for the etherling, modified by the situation. If
the etherling fails, it is hopelessly confused, and returns to the
Ethereal plane. The caster must take care to give the etherling tasks
which it can complete within the duration of the spell, as the
etherling returns to the Ethereal Plane at the end of the spells
duration.

Some examples of tasks given to etherlings would be "Go to the chamber
at the end of the hall, stay there, and return to me in 20 minutes, to
tell me what you heard and saw.", or "Go to this room in the tower of
the castle, and bring me back a book that looks like this...", or "Find
this man, follow him for half an hour, and return to me, telling me
what you witnessed.", or "Find this man, and tell him 'Va banque. The
game is thick' ", and similar such things.  Etherlings are intelligent
enough to follow the spirit of the commands, provided they are simple
enough.  Etherlings have an innate sense of direction, and will not get
lost on the Prime Material plane. They have the mentalities of young
children.  They will only perform service on the material plane.

The material components of the spell are small figurines, one for each
etherling to be summoned. They must be fairly detailed, and are
consumed in the casting of the spell.

\newpage
{\normalsize \bf Spirit Skill } (Enchantment)  \index{Spirit Skill }

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

This spell transfers skills from a specially prepared vessel into a
willing recipient. The material component is a symbol prepared using
Steal Skill, which must be carried by the recipient and disappears upon
completion of the spell.


{\normalsize \bf Steal Skill } (Conjuration)  \index{Steal Skill }

{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  1 turn\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

This spell lets a wizard steal the class-related skills of a willing
humanoid victim and transfer them either to the wizard or to a special
container. The victim drops to first level, and regains levels at the
rate of 1 per four hours thereafter. The caster gains 1/2 the
class-related skills of the victim (if stealing from a fighter, the
caster will gain the ability to wear armour and attack with a THAC0
halfway between the fighter's and the default 20 with any weapon with
which the fighter is proficient; if stealing from a thief the caster
will gain thief abilities which are the average of the thief's
abilities and the base of 4; in no case will abilities go down because
of this). Abilities which are granted by a diety cannot be transferred
this way, nor can spellcasting abilities. The transferred abilities
fade after one turn per level.

The material component is a symbol of the class to be transferred,
specially prepared and costing not less than 10 GP per level of the
target. If the caster wishes, he or she may imbue the symbol with these
skills rather than using them at the time (in which case it will not
disappear). The primary purpose of this use is to provide the material
component for Spirit Skill.


{\normalsize \bf Teleport Trace } (Divination)  \index{Teleport Trace }

{\bf Range:} 10 yards per level\newline
{\bf Components:} S\newline
{\bf Duration:} 10 rounds + 1 round per level\newline
{\bf Casting Time:}  3\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  None

The wizard casts this spell on a character or creature who is likely to
teleport or employ similar magic in the near future. If the recipient
does cast teleport (or dimension door, word of recall, etc.), then the
wizard who placed the teleport trace will receive a mental image of the
target location. The caster of the trace will then know his location
relative to that of the teleporter, and he will be able to use his own
teleportation or scrying magic with maximum accuracy.


{\normalsize \bf Time Warp } (Alteration)  \index{Time Warp }

{\bf Range:} Special\newline
{\bf Components:} VSM\newline
{\bf Duration:} 3 rounds + 1 round per level\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  40' cube, 1 creature per level\newline 
{\bf Saving Throw:}  Special

This is a combined haste and slow spell. At the time of casting, the
caster chooses which application to use. The effects, as well as range,
saving throw, and material components are as per the appropriate
spell.


{\normalsize \bf Uldark's Conjured Fireball}\newline (Conjuration/Summoning)  \index{Uldark's Conjured Fireball }

{\bf Range:} 10 yards + 10 yards per 2 levels\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  15-foot radius\newline 
{\bf Saving Throw:}  1/2

This spell duplicates the 3rd level spell Fireball in most respects;
however, instead of shaping the Fireball from magical energy as the
evocation version does, this spell actually conjures a ball of fire
directly from the elemental plane of fire.  When the spell is cast, a
small interdimensional connection opens between the plane of fire and
the caster's plane; the Fireball enters through this opening and
strikes the targets as directed by the caster.  There is a chance that
an extraplanar creature may enter through the opening as well.  The
chance of this occurring is:  20\% - 1\% per level of the caster (to a
minimum of 1\%).

This spell has the same effects (including damage) as the evocation
version, but it is slightly harder to produce these effects in this
manner; this is reflected in the higher spell level and the reduced
range and area of effect.

The material components for this spell are a piece of flint and a pinch
of sulphur.


{\normalsize \bf Uldark's Conjured Lightning Bolt}\newline (Conjuration/Summoning)  \index{Uldark's Conjured Lightning Bolt }

{\bf Range:} 40 yards + 10 yards per 2 levels\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  4\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  1/2

This spell is similar to Uldark's Conjured Fireball except that it
conjures a Lightning Bolt from the quasi-elemental plane of lightning,
instead of a Fireball from the plane of fire.  The chance that an
extraplanar creature enters the caster's plane is the same as that of
the Conjured Fireball spell.  The effects of this spell are identical
to that of the normal Lightning Bolt spell, but the area of effect is
either a bolt 30' long and 10' wide, or a bolt 60' long and 5' wide.

The material components of this spell are a small metal rod and the
skin of an electric eel.

\newpage
{\normalsize \bf Vander's Librarian } (Conjuration/Summoning)  \index{Vander's Librarian }

{\bf Range:} 20 yards\newline
{\bf Components:} VS\newline
{\bf Duration:} 6 hours\newline
{\bf Casting Time:}  1 minute\newline 
{\bf Area of Effect:}  1 minor spirit\newline 
{\bf Saving Throw:}  None

This spell conjures a minor knowledge spirit to search for books and
references for the wizard.  It can search for titles, specific
references, or general subject matter, finding books in the time it
would take a reasonably skilled librarian (depends on case).  The
wizard is freed to concentrate on more interesting matters, so this
spell roughly doubles a wizard's research efficiency.
