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The Great Net Spellbook level 2

Subject: The Great Net Spellbook level 2


	[originally downloaded in ASCII.zip from 

	ftp://ftp.win.tue.nl/pub/games/spells/html/gnsb.html  


Second-Level Spells





Acid Water (Alteration)



Range:  20 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One gallon per level

Saving Throw:  None

Author:  Johnny Lydon 



This spell turns water into an acidic substance. If a creature touches

this stuff, it takes 2d4 points of damage. If the acid is drunk, it will

take 4d4 points of damage. The wizard can do anything in or to the

substance without taking any damage. The material component is a drop of

the acidic substance to be created.





Ahrvar's Instant Offensiveness (Enchantment/Charm)



Range:  120 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  One person

Saving Throw:  Negates

Author:  Tim Prestero 



This spell affects any single intelligent being it is cast upon. By

intelligent being, it is meant any creature with a rudimentary form of

spoken language. This includes humans, demi-humans, humanoids,

intelligent monsters, etc.

The victim receives a saving throw versus spell to avoid the effect, with

the appropriate adjustments due to Wisdom. If the victim fails his saving

throw, the victim's speech immediately becomes offensive to all who can

understand the language the victim is using. The victim, however, only

hears what he thinks he is saying, and may become extremely curious as

to why everybody is mad at him. The words of the victim become so

offensive that, in fact, they act as a low-power taunt, with those

hearing and comprehending the victim's speech making a saving throw

versus death magic at +4, or else be consumed with a mindless desire to

bash the victim's head in. Each person within hearing of the victim will

hear whatever would be considered most offensive by them. The wizard is

the only one able to hear what is actually spoken by the victim, and is

thereby immune to the taunt effect.

The components of this spell are the command word, and a subtle pointing

motion by the wizard, at the target.





Ahshay's Mystic Mutable Aura (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 round

Area of Effect:  Object or person touched

Saving Throw:  Special

Author:  Ahshay



This spell creates a magic aura around an object similar to the one from

Nystul's magical aura. However, it hides not the magic property, but the

alignment of the target. The wizard can specify which alignment he wants

the object to radiate as well as the strength of the radiation. The

higher the level of the wizard the more radical alignment he could place

on the object or person. Note that this aura does not change the

alignment (if present) of a person or object.

This spell foils such spells as detect good or detect evil, a paladin's

detect evil ability and know alignment. It does not change the effect of

the protection from good or protection from evil. Note that the priest's

version of true seeing or a gem of seeing will see through this spell.

If the object or person acts in a different way than is indicated by the

aura, other people will get a disbelieve check. A wizard with true seeing

will now get a true reading from a detect evil.

The material component of this spell is a sheet of thin silk in an

appropriate colour to the alignment being cast. It is consumed

completely.





Alkira's Fanfare (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  6 hours per level

Casting Time:  Special

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Coyd D. Watters 



When cast upon the target, the spell seems to have no immediate effect.

When a simple condition is met (no ands/ors), a fanfare of no more than

40 beats is suddenly heard around the target. This fanfare can be as

simple as a single trumpet blast, or as complex as an orchestral

arrangement, depending on the components. The spell then "resets", and

the next time the condition is met, the music will play, resetting to the

duration of the spell.

The condition must be a simple one, and when the condition is met, the

fanfare plays. The condition must be a simple "true or false" condition,

and must deal with the target, such as "passes through door", "falls

down", or "draws weapon". Subjective conditions, such as "when a good

blow has been given", won't work since the spell cannot determine the

relative value.

This spell may be layered, but the conditions must all be different,

reusing a condition dispels the previous casting. Other magic may not be

used as a trigger, so this spell cannot be triggered directly by a spell

(i.e. "hit with fireball" won't work, but "catches fire" will).

The material components are a cylinder made of wax, a needle, and a copy

of the music, in the caster's race' standard musical notation. All are

destroyed in the casting. This copy of the music is the key to the

complexity of the fanfare. Up to 100 instruments may play at once, but

the caster must use a separate sheet for each instrument. The caster

states which instrument plays each part as the spell is cast.

If the sheet music is not available, the caster may hum or whistle the

fanfare when casting, but the fanfare is then limited to one instrument,

which replays the caster's notes.

The more complex the fanfare, the longer the casting time. The base

casting time is 2, plus 1 for each instrument that will sound. Thus, a

single instrument will have a casting time of 3, while a full 100 piece

arrangement will require 102 (about 10 rounds).

If the target is unwilling, then they may attempt a savings throw. If the

throw is successful, the fanfare sounds once around the wizard, and the

magic dissipates. Once cast, the sound will definitely be heard by those

within hearing range.





Alpha's Moonlight (Evocation)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  10-foot per level radius circle

Saving Throw:  None

Author:  Jason Nelson 



This spell creates an area of soft blue-grey light, apparently coming

downwards from above. This light effectively washes out all colour, but

clear vision is certainly possible within the area of effect. Vision is

also possible out to 10 yards beyond the spell's radius, but such vision

is dim and shadowy at best. The moonlight does not interfere in any way

with infravision, but the nature of the light is such that creatures

adversely affected by bright light suffer only half the normal penalties

when within the moonlight and none when within its shadowy fringes.

Moonlight may be centred on the wizard, in which case it moves with him.

Otherwise, the spell must be cast on an area and is stationary. The

material component of this spell is a moonstone that has been exposed to

actual moonlight for a full night.





Alpha's Rainbow Beam (Evocation)



Range:  10 feet + 5 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jason Nelson 



This spell draws upon the power of the quasi-elemental plane of radiance

and brings forth a beam of pure light. The colour of the light making up

the beam is normally randomly determined by a roll of a 1d8. However, the

wizard has a chance equal to 5% per level of being able to select the

colour of the beam (the wizard may not select a multi-hued beam. Such

occurs only as the result of an aberration in the magic). The colours of

the beams are as follows:



         D8 Roll          Colour of Beam

            1             red (cold)

            2             orange (heat)

            3             yellow (acid)

            4             green (poison)

            5             blue (electrical)

            6             indigo (holy water)

            7             violet (force)

            8             multi-hued beam - roll twice, ignoring eights



The beam does a base of 2d6, plus an additional hit point of damage for

each level of the wizard (eg., a 7th-level wizard would inflict 2d6+7

points of damage). Any creature resistant to the attack form indicated

by the colour of the beam takes no damage, while a creature vulnerable

to the specific attack form (such as heat versus a yeti) will suffer

double damage. A saving throw indicates that the beam has missed and the

intended victim is unaffected. Note that the beam may hit a target other

than the one intended. Once the beam hits a solid object, it stops, even

if that object is transparent. Any creature suffering damage from the

spell must make item saving throws if appropriate. The material component

of the spell is a small clear gem or crystal prism worth at least 50 gp.





Alpha's Spark Shower (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  20 feet long, 5 feet at base, 10 feet at end wedge

shape

Saving Throw:  1/2

Author:  Jason Nelson 



The wizard extends his arms and speaks the spell, and a sheet of sizzling

purple sparks shoots forth from the wizard's hands. These sparks cause

1d4 points of electrical damage per three levels of the wizard, rounded

up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or

wearing partially metal armour (ring, scale, chain) save at -2 and suffer

+1 point of damage per die. Those wearing full metal armour (splint,

banded, plate, etc.) save at -4 and suffer double damage. The material

component is a bit of fur, glass, and copper.





Alpha's Star Gaze (Evocation)



Range:  60 yards

Components:  V

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature per 2 levels

Saving Throw:  Special

Author:  Jason Nelson 



This spell causes a blazing white sheet of light to issue from the

wizard's eyes. This sheet will envelop a number of creatures based on the

wizard's level. Those who fail a saving throw versus petrification will

be blinded for a full turn. Those who do save are merely dazzled (-2

to-hit bonus and +2 to Armour Class) for 1 round, having looked away just

in time. Dark dependent creatures such as drow and grey dwarves save at

-4, and the duration of its effects are doubled.





Alpha's Starblades (Conjuration)



Range:  10 feet + 10 feet per level

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  2

Area of Effect:  One creature per 3 levels maximum

Saving Throw:  None

Author:  Jason Nelson 



This spell creates one magical star-shaped bladed weapon for each three

levels of the wizard, up to a maximum of seven. The wizard may then throw

these as weapons, out to the spell's maximum range. They are treated as

slashing weapons with respect to effectiveness versus armour, and the

wizard's to-hit rolls with them are at +3, in addition to any bonus for

high Dexterity. Each starblade that strikes causes 2d4 points of damage,

+2 versus creatures with powers drawing on the negative material plane

or plane of shadow. The material component is a small silver star.





Ambient Light (Alteration)



Range:  60 yards

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  20-yard radius globe

Saving Throw:  None

Author:  Brian Dawson



This spell is in many ways similar to the 1st-level light spell (q.v.).

With an ambient light, while there is a centre for its sphere of effect,

there is no point of light at this centre - the intensity of the light

is consistent throughout the entire globe. The light is even behind

objects or walls, in a closed chest, in fact, everywhere in the area of

effect. Therefore, absolutely no shadows exist. The spell has a number

of interesting effects because of this; for example, if cast in a

hallway, the light would extend through a door or wall into an adjacent

room (or even into secret tunnels below the hall) up to the full area of

effect. Just beyond the 20-yard radius globe, reflected light from the

actual area of effect lights up 5 feet further. This is much dimmer than

the globe, is very shadowy (if there is something to cast one), and fades

off into complete darkness (assuming, of course, the area would be dark

without this spell). One obvious advantage of the spell is to make hiding

in shadows impossible within the area of effect. The material component

of this spell is a live firefly.





Anaemia (Alteration, Necromancy)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  7

Area of Effect:  Creature touched (up to 1 HD per level)

Saving Throw:  Negates

Author:  Al Singleton 



By means of this spell a wizard can cause the target creature to lose the

majority of its blood, putting on the borderline of having bled to death.

The creature immediately begins to feel incredibly cold and, if

warm-blooded, lose three points of Dexterity due to shivering and general

lack of energy. If cold-blooded, it will go catatonic as its body

temperature sinks to room temperature (60 degrees F or 16 degrees C or

less); the time this takes should be logically assigned by the DM given

the prevailing conditions (windy, underground, etc.).

In addition, the long term effects are that the target creature will

suffer the loss of one point of Strength and Constitution for up to a

full week after recovery (any Strength 18 score will drop to 17).

Recovery will begin with the commencement of eating high iron, high

protein foods. Recovery itself will take at least a week. Thus the

effects of the blood loss will hang on for at least two weeks.

Other immediate effects will be that all piercing and slashing damage

taken will be at 1.5 times the value, this being due to the fact that

these attacks cause the victim to lose more of what they don't have,

blood.

There is a minor difference between the necromantic and transmuter

versions of this spell. Transmuters require a vampire tooth that they

must touch to the spell's target. This tooth will only work for as many

tries (not necessarily successful castings or attacks) as the level of

the wizard when he acquired the tooth. Necromancers do not need a

material component for this spell. Only necromancer specialists can learn

the necromancer version.





Annoyance (Illusion)



Range:  5 feet per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  Martin Ott 



This is a more powerful version of the 1st-level spell minor annoyance

(q.v.), in that it creates the illusion of a bumblebee flying into the

victim's ear. The victim only gets one saving throw; if successful, the

annoyance lasts for only one round. The spell's effects start at the

beginning of the next round, just like minor annoyance.

The material component of this spell is a dead insect. If an actual dead

bumblebee is used, the victim's saving throw is made at -2.





Anti "Anti Magic" Magic Shell (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 day per level

Casting Time:  1 round

Area of Effect:  Creature or item touched

Saving Throw:  Special

Author:  Rapheal Goots 



By means of this spell, an invisible shell of magic is created around a

creature or item. The shell is easily detected or dispelled. In fact, it

is there to be dispelled. If an item entreated with this spell is the

recipient of a dispel magic, passes through a dispel magic zone, passes

through an anti magic shell, etc., the anti "anti magic" magic shell is

destroyed immediately. The item inside the shell, in essence, got a free

saving throw. Any further attempts to dispel the item are treated

normally.

The spell will create one shell per 3 levels of casting ability, and up

to 5 shells may be placed on any one item or creature, but only from the

same casting. I.e., Melvin the mage, who is 6th-level and has 2 spells

to cast, can place one shell on each of 4 items, or 2 shells on each of

2 items, but not 4 shells on one item.

A shell placed on a magical creature protects that creature but not its

possessions. In the event of an item or creature with multiple shells

caught inside an anti magic shell, dispel magic zone or similar; each

shell is stripped off at the very beginning of each round. Unwilling

creatures or intelligent items are allowed a saving throw versus spell

to negate the shell. The material component is a down feather inside as

many small silk pouches as the caster can cast shells. A pouch disappears

for each shell destroyed.





Anvil Fall (Alteration)



Range:  10 yards per level

Components:  V

Duration:  1 round per level

Casting Time:  1

Area of Effect:  Special

Saving Throw:  Negates

Author:  Unknown



When this spell is cast, the creatures or objects affected immediately

assume the mass of solid lead. A falling or flying object or creature

affected starts to plummet, and damage taken from falling is doubled,

i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a height of 100

feet. Anvil fall affects one or more objects or creatures in a 10-foot

cube, as long as the maximum original weight of the creatures or objects

does not exceed a combined total of 200 pounds plus 200 pounds per level

of the wizard.

A feather fall cast upon a creature or object under the influence of an

anvil fall will only negate the latter, and the creature then receives

only normal falling damage. An additional feather fall would be needed

to achieve the normal effect of that spell, and two such spells could

probably not be cast in time by a single wizard.

Like a feather fall, anvil fall works only upon free-falling, flying, or

propelled objects, and cannot affect a sword blow or a charging creature.





Arcane Bolt (Necromancy)



Range:  60 feet

Components:  S, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes a bolt of magical energy to fly from the hands of the

wizard and strike an opponent doing a damage of 1d6 HP + 1 HP per level.

The material component for this spell is a drop of poison.





Azalldam's Fabricated Boat (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Azalldam



This spell is similar to Azalldam's fabricated bridge, except that it

shapes a boat from the conjured shadows instead of a bridge. The wizard

may create a boat of 50 square feet per level (up to a maximum of 1000

square feet). The boat will support 100 pounds per level of the wizard;

any additional weight will cause the boat to capsize. The spell will last

1 turn for each level of the wizard, or until the wizard ends it.

Similar to fabricated bridge, the boat may cannot be disbelieved, but may

be dispelled.

The material component for this spell is a small wooden carving of a

boat; this carving is not consumed when the spell is cast.





Bands of Mist (Abjuration)



Range:  20 feet

Components:  V, S, M

Duration:  1 turn

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Thomas Weigel 



This spell calls into existence misty rings around a single target of

size M or smaller. These rings exert 640 pounds of force to keep the

target still, including short range movements such as swinging a sword.

Every time the target attempts to do something not requiring moving from

her original position (walking is out) he must make a Dexterity check

(roll under Dexterity on 1d20) in order to have a chance of success. In

order to move from his original position, the target will have a harder

time of it. If his Strength totals higher than 23, he can do it easily.

Otherwise he must make a Strength check against opening magical doors in

order to break out of the bonds. The caster tosses a looped copper wire

at the victim while muttering the appropriate verbal components.

This is a weakened version of hold person, which exerts physical force

to hold the target rather than paralysing her.





Bigby's Groping Fingers (Conjuration)



Range:  30 yards

Components:  S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Unknown



This spell allows the wizard to "grope" his target. This spell is usually

used by mischievous apprentices in bars and such... Have fun (gee, I

don't know if I'm hitting a copyright problem by using the name Bigby in

here, but it just seems the most appropriate name to use, and for all I

care, if TSR wishes to claim this silly spell as their own, so be it)!





Bigby's Tickling Fingers (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  Max Becherer 



When cast, this spell creates a pair of disembodied hands which proceed

to tickle a victim of the wizard's choosing. Each round, the victim must

save versus spell or suffer a -4 penalty to all rolls. If the saving

throw is failed, the victim may cast no spells that round. The wizard may

select a new victim each round. If the wizard's concentration is broken

while the spell is in effect, the spell is terminated.

The hands cannot be physically attacked, only dispel magic type attacks

or breaking the wizard's concentration will destroy the hands. The

material components are a pair of gloves and a feather.





Bleeding Wounds (Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Robert A. Howard 



This spell causes any existing wounds (as in painful wounds) to start to

bleed badly. Wizards do not need to strike their intended foe. If the

victim fails a saving throw versus death magic, he will suffer 1 point

of damage per round, not including any damage he may take in combat. The

DM may choose to have the blood get in his eyes, make it difficult to

keep a hold on a weapon, or possibly make the ground slippery, if he so

chooses. The material component for this spell is a 10 or more gold

pieces worth diamond.





Blood Burn (Alteration)



Range:  40 yards

Components:  V, M

Duration:  4 rounds

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Bret Mikeal O'Neal 



By means of a blood burn spell the caster is able to make a creature's

blood boil. Creatures without blood are immune to this effect.

On the first round of the spell, the blood becomes warm and the creature

feels uncomfortable and feverish. During the second through fourth

rounds, the blood increases temperature until it is burning internal

organs. Note this is treated as fire for resistance and regeneration

purposes.

Damage is as follows:

round 1: no damage;

round 2: 1d4 HP damage;

round 3: 2d4 HP damage;

round 4: 4d4 HP damage.

The material components for this spell are a drop of blood and a pinch

of sulphur.





Boiling Globe (Evocation)



Range:  5 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Steve Bartell 



This spell forces a 20-foot diameter circular area of water into an

extreme boil. All creatures in the area of effect take 1d4 points of

damage per level of the caster (maximum of 12d4 points). A saving throw

indicates half damage. The water in the globe will drop to a tolerable

level on the next round, and then slowly cool down to normal water

temperature. Creatures not affected by heat or fire are immune to the

effects. Ice will instantly boil under the effects of this spell, as

well. The globe can be created anywhere within range of the caster.

The material component of this spell is a piece of volcanic rock.





Bolt's Background Bustle (Alteration)



Range:  0

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  2

Area of Effect:  Special area around creature touched

Saving Throw:  None

Author:  Phill Hatch 



This spell is an offshoot of the silence concept. Instead of creating a

specific zone of silence, this spell alters the sounds created within its

area of effect to match the volume and types of sounds already present.

Instead of clashing swords, dying screams and spell recitation, the

sounds of wind, a passing wagon, a barking dog or whatever other ambient

noise appropriate to the location is heard. By not silencing the area

closely around the recipient, spells can be cast and conversations

carried out as long as the people are within each other's zone and both

have the spell cast on them.

The area of effect is one person or person sized object plus the space

within one foot of the target. A person or animal passing within the

spell's zone would hear the noises truly associated with what is

happening. For example, a guard leaning against a door would hear the

efforts of a thief picking the lock on the other side of the door because

the guard is within the thief's area of effect. The material component

of this spell is a small paper cone, held to the ear.





Bubble Screen (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  30-foot sphere

Saving Throw:  None

Author:  Steve Bartell 



Upon casting this spell, the wizard fills the area with bubbles. The

sphere of bubbles is so thick and active that it seriously restricts

vision, giving all within it a -4 to-hit. The action of the bubbles will

also disrupt spellcasting unless the caster makes a Constitution check.

The caster is not immune to the effects of the spell, and will suffer the

same restrictions. Most sea life will avoid the sphere of bubbles when

possible.

The material component of this spell is a small tube, which the caster

blows bubbles through while casting.





Bucca's Noxious Exhalation (Alteration)



Range:  25 feet

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  One 10-foot radius cloud

Saving Throw:  Special


Author:  Andrew Grichting





As a wizard who enjoyed fermenting his own brews, Bucca was totally

unaware of the odour of his own creations. Sam, as he was known to his

friends, grew tired of complaints from his friends about the rank smell

of his breath after taste testing his own brews. He designed this spell

(popularly known as Bucca's Beery Breath) to make use of his foul

exhalations, in the hope that his friends would stop complaining.

In the casting of this spell, the wizard must consume at least 100

millilitres of an alcoholic beverage (the material component), the

potency of which determines the efficiency of the spell (see below).

In addition to drinking the alcohol, the caster leans forward and belches

loudly and from his mouth issues a stream of putrid breath, which expands

to fill a cloud of a 10-foot radius. All within the cloud must make a

saving throw versus breath weapon or suffer 2d4 points of damage (1d4 if

a successful saving throw is made) and the special effects listed below

(or none, if a successful saving throw is made). The cloud swiftly

dissipates, and is gone within þ round of its creation. All effects of

the spell including drunkenness pass within 1 hour.



 Potency                        Saving

  Level    Type                 Throw   Special Effects

    1      diluted beers, etc.    +5    stinging eyes, coughing

    2      ales, white wines      +1    retching

    3      red wines, cocktails    0    disorientation for 1d3 rounds

    4      spirits                -1    slight drunkenness

    5      liquors                -2    sickness, mild drunkenness

    6      magical brews          -4    severe drunkenness, comatose state



Stinging eyes, coughing has little effect beyond a -3 penalty to missile

fire. Retching means that any characters affected are delayed in

attacking for half a round. Disorientation indicates the onset of

drunkenness, if the character is left alone at the end of the period of

drunkenness he will resume previous activities, if attacked, the

character may respond in kind, with a -1 to attack rolls. Slight

drunkenness means that the character is confused, no dextrous activities

allowed, and a -2 to attack rolls. Sickness and mild drunkenness

indicates that the character does not want to eat or drink for 1d12

hours, has a -2 to attack rolls, and inflicts -1 damage (with a minimum

of 1). Severe drunkenness denotes that the character is totally

befuddled, has a -5 to attack rolls, inflicts -3 damage (again, with a

minimum of 1), and can barely walk in a straight line.

Note that the effects of drunkenness are different then those in the Net

Alcohol Guide. Because the effects are caused by magic, they are based

on the Bucca's interpretation of alcohol and what he wanted the spell to

accomplish.





Byen's Arrow (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  6 turns per level

Casting Time:  1 round per arrow

Area of Effect:  One arrow touched per 2 levels

Saving Throw:  None

Author:  Brian Dawson



Several decades past, Byen, the famed assassin/illusionist of the City

of Yorkad, created this spell so as to be able to execute certain

"assassinations" which would seem completely real but in which the victim

would (hopefully) not be killed. Byen's arrow creates a very powerful

illusion that is modelled exactly after an actual arrow. The wizard must

take a real arrow (the material component of the spell), of fine quality,

and spend one entire round chanting and weaving his hands along the edge

of the arrow. To complete the casting, the wizard must prick his finger

with a splinter of wood and smear it upon the arrowhead. The arrow is

then actually replaced by an illusion, that has full visual, audible,

tactile, thermal, and olfactory components. An attempt to disbelieve can

be made, but the saving throw is made at -2 (or +2 if informed of the

illusion); however, in most circumstances, there will be no reason to

suspect anything is amiss. The wizard can "enchant" up to 1 arrow for

every two levels he possesses, each arrow taking one round of

preparation.

The arrows must be shot in a normal manner (i.e., the wizard must have

someone of a class able to make use make use of a bow to shoot them).

Such a user will in no way suspect that the arrows are illusionary from

just examining them. If these arrows hit a target, the illusion continues

so that the target will bleed illusionary blood, an will feel illusionary

pain. Unless the victim for some reason attempted to disbelieve and this

attempt was successful, the victim will take the full 1d6 points of

damage from the arrow, plus any applicable bonuses for Strength,

specialisation, a magic bow, etc. Only 25% of this damage is actual, but

even after the illusion fades (which happens in 5 rounds + 1 round per

level after being hit) the victim will still suffer from shock and a loss

in confidence and composure. Hit points lost because of these arrows that

were not part of actual damage will be recovered at a rate of 1 HP per

round of rest or 1 HP per turn of mild activity, but not at all for

strenuous activity. Creatures brought below zero hit point because of

this illusionary damage will be unconscious and must make a system shock

survival roll of else die of shock, losing 1 HP per round until reaching

-10, unless they receive aid. Even creatures that can be hit by only by

silver, iron or magical weapons will suffer from all the above effects

unless they have some special resistance to illusions (or have reason to

be suspicious and disbelieve).

Note that Byen's arrow will work on light and heavy quarrels of high

quality as well as on arrows.





Carrion's Foul Stench (Evocation)



Range:  30 yards

Components:  S, M

Duration:  1 round per level above first

Casting Time:  3

Area of Effect:  20-foot cube

Saving Throw:  Negates

Author:  Garinthrall 



This spell in many respects duplicates the effects of the 2nd-level

stinking cloud. Except where noted, this spell duplicates the effects of

stinking cloud.

It has a slightly longer casting time and a duration which is shorter by

one round, but it has the advantage of lacking a verbal component: the

material components are waved in the air and the spell's gestures made,

but otherwise the spell is utterly silent. It produces a thin grey cloud

of vapour which reeks of rotting flesh and the odours of the tomb.

The material component for this spell is a bit of zombie or ghoul flesh

or a small strip of carrion crawler hide. If ghast flesh is substituted,

saving throws versus this spell are at -1.





Cause of Death (Divination, Necromancy)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1 turn

Area of Effect:  One corpse

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



With this spell, the wizard can determine if the corpse has received

damage from any of the causes listed in the table below, and which cause

actually reduced him to zero hit points. This spell involves dissection

of the corpse, and the material components are a magnifying glass and a

set of scalpels. These are not expended by the casting.



Cause               Notes and Secondary Information

Exposure            exposure to cold, fire, heat, or lightning; drowning

Falling or hanging  height fallen from

Disease or old age  organs affected, parasites involved

Magic               applies only to magic missile or necromantic effects

Wound               wound inflicted by bludgeoning, piercing, or slashing



The DM may introduce a chance of failure if the body is greatly

decomposed, and he might give false information based on nature of the

trauma. A corpse swatted by a dragon's tail, for example, might show the

same indications as one which fell from a great height, and a poisoned

corpse usually looks like one which died of disease. The prudent wizard

always detects poison just to be sure.





Centipede Call (Conjuration/Summoning)



Range:  40 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell summons a number of centipedes to fight for the wizard. The

centipede can only be used in combat; they will resist doing anything

else. The wizard can summon 1 HD of centipedes per level, selected from

the following list:



 Wizard's Level           Centipedes Summoned

       3-4                   huge (.5 HD)

       5-8                   giant (1 HD)

       9+                   megalo- (4 HD)



The wizard can always select centipedes from a lower level. Only one type

of centipede can be summoned, all remainders are dropped. A maximum of

12 centipedes can be summoned.





Chameleon (Illusion/Phantasm)



Range:  0

Components:  V, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Jim Vassilakos 



This spell alters the coloration of the recipient's skin, clothes, and

gear to match that of the surrounding background, so that he is difficult

to spot and attack. The affected creature cannot normally be spotted at

distances of further than 100 feet, and at closer distances, he is 20%

unlikely to be seen when moving, and thieves are given a 20% bonus to

hide in shadows if remaining still (even in sunlight). Further, missile

weapons suffer a -4 penalty to-hit. The material component for this spell

is some chameleon skin.





Charm of Healing (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



Charm of healing allows a wizard to convince the recipient of the spell

that they have been cured of some damage. The spell "heals" 1d4 points

of damage plus an additional point for every three levels of the wizard,

this curing is in fact illusionary and only lasts for the duration of the

spell. Note where the recipient of this spell has suffered illusionary

damage then the hit points recovered are permanent (i.e., equivalent to

priestly cure spells).

The material components for this spell are a piece of coral, a bandage

and a few drops of pure spring water.





Chastity (Abjuration)

Reversible



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Mario R. Borelli 



This spell compels the affected creature to abstain completely from any

and all forms of sexual activity, including looking appreciatively but

with sexual undertones, going to whatever lengths necessary to avoid

anything which might lead to lust. The reverse, promiscuity, compels the

subjects to attempt to engage in their most preferred sexual activities

as much and as quickly as possible. The material component of this spell

is a small silver key.





Cheffield's Major Feast (Alteration)



Range:  30 yards

Components:  V, S

Duration:  Permanent

Casting Time:  5 rounds

Area of Effect:  Four people fed per level

Saving Throw:  None

Author:  Paul D. Walker 



When this spell is cast into a large pot or onto an appropriate number

of plates it brings into being enough food to feed four per level of the

wizard for one meal. The food is nourishing and filling, the drink is

cool and refreshing. The food may not taste the best in the world but it

certainly fills the cracks. It also makes, when chilled and rewarmed,

exceptional leftovers.

This spell requires a handful of rice which is cooked over a low boil

while the wizard mutters "cooks in just 5 minutes".

The spell was created by a wizard whose abilities as a chef far surpassed

those of his spell casting. He is known far and wide as a chef of great

skill.





Circle of Power (Evocation)



Range:  Special

Components:  V, S

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  William T. South 



This powerful spell allows a group of wizards to work in conjunction to

create a special area of effect (the circle) into which one wizard (or

possibly two) may enter and have their working level of experience

increased. A minimum of four wizards is required to initiate the spell,

and the spell must be cast by the wizards of the circle, not read or used

from any device.

First, the wizards form a circle and begin casting the spell. The spells

from each wizard must then synchronise into a rhythmic chanting effect.

This means that it will take as many rounds as the highest-level member

of the circle to make the circle synchronise and become operative. From

that point on, a wizard may enter the circle and have his working level

of experience increased by the total combined levels of the circle

wizards minus one level for each member of the circle. Once entered, the

central wizard may rest and study as a higher level wizard, but may not

use new spell levels, just the higher memorisation capabilities, spell

range, duration increases, etc. If the total number of levels bestowed

reaches 20, another wizard may step into the circle and divide the

increased level benefits between himself and the first wizard with all

odd remaining levels becoming useless and therefore ignored.

Any members of the circle who are injured immediately fall away from the

circle's synchronisation and the central wizard(s) lose(s) the benefits

of that member's levels one turn later. New wizards may join into the

circle at any time (taking an equal number of rounds as their experience

level to synchronise with the circle), though, and since the effects of

being in a circle will not wear off for one full turn other circles may

be formed which the wizard may enter to retain his current working level

(or increase of decrease it according to the levels of the new circle).

Members of the circle may chant (from the synchronisation point) for a

period of turns equal to the combination of their Intelligence and

Constitution scores divided by two and then added to their current

experience level. The circle members (but not the central wizards) gain

a magic resistance to any attacks against the circle which would silence

the spell equal to the total experience levels of the circle members.

The source of this spell is the Telnorne Mageocrat.





Claws (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  None

Author:  Max Becherer 



When cast, this spell causes a vicious set of serrated claws to grow on

the hands of the recipient. The recipient must be willing, and a being

not already possessing claws. These claws vanish in one round per level

of the wizard. They double the number of attacks normally afforded, and

damage is 1d6 plus any Strength bonuses.

The recipient can use no other weapons, nor cast spells with somatic

components. The material component is the claw of a griffin.





Cloud Walk (Alteration)



Range:  0

Components:  V, S, M

Duration:  1d6 turns + 1 turn per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



This spell allows the recipient to walk on any form of fog, cloud, or


smoke as if it were solid. The recipient may move at normal movement

rate, plus the movement rate of the smoke (thus a rising column of smoke

from a fire might carry the recipient up at 12 movement rate). The smoke

must be reasonably thick, reducing visibility significantly. This spell

will not allow walking on fine mist. The material component is a hair

from a nightmare.





Coin Toss (Alteration)



Range:  30 feet

Components:  S, M

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One metal coin (preferably gold)

Saving Throw:  None

Author:  Joseph Delisle 



Coin Toss gives an electrical charge to a single metallic coin, which is

then thrown at the target. The casting of the spell appears to be rather

innocuous, but a bit theatrical (i.e., taking approximately 10 seconds

to take a coin out of a purse). Only a wizard who has this spell, someone

actively using the spellcraft proficiency, or someone who has fallen

victim to this spell before will recognize that coin toss is being cast.

Upon completing the spell, the wizard throws the coin at the intended

victim, requiring an attack roll. Treat metal armour as AC 10, but allow

for any magical or Dexterity bonuses. If the victim is actively trying

to catch the coin, consider it an automatic hit ("Take my last gold

piece, thief!"). If the attack is successful, the victim takes 1 point

of damage per wizard level (up to a maximum of 16 HP). If the coin is

gold or another good conductor, add 1 to the damage roll. If the victim

is wearing metal armour, add 1d4 to the damage roll.

The material component is the coin being throw, which is consumed in the

casting.





Conjure Drink II (Conjuration/Summoning)



Range:  10 feet

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell conjures beer or wine, the quantity being determined by the

quality desired by the caster. If beer or ale is to be conjured, one keg

per 5 levels appears. If wine is to be conjured, one mug per 5 levels

appears. The components are only the desire to have the desired drink in

the container in hand and a snap of the fingers of the other hand.





Constant Orgasm (Evocation)



Range:  0

Components:  S

Duration:  1 turn + 1 round per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Mario R. Borelli 



This spell causes the recipient to begin to orgasm, repeatedly, and with

great enjoyment, until the subject's body is no longer capable of

sustaining orgasm. The duration is based on level, but medically

speaking, it could end when the body collapses from exhaustion, or (for

males) when the body can produce no more seminal fluid. The DM may wish

to add possible negative modifiers for combat, movement, etc. because of

the victim's excited state. A successful saving throw results in a single

orgasm of normal duration.





Constitution (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  Person touched

Saving Throw:  None

Author:  Benjamin C. Ford 



Application of this spell increases the Constitution of the character by

a number of points. Benefits of constitution last for the duration of the

magic. The amount of added Constitution depends upon the spell

recipient's group and is subject to all restrictions on Constitution due

to race and class. Multi-class characters use the best die.



          Class          Constitution Gain

          Priest             1d6 points

          Rogue              1d4 points

          Warrior            1d8 points

          Wizard             1d6 points



The spell cannot confer a Constitution of 19 or more, nor is it

cumulative with other magic that adds to Constitution. All hit points

gained are illusory hit points that disappear when the spell ends. Damage

is taken from these illosory hit points first, and this damage is not

transferred to the normal hit point total when the spell ends. Beings

without Constitution scores gain one such extra hit point for each Hit

Die.

The material component of this spell is a few hairs, or a pinch of dung

from an animal known for its stanima.





Continual Drunkenness (Alteration, Enchantment/Charm)



Range:  10 yards

Components:  V, S, M

Duration:  Permanent (until dispelled)

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Keith Taylor 



This spell can be directed at any creature who looks the caster in the

eyes. The caster's eyes look watery and swirly at the completion of the

casting, at which time the gaze can be used. The creature gets a saving

throw versus poison at -3 to escape the effects (if so, the spell is not

dissipated, rather, it remains active until one creature is affected).

A creature failing its saving throw is made mystically drunk, and will

remain so indefinitely; an analysis of the being's aura or any magic

designed to detect charms reveals the spell's existence.

The priest spell cure drunkenness negates it for as many turns as the

casting priest has levels, but after this time, the effect returns. The

creature's level of inebriation is determined by the caster's level (see

the Net Alcohol Guide for more information):



     Wizard's Level       Degree of Drunkenness

           3-5                   Slight

           6-9                  Moderate

           10+                   Great



Gaze reflection or a mirror may be able to make the spell backfire on the

caster. In this case, the degree of mystical drunkenness is one less than

normal. For example, if the 10th-level wizard Farsharn has the spell

reflected upon himself by Rath's nimble application of a mirror, then

Farsharn won't be greatly drunk, but only moderately so. If this would

reduce it below slight, then do not reduce it; it always has at least

slight effects. To rid oneself of these effects, a successful dispel

magic or remove curse is enough.

The material component is a handful of hops and a chip of glass.





Continual Sparks (Alteration)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  2

Area of Effect:  One small object or area

Saving Throw:  None

Author:  Max Becherer 



A modified form of the continual light spell, continual sparks causes an

object or area not greater than a few square inches to continuously emit

electrical sparks. These do no damage, but are a tremendous source of

ignition around flammable substances.

A variant of the spell causes a spark to strike anything coming within

1 inch of the area affected. A small metal ball with both continual

sparks and continual light cast upon it is a highly effective device for

eliminating bothersome insects.





Create Alcohol (Alteration, Conjuration)

Reversible



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  One pint per level

Saving Throw:  None

Author:  Philippe Goujard 



This spell alters the taste of and creates alcohol in any liquid. The

caster chooses the flavour of the alcohol to be created. With this spell,

the wizard also chooses the alcohol content of the liquid (equal to beer,

ale, wine, mead, or liquor). There is always a 100% - 10% per level

chance of the spell screwing up. In this case, the DM chooses the taste.

Since create alcohol really creates the drinks, at least partially, the

transformed liquid will appear somewhat the same as the original.

Changing beer to wine looks more like wine, but it may still be a little

bit frothy.

The reverse of this spell, destroy alcohol, removes or lowers the

quantity of alcohol and its taste in the drink.





Create Dressing Room (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  5 square feet per level

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates the interior furnishings of a small dressing room. It

cannot be used to create drinkable or consumable material unless it is

used for the exact purpose it is intended for. Water or other material

vanishes instantly if it is not used for the required purposes (tidying

oneself up). This spell creates only the interior of the room; it doesn't

normally create the walls, floors, or ceilings.

If cast for women, it contains a mirror, a wardrobe, a small cushioned

stool, a tooth brush, tooth paste (take your favourite bland), powder,

lipstick, rouge, perfume of the desired type, soap, body lotion, oil,

nail polish, a set of nail files and scissors, combs, brushes, wads of

cotton, small towels, a small bowl of water (warm or cold as desired),

cloths stands, a moveable Spanish wall, and some other small necessities

normally used in a dressing room.

If cast for men, it contains a mirror, a shaving mirror, a large bowl of

warm water, a small bowl of water (warm or cold), a shaving razor,

shaving cream, small towels, a brush, skin relaxant, eau de toilette,

deodorant, a comb, a hair brush, a tooth brush, tooth paste (pick your

favourite bland), a finger nail cleaner, a nail clipper, and some other

small necessities normally used in a dressing room.

The room stays only for 5 rounds per level while the effects of having

groomed oneself (or someone else) with the kit from this room last for

one hour per caster level (even in the worst weather or after the most

horrible mud fight, one always comes out looking as one did after

grooming in this dressing room). This effect does not offer any

protection from any harm at all. The items cannot be used to harm anyone

(not even the wielder). Thus, it would be impossible to cut oneself with

the razor, the scissors or clip off someone's ear lobe with the nail

clipper. If tried the item causes no damage at all (not even reducing

stoneskins nor causing a caster to falter). The items cannot be sold: if

tried, they vanish in a puff of smoke immediately. They can only be used

for what they are intended (you could use them on your pets if you truly

want to - DM's decision). They cannot be used for combat reasons: an

archer could not hide behind the Spanish wall for soft cover, the wall

would vanish instantly.

The material component is either a tiny bottle of perfume for the

"female", or a tiny razor for the "male" version (costing no less than

50 gp each). They can be used during the casting time (causing a casting

time of 1 turn) or during the preparation, causing this time to increase

to 45 minutes instead of 30 minutes. If used during preparation, the

spell can later be brought up with a snap of the caster's fingers and

nothing more.





Cyril's Attempted Surge Mastery (Invocation/Evocation)



Range:  Special

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Craig Allen Campbell 



This spell allows the wild wizard to call forth a burst of energy which

automatically results in a wild surge. However, the wizard has a chance

of controlling the surge to a limited degree. After the spell is cast,

roll on the wild surge table. The wild surge will happen, but the wizard

has a 33% chance of controlling some part of the spell. First, determine

what the wild surge will be. The player (or the DM) then rolls 1d6. On

a roll of 1-4, the wild surge results as per the description of the

surge. On a roll of 5-6, the wizard may control one part of the wild

surge's effects. He may change the centring of the spell, the duration,

the damage, etc. Exactly what can be controlled is left up to the DM

(have fun with this). For example, if the wild surge resulted in a

fireball centred on the caster, and the attempt to control the surge was

successful, the wizard could move the centring of the fireball, he could

decrease the damage, or cause it to be a delayed blast (again, this is

up to the DM). If the wild surge is not detrimental to the caster, he may

still attempt to alter the effects. He could move the flowers pouring

from his mouth to pour from the mouth of someone else. An aside for the

DM: have fun with this, but watch out. You'd be amazed how much a player

can do with a single wild surge when he can control it a bit.





Cyril's Surge Mastery (Invocation/Evocation, Wild Magic)



Range:  Special

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Craig Allen Campbell 



This spell is similar to the 1st-level Nahal's reckless dweomer, in that

it releases the power of a wild surge, in the attempt to create a useful

effect. Unlike Nahal's reckless dweomer however, this spell does not

allow the caster to name an "attempted" spell. To balance this drawback,

the caster has a 33% chance of controlling some aspect of the surge

created. Since no spell is named as "attempted", there is no other effect

than the surge.

When this spell is cast, the caster should name a target. The DM then

rolls up a surge, adding the caster's level as a modifier, and rolls 1d6.

If the die rolled is 3-6, the surge proceeds as rolled. However, if a 1

or a 2 is rolled, the DM should announce the surge to the caster, and

give the caster an opportunity to control some aspect of the surge.

For example, if the surge "a fireball explodes, centred on the caster"

is rolled, the caster could choose to exercise control by saying "the

damage from the fireball is the minimum possible". Another example would

be to set the duration of the surge "the target is slowed" to the maximum

possible. Aspects that can be controlled include damage, duration, area

of effect, range, and a +2 or -2 modifier to saving throw. Aspects that

are given in random ranges (such as "2d6" or "1d6 + 1 round per level")

can be altered to at best the maximum or minimum of the possible range.

Aspects that are given in absolute numbers can be halved or doubled.

If the surge rolled states that the "attempted" spell succeeds in some

way, the DM should re-roll the surge, as there is no attempted spell with

Cyril's surge mastery.





Dallonous' Memorise Surge Actions (Alteration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  2 hours per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Mark Layne 



If a wild mage casts a spell resulting in a wild surge during the

duration of this spell he is given a 10% chance per level up to 90%

change to memorise the actions that resulted in the wild surge. Once a

wild surge effect is memorized the wild mage can them try to recreate the

surge through the use of any reckless dweomer. Since the wizard is

attempting to recreate a wild surge with the dweomer, he gets two rolls

on the wild surge table with the addition of the wild mage's levels to

the rolled surge. If neither surge rolled is an accomplishment of the

spell it is the DM's discretion on which surge occurs.

The material component of the spell is a sheet of paper and one vile of

ink.





Dancing Fire Light (Alteration, Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  1/2

Author:  Unknown



This spell - except as noted - is the same as dancing lights (from the

Player's Handbook). The lights are orange-like in colour and give off

heat. If the wizard concentrates on the balls, he can have them attack

doing 1d3 points of damage per ball (4 balls maximum). All the balls must

attack the same target in any given round. Optionally, the wizard can

form a mass that looks like a fire elemental and can attack once per

round doing 3d3 points of damage. The heat can set fire to flammables.

The material components needed are a piece of flint and either a bit of

phosphorus or witchwood.





Dardan's Dryness (Evocation)



Range:  30 yards

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  2

Area of Effect:  One cubic foot + 1 cubic foot per 3 levels

Saving Throw:  None

Author:  Craig Singsank 



This spell keeps one to several cubic feet of material (organic or

inorganic) impervious to water and related liquids. The spell forms a

minute film of air around the desired object that slowly denatures and

collapses allowing water to seep in as the spell ends. This spell is

useful in protecting valuable items like spellbooks and bows from liquids

that could ruin them.

This spell also reduces the amount of damage a character sustains from

water elementals and water-based attacks.

The film of air surrounding the character acts as a buffer protecting

them from the full impact of the creature's blows. A character protected

with Dardan's dryness receives a +1 on all saving throws (per 5 levels

of the caster) from such attacks for the duration of the spell.

The material component of this spell is a beetle's carapace.





Darklight's Bending Bolt (Alteration, Metamagic)



Range:  Special

Components:  V, S

Duration:  Instantaneous

Casting Time:  2 (but see below)

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This Metamagic spell can be used in conjunction with any one bolt- or

ray-class spell of less than seventh level, such as lightning bolt. It

allows the wizard to specify "pivot points" at which the beam will change

direction. Up to 1 pivot per 5 levels of the caster can be specified, and

at each pivot, the bolt or ray can be made to alter its path up to 120

degrees. The casting time of the secondary spell is included in the

"middle" of the bend bolt spell, so use the casting time of the affected

spell plus 2 for the two halves of this Metamagic spell. It is possible

to deceive targets as to the bolt's intended direction in this way, and

many other such tricks are possible. Up to a -3 penalty can be inflicted

on a deceived target's saving throw. It is also possible to hit multiple

targets in this fashion. DM's option: it is entirely valid to require

some sort of ability check to see how well the caster aims the beam's

turning. Not every wizard is an automatic pool shark.





Darklight's Fishing Rod (Conjuration, Evocation)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This amusing spell calls into being a 4-foot long, faintly glowing rod

of force, with a slim strand of energy hanging off the thin end. On the

handle end is a crank-type apparatus, also constructed of this glowing

energy. Typically, the line is cast into waters where one suspects

interesting or valuable objects might be found. The caster then patiently

waits for a "bite". Every turn spent fishing gives the caster a number

of "bites" equal to one-third his level (or two, whichever is higher);

roll 1d10 for each bite. If a "7" comes up, it is something along the

vague lines of what the caster was seeking, based on what the DM decides

is actually underwater. Note that the line does not have to be

particularly near the object (thus the conjuration element), and that the

line can lift objects as if it had an 18/00 Strength, regardless of the

wizard's prowess. In especially treasure-thick water, there may be

bonuses to the roll, left to the discretion of the DM. Objects sought for

must actually exist and lie within a few thousand feet of the casting

site. An alternate use of the Rod is for actual fishing, with chances as

if the wizard possessed the fishing proficiency, with an additional 25%

bonus if he actually does. No bait is needed for this use of the spell.





Darklight's Gossiping Pen (Divination, Enchantment)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



To use this spell, the wizard needs an ordinary quill pen and a piece of

new parchment. When the spell is cast, the pen will rise up and hover for

a few seconds, then begin writing in a compact, neat script. No actual

ink is needed, as the marks are magically inscribed. The script repeats

one local rumour (usually one which the caster has not heard, there is

a 1-in-10 chance the caster has actually heard the tale). The pen relates

one rumour for every two levels the caster possesses. The rumours are

ones that are actually told locally, either openly or not-so-openly, and

their veracity is not at all guaranteed. The pen will not respond to

detect lies or such, as it is merely relating ambient bits of story, not

solid facts. The rumours usually only consist of a couple of sentences,

but these tell the main points of the story. The material component is

the quill pen used.





Darkray's Enhanced Daggers (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



With this spell the caster can turn ordinary daggers or knives or dirks

into energy bolts. Each of them can then be thrown, to inflict 1d6 HP,

plus one hit point per two levels. If not proficient in the dagger, he

suffers the appropriate penalty. Strength bonuses do not apply to the

damage roll but do apply in the attack roll. The substance of the weapon

is consumed by the spell the round after the throw, regardless of

success. The caster can turn into bolts a number of daggers equal to his

level, up to ten. The casting time of the spell is three plus 1 for each

dagger. The weapons can be made from wood, bone, obsidian or steel and

after the casting are considered magical (no plusses) to determine what

they can hit.

The caster touches all the weapons, one after the other. Thereafter, if

they are thrown at a target, they are transformed into white energy

balls. The weapons can be thrown by the caster or any who can put a hand

on them, for a period of time equal to the caster's level in rounds.

After this time, the weapons melt with a sudden emission of heat.

The casting of permanency or similar magics on the weapons, just after

this spell, stabilizes the magic until they are thrown. Permanency can

affect the whole result of an enhanced daggers spell.

The material components of the spell are the weapons themselves, which

are consumed at the end of the spell's duration or when thrown.





Darksight (Alteration)



Range:  0

Components:  V, S

Duration:  5 rounds per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Nathan Sugioka 



This spell allows the creature touched to see clearly in any form of

darkness, magical or not. It does not allow detection of invisible, out

of phase, ethereal or astral creatures, nor does it compensate for any

blindness due to natural or magical causes.





Death Mask (Necromancy)



Range:  0

Components:  S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  30-foot cube

Saving Throw:  Negates

Author:  Bret Mikeal O'Neal 



When this spell is cast, the caster's face momentarily bloats and rots.

This putrid visage is not an illusion. Those within the area can smell

the rotting flesh and hear the squirming grubs crawling from various

orifices. Just as quickly as the face rotted, it repairs itself, grubs

falling to the ground and skin growing back. Victims must be in front of

the caster in order to be affected.

This ephemeral spectacle is so horrifying that those seeing it must save

or stand in shock for 1d3+1 rounds. Non-intelligent creatures those

unable to see, undead, and opponents with more Hit Dice than the caster

are immune.

The material component is a live caterpillar.





Death Star (Necromancy)



Range:  60 yards

Components:  V, S, M

Duration:  3 rounds + 1 round per level

Casting Time:  2

Area of Effect:  10-foot radius

Saving Throw:  None

Author:  Bret Mikeal O'Neal 



This spell creates a pulsating ball of light floating 5 feet off the

ground that slowly drains the life from all within 10 feet. Those in the

area of effect take 1d4 dam a round. The star will drain life from

anything within its area of effect including plants, animals, even the

spellcaster. This spell cannot damage creatures without life such as

undead and automatons.

The star cannot be damaged. It will only leave if dismissed by the caster

or dispelled. Note it does not move.

The material components are a drop of swamp water and a pinch of dirt

form a fresh grave.





Death's Dark Grasp (Conjuration/Summoning, Necromancy)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  1 round + 1 round per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Special

Author:  Garinthrall 



This spell is a variant of Maximillian's earthen grasp from the Tome of

Magic. Except where noted, this spell duplicates the effects of

Maximillian's earthen grasp.

When this spell is cast, rather than producing an earthen hand, this

spell causes many undead arms to spring from the ground underneath the

target's feet. If the target's saving throw is successful, then the arms

sink into the earth and the spell progresses as per the spell

description. If the target fails his saving throw, undead forms

resembling zombies burst up from the ground, lashing out at the target

to grasp and hold him with unyielding strength.

The Armour Class of the arms or creatures is 6 (as opposed to the AC 5

in Maximillian's earthen grasp). The hit points of the undead forms

created are equal to twice the wizard's normal hit points up to a maximum

of 40 HP. The undead forms created are unturnable, and at the end of the

spell's duration will sink down into the earth from whence they came.

If this spell is cast in a graveyard, the soil of the graveyard will be

more likely to produce the undead forms in a quick, unexpected manner.

Thus, saving throws against this spell would be at -1 and the chance that

the undead hands or forms reappear under the target's feet after a

successful saving throw is 10% per level of the wizard rather than 5% per

level which is the usual chance for this occurrence if cast in other

environments.





Decastave (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round + 1 round per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Perry Horner 



By means of a piece of wood and the gestures and phrases of casting, a

magic-user can create a temporary "ten-foot pole" of force with this

spell. The material component is instantly consumed, and from the

caster's forefinger a two-inch radius, ten-foot long, faintly glowing

beam of force springs into being. It moves as the finger is pointed, and

lasts as long as the caster wills (or until the spell expires, whichever

occurs first),or until the spellcaster casts another spell. The pole

cannot be cut - any metal which passes through it will cause it to

harmlessly wink out of existence - or bent, but will support any weight.

It also cannot be shortened; if it strikes an obstacle, the caster must

move it, or the obstacle, or will it out of existence, to proceed. It

cannot be removed from the end of the caster's finger, although the

caster (and other creatures) can grasp it.

The staff can be used as a weapon, for 1d6 damage, by sweeping it from

side to side, or jabbing it forwards, by movements of the caster's

guiding finger. Normal to-hit rolls apply; it is considered a magical

weapon with no plusses. Note that no shock or blow felt by the magical

staff is felt by the finger. A creature grasping the staff must exert a

total of 18 Strength to hamper its movements. Once only, if the caster

wishes, a decastave can be used to rob a target of 1d4 HP and transfer

them to the wielder of the staff. The target must be touched by the end

of the staff (to-hit roll required) and the caster must will the staff

to drain energy. It will vanish in a pulse of force, draining 1d4 HP (no

saving throw) and transferring them instantly to the caster. If the

caster is uninjured, excess hit points are lost after 1 turn. Any damage

incurred by the caster during that time is first taken from these phantom

hit points; if the caster is at less than full hit points at the end of

the turn and phantom hit points remain, all remaining points are absorbed

at that time as healing, any excess being lost. The excess hit points can

never be transferred to any other creature. Such phantom hit points do

not confer any higher-level or hit-dice saving throw bonuses on the

caster.





Detect Chaos (Divination)

Reversible



Range:  60 yards

Components:  V, S

Duration:  5 rounds per level

Casting Time:  2

Area of Effect:  10-yard wide path

Saving Throw:  None

Author:  Unknown



This spell is similar in all respects to the 2nd-level wizard spell

detect evil (q.v.), except that the wizard is detecting for chaos (or

law, if the reverse, detect law, is being cast).





Detect Component (Divination)



Range:  0

Components:  V, S

Duration:  1 round per level


Casting Time:  1 round

Area of Effect:  1-yard radius sphere

Saving Throw:  None

Author:  Joe Colleran 



This spell enables the spellcaster to recognize useful components for

spells, spell research, and creation of magical items, potions and

scrolls. These components may be natural ingredients for spells, parts

of monsters useful for potions or other magical items, and so forth. If

the spellcaster is able to cast the spell the components are necessary

for, or has created the magical items that incorporate the components,

or has similar specific information of what the components are used for,

then the exact part needed will be illuminated and the spellcaster will

recall the exact purpose of the component and proper methods needed to

preserve and prepare it. Otherwise, vague feelings will be given about

what parts are generally useful and whether a certain method of

transporting them is bad or good. A sage or some other such person will

have to be consulted for more specific knowledge.





Detect Illusion (Divination, Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  3 rounds + 2 rounds per level

Casting Time:  1

Area of Effect:  Range of senses

Saving Throw:  None

Author:  Jim Vassilakos 



The wizard can see what is illusion and what is not, and can pass this

ability to others by a joining of hands. The material component for this

spell is a feather-duster, which is consumed in the casting.





Detect Magic II (Divination)



Range:  0

Components:  V, S

Duration:  3 rounds per level

Casting Time:  2

Area of Effect:  60-yard + 20-yard per level long path, 20 yards wide

Saving Throw:  None

Author:  Unknown



This spell is just like detect magic except that it is more sensitive,

has a longer area of effect (60 yards for detect magic), and that the

wizard is be able to determine accurately what kind of magic (alteration,

divination, conjuration, etc.) is in effect if the magic is within 60

yards + 10 yards per level. This spell will not blind, hurt, etc.,

anyone. If in an area of extreme magic, the wizard will simply know that

stronger magic is in effect.





Detect Phase (Divination)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  None

Author:  Scott Neilly



When this spell is cast, the wizard can see and perceive any creature

that is out of or in a different phase than that of the wizard. This

means that the wizard will see clearly such creatures with special

defenses as displacement, blinking, duo-dimension, astralness or

etherealness, and those who can shift out of phase, such as a phase

spider. Furthermore, if the wizard has means to attack such creatures,

he will suffer none of the ill effects that normally occur when trying

to attack (i.e., the wizard would know the exact location of a displacer

beast, or where the phase spider is etc.). The information cannot be

communicated to his fellows by words.

The material component of this spell requires a lens of calcite crystal

which must be viewed through for the spell to have effect. It does not

disappear at the end of the spell. Some wizards have made spectacles of

calcite crystal so they would have there hands free to do other things

after casting the spell.





Detect Spirit (Divination)

Reversible



Range:  20 yards + 5 yards per level

Components:  V, S

Duration:  Special

Casting Time:  5

Area of Effect:  One creature or object

Saving Throw:  None

Author:  Unknown



Detects the presence of a soul spirit or mentality in any body or object

(enchanted swords and the like), and whether or not the mind controlling

the body is its "native". Thus, it will not detect charming or hypnosis

but will detect possession. Only the fact of a mind is detected, not its

nature. If it is cast on a normally invisible spirit (such as an

invisible stalker or unseen servant), the wizard can see the creature as

a visible force for one turn per level. The reverse, obscure spirit, has

a range of 0 and conceals a single mind or spirit from detection by this

spell for 24 hours.





Dexterity (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  Person touched

Saving Throw:  None

Author:  Benjamin C. Ford 



Application of this spell increases the Dexterity of the character by a

number of points. Benefits of dexterity last for the duration of the

magic. The amount of added Dexterity depends upon the spell recipient's

group and is subject to all restrictions on Dexterity due to race and

class. Multi-class characters use the best die.



          Class              Dexterity Gain

          Priest               1d4 points

          Rogue                1d8 points

          Warrior              1d6 points

          Wizard               1d6 points



The spell cannot confer a Dexterity of 19 or more, nor is it cumulative

with other magic that adds to Dexterity. Beings without Dexterity scores

receive a +1 bonus to Armour Class and to missile attack rolls.

The material of this spell is a few hairs, or a pinch of dung from a

particularly agile or quick animal.





Disease (Illusion/Phantasm)



Range:  30 yards

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Brian Dawson



Similar to spells such as blindness and deafness, a disease spell will

cause its target to believe that he has contracted a real (natural)

disease. Even though the spell affects the mind, the victim believes so

strongly in the disease that boils, pains and any other symptoms normally

associated with the affliction will be imagined, putting the individual's

health under considerable stress.

If the target has recently been in a situation where contracting a

disease is quite likely (such as living in filthy surroundings, falling

into sewage or garbage heaps, attacks from giant rats or otyughs, etc.),

a saving throw is made at a penalty of -4; on the other hand, if a

character has recently had a cure disease cast upon himself, is immune

to normal diseases, or has some other strong reason to believe that he

could not possibly have contracted a disease, then a saving throw at +4

or higher (probably +8 if normally immune) is allowed.

Once the spell takes effect, it is permanent until the victim receives

a dispel illusion. The disease is determined randomly from the table in

the Dungeon Master's Guide (q.v.), with the full effects described

affecting the target.





Dispel Silence (Abjuration)



Range:  10 yards per level

Components:  S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  15-foot radius sphere

Saving Throw:  None

Author:  Jason Nelson 



When cast, this spell automatically dispels any magical silence within

its area of effect. Furthermore, no silence spell will have effect within

the area of effect for the duration of the spell.

The casting of this spell requires a small silver bell, chime, or gong,

which must be struck twice, at the end of the casting. The device must

be worth at least 50 gp, and is consumed in the casting.





Disposal (Alteration, Evocation)



Range:  0

Components:  V, S

Duration:  1 day per level

Casting Time:  2

Area of Effect:  12-inch circle

Saving Throw:  Special

Author:  Thomas Watson 



The casting of this spell evokes a hole, 12-inch in diameter, in the

wizard's hand. The hole may be placed on any surface; anything

subsequently dropped into it (an item must be smaller than the hole's

diameter; since this is neither an extra-dimensional space nor a sphere

of annihilation, items larger than that are not "sucked" into it)

vanishes and is teleported to the bottom of the nearest sewage system

(moat, sewer, large body of water, etc.). It is especially effective for

disposing of garbage, kitchen waste, body wastes, etc., and may be used

in the garderobe of an area otherwise devoid of plumbing. Magical and

living items (of at least animal Intelligence; normal insects and

non-sentient plant life are therefore not considered "living" for this

purpose) receive a saving throw to resist the teleportation (there was

no plumbing in Kestrel's tower, hence this spell saves on traipsing up


and down all those stairs with a chamberpot).





Dive (Alteration, Evocation)

Reversible



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One person

Saving Throw:  Negates

Author:  Steve Bartell 



This spell forces the recipient to sink to the bottom of a body of water

at the rate of 20 yards per round unless they make a saving throw versus

spell. No amount of swimming or struggling will stop the victims descent.

However, a rope or other secured object that can hold the weight of the

victim will stop the sinking.

The spell recipient will sink for a number of rounds equal to the

caster's spell level. If they touchdown at the bottom of the water before

the spell duration expires, they will simply be unable to leave the

ground until the spell wears off. When this spell is cast in the

elemental plane of water, the victim will sink in whatever direction

their feet were facing at the time of casting. This spell will also

affect those that are swimming on the surface of a body of water.

The reverse of this spell, surface, will force the recipient to float to

the surface of the water for the duration of the spell.

The material component of this spell is a small ball of lead.





Dream Control (Enchantment/Charm, Phantasm)



Range:  1 foot per level

Components:  V, S, M

Duration:  special


Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



This spell causes the victim to have dreams exactly as the wizard lays

them out. Nightmares, messages, fantasies are all possible actions in the

dreams. These dreams will seem real. If the person finds out about the

source of the dreams it is likely that he will not take kindly to them.

The chance of success is 5% per level of the wizard minus 10% per level

of victim (less 5% per degree of extremeness of the dreams as determined

by the DM). This spell can deprive the victim of a good night's sleep

with the same chance of success, thus preventing him from regaining

spells overnight. The victim must have been touched at some time by the

wizard to use this spell. If the spell is negated, the wizard cannot try

to control the dreams of the same victim again until he has gained a

level. The material component for this spell is an ornamental cushion,

arduously decorated, of at least 20 gp value.





Dreamoore's Explosive Missile (Alteration/Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  Special

Saving Throw:  Special

Author:  Jonathon Salazar (The Adept's Spellbook)



This spell actually has two variations. The first produces a special dart

which the wizard hurls toward its target. The dart has a +3 to-hit bonus

at 10 feet or less, +2 at 20 feet, and +1 at 30 feet. A successful hit

does 1d4+2 points of damage + 1 HP per wizard's level. The second version

enchants an ordinary arrow or quarrel, making it magical for hitting

purposes, and delivering double normal damage + 1 HP per wizard's level.

Both versions also have a residual blast radius, inflicting 2d4 points

of damage, or 1d4 on a saving throw versus death magic. Any item struck

directly by an explosive missile must save versus crushing blow to avoid

damage. The material components are sulphur, diamond dust, and the

appropriate missile being enchanted. The first version requires a 10 gp

silver dart as its missile. The explosive missile must be used within

three rounds of creation, otherwise it detonates and does damage to those

immediately around it.





Dreamoore's War Disk (Evocation)



Range:  60 yards

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



The war disk is a small, hand-hurled missile which the wizard throws

toward its target. Its to-hit bonus is +3 at less than 20 yards, +2 from

20 yards to 40 yards, and +1 from 40 yards to 60 yards. The wizard must

declare which version he is casting prior to the throw. The first type

hits only once for 1d4 points of damage + 1 HP per level of the wizard.

The second may be thrown once per round for 1d4+1 points of damage per

successful hit and automatically returns at the end of the round. Its

duration is one round per level.





Duck! (Enchantment/Charm)



Range:  10 yards

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Unknown



By this spell, the wizard helps the defence out on himself or another

creature. If the wizard sees an attack coming, the wizard can cause the

creature to be suddenly moved out of the way so as to cause the attack

to miss. This will only work against body (claws, bite, etc.) or

hand-held weapons. The creature that has been moved must then take 30

seconds readjusting his position before it can attack again.

The wizard must prepare for this spell, and must declare at the end of

the previous round that he is casting this spell. The wizard then waits

until the monster attacks, and throws the spell. Creatures that have

never had this done to them before must make a saving throw versus

petrification or be stunned for 2 rounds.





Dumbness (Illusion/Phantasm)



Range:  30 yards

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Brian Dawson



This spell causes the recipient creature to become completely dumb,

believing that he is unable to speak by means of voice in any way (cf.

blindness, deafness). This effect can only be removed by dispel illusion,

or by the will of the wizard, and is permanent until such time. The

victim does get a saving throw versus spell to avoid the effect. Note:

this spell could be very effective against creatures such as

androsphinxes, dragonnes and harpies.





Dust Warriors (Conjuration/Summoning, Necromancy)



Range:  5 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  20-yard long square

Saving Throw:  None

Author:  Unknown



The material component for this spell is a full set of teeth from a

man-sized or larger carnivore which must be cast on an area of earth,

rock, raw stone, sand or gravel as the spell is cast. The spell generates

1 skeleton + 1 per 2 levels which rise from the area. They will fight for

the wizard until they are turned or destroyed, the wizard is slain,

rendered unconscious or moves out of spell range of the group, or the

magic is dispelled. They last only while there is someone to attack

(including each other, if necessary) - any round in which there are no

targets available the skeletons will fade back into dust.

If dragon's teeth are used as the material component, each skeleton will

have bonus hit points equal to the age category of the dragon (count 4 HP

= 1 HD for turning and attack purposes). Furthermore, they will be immune

to the attack type of the dragon's breath weapon.





Elemental Burst [2] (Alteration)



Range:  60 feet

Components:  S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  10-foot cube

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes wood or stone to burst violently, fire to flare, or

small volumes of water or air to become turbulent, possibly knocking

people and objects over within a radius of twenty feet. Wood and stone

will do 1d8 and 1d10 points of damage respectively to victims within ten

feet of the burst. Fire will do 1d6 points of damage to victims within

ten feet of the fire and 2d6 to those within three feet. When the fire

version is used, there is a 50% chance of flammable objects within 10

feet of catching fire. The material component of this spell is a bit of

sulphur.





Euclarke's Cantankerous Clothing (Enchantment)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





By use of this spell, the caster causes the target creature's clothing

to animate and inhibit the creature's actions. Any clothing worn by the

character will swirl, untuck, unbutton, unclasp, twist, fold, chafe or

any other action that could disrupt the character's activity. A saving

throw versus death magic negates the spell.

In game terms, the target creature is at a -2 penalty on attack, defense,

saving throws and initiative. Spellcasting is not ruined by this spell,

but all casting gets an initiative modifier of 2, since the caster must

slow down to avoid mistakes. Note that the target creature must be

wearing some form of clothing for the spell to be effective. The spell

lasts for one level for every two levels of the wizard casting the spell,

up to a maximum duration of 10 rounds (1 turn). The material component

for Euclarke's cantankerous clothing is a small square of cloth, which

must be twisted, stretched and pulled during the casting of the spell.





Expose Magic (Divination)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell will inform the wizard of all the details of a single spell

cast within one round per level - including the destination of a

teleport, the target of a charm, the name of a spell without obvious

effect, etc. The spell does not invalidate illusion magic - the spell

will return an answer consistent with the illusion (i.e., a fireball was

cast rather than a spectral force), unless the wizard had already

disbelieved successfully.





Exterminate II (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  None or special

Author:  Unknown



Exterminate II negates call insect, protects one person against insect

plague, and gives +6 on saving throws versus summon insects. Dispel magic

requires a wizard of twice the wizard's level. Magic resistance applies

only to the creature touched. To negate this spell, both victim and

insects have to make their saving throws. The material component of this

spell is a bit of fly-paper.





Fellstar's Flamehand (Invocation/Evocation)



Range:  0

Components:  V

Duration:  Special

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  1/2

Author:  Fellstar



When cast, this spell causes the wizard's hands to glow with a soft red

light; if the wizard scores a hit in combat, his hand will discharge a

sheet of flames that will engulf the target. The victim suffers damage

equal to 1d10 HP + 1 HP per level of the wizard (a successful saving

throw versus spell reduces the damage by one half). This spell may be

used twice per casting (once for each hand); both charges must be used

within 5 rounds plus 1 round per two levels of the wizard; after this

time, any remaining charges are lost. Two attacks may not be made in the

same round unless the wizard is normally capable of doing so; in this

case, two separate to-hit rolls must be made, and each suffers a -2

penalty.

The flames from this spell will ignite any combustible material; these

flames may be extinguished the following round, if no other action is

taken.





Fiery Eyes (Enchantment/Charm)



Range:  0

Components:  V, S

Duration:  3 rounds + 1 round per 3 levels

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



By means of this spell, the wizard causes his eyes to glow with an

unnatural light, causing beams to shoot forth up to thirty feet, causing

a single creature or object 1d4 points of fire damage per round when he

focuses his eyes on it for more than three rounds. Further, all creatures

in area of affect must save versus spell or be distracted and lose

initiative for the first round. If cast in conjunction with hypnosis,

hypnotic pattern, or mass suggestion, victims suffer a -1 penalty on

saving throws if they are looking at the wizard. After the spell is

effectuated, the wizard does not need to concentrate to maintain its

effect.





Fire Dart (Elemental (Fire), Invocation/Evocation)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Nathan Sugioka 



Similar to magic missile, this spell produces one missile per 2 caster

levels, rounded up, with a maximum of 5. The difference is that these

missiles are made of flames; thus, they can be directed against

non-living targets, and also set any flammable materials they hit on

fire.





Flask of Light (Enchantment)



Range:  0

Components:  V, S, M

Duration:  Until released

Casting Time:  2 rounds

Area of Effect:  Flask touched

Saving Throw:  None

Author:  The tiger 



This enables the caster to imbue a flask with an illumination spell. The

first round of casting involves preparing the flask, the second round is

for casting the illumination spell wished for into the flask. Thus the

illumination spell must have a casting time of one round or less. This

spell may only be cast on any given flask once; a second casting will

result only in causing the same effect as if a dispel magic had been cast

on the flask, which has a 100% chance of removing the casters current or

previous enchantments. The material component is the flask into which the

spell is cast.





Flying Fist (Evocation)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Perry Horner 



Invented by the wizard Alcimer (and once known as Alcimer's flying fist,

ere he died and his apprentices all made use of it), this spell enables

the caster to create a "fist" of force. Forming at the end of the round

in which the spell is cast, the hand is invisible to all but the caster.

It can move 12 yards per round, but cannot pass beyond 10 yards per level

of the caster away from the caster. The fist can hover in mid-air, swoop,

swerve, and dart through openings as the caster directs, but it will

disappear if the caster casts another spell or is rendered unconscious.

Physical combat, speech, climbing, movement, and other activities on the

caster's part will not destroy the fist. Although the fist can exist for

one round per level of the caster, it can perform only three things. It

can grab falling, floating, or levitating objects of hand-size or less,

any 10 gp weight or less and carry them about for up to 2 rounds ere it

drops them. Such objects (keys, ioun stones, etc.) may be in the

possession of another creature, but the fist does not have the strength

to tear weapons free of fastenings, material components or scrolls out

of a being's grasp, etc. It can overcome magnetic pulls, but can only

hold its own against a gust of wind or other severe opposing air

disturbance. It can push or slap a single creature sufficient to cause

a missile attack to be at -1 to-hit, a catching attempt by the being to

be 20% more likely to fail than otherwise, and to delay (not ruin)

spellcasting for one round. It can also attack, striking as a blow (not

a missile, and hence unstoppable by a shield or any protection from

missiles magic), as though it was the caster (but at +2 to-hit), and

doing 1d2 points of damage. A successful punching attack by the fist

ruins spellcasting during the round it strikes. A flying fist can be

readily dispelled by a dispel magic cast on the fist or on its caster,

and cannot penetrate walls of force, anti-magic shells, or more powerful

magical barriers. It is AC 4 (AC 7 to opponents who can see invisible as

an ability or by means of temporary magic), and can be destroyed by any

attack that deals it 5 or more points of damage, or any combination of

attacks dealing it at least 5 hit points of damage in a single round

(cumulative damage does not apply to the fist).





Fog Phantom (Conjuration/Summoning)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  August Neverman 



This spell creates a vaguely human shaped pillar of fog. The fog phantom

can do no damage, but it can be controlled remotely by the wizard. The

fog phantom moves at 1 foot + 1 foot per level of the wizard. The wizard

can "see" and "hear" through the fog phantom. This spell requires

complete concentration: disturbances will cause the termination of the

spell before the end of its duration. The fog phantom cannot pass through

cracks or the like. Strong winds and intense heat or cold will cause the

fog phantom to disintegrate. The material component for this spell is

some smoke.





Furball (Alteration, Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  Negates

Author:  Brendan Knox 



Supposedly designed by a wizard by the name of Rakmos Shearlight for his

friend's wool business, this spell causes fur or hair to grow on a living

creature at a rate of 1 inch per round. It even affects creatures that

do not normally have fur or hair (eg., one could create fur on an

alligator). A saving throw is allowed and those that successfully save

will not be affected by the fur or hair growth. Otherwise, the fur or

hair will continue for the duration of the spell. The fur or hair will

remain, even after the spell's duration expires, and it is not magical.

A dispel magic will only halt the fur or hair growth. Partial areas of

large creatures have been known to be affected by this spell (the face

of the red dragon Scorch, for example).

In itself, this spell is relatively harmless. The effects on the other

hand can be quite interesting. Tight armour has been known to break and

fall off, the fur or hair could catch fire (since hair is highly

flammable), the fur can serve as extra insulation in cold climate,

instant fur is provided for the lightning bolt spell, etc.

The material component for this spell is a bit of fur.





Garinthrall's Hideous Leech (Conjuration/Summoning)



Range:  150 yards

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Garinthrall 



This is a variant of Melf's acid arrow. Unless otherwise noted, this

spell mimics many of the properties of Melf's acid arrow (q.v.).

When this spell is cast, a small black sphere a few inches across appears

in the wizard's hand. The wizard then proceeds to hurl this sphere at the

target of the spell. If it does not strike the target or is not thrown

immediately after its creation the sphere fades into nothingness.

If it hits successfully, on the spot which the sphere struck appears a

huge, black, shiny leech-like creature which bites into the target and

begins to drink the target's blood. This leech can even bite into

creatures hit only by +1 or better magical weapons. The creature cannot

be removed by anything short of a dispel magic or the wizard's own hand

until it has had its fill of the target's blood and is sated, at which

time the creature falls to the ground. The number of rounds this takes

and the damage inflicted due to the blood drain are as per Melf's acid

arrow.

The creature's bite carries an anaesthesia which makes the target

oblivious to its presence if it is struck by surprise. The target will,

however, notice that it is growing progressively weaker and may make a

Wisdom check every round to spot the creature.

As previously mentioned, when the creature is satiated (or if the wizard

removes it before this occurs), it will fall from its target where it may

be collected later by the wizard. The creature will survive for up to one

hour after being removed from the target during which time it retains its

immunity to all attacks save dispel magic and the wizard's hand. After

one hour it will dissolve into a small puddle of blood. Before the end

of this hour, the wizard may force the leech to dissolve itself at any

time or alternately bleed it slowly if he has a dagger or similar weapon

on hand (again, only a weapon wielded by the wizard will be effective

against this creature). The blood may be collected in whatever receptacle

the wizard has available, for later use in poisons, potions, other

spells, sympathetic magics, etc.

If the target of the leech is not a creature of flesh and blood that

would be harmed by the leech's blood drain, then the bite of the leech

will inflict only 1d4 points of damage before the leech falls off the

target.

Although it should be obvious, it is worthy of note that this spell does

not damage the target's items as it does not shower the target in acid

as does Melf's acid arrow. Also, note the shorter range of this spell.

The material component for this spell is a leech which has fed upon the

wizard's own blood and has afterwards been lanced with a hot needle and

killed.





Ghost Stories (Enchantment, Illusion/Phantasm)

Reversible



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  



The wizard casts this spell upon one speaker or storyteller before the

creature touched begins telling a frightening story to an audience within

hearing range and can hear the tale clearly. When the storyteller begins,

the individual audience members must make a saving throw versus spell at

-4. If they fail, they become caught up in the story and listen

attentively, even "oooo"ing and "aahhh"ing with genuine feeling, while

the storyteller's voice and movements direct the spell's effects,

enhancing lighting and sound in the immediate area. Those who save wander

off, disinterested. Those who cannot understand the speaker automatically

save.

After the story's conclusion, those who failed their saving throw are

heartened by the exhilarating performance and receive a +2 initiative

versus undead and +2 to save versus fear for the next 24 hours. Those who

saved are unaffected and receive no such bonuses.

The reverse of the spell, dishearten, causes those who failed their

saving throw become depressed and receive a -2 initiative versus undead

and -2 to save versus fear for the next 24 hours. Audience members must

sit through the entire story to receive the bonuses or penalties. They

do not wish to be interrupted, but attack or similar interruptions can

break the spell. The same applies if the speaker stops for longer than

one round. If the spell is cast on a bard, he has the conscious decision

to allow or disallow the spell to occur.

The caster performs only a small portion of the verbal and somatic

components. The storyteller actually performs the rest through his voice

and movements, thereby directing the spell effects himself.





Ghoul Touch (Necromancy)



Range:  0

Components:  V, S

Duration:  2 rounds + 1 round per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  Negates

Author:  Bret Mikeal O'Neal 



Casting this spell changes the casters hands into ghastly clawed

terminals, much like a ghouls. The wizard may then attack with these

decayed hands. The damage is 1d3 per claw + Strength bonus. A saving

throw versus paralysation must be rolled by the creature hit. Those

failing the saving throw are paralysed for 1d4 rounds. Note that the

caster can attack with both hands with appropriate penalties.

Elves, slimes, undead, and automatons are immune to this spell.

Spellcasters may cast other spells while this spell is going, but any

other touch spell will negate the ghoul hands.





Gold to Gems (Alteration)

Reversible



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  200 gp touched per level

Saving Throw:  None

Author:  Thomas Watson 



By means of this spell, the wizard converts a number of gold pieces,

minus some random percentage, into a single gem of equal value. The

wizard places the gold pieces in the left pan of an ordinary balance,

speaks a command word, and the coins vanish. A single gem appears in the

right pan, equal in value to the amount of coins minus 1d10%. This extra

amount is the material component. The wizard can convert up to 200 gold

pieces per level per use of the spell. Thus, a 5th-level wizard could

convert up to 1000 gold pieces into a single gem.

The reverse of the spell, gems to gold, converts a single gem (subject

to level limits), placed in the right pan of the balance, into gold coins

of equal worth, minus 1d10% of the value of the gem. If too many coins,

or a gem of greater value than the wizard can convert at his current

level, are placed on the balance, the spell is lost but nothing is

expended materially. The type of gem obtained cannot be specified by the

wizard.





Greysky's Improved Missile (Evocation)



Range:  20 yards per level

Components:  V, S

Duration:  Special

Casting Time:  2

Area of Effect:  One or more creatures

Saving Throw:  None

Author:  Paul D. Walker 



This spell is exactly the same as the 1st-level wizard spell magic

missile except for two changes: (1) the area of effect - everyone in

spell range could possibly be hit with 1 or more missiles - and (2) the

number of missiles that can be fired by the wizard - for every 3 levels

of experience, the wizard can fire two magic missiles (i.e., level 1-3:

2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles, etc.).





Grimly's Prehensile Feet (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 turn per level

Casting Time:  3

Area of Effect:  Humanoid touched

Saving Throw:  None

Author:  Joshua Rosenfeld 



This spell alters one person's feet so that they are able to grasp as

well as his hands can. The recipient of this spell must not be wearing

shoes, or 1d3 points of damage will be taken due to the lengthening of

the feet in a cramped space (soft leather boots must save or rip apart).

The recipient must also be human or humanoid for the spell to take

effect, and unwilling victims are allowed a saving throw. The prehensile

feet will add +30% to climbing rolls. If in a position to use feet to

attack with weapons, this is also possible, though at a non-proficiency

penalty if the attacker is proficient with the weapon, and double that

penalty if the attacker is not proficient. Somatic components of spells

of third level or lower may be performed with prehensile feet. The

material component for this spell is a bit of monkey fur.





Guilda's Sneakabout Light (Alteration)



Range:  5 feet

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  2

Area of Effect:  5-foot radius sphere

Saving Throw:  None

Author:  Colin Roald 



This spell creates a dim, floating light of variable intensity that

follows the wizard. At its brightest, it is enough to read with good

eyesight, and it can be extinguished and restored at will during the

duration. No light produced by the spell escapes the 5-foot radius,

preventing the wizard from being given away by his light, so this spell

is ideal for thieves. Note that background light penetrates the area of

effect freely, so the wizard is in no way concealed by this spell. The

material component for the spell is a silk black blindfold.





Hailstones (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  5-foot per level radius (maximum 60 feet)

Saving Throw:  None

Author:  Peter Gourlay 



This spell summons a rain of stones in the area of effect. The spell

causes 1d3 points of damage per level of the wizard to all within the

area, to a maximum of 15d3. However, the wizard must make a normal to-hit

roll versus each creature in the area to see if they are hit by the

stones. If the to-hit roll is unsuccessful, the creature takes no damage.

The material component is a handful of small stones.





Hair Growth (Evocation)

Reversible



Range:  0

Components:  S, M

Duration:  1 turn per level

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  M. Kinney 



This spell causes hair to grow (the reverse eliminates all hair) on the

victim. The victim's hair will grow at a rate of one inch per turn for

the duration of the spell. The material component for the spell is a

hair, and a pair of scissors or a sharp knife for the reverse, hair razor

(which belongs to the alteration school).





Hand of Ithiqua (Illusion/Phantasm)



Range:  30 yards

Components:  V, S

Duration:  3 rounds per level

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Brian Dawson



A target of the hand of Ithiqua, failing to save versus paralysation will

be pinned to the ground by an invisible force. The force is illusionary,

but will seem completely real to the victim, so that he will be unable

to move. The victim will be pinned to the ground at a location of the

wizard's choice, and despite any struggling will have a movement of 0

regardless of Strength. The subject will be very prone, +4 to be hit

(with no Armour Class adjustment for Dexterity) and -4 to attack.





Heat Feet (Alteration)



Range:  20 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One creature per level

Saving Throw:  Special

Author:  Rob van Riel 



This spell causes the affected creatures' footgear to become very hot,

blistering the victims' feet. Because of this, the target fights with a

+2 bonus to-hit, a +2 penalty to its Armour Class, loses any Dexterity

bonuses, and moves at 5/6 of its normal speed. The reduction in movement

rate lasts until the blisters have healed. Creatures that are immune to

fire don't suffer any of these effects. Flammable footgear must save

versus normal fire or be ruined; footgear that saves is merely a bit

charred.

Alternatively, this spell can be used to counter the effects of natural

cold. In this mode, the spell will keep the affected creatures' feet

comfortably warm for 1 turn per level of the wizard, even in snow or ice.

The material components for this spell are 2 leaves of stinging nettle. 





Heethem's Hydromorph (Alteration, Enchantment)



Range:  10 feet

Components:  V, S

Duration:  2 turns per level

Casting Time:  2

Area of Effect:  One cubic foot per level

Saving Throw:  Special

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





This somewhat frivolous spell allows the caster to create spectacular

fountains and wondrous sculptures out of water (or water-like

substances). For example, the caster can make a portion of a lake into

a flowing fleur-de-lis or a courtyard pool into a shimmering fountain.

There are no restrictions on what shape or form the water may take, save

the artistic talent of the caster.

This spell may only be cast upon still, or nearly still portions of

water. Any attempt to use this spell on turbulent waters will fail.

Heethem's hydromorph can be cast upon a creature from the elemental plane

of water, but the creature is allowed a saving throw versus death magic

(at +4) in order to avoid being reshaped by this spell. In any event, the

creature is still allowed all of its normal attacks and may resume its

natural shape at the beginning of the next round.

If desired, a permanency or semi-permanency (see the Dragon Kings

supplement) may be placed on Heethem's Hydromorph, although complete

evaporation of the liquid will break the spell.

This spell will not function on the elemental plane of water or its

adjacent plane of ooze, but operates normally on any other plane that can

contain a liquid.





Homophobia (Abjuration)

Reversible



Range:  20 yards

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  3

Area of Effect:  One person

Saving Throw:  Negates

Author:  Mario R. Borelli 



Homophobia causes a person, regardless of orientation, to become angry

and nauseous at the concept or sight of any person or behaviour which

might be construed as homosexual. The subject will attempt to evade and

void any such thing and, if evasion proves impossible, hostile and even

violent.

Homosexuals affected by this spell will be constantly ill at ease. The

reverse, heterophobia, has exactly the same effects, except that the

aversion is towards heterosexuals and heterosexuality. The material

component is a lump of mouldy cheese shaped like a triangle (or a square,

for the reverse).





Horizontal Rope Trick (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Vassilakos 



When cast on the end of a length of rope, that end may be tossed away

from the wizard (being subject to gravity), where it will remain hanging

in midair at its furthest point from the wizard for the spell's duration.

Five persons may climb the rope and hide at its end (in extra-dimensional

space), unseen, drawing the slack with them as they go. Also, the spell

may be used as a make-shift grappling hook when there is nothing for a

hook to catch onto. The rope may be thrown upwards up to 3xStrength feet

at most and generally less if accuracy is desired. Horizontal throws may

be twice this number if there is a ten foot radius of swing room. The

material components for this spell are a paper Moebius ring and a string

of yarn.





Imitation (Illusion/Phantasm)



Range:  0

Components:  V, S

Duration:  2 turns + 1 turn per level

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  Special

Author:  Brian Dawson



This spell is similar in nature to change self (q.v.), but allows the

wizard to assume the form of a specific creature. There is, however, a

chance that the form will not be accurately imitated, with some

inconsistency or fault being noticed by the observers. The chance of an

observer detecting this ruse is as follows:



Observer's Familiarity   Base Chance of         Modifier for

With Assumed Form         Detection*         Wizard's Familiarity

Very well known              25%                     -5%

Seen often                   15%                     +0%

Seen occasionally            10%                    +10%

Seen once                     5%                    +20%

Never seen                    0%               Not applicable

* This is also the chance of a creature recognising a non-specific form

as a false one.



Additional Modifiers:

*  +5% per level of the viewer

*  -5% per level of the wizard

*  +20% if listener attempts to determine authenticity

*  +10% if only seen occasionally

*  +5% if seen once or never seen

*  -1% per one foot of distance

The chance of detection should be rolled upon initial contact, once for

every three turns of exposure or one turn of direct conversation, and

once for an attempt to determine authenticity. The spell may not be

immediately recognised as an illusion, even if a fault is detected, for

it could be seen as a disguise or a physical change (as with a

doppleganger). Note that strong physical contact could reveal the spell,

as the illusion is only visual. Also, unless a voice spell is also used,

observers could become very suspicious. The size of the alteration can

be 50% of actual. Note that the change is entirely illusionary (unlike

alter self) - no actual physical properties are gained whatsoever and

special abilities (gaze attacks, horror effects, etc.) cannot be

reproduced so as to have these special effects.





Improved Audible Glamour (Illusion/Phantasm)



Range:  10 feet per level

Components:  V, S, M

Duration:  Concentration or 2 rounds per level

Casting Time:  2

Area of Effect:  1 foot x 5 feet per level x 1 foot per level cone of

sound

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell is an improved version of the usual audible glamour. It can

be used to create understandable speech, but only those languages that

the caster can speak. The volume of sound is the same as the normal

version but it can reach the volume of up to 10 dragons roaring at the

same time at the maximum of sixtieth level (not that many characters

would reach that level, though). Reminder: a dragon roaring equals 24 men

shouting at their loudest and a wizard gains the power to create sounds

equal to four men per level. If the sound volume reaches 2 dragons, this

spell starts to cause damage to characters: 12 hit points at 48 men

volumes plus one hit point per 4 men volumes above that per round in the

sound area. The cone extends directly from the point of origin which has

to be within range. It causes structural damage in the following

relation: 1 structural point per 10 hit points of character damage.

The material components are a small silver horn plus a paper describing

the sound in the most minute detail (it has to be understood by character

who can read musical notes).





Improved Detect Magic (Divination)



Range:  0

Components:  V, S

Duration:  2 rounds per level

Casting Time:  2

Area of Effect:  10-foot wide path, 300 yards long

Saving Throw:  None

Author:  Unknown



This spell acts like detect magic except it works out to hundreds of

yards range.





Improved Find Familiar (Summoning)

Reversible



Range:  1 mile per level

Components:  V, S, M

Duration:  Special

Casting Time:  1 up to 24 hours

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Unknown



This spell attracts a familiar to act for the wizard. The wizard may

attract a familiar of up to half his Hit Dice. The wizard may specify the

type of creature preferred but not the specific creature. Hence he could

specify "a cat" but not "Mrs Pike's Ginger Tom".

Furthermore, the wizard gains the ability to communicate mentally with

his familiar and to use the senses of the familiar while this is being

concentrated on. Hence, he can "see" through his familiar's eyes,

"listen" with its ears, etc. No other actions are possible during this

concentration. The range for this communication is 5 miles per level of

the wizard.

The wizard gains the hit points of the familiar when it is within 12

feet, and on its death (if not released beforehand), will permanently

lose double the amount of these hit points (regardless of the distance

to the familiar). If a familiar is in range, it must be of the same

alignment as the wizard and will then willingly serve its master or

mistress as long as it does not involve a threat to its life and as long

as suitable rewards are given to the familiar at regular intervals (mice

for cats, treasure or souls for more powerful creatures). Failure to

provide such suitable rewards allows the familiar an additional saving

throw versus spell (at +1 for each time rewards have been ignored).

The DM determines the likelihood of the preferred creature being within

range and determines all results including the type, size, Hit Dice and

abilities of the attracted familiar. The range of the spell is one mile

per level of the wizard.

The material components of this spell include feathers, fur or skin etc.

of the creature preferred and a total of 100 gp worth of incense and

herbs per Hit Die of the summoned familiar. The familiar so attracted

receives a saving throw versus spell to ignore the summons. The spell may

be attempted only once every 6 months.

This spell is a specialised version of charm person or mammal, and

rewarding the familiar gives a strong chance of an individual offering

his services to, for example, a wizard or dragon for quite a period. Both

stand to benefit from the co-existence.

By introducing this spell to a campaign, familiars should be more common

to all wizards including dragons, drow, etc. It would be quite beneficial

for a dragon to have a human familiar. The familiar is able to arrange

delivery of suitable bribes, slaves, information, treasure or whatever

else the dragon would require. It can always be useful to have such a spy

in an enemy camp. On the same basis, it also means that a powerful witch

is able to have a troll or doppleganger act as her familiar for several

years. In return, the familiar gains treasure, knowledge or power or just

food and security.

The reverse of this spell, release familiar, has a range of 0, since the

wizard must be able to touch his familiar to release it. This version of

the spell has no material component and is permanent. Its casting time

is 0, and the familiar is not entitled to a saving throw.





Improved Identify (Divination)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  Special

Area of Effect:  One item per level

Saving Throw:  None

Author:  Unknown



This spell is the same as identify except that the wizard gets a 20% per

level chance of identifying the item and gets a +2 on any saving throws

versus a cursed item.





Improved Magic Missile (Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One or more creatures in a 10-foot cube

Saving Throw:  None

Author:  Kenneth C. Jenks 



This spell is similar to the 1st-level magic missile spell, except as

noted above and for the fact that each missile inflicts 1d6+1 points of

damage.





Improved Magic Missiles (Evocation)



Range:  6 yards + 1 yard per level (see below)

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  Max Becherer 



Improved magic missiles is actually a family of at least three discrete

variants, each optimised to enhance one characteristic of the spell:

number of missiles, damage, or range. If an improved magic missiles spell

is found, roll 1d100 on the following table:



 D100 Roll  Result

   01-10    Range

   11-55    Numbers

   56-99    Damage

    00      Two spells, roll again



Range: this rare spell doubles the range of magic missile to well over

120 yards. Ideal for use against flying enemies. One in twenty copies of

this spell inflict 1d6+1 points of damage.

Numbers: range and damage are as per the magic missile. The wizard can

evoke one missile per level, doubling the number of missiles created. A

rare variant (5%) inflicts 1d3 points of damage, but grants the wizard

two missiles per level.

Damage: the spell is identical to magic missile, except that the missiles

inflict 2d4+2 points of damage a piece. 30% of the copies of this spell

are a weaker variant which inflict 1d6+1 points of damage per missile,

but are otherwise identical to the 1st-level spell.





Infected Wounds (Necromancy)



Range:  30 yards

Components:  V, S, M

Duration:  1 day

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Robert A. Howard 



This spell will cause any wounds to become infected, be they scratches

or large wounds. Wizards do not need to hit their intended victims. The

victim must make a saving throw versus death magic, and if he fails, his

wounds will not heal naturally. Healing and herbalism will also fail to

heal these wounds. The use of magical healing will heal the infection,

at the cost of a cure light wounds - no damage will be healed, but the

infected wounds will be negated. The material component for this spell

is a powdered opal of 10 or more gold pieces value.





Jealousy (Alteration)



Range:  6 feet

Components:  V, S

Duration:  2 turns + 1 turn per level

Casting Time:  2

Area of Effect:  1d6 persons

Saving Throw:  Negates

Author:  John Daniel 



The affected people will become jealous of each other to the extent that

they will ignore the wizard or any other source of danger present and

quarrel amongst themselves. There is a chance equal to the wizard's

Intelligence of such an argument leading to blows and, if it does, there

is an additional chance equal to the wizard's Intelligence of the fight

being to the death. If the fight is not to the death, then the combatants

will come out of the spell when hit.





Jet of Steam (Evocation)



Range:  5 feet per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Max Becherer 



This spell causes a jet of superheated steam to shoot from the wizard's

hand, striking one victim up to 5 feet away per level of the wizard. If

a saving throw versus spell is failed, the victim suffers 1d4 HP + 1 HP

per level of damage. Since the jet is quite narrow, a successful saving

throw indicates that it missed, inflicting no damage.





Kaldane's Drowse (Enchantment/Charm)



Range:  30 yards

Components:  V, S, M

Duration:  3 rounds per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Joshua Rosenfeld 



The victims of this spell must be within 30 feet of each other, with a

centre determined by the caster. This spell affects 2d6 HD of creatures,

affecting lower level creatures first, with partial effects ignored.

Creatures of 6+3 HD or more are unaffected. The result of the spell is

to make its victims feel sleepy, giving them a +2 penalty to their Armour

Class, and a -2 penalty on their to-hit rolls, with all Dexterity bonuses

for combat negated. If a creature that has been subject to the drowse has

more than 4+3 HD, it can be subject to sleep (q.v.), although it is

allowed a saving throw at -4). The material component of this spell is

a pinch of fine sand.





Kasegott's Neon Hit Points (Divination, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  2

Area of Effect:  60-foot radius circle

Saving Throw:  None

Author:  Marc Sherman 



This spell affects a number of creatures within the area of effect equal

to half the casters level, rounded up. The creatures affected are

randomly determined from all creatures in the area of effect, excluding

the caster. Note that the spell does not discriminate between the

caster's friends and foes.

The spell causes the targets' hit points to flash in a bright neon colour

above the targets' head. This number will appear in the native language

of the caster; anyone who can read this language can read the hit point

number as well.

Creatures who are held, petrified, asleep, unconscious, or otherwise

inactive are not included in the random determination. Creatures who are

invisible, hiding in shadows, or otherwise unknown to the caster, are

likewise not included. A creature under the effects of an illusion which

the caster has not disbelieved will have the illusory hit points fl