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The Great Net Spellbook level 3

Subject: The Great Net Spellbook level 3


	[originally downloaded in ASCII.zip from 

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


Third-Level Spells





Acidball (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This spell is identical to fireball except that it inflicts acid

damage instead of fire. The material component is a ball of bat

guano and caustic soda.





Air Mask (Conjuration/Summoning)



Range:  0

Components:  V, S

Duration:  2 turns per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Joseph DuBois (Scooby) 



This spell creates a small invisible mask of air that is

connected to the plane of air around the recipient's face. This

mask will allow the user to breathe normally in almost any

condition. In a stinking cloud, under water, or (in Spelljammer)

in wild space or Pholgeston. Talking is normal through the mask,

and allows for spell casting of spells that require verbal

components when in such conditions.





Albino Fruit Flies (Conjuration/Summoning)



Range:  30 yards + 10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  One 10-foot cube per level

Saving Throw:  Negates (but see below)

Author:  Unknown



This spell causes a great cloud of small, white, harmless but

annoying flies to spring forth. These bugs are so dense as to

obscure vision within the cloud to only 2 feet. These albino

fruit flies, while they do not bite, secrete a sticky, gooey

substance, so that anyone caught within the cloud and failing a

saving throw will be affected as if by a slow spell.

While the cloud itself will only last for 2 rounds +1 round per

level of the wizard, the effects of the sticky gunk on

characters will last until they manage to wash it off, a feat

which requires at least half a gallon of water for a man-sized

creature, and takes 1 turn. Using more water will reduce this

time, of course, and complete submersion in water will wash a

character in a single round. These flies have an even worse

effect on vegetation. Beings made from vegetable matter will

take 1d3 points of damage per level of the wizard for as long as

they remain within the cloud. Other vegetation will surely be

eaten within a few rounds, destroying gardens or forests, and

probably greatly angering any nearby druids!

The material component of this spell is a live ash-white fly or

any other kind of small, harmless, but extremely annoying

insect.





Alpha's Comet (Conjuration, Evocation)



Range:  10 feet + 5 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell creates a flaming missile with a trail of superheated

noxious gasses. The comet unerringly strikes one target, the

impact causing 3d6 points of damage and the flames an additional

3d6. Furthermore, any creature within 5 feet of the comet's path

will suffer 2d4 points of fire damage. All those within 5 feet

of the point of impact will suffer 3d4 points of damage. Anyone

who suffers damage from this spell is also considered to have

been engulfed in the noxious fumes, and will be at -2 on all

rolls (10% spell failure chance) for 1d6 rounds due to coughing,

choking, and blurred vision. The material component is a ball of

pitch mixed with sulphur and phosphorus.





Alpha's Darklight (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  3

Area of Effect:  15-foot radius globe

Saving Throw:  None

Author:  Jason Nelson 



This spell is exactly the same as the 2nd-level wizard spell

darkness, 15-foot radius (q.v.), except in that the wizard can

see normally through the darkness so created as if in normal

lighting conditions. Alternatively, the wizard can bestow the

visual benefits to another character by crushing the material

component and sprinkling the dust into the eyes of the

recipient. The material component is a piece of coal or

charcoal, which must be crushed and applied as above. Note that

the spell only allows normal vision through the darkness caused

by the particular casting, and lends no benefit towards other

darkness, either normal or magical.





Alpha's Flames of the Faltine (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell sheathes the wizard in hot yellow flames and blurs

the wizard's features somewhat, causing them to assume a smooth

and somewhat indistinct shape, also turning a dark red colour.

The flames will appear to be present even coming out of the

wizard's eyes and mouth. These flames give the wizard no special

protection, but they do shed bright light in a 30-foot radius.

Furthermore, any creature striking the wizard with a claw, bite,

or similar attack or a hand-held weapon less than 5 feet long

will suffer damage as though contacting a wall of fire (q.v.) -

2d6 points of damage + 1 point per level of the wizard. Undead

suffer double damage, and creatures especially susceptible to

flame may also take additional damage.

The wizard may attempt a melee attack to burn others with this

fire, a successful blow causing 1d6 points of damage + 1 point

per two levels of the wizard. Creatures passing within a 5-foot

radius of the wizard suffer 1d4 points of heat damage. By

standing still and concentrating, the wizard may extend this

heat radiation, inflicting 2d4 within a 5-foot radius and 1d4

within a 10-foot radius, but this falls back to the usual level

if the wizard stops concentrating or resumes moving.

The wizard can attempt to destroy inanimate objects by touching

them, requiring a saving throw versus normal fire to avoid

destruction. This may be attempted once per round, at a -1

cumulative penalty for each consecutive round of handling. Items

on the wizard's person at the time of the casting of this spell

are unaffected by the flame. The wizard may end this spell

prematurely if desired. The material component for this spell is

a flask of oil, poured over the wizard's head during the casting

of the spell, and an open flame of any size.





Alpha's Heat Lightning (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Jason Nelson 



This spell calls down a bolt of reddish-purple lightning which

strikes a single creature within range. The bolt inflicts 1d6

points of damage per level of the wizard. Cold or water-based

creatures suffer an additional 1 points of damage per die, while

creatures resistant to heat or electricity suffer half normal

damage (1/4 with a successful saving throw). All non-magical

metal worn by the target must save versus lightning (at +2 if

the saving throw was made, but at -2 if the saving throw was

failed) or be fused to any nearby metal (sword fused to

gauntlet, pieces of armour fused together, preventing movement).

The material component of this spell is a short glass rod, a bit

of fur, and a bit of iron or lodestone.





Alpha's Ice Bolt (Conjuration/Summoning)



Range:  60 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  Special

Author:  Jason Nelson 



With this spell, the wizard opens a small hole in the spatial

fabric into the supernatural cold of the para-elemental plane of

ice. It brings forth a shaft of solid para-elemental ice 6

inches thick and 10 feet long (the hole is opened for only a

very brief time). This missile hits with great force, causing

3d10 points of damage from the impact alone. If the target saves

versus petrification, only a glancing blow is dealt, and the

victim suffers only 1d10 points of damage.

An additional saving throw (also versus petrification, and at +4

if only a glancing blow was suffered) must be made, or the

victim will be stunned for 1d6 rounds from the force of the

blow.

The ice absorbs heat from the nearby air, and this causes 1d6

points of cold damage (no saving throw) to all within 5 feet of

the bolt's path, and within a 10-foot radius of the target

creature. The bolt shatters upon striking its target, and the

victim will suffer an additional 4d6 points of cold damage (2d6

if only a glancing blow was suffered).

Fire-using creatures take double damage from the cold caused by

the bolt, while those resistant to cold take none. Both types of

creatures suffer full damage from the bolt itself.

Water-based creatures in liquid form will suffer only 1d10

points of damage from the blow, and cannot be stunned, but they

will automatically be slowed for 2d4 melee rounds.

If the target creature is struck fully (i.e., fails the initial

saving throw), then exposed items on that side of the wizard

must make a saving throw versus crushing blow, and all items

carried by the wizard must save versus magical frost (note also

that items on the side struck by the bolt must save at -10, due

to the cold and the blow).

The material component of this spell is a clear gem worth not

less than 100 gp.





Alpha's Images of Ikonn (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  15-foot radius sphere

Saving Throw:  None

Author:  Jason Nelson 



This spell is similar to the 2nd-level mirror image spell

(q.v.). The wizard gains 1 mirror image for each level of

experience, rather than rolling randomly. These images can

appear anywhere within 15 feet of the wizard, and a blurring

distortion effect occurs in the casting of this spell and at the

end of each melee round which prevents isolation of the true

wizard in the new melee round, even if the wizard was

successfully attacked in the previous round. Area effect attacks

(fireball, for example) can still affect the wizard even if his

location is not known. As a final benefit, if one of the images

is struck by an opponent, the wizard may make an unmodified

saving throw versus breath weapon. If successful, the image will

not be dispelled by the blow. The material component of this

spell is a small carving or doll of the wizard and a broken

mirror.





Alpha's Lightwall (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  10-foot per level long square

Saving Throw:  Special

Author:  Jason Nelson 



This spell causes a wall of dazzling yellow-white light to come

into being at any point within the range of the wizard. Vision

through the wall by any means is quite impossible, though it is

negated by a darkness (q.v.) spell cast at it. When the wall

first comes into being, all those within 10 feet of it who are

not averting their eyes (thus a wizard could warn his companions

that he was about to cast this spell) must make a saving throw

versus petrification to avert their gaze from the wall in time

to avoid being dazzled by its brightness. This dazzling results

in a -2 penalty to-hit, a 20% spell failure chance for wizards,

and a -1 penalty on initiative dice rolls. These effects persist

for as many rounds as the difference between the victim's die

roll and the roll needed for him to save. These effects can

persist even after the duration of the spell has elapsed.

Naturally, blind or sightless creatures are unaffected by this

spell, but subterranean or dark dependent creatures (drow,

duergar, or svirfneblin, for example) suffer a -3 on their

saving throw. Further, they are not protected by their normal

magic resistance, as the spell is not cast directly at them.

They are as vulnerable to its existence as any other creature

would be.

The light given off is equivalent to a continual light (q.v.)

spell within 20 feet, and equivalent to a light spell (i.e.,

normal torchlight) in an additional 80-foot radius. The

lightwall, if cast outdoors, can be seen up to a mile away per

level of the wizard (reflecting the additional size of a larger

wizard's lightwall). The wall can, of course, be created smaller

than the maximum size for the wizard's level.

The wall itself causes no damage to creatures passing through

it. However, a character fighting someone with a lightwall

directly behind him suffers a -1 on his chances to-hit (note

that this is cumulative with the dazzling effects described

above). Similarly to the 1st-level wall of darkness (q.v.),

sound is blocked by the lightwall, assuming that it does not

allow sound waves to travel around the sides of it (as when cast

outdoors, for example). It does not absorb sound or prevent

spellcasting, it merely does not allow sound to pass through it

(even if such sound is from a horn of blasting or a shout

spell). The material component is a clear gemstone or a sunstone

worth no less than 100 gp.





Alpha's Lucent Lance (Alteration)



Range:  10 yards

Components:  V, S, M

Duration:  1 round

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



There must be some ambient light available in order for this

spell to work. The effectiveness of this spell is determined by

the amount of ambient light available. The wizard must

concentrate for a full round to focus the light into the lucent

lance, after which its energy may be released. The power of the

lance is such that it can carve through wood or soft metal up to

4 inches thick, stone up to 1 inch thick, or hard metal up to

.25 inch thick, this thickness multiplied by the appropriate

modifier on the table below. Items carried by a living creature

are partially protected by that creature's aura, and gain a

saving throw versus magical fire (modified as below) to avoid

being damaged by the lance. Living creatures suffer a base of

1d6 points of damage, modified as below, with a maximum upper

limit of not more than 1d6 per level of the wizard. The lucent

lance coalesces as a ball of light around the wizard's hand

holding the material component, and shoots forth until maximum

range is reached or until a sufficient thickness of material

blocks its progress. The Lucent Lance may be traversed over an

arc up to 1 foot per level of the wizard at its maximum range.

The wizard's hand glows brightly while the spell is being cast

and while it is active.



                                   Damage  Saving throw

Type of Light                     Modifier   Modifier

Candlelight                          .5         +3

Single torch or lantern               1         +1

Multiple torches, light, starlight,

    magical dagger                    2         +0

Large bonfire, bright moonlight,

    continual light, magical sword    4         -1

Multiple magical light sources,

   indirect or filtered sunlight      6         -2

Direct sunlight, sunray              12         -4



If the light source used is a fire of some sort, that fire has

a 50% chance of going out. A permanent light effect (a magical

sword or dagger, for example) will lose its power to shed light

for 1d10 rounds. A spell used as the light source will be

automatically dispelled if it's a spell of up to third level,

and will have its duration cut by 25% if it's a higher level

spell. The material component is a small, oblong corundum rod

worth at least 100 gp.





Alpha's Night of the Leonids (Conjuration/Summoning)



Range:  30 yards + 10 yards per level

Components:  V, S, M

Duration:  1 round

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell can only be cast outdoors at night. It calls down a

number of flaming meteorites to strike unerringly any targets

within range. The wizard can call down 1d4 meteorites, plus

another for every five levels of experience (1d4+1 at 5th-9th,

1d4+2 at 10th-14th, etc.). Each meteorite strikes a single

target, though more than one may strike any given target. Each

of these "Leonids" comes blazing down from the heavens, striking

for 1d6+1 points of impact damage and an additional 1d6+1 points

of fire damage. The material component for this spell is a bit

of meteoric iron.





Alpha's Rolling Thunder (Evocation)



Range:  0

Components:  S

Duration:  Special

Casting Time:  1

Area of Effect:  5-foot per level radius circle

Saving Throw:  Special

Author:  Jason Nelson 



The wizard need but throw his arms heavenward and a great

rolling thunderclap will sound directly overhead. All creatures

within 10 feet of the wizard must save versus petrification or

be knocked prone, suffering 1d4+1 points of damage, and are

automatically stunned for 1 round and deafened for 1d4+1 rounds.

Those within one-half the radius of the spell (for example,

within 25 feet of a 10th-level wizard) but not within 10 feet

must save versus spell or be stunned for 1 round, and are

automatically deafened for 1d4+1 rounds. All others in the area

of effect must save versus spell or be deafened for 1d4+1

rounds.





Alpha's Silverlight (Evocation)



Range:  60 yards

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  30-foot radius sphere

Saving Throw:  Special

Author:  Jason Nelson 



This spell is similar to the 2nd-level continual light spell in

that it creates a very bright light (almost as bright as full

daylight). However, any creature within the area of light which

is vulnerable to silver (wights, wraiths, lycanthropes, or

devils, for example) will suffer 1d6 points of damage every

round that it remains in the area of effect, and will be at -2

to on to-hit rolls and +2 to be hit due to the intense

discomfort felt by such creatures while within the Silverlight.

Alternatively, the wizard may throw the spell directly at a

single target. Such a creature must save versus spell or be

blinded for the duration of the spell. If the saving throw is

made, the spell forms as per usual about one foot behind the

intended target, and its duration is halved. A creature

vulnerable to silver who is thus targeted need not save versus

blinding, but will instead suffer 1d6+1 points of damage per

level of the wizard, up to a maximum of 10d6+10, and will be

stunned for 1d4 rounds. A successful saving throw versus spell

at -2 will halve the damage and reduce the duration of the stun

to a single round. If thrown thus at a creature vulnerable to

silver, the spell will not form normally, regardless of the

saving throw, as its magic is used up in the attack on the

creature. The material component is a bit of pure silver.





Alpha's Starfire (Evocation)



Range:  30 yards

Components:  V, S, M

Duration:  1 round

Casting Time:  1

Area of Effect:  5-foot diameter column, 30 feet high

Saving Throw:  Special

Author:  Jason Nelson 



This spell creates a column of brilliant, blazing silvery-white

flames. All within 10 feet of the column not looking away must

save versus petrification or be blinded for 1 round and dazzled

(-2 to-hit, +2 to be hit) for an additional 1d3 rounds.

Creatures adversely affected by bright light (drow, duergar,

etc.) save at -3 versus this effect. Any creature within the

narrow column of fire (most likely only a single creature) is

automatically blinded and dazzled as above, and additionally

suffers 1d6 points of damage per level of the wizard, up to a

maximum of 10d6. A saving throw versus spell will halve this

damage. If the spell is cast outdoors under a night sky, a bonus

of +1 per die of damage is added. The material component for

this spell is a bit of silver and a shard of crystal.





Ape Call (Conjuration/Summoning)



Range:  30 yards

Components:  V, S

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell is similar in effect to the other call spells. With

it, the wizard can summon up to 1 HD worth of carnivorous apes

to fight. The apes will only fight, they cannot be used for

other tasks. Each ape has a Hit Die cost of 5, and all

remainders are dropped. This spell can only be cast in tropical

areas, and is a favourite of tribal spellcasters and witch

doctors in these areas.





Apparition (Illusion/Phantasm)



Range:  0

Components:  V, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Creature's face touched

Saving Throw:  Negates

Author:  Jim Vassilakos 



This spell transforms the recipient's or victim's face into a

horrible and terrifying mask of the wizard's own imagination.

The spell will not duplicate the face of any known creature, but

the characteristic of a number of creatures can be mixed. The

magic used is highly volatile, and often takes on a life of its

own, adding emphasis to the ideas of the wizard. Creatures of

1 HD or less who are surprised must roll a saving throw versus

spell or flee for 1d3 rounds. If the spell is cast on an

unwilling victim, the victim is allowed a saving throw versus

spell to avoid the affects. The material component is some

rouge.





Armeth's Sand Dome (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour + 1 hour per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Michael Kenyon 



This spell cause sand, earth, loose gravel, topsoil, etc. around

the wizard to form into a hollow dune. The dune is one foot

thick and large enough to hold 10 people, their gear and

sufficient air for them to breathe comfortably for the duration

of the spell. Note that the spell is sufficient for a certain

number of life forms, so pets and the like take up just as much

room for the spell's effect as a hill giant does and if a life

form is more than 10 feet distant from the rest of the

creatures, it is excluded from the spell. The dune is hard

enough that it may be walked over by any creature of Medium size

or less, without a chance of it collapsing. Should a creature of

Large size walk on it, it holds for 1 round + 1 round per level

of the caster, assuming that creature is not actively attempting

to enter the dome. Larger creatures crush the dome in one round.

From the outside, the dune appears to be part of the natural

landscape and unless the person in question knows the terrain

intimately, they will not suspect that there is anything afoot

with the terrain. The dune cannot be seen through from the

inside and it requires a hear noise roll to perceive sound

through the earth.

Common uses of this spell are to give the party a convenient

place to sleep to avoid encounters or to protect the party from

either sand storms or the beating mid-day sun.

The material component is a glass dome, half filled with fine

sand and a miniature silver replica of a campsite attached to

the base. The item is worth 100 gp and is not destroyed with the

casting of the spell. The sand, however, must be replaced with

each casting, through the corked hole in the base. Upon casting

the spell, the globe is shook, while the words "there's no place

like home" are said in Svirfneblin.





Astral Wall (Abjuration, Conjuration)



Range:  1 yard per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  100 square feet per level, 5-foot radius at

first level

Saving Throw:  None

Author:  Unknown



This creates a wall (which can have any shape the wizard

desires, including a sphere) which prevents physical effects

which would pass through normal walls, such as teleport, astral

projection, monkish "phase" ability, etc. Any such attempt by a

character will fail, leaving the character on the same side of

the wall. It is, however, possible to simply walk through an

astral wall. If the spell is linked to an existing physical wall

(including one created by wall of stone or wall of iron), the

duration becomes one hour per level. The astral wall can be

disrupted by dispel magic cast from either the physical or

astral plane. The material component is a piece of parchment.





Aura of Protection (Evocation)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  Francois Menneteau 



This spell is a more potent version of lesser aura of

protection, subtracting 3 from all attacks.





Azalldam's Waterspray (Invocation/Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  50-foot long, 5- to 15-foot wide cone

Saving Throw:  1/2

Author:  Azalldam



This spell causes a high-pressured cone of water to stream from

the wizard's hand; this cone is 50 feet long, 5 feet wide at the

wizard's hand, and 15 feet wide at the base. The majority of

damage is caused by the high pressure of the stream; anyone

caught inside the area of effect suffers 3d8 points of damage;

a successful saving throw versus spell will reduce this damage

by one half. Those who fail their saving throws must roll saving

throws versus crushing blow for all their possessions to avoid

their destruction. In addition, victims who fail their initial

saving throws must make a Dexterity check; if this check fails,

the target is pushed backwards 1d20 yards, and is knocked prone.

The water from this spell will extinguish any normal fires, but

has only a 50% chance to put out magical fires. This spell will

inflict double damage on fire elementals or similar creatures.

The material component for this spell is a large beaker of water

which is used up when the spell is cast.





Backstab Backlash (Abjuration)



Range:  0

Components:  V, S

Duration:  1 turn per level or until activated

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Russian Wyatt 



This spell creates an invisible magical field covering the back

of the spellcaster from head to toe. Should a thief attempt to

backstab the wizard, or anyone else who attacks the mage's rear,

the wizard will take full damage from the attack. But the

attacker will be hit with a blast of pure force which does twice

the damage of the attack, with no saving throw. Each casting

creates a one-shot field. This spell will only be activated if

the wizard is attacked by a hand-held weapon at close range;

thrown weapons will not activate the spell (as there is no one

to blast). The spell effects are non-cumulative, only one spell

in affect at anytime.

This spell was created by a wizard who had one too many spells

disrupted by a thief's backstab. Whenever there is a combat

situation where the wizard is surrounded or he sees a thief,

this is usually the first spell he casts.





Ball Lightning (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This spell is identical to fireball except that it inflicts

electrical damage instead of fire damage. The material component

is a ball of bat guano and iron filings.





Bigby's Bitchslap (Evocation)



Range:  1 yard per level

Components:  V, S

Duration:  1 round + 1 round per 2 levels

Casting Time:  1

Area of Effect:  One bitch

Saving Throw:  Negates

Author:  



This spell is the lesser known cousin of the Bigby's fist

spells. It, upon casting, causes the victim (one bitch per level

of the caster) to be struck by a stinging slap, disrupting any

and all actions that were going to be taken by said bitch for

that round, plus one round for every two levels of the caster.

It also causes 1d4 points of ego damage to the bitch per every

three levels of the caster. The verbal component of this spell

is the uttering of the word, "Bitch" while enacting the somatic

component of the spell, which is a strong forehanded swing (or

backhanded, or both, all at DM's option).

This spell got its start when the apprentice Bigby and his close

friends Bryan and Seth were all three simultaneously seriously

peeved at several bitches (note: the lack of gender attached to

the term "Bitch" is intentional. Yes, I'm covering my tail,

but...) and concocted this spell as a revenge method. Bryan and

Seth went on to become boot salesmen, and Bigby went on to

become the seriously bad news that he is today. This spell has

several serious uses, especially when dealing with any drow

priestess, any elf or dwarf, and any ex-significant other.

Finally, the only thing that is known to stop this spell is a

wall of force, which only halves the effects.





Bilador's Spellshape (Alteration)



Range:  10 yards per level

Components:  V

Duration:  Special

Casting Time:  3

Area of Effect:  Up to 20 cubic feet per level

Saving Throw:  None

Author:  Gregory R. Block 



When cast, this spell allows the altered spell to affect the

area the wizard desires, up to 20 cubic feet per level.

For instance, a 19th-level wizard (that's Bilador) could make a

wall, 1x19x19 feet in any orientation which would be "filled"

with the area of effect, a solid dome in a spherical shape 6

inches thick and having a radius of 15 feet, or flood a

hemisphere with a radius of 6 feet. A hemispherical dome would

have a radius of 22 feet at 6 inches thickness, and a cube 7

feet on a size could also be shaped.

Any spell can be shaped, as long as the shape has a thickness at

the axis of at least 6 inches. For instance, a teleport can move

anything "encompassed". Lightning bolts become fields of

lightning affecting all those encompassed. Abjurations can

enclose areas or surround people.





Bind Warder (Alteration, Charm)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  Until death of subject or caster

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  Robert A. Howard 



Bind warder will allow the wizard to pass some of his mystical

energy to another person (usually a fighter), giving that person

enhanced endurance, the ability to sense magical creatures, and

enhanced senses; allowing the target to sense where the caster

is at all times (within a mile), and allowing him to know the

condition the caster is in. The caster can sense where the

warder is at all times (again, within a mile) and what condition

he is in. Warders usually tend to defend the spell casters,

though this doesn't have to be true. This depends on the person

who was bound and on the binder himself. Any wizard can only

bind one Warder at the same time. This spell cannot be ended

voluntarily.





Bleed (Alteration)



Range:  5 feet + 1 feet per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  1/2

Author:  August Neverman 



When cast, this spell causes the victim's nose to bleed for the

duration of the spell. The victim will loose one hit point every

turn of the spell. The spell will also cause the victim to be

highly uncomfortable and therefore fight at only 95% of

efficiency (add 1 to the victim's THAC0). The damage can be

negated by a cure light wounds, or having the nose completely

bound and having the victim to lay motionless for the duration

of the spell. The material component is a drop of blood.





Bloodfire (Invocation/Evocation)



Range:  30 feet

Components:  V, S, M

Duration:  Special

Casting Time:  2

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Ally's Spellbook 



This spell engulfs the target creature in a black and crimson

glow that causes 1d4 points of damage per level (as magic

missile) on the first round, diminishing 1d4 per round until

reaching 0d4. The victim may make a saving throw every round,

and if it makes its saving throw, it takes only half damage that

round. The material component is a black onyx stone.





Bolt of Stone (Evocation)



Range:  40 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One 2-foot bolt

Saving Throw:  1/2

Author:  Peter Gourlay 



This spell creates a powerful bolt of stone, approximately two

feet long, which strikes its target without fail up to the

maximum range. The bolt inflicts 1d6 points of damage per level,

to a maximum of 10d6. As well, any creature struck by the bolt

must save versus petrification or be stunned for one round per

two levels of the wizard. A separate saving throw is also

allowed for half damage. The bolt can be used to open doors as

a frost giant and inflicts damage to structures as a large

catapult. Objects struck by the bolt may have to make a saving

throw versus crushing blow to avoid being destroyed, at the DM's

option. The material component of the spell is a polished piece

of marble.





Boot-to-the-Head (Abjuration)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  5

Area of Effect:  One creature

Saving Throw:  None

Author:  Unknown



Boot-to-the-head causes a large boot to appear near the head of

the spell recipient and kick him in the head. The spell

recipient must save versus spell (with modifiers) or be stunned

for 1 round. Modifiers are: -2 per level below caster, +2 per

level above caster. For each hit, the boot does 1d4+2 stunning

damage. If the stun damage total matches or exceeds the total

hit points of the target, the target falls unconscious for 1d4

rounds +1 round per level of the caster. Note: no actual damage

is done by boot-to-the-head. The target of the spell may not be

changed once the spell is cast; the boot will continue to kick

unconscious creatures until the spell expires. Concentration

need not be maintained once the spell is cast.

The spell caster must be wearing a boot. The spell is invoked by

pointing to the creature to be affected, making a kicking motion

with the booted foot, saying "boot to the head". The boot on the

caster's foot does not disappear with the casting of the spell.





Bovart's Right Touch (Enchantment)



Range:  0

Components:  V, S, M

Duration:  1 year per 3 levels

Casting Time:  1 hour

Area of Effect:  Limb or item touched

Saving Throw:  Negates

Author:  Ken Forslund (Bovart Seeslom)





This spell was designed to work with Janx' artificial control to

enable recipients of artificial limbs to have normal feeling

sensation in their mechanical parts. It conveys a sense of touch

and texture, but not temperature or pain. The material component

is a bit of glue. This spell is cast immediately after the limbs

are attached.





Brains (Alteration)



Range:  0

Components:  S, M

Duration:  6 hours per level

Casting Time:  1 hour

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



The recipient of this spell gains a temporary increase in

Intelligence as follows:



   Normal Intelligence    Extra Points

           1-4                  4

           5-8                  3

           9-11                 2

          12-13                 1



These bonuses are not cumulative. The material component of this

spell is the brain of a small rodent.





Burning Hands II (Alteration)



Range:  10 feet

Components:  V, S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  The caster

Saving Throw:  1/2

Author:  Unknown



This spell is exactly the same as its namesake except that it

does twice the amount of damage and reaches 10 feet out.





Burning Hands of Savanthalas (Alteration)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  1 (if using both hands: 5 if not)

Area of Effect:  5-foot long cone

Saving Throw:  1/2

Author:  Savanthalas 



When the wizard casts this spell, flames shoot out of his hand

(he has a choice of using one or both of his hands). This spell

is meant to be versatile and as such it also allows one to still

use a throwing weapon if the character has a Dexterity of 18 and

uses only one hand for the casting (anything less than 18

receives a penalty to the to-hit roll equal to its difference

with 18; 18 only hits on a normal roll with no bonuses). The

damage is 1d4+2 HP for each level of experience.

Creatures who make their saving throw versus spell receive only

half damage from the spell but can still be nailed by the thrown

weapon.





Bushwack (Alteration, Evocation)



Range:  120 yards

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  One to 4 creatures in a 20-foot cube

Saving Throw:  Negates

Author:  Ally's Spellbook 



This spell holds up to four humanoid creatures completely

immobile for five or more rounds. Bushwack affects any humanoid

of man-sized or smaller including; brownies, dryads, dwarves,

elves, gnolls, hobgoblins, nixies, troglodytes and others.

The spell is centred on a point selected by the caster and

brings into existence sturdy vines which spring from the floor

(or mid-air if no surface is within the area of effect) and

attempt to wrap the target creature in a cocoon-like entrapment.

If the spell is cast at three or four creatures, each gets an

unmodified saving throw. If only two creatures are targeted,

each makes its saving throw with a -1 penalty. If the spell is

cast at only one creature, the saving throw suffers a -3

penalty. Those creatures failing their saving throws are

unaffected by the spell.

Creatures failing their saving throws are fully enwrapped in the

vines, whisked off their feet and held upside down approximately

one foot off the ground. Held beings may not move nor speak, nor

may they see or hear what is happening around them. The held

creatures may be freed if the vines sustain damage equal to one

half the caster's total hit points but any damage applied to the

vines is equally applied to creatures held within them.

The caster may end the spell with a single utterance at any

time. The material component for this spell is a piece of

creeping ivy.





Cavevision (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  None

Author:  Ally's Spellbook 



This spell enables the recipient to see in total darkness as if

there was torchlight, up to the 10 feet per level. Magical

darkness will still appear as complete darkness. The material

component is a live firefly.





Channel Item (Enchantment, Invocation)



Range:  Special

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 hour

Area of Effect:  One rechargeable magic item

Saving Throw:  Special

Author:  William T. South 



This spell is used to recharge any item which was initially

created by the use of an enchant an item spell, such as magical

rings, gems, rods, staves, and wands; but not limited to such.

The wizard must be fully rested and not engaged in any physical

activity to cast this spell. Usually, most wizards try to find

a secure area since the result of spell failure can be deadly.

He first cast this spell over the item, in the process opening

up a channel between him and the magic item to be recharged,

taking one round to initiate the channel. At this time, the

total possible charges an item may contain may be discerned by

casting identify at this time with a modifier of +10% added onto

his normal chance of success. Then, the appropriate spells must

be cast into the item to bring about its recharging. While the

spells needed for various items are too large to be listed, it

can be assumed that a spell which the item imitates is able to

recharge the item (spell research can aid in gaining more

knowledge of this subject).

At the end of the recharging session (or at least before the

channelling effect ends due to the casting time limitations) the

wizard must "close" the item's channel. This requires a

successful saving throw versus spell modified by +1 for every

level of the wizard and -1 for every spell cast into the item

which did nothing to recharge it. A failed saving throw means

that none of the spells cast into the item had any recharging

affect. If the wizard is physically attacked or the spell

disrupted during the recharging period the wizard must make an

unmodified successful saving throw versus spell, with a

successful saving throw indicating the entire process has been

merely cast for naught and a failed saving throw indicating that

the magic item explodes for a magical blast effect in a 10- to

60-foot radius doing damage equal to 1d4 points of damage per

charge the item currently contains (save versus spell for half

damage). The item in question (unless of artifact or relic

status) is irrevocably ruined in the explosion. The material

component of this spell is a small gold funnel worth at least

100 gp value, which is destroyed in the casting of the spell.

The source of this spell is the Telnorne Mageocrat.





Charm Mammal (Enchantment/Charm)



Range:  10 feet per level

Components:  V, S, M

Duration:  Special

Casting Time:  5

Area of Effect:  One mammal

Saving Throw:  Negates

Author:  Ally's Spellbook 



This spell is exactly the same as the 1st-level wizard spell

charm person except that it affects only non-humanoid mammals.

The material components are a few holly berries.





Charm Man II (Enchantment/Charm)



Range:  16 feet

Components:  V, S

Duration:  1d6+4 turns

Casting Time:  1

Area of Effect:  1d6 men per level of 4 HD or less

Saving Throw:  Special

Author:  John Daniel 



Except as noted, this spell is the same as the 1st-level spell

charm man I. If a successful saving throw is made by a group's

leader, the effects of this spell are reduced to those of charm

man I (make another saving throw for the leader). If a leader of

a group fails his saving throw, the spell works on him, but all

other members of the group still get to make a personal saving

throw to negate the effects.





Charm Undead (Enchantment/Charm, Necromancy)



Range:  30 yards

Components:  V, S

Duration:  Special

Casting Time:  3

Area of Effect:  One or more creatures in a 20-foot radius

sphere

Saving Throw:  Special

Author:  Unknown



This spell works just like the Player's Handbook's spell charm

monster, except as noted above and that it only works on undead.





Chime (Alteration)



Range:  30 feet

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  One object

Saving Throw:  None

Author:  Unknown



This spell enchants an object such that, when a condition is met

(specified as in magic mouth), a reasonably loud chime, bong or

ring will sound from the item. This chime is loud enough to wake

a nearby sleeper or be heard from a nearby room. This behaviour

will continue, functioning at most once per round, until the

condition ceases, the item is destroyed, or the dweomer

dispelled.





Cobaltas's Infraflash (Evocation)



Range:  0

Components:  S

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  20-foot radius half circle

Saving Throw:  Special

Author:  Bladehawk 



This is a less powerful form of thunderflash, which only affects

those using infravision, blinding them in all types of light

however. Those not using infravision will feel a wave of heat

wash over them, but will be otherwise unaffected.





Conceal Magic (Divination)



Range:  0

Components:  V, S

Duration:  4 hours per level

Casting Time:  3

Area of Effect:  Object touched

Saving Throw:  Negates

Author:  Paul D. Walker 



Cast this spell on a magic item and it renders that item

undetectable by detect magic (great for hiding magical traps).

The wizard will not know if the object has made its saving

throw, though he can of course check this by casting a detect

magic...





Conjure Drink III (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 alcoholic drinks, the quantity being

determined by the quality desired by the caster. If beer or ale

is wanted, 1 tun per 5 levels will appear. In the case of wine,

1 keg per 5 levels is conjured. If spirits are desired, 1 mug

per 5 levels will appear. 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.





Conjure Lesser Radiance Quasi-Elemental

(Conjuration/Summoning)



Range:  30 yards

Components:  V, S

Duration:  1 turn + 1 round per level

Casting Time:  3 rounds

Area of Effect:  Special

Saving Throw:  Special

Author:  Francois Menneteau 



With this spell the caster may freely summon one or more lesser

radiance quasi-elementals (see the table below). The creatures

will do anything within their power to aid the caster.

The lesser elementals can be sent back by the caster, one at a

time or all at once, at any time. They automatically return to

their home plane after the duration of the spell. Conjured

lesser elementals must be controlled by the caster. Otherwise,

they simply assume a defensive posture until they return to

their native planes. Lesser elementals will not attack the

caster when uncontrolled. They may be controlled up to 30 yards

away per level of the caster.

Note that radiance elementals cannot be summoned at night.



  D100 Roll    Creatures

    1-10       Two 2 HD lesser quasi-elemental

    11-50      Three 2 HD lesser quasi-elemental

    51-80      Two 4 HD lesser quasi-elemental

    81-00      One 6 HD lesser quasi-elemental



Lesser Quasi-Elemental



Intelligence: semi- (2-4)

Alignment: neutral

Armour Class: 3

Movement: flight, 18 (A)

Hit Dice: 2, 4 or 6

THAC0: 18, 16 or 15

Number of attacks: 1

Damage per attack: 1d6+1 point per Hit Die

Special attacks: see below

Special defence: needs +1 or better weapon to hit

Magic resistance: nil

Size: S (1-foot sphere)

Moral: elite (14)

XP value: 270, 650 or 1400



Lesser radiance quasi-elementals inflict 1d6 points of energy

damage + 1 point per Hit Die (double damage to creatures

directly affected by sunlight), and all within 10 feet must save

versus petrification or be -1 to hit from the blinding light.

Light and energy attacks do not harm them. Fire and heat do only

half normal damage. Cold and water attacks do double damage.

Darkness keeps them at bay.





Contain Area of Effect (Alteration, Metamagic)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3 rounds

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell gives the creature touched one spell level per caster

level with which spells may be cast. The freely chosen spells

are then changed in their aspects so that stay within a certain

area of effect the caster specifies at the casting of these

spells. This prevents the spells from expanding in their effect

into undesired areas as it so often happens with these unruly

fireball spells.

This spell may be layered up to a maximum of 2 spell levels per

caster level. As it works by touch it can be given to anyone who

casts spells or uses items which duplicate spell effects (or

spell-like effects). These creatures can use up the spell levels

at their leisure: This spell lasts until all spell levels have

been used up.

The material component is a small silver box encircled with a

paper strip inlaid with a strip of hammered platinum which costs

no less than 500 gp (the whole arrangement).





Control Normal Fires (Alteration)



Range:  1 foot per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  1 cubic foot per level

Saving Throw:  None

Author:  Brock Neverman 



This spell enables the wizard to cause fires as small as a torch

or lantern to become as large as a 6-foot diameter bonfire or to

cause a bonfire to shrink to the size of a torch or explode into

a fire with a diameter of 18 feet. In this process fuel is

burned according to the size of the fire. Also heat dissipation

can be adjusted which will also affect the amount of fuel used.

The amount of change a wizard can bring about in a fire is

determined as follows: take the wizard's level divided by 2 and

round it down. This is the maximum multiplier or divisor for the

size (in volume) and effects of the fire.

The material component differs for the two different uses of the

spell: if the spell is used to increase a fire, the material

component is a tinderbox, which is not consumed in the casting.

If the spell is used to shrink a fire, the material component is

a drop of water.





Create Bedroom (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  2 hours per level

Casting Time:  1 turn

Area of Effect:  30 square feet per level

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates the interior of a bedroom. It contains one or

more beds (5 square feet per level maximum), covered in sheets

(rheumatic covers), a thin layer of covers (in summer) or

succeedingly thicker for other temperatures (up to and including

Arctic temperatures), one pillow per two levels, one night table

per 5 levels, one shuttered oil lamp (with oil) per table, a bed

warming pan, some bed rugs, a small sparker set (to light the

lamps), a small wardrobe with sleeping gowns (male or female),

a night cap for men, one beard holder per level (any size), soft

night slippers, and a covered bed pot. This spell creates only

the interior of the room; it doesn't normally create the walls,

floors, or ceilings.

As with the other room spells, no items can be used to cause

harm, help in combat; nor can they be sold. If tried, they

vanish in a puff of smoke.

The material components: a small bit of cloth or fur (for the

covers, gowns, and slippers), a drop of oil (for the oil lamps),

a tiny piece of flint (for the sparker set), and a tiny piece of

any kind of metal (for the pot, pan, and lamp).





Create Kitchen (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 turn

Area of Effect:  10 feet per side per level area (any shape)

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates a complete set of kitchen utensils,

including: a small icebox (large enough for approximately 6 to

8 gallons of fluid), 2 large fireplaces including a spit each,

a stove with 8 fire places, an oven with three large

compartments, 4 pots (large enough to contain enough stew for a

very hungry halfling each), 8 small stirring dishes, 4 pans, 5

stirring pots, 3 hot water baths (for the pots), 3 cold water

baths (again for the pots), 10 small but very sharp knives, 10

small spoons (for tasting), 5 large forks (for turning meat), 3

small hammers (for softening meat), 5 cutting boards, 2 egg

cutters, a salad dryer, 3 large mixing bowls, a large sink, 3

waste baskets, 10 wooden stirring rods, 10 pan scrubbers, 10

wooden turnabouts, 3 corkscrews or one elaborate bottle opening

set, and 3 serving dishes per level. This spell creates only the

interior of the room; it doesn't create the walls, floors, or

ceilings.

The utensils cannot be used for anything but cooking or the

preparation of food (and I mean normal food, not what goblins

consider food). Thus, the knives cannot be used to attack

someone (or even to defend oneself with), the water in the water

baths cannot be drunk or be used for washing or anything else

but heating or cooling food still in the creation process, the

waste basket cannot be used for anything but storing the remains

of cooking the food, etc. If it is tried the appropriate utensil

vanishes with a small puff of smoke. The whole set of utensils

also vanishes at the end of the duration including anything

still in the waste basket or the sink unless it is normally not

put into these containers (thus, this spell cannot be used to

escape a hopeless situation or to create utensils for an escape

or something else). The utensils cannot be sold (if tried they

vanish as above). They can only be used to prepare food. They

will even vanish if they are used to block someone's way during

combat.

The material component depends on the quality desired: the

caster needs a small model of a kitchen knife, a pot, a pan, a

tiny stove, a tiny bit of ice (if the icebox is desired), a tiny

splinter of wood, and a small spark. These miniatures can be

from almost any material (except the wood and the spark as they

are necessary for the fire). The utensils will be of the same

material as the miniatures were made from. The caster can either

use these material components during the actual casting or he

can use it during the preparation. If it is used in the actual

casting, the casting time is one turn; if it is used during the

preparation time, the preparation (memorisation) time increases

to one hour (instead of 45 minutes), but the caster can then

summon the kitchen utensils at any later time with a snap of his

fingers - ready to be used.





Curse Weapon (Enchantment)



Range:  5 feet per level

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  3

Area of Effect:  One weapon

Saving Throw:  Negates

Author:  Unknown



This spell is used to curse the weapon of an opponent. When it

is cast, the wizard chooses which weapon to curse. Unless the

owner of the weapon makes a successful saving throw versus

spell, that weapon will have a penalty applied to all to-hit and

damage rolls for the duration of this spell. The penalty is

equal to 1 for every four levels of the wizard, to a maximum of

-5. This penalty only applies to the chosen weapon, not to other

weapons carried by the owner.

This spell will negate magical bonuses (only for the spell's

duration); if a weapon's magical bonus is reduced, its current

value is used for determining which types of creatures may be

hit by it (i.e., if a sword, +4 sword is reduced to +1 by this

spell, it cannot be used to hit elementals for the duration of

the spell).

The material component of this spell is a small replica of the

weapon to be cursed; it is consumed with the casting.





Cyril's Bungee Snap (Evocation, Wild Magic)



Range:  30 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One 10-foot per level long magical cord

Saving Throw:  Special

Author:  Craig Allen Campbell 



This unique spell allows the wild mage to pull wisps of raw

magical energy directly from the astral plane to create a

magical "bungee" cord. The term "bungee" was chosen by Cyril. He

had heard the word long ago and didn't know what it meant, but

has always liked the sound. He believes it to be from a

long-forgotten language. Two loops on the ends of the cord are

then looped over two items or creatures. After the wizard has

looped the cord and released control of the magic, the raw

magical energy in the cord collapses in upon itself, pulling the

two items or creatures together at a magnificent velocity. Only

creatures who are magically anchored or objects that are

securely attached to something else are immune, although the DM

may allow a "bend bars" roll for a character who reacts quickly

to grab onto something.

Note that there must be some way for a magical cord to fasten

itself to each item. For example, a tree can be easily looped,

but a wall can only be looped if there are protrusions or other

fastening points for the cord.

The two items or creatures are drawn together and will hit each

other. Items drawn against items must save versus crushing blow

or be broken into no less than 50 pieces. An item drawn against

a person need not save, but the person will take falling damage

in accordance with his previous distance from the object (1d6

per 10 feet with a maximum of 10d6). If the item is particularly

small, the DM may impose less damage. Cyril prefers bouncing

people off of walls with this spell. If two people are drawn

together, each takes falling damage for half their previous

distance apart.

In all cases, the DM may call for Strength or Dexterity checks

to hold onto items and saving throws versus fall to check for

item damage. In the case of a creature drawn to an item, a

saving throw is allowed for half damage. No saving throws are

allowed for two creatures drawn to each other.

The material component for this spell is a piece of string,

looped at both ends.





Dancing Lights II (Evocation)



Range:  Special

Components:  S

Duration:  1 day

Casting Time:  1

Area of Effect:  One globe per level

Saving Throw:  None

Author:  Jim Gitzlaff and Jim Sisolak





This spell creates up to one globe of light per level of

experience of the caster. Each globe may be controlled

separately and individually, and can float, bob, and otherwise

behave rather like the lights from the 1st-level wizard spell

dancing lights. The globes must either remain in sight of the

caster or stay within a 30-foot per level radius lest they

instantly vanish. They can move as fast as 200 feet per round.

The globes may be given a variety of simple commands by the

caster. These commands may be individual (eg.: "globe 6 stop

there in the centre of the intersection") or global (eg.: "all

globes spin around the head of that figure"). The globes are not

intelligent, hence cannot be given commands that require more

discernment than a magic mouth could handle.

The globes are 1 foot in diameter and can be varied in colour

(any) and brightness (anywhere from a guttering candle to a

light spell for each globe).

This spell has several major uses:

*  An improved, more eerie version of the 1st-level spell.

*  To provide portable illumination. The lights can brighten things

on ledges, in rooms, in pits, etc., without risking any party


member's health. Since each globe can be the equivalent of a

light spell, this illumination can be quite significant.

*  To try to distract opponents in long range combat. Folks in

melee usually dodge, jump, and otherwise dance about too much

for this spell to affect them. Archers and spellcasters, on the

other hand, need to be still and concentrate in order to be

effective. For every three globes spinning or flashing around

the eyes of a single archer, missile attacks are made at a -1

penalty to-hit. For example, if Zarg tries to shoot his crossbow

while 8 globes whirl and oscillate around his head, he will get

a -2 penalty to-hit. Spellcasters must make a Wisdom check at a

-5 bonus to the roll in order to keep their concentration &

avoid botching the spell. For every globe after the first, the

caster gets a +1 penalty to the Wisdom check. For instance,

Abulator is trying to disintegrate Malithe while 4 globes spin

in front of his eyes. Thus, he must make a Wisdom check at a -2

bonus to the roll or his spell fails.

The globes may be destroyed in two ways. A successful dispel

magic cancels every globe in its area of effect. The alternative

is to destroy the globes physically. They may be hit by magical,

silver, or iron weapons (but not steel or wooden ones), have

AC 0, and can take as many points of damage as the caster has

levels of experience. Damage from spells will also harm the

globes, though they are immune to fire and electrical damage of

any sort.





Darklight's Field of Infeasibility (Enchantment, Illusion)



Range:  0

Components:  V, S

Duration:  2 turns per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell was created by Darklight when he was captain of a

spelljamming vessel crewed by a mix of plasmoids, lizardmen,

xixchil, and hurwaeti. It was designed in an attempt to keep

local populations from being thrown into chaos at every landing.

The spell creates a subtle field of illusion and enchantment

around 2 HD of creatures per caster level, which lasts for two

turns per caster level. This field clings to each being touched,

whether they remain in a group or not, and radiates an insidious

message to all who encounter or view the affected beings. This

message reassures onlookers that there is nothing out of the

ordinary about these beings. Thus, the most bizarre of beings

may enter crowded groundling cities and not be subject to undue

attention or attack. A side effect of this is that all reaction

modifiers are nullified, negating Charisma and related bonuses.

When an observer is questioned later about a being under the

field's protection, they will remember the event precisely, and

may become puzzled retroactively at their lack of reaction

beforehand. The magic of the field tends to prevent this

realization from becoming traumatic, however. Certain very

powerful or extraplanar beings may not be affected by this

spell: especially dragons, demons, devils, daemons, etc.

generally will not sustain such a subtle camouflage, as their

natural aura negates the feeble cloaking of this spell.





Darklight's Haywire Hands (Conjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  1 yard per level

Saving Throw:  Negates

Author:  Keith Taylor 



This spell causes multiple twisting strands of thin wire to

project from the caster's hands. Each strand consists of around

ten wires, all tangled around each other. Up to ten strands can

be conjured, one per three levels of the wizard, and each can be

directed at individual targets within range and all within an

arc of 60 degrees in front of the wizard. A strand will fan out

upon striking a target, whipping and twisting around any solid

objects to entangle the victim. Multiple strands can be targeted

on the same victim as well. A target gets one saving throw

versus breath weapon per strand, and if it succeeds, they manage

to leap free or remain basically unhindered. A failed saving

throw results in the victim becoming horrendously tangled in the

strands. A bend bars roll (at +10%) is needed to escape, but

multiple strands incur a -10% penalty per extra strand upon the

roll. The strands can be cut with difficulty, each strand

requiring 2d4 rounds in order to be sawn in two. The wire lasts

until cut, at which point it winks out of existence with a

"sproing" sound.

The material component is a highly twisted bit of steel or iron

wire.





Darklight's Inexplicable Image (Enchantment)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  Object touched

Saving Throw:  None

Author:  Keith Taylor 



This spell is cast upon an inanimate object so that when a being

next touches it, they receive a clear and perplexing mental

image of the caster's choosing. The mental image can be of

anything the caster desires, but not of any concept requiring

more than three words to describe, or of any object or creature

specifically. The image could be, for example, a white rose, but

could not be a red and blue paisley silken smock manufactured in

Calimshan. The image does not have to be a picture, but can be

a simple concept or feeling, for example: "Doom lurks here", or:

"Big apples yonder". Any sufficiently simple concept can be set

into the spell. The dweomer remains passive within the object

until a creature touches it, at which point the image manifests

in their mind. Their reaction may vary: although they may not

associate the image with the thing touched, they are aware that

a distinct "something" has happened to deliver this mental

message. The nature of the image also affects their reactions:

the image of a pink bunny rabbit is less disturbing than that of

a looming skull.

This spell is often made permanent for various reasons. First,

so that every creature touching an object receives the same

image. This is accomplished by simply laying a permanency upon

inexplicable image. Secondly, it is often incorporated into the

enchantments of a magic item (often a sword) to give the item

personality.





Darklight's Ring 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 will alter the course of a single bolt- or

ray-class spell of up to seventh level into the shape of a ring.

The casting time of the secondary spell is added to the 2

required to frame the Metamagic spell. When the bolt is cast,

the caster chooses the point of origin as usual, and the bolt

then arcs outward in a circular path. If the bolt's length is

sufficient, it will form a circle with a radius of at least 20

feet. The caster has several choices when framing the magic: if

the bolt's length allows for a circle of with a circumference of

more than 20 feet, then it can either be made to loop several

times in this 20 feet circumference path or it can be made to

form a larger ring. The DM may require that the ring's radius be

made an even 10-foot multiple or the bolt will take the standard

radius.

Also, the caster must decide the orientation of the ring. In

outdoor conditions, many interesting vertical or diagonal

possibilities exist, but the ring should not be made to bounce

off walls - this would break the metamagic's control, and the

bolt will careen in random directions, picking a new direction

every 20 feet as per the grenade scattering chart.

If the bolt is cast in a manner similar to lightning bolt, then

the ring can start anywhere within range of the normal casting.

However, some bolts begin from the caster's outstretched hand;

in this case, the metamage can delay the ring's firing by 1d4,

enough for the caster (only the caster, other creatures should

have no idea what he is doing) to jump back out of the ring's

ending point.

Note that this spell cannot extend the normal length of such a

bolt. If a bolt's length is not sufficient to finish a 20-foot

circumference path, than it will not loop completely around.





Darklight's Universal Digestion (Alteration)



Range:  0

Components:  V, S

Duration:  24 hours

Casting Time:  5

Area of Effect:  One creature touched per 2 levels

Saving Throw:  None

Author:  Keith Taylor 



This spell is a last-ditch survival tactic by which the affected

person may obtain balanced nourishment from anything which can

be safely swallowed, including dirt, small rocks, leaves,

sticks, coins, etc. It confers a +3 bonus on any saving throw

versus ingested poisons during its duration, as a side effect.

In addition, potions imbibed by the affected have only a 50%

chance of actually working. The duration is one day; the

recipients are advised not to eat any more "junk" after the

first 12 hours without a re-casting of the spell, as the "food"

might not have had time to digest. The rather ugly consequences

that undigested rocks or coins in the bowels might have is left

up to the DM's own imagination. The spell does not help the

taste of the things eaten, however, and is designed to work with

the Darklight's illusion of taste spell (q.v.). Scrolls have

been found with only one or the other, however.





Darkray's Strangling Rope (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One person

Saving Throw:  Negates

Author:  Dimitris Xanthakis 



Using this spell, the caster is able to hold motionless a

human-sized or smaller creature. It affects humanoids and

thri-kreen but not half-giants.

The caster must use a piece of rope as the material component.

He casts the spell on the rope and then he throws it to the

target. The rope is turned into a yellow energy cord during the

flight, then without error wraps around the target. The victim

must save versus spell with a -2 penalty (but adjust for

Dexterity), or be tied and held by the rope.

When held, the victim cannot move any part of his body. The rope

inflicts 1d4 points of damage each round, due to strangulation.

If the victim wants to use psionics or magic (with verbal

components only), a separate initiative must be rolled to

determine when the damage occurs.

The caster can end the spell at will.





Daylight (Invocation/Evocation)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  5

Area of Effect:  120-foot per level radius sphere

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell invokes a sphere of daylight that passes through

creatures, walls or even the ground as if they did not exist.

Thus, there are no shadows within the sphere, which denies

thieves their hide in shadows ability - and a shadow (the

monster) is easily detectable. A shadow will try to flee the

area as quickly as possible as it is completely against its

nature. Daylight causes a little harm to several other undead.

It causes spectres to become powerless as within full daylight

but they can still flee from its effects. It causes vampires no

harm but makes them quite irritable. Liches sneer at such a

feeble attack. Some other undead might be affected (DM's

judgement). It might also be damaging to some fungi.

The material component is a continual light scroll plus oil of

bioluminescence (gained from glow bugs).





Death Dance (Enchantment/Charm)



Range:  40 yards

Components:  V, S, M

Duration:  1 round + 1 round per 3 levels

Casting Time:  3

Area of Effect:  One creature per 3 levels in a 20-foot cube

Saving Throw:  Negates

Author:  Bret Mikeal O'Neal 



Victims of this spell are forced to dance uncontrollably, much

like stringed puppets. This jerking movement is so unnatural

that creatures are prone to hurt themselves. For each round

under the influence of this spell the creature takes 1d6 damage

from torn ligaments and wrenched muscles. Creatures affected by

this spell are unable to take any action other than dance, but

this requires the complete concentration of the caster, so the

wizard can do nothing but control the dancers. If concentration

is broken the caster can regain it anytime the dancers are

within 40 yards. This spell will effect undead but not oozes or

automatons.

The material components of this spell are 4 pieces of string

attached to 2 small sticks.





Deaudionoyance (Alteration)



Range:  120 yards

Components:  S, M

Duration:  3 rounds per level

Casting Time:  6

Area of Effect:  One creature per 3 levels

Saving Throw:  None

Author:  Ally's Spellbook 



This spell is similar to silence, 15-foot radius but instead of

silencing an area, it affects singular creatures and their

equipment. Note that this spell must be cast upon living

creatures (including plant-life) only and has no effect upon

non-personal equipment. Thus if the spell were cast upon a

guard, and that guard struck a gong, the gong would sound, while

if the guard where to try blowing a horn, no sound would issue

forth. The caster may end the spell any time prior to the

duration. The material component of this spell is two small

pieces of cotton.





Decay (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  Negates

Author:  Bret Mikeal O'Neal 



When this spell is cast, the wizard collects and controls a

powerful negative energy force that will decay flesh upon

contact. This force will be seen as a shadowy darkness

enveloping one hand. The spell remains in effect for 1 round per

level or until the caster touches someone. The victim must save

or watch a random limb wither away. creatures with decayed limbs

are unable to use them for 1 hour per caster level. It is not

possible to kill a creature with this spell since it will not

decay the head or torso. Undead, automatons, jellies and

anything without limbs are immune to this spell.

The material components are a poisonous mushroom and a pinch of

mould.





Detect Charm (Divination)



Range:  30 yards

Components:  V, S

Duration:  1 turn

Casting Time:  1 round

Area of Effect:  One creature per round

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This spell will reveal whether or not a recipient is under the

effect of a charm spell, provided that the recipient fails his

saving throw. Up to ten persons can be checked before the spell

wanes. The wizard has a 5% chance per level of determining the

exact nature of the charm spell (or spells) which affect the

recipient.





Detect Shapechanger (Divination)



Range:  10 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  One creature per level

Saving Throw:  Negates

Author:  Peter Gourlay 



By means of this spell a wizard can see the true form of any

shapechanging creature. On the first round of viewing, the

victim is allowed a saving throw versus spell. If this saving

throw is successful, the wizard will think that the creature

cannot shapechange. If the saving throw is failed, the wizard

will know whether the creature has the ability to change form.

On the second round of viewing, the wizard then sees the true

form of the creature. There is only a saving throw on the first

round, not on the second. Note that a wizard who knows polymorph

self or shape change will be detected as a shapechanger, even if

neither spell is currently memorised (the same goes for druids

in their true form). This spell will not detect or see through

illusions.





Detect Teleport (Divination)



Range:  0

Components:  V, S

Duration:  Concentration

Casting Time:  3

Area of Effect:  240-yard radius sphere

Saving Throw:  None

Author:  Unknown



After casting this spell the wizard gets an impression whenever

anyone arrives via teleport, enters or leaves the prime material

plane in the area of effect. The spell lasts only while the

wizard concentrates on it. The impression will not reveal the

location within the range in which the effect occurs.





Determine Prowess (Divination)



Range:  10 feet per level

Components:  V, S

Duration:  1 round

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Special

Author:  David E. Brooks Jr. and Elizabeth H. Brooks





This spell allows the caster to determine the approximate power

of the target creature in relation to the caster. When cast, the

DM responds by telling the player the target creature's relative

power by using phrases such as "about the same", "a little

worse", "vastly inferior" or "much more powerful".

If a saving throw is made by the targeted creature, the wizard

casting determine prowess will always feel as if the target

creature is "much more powerful" or "vastly inferior". The DM

can determine randomly or choose as appropriate.

Deity-level creatures automatically make their saving throw

against this spell, and are allowed to choose the reading given

to the casting wizard.





Detonate (Enchantment, Invocation/Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  One 5-foot per level cube

Saving Throw:  None

Author:  Jason Riek (Karaieth) 



This spell allows the caster to charge an item with magical

energy and cause it to explode. The item must fit within the

area of effect. It the item is larger, only one 5-foot cube per

level is affected (part of a wall could be blown out, for

example). The spell does not affect living creatures, but it

does cause 1d6 points of damage per level to a maximum of 10d6

to all creatures within 10 feet of the object. The material

components of this spell are burning coal and an eagle's

feather.





Dheryth's Tomelore (Divination)

Reversible



Range:  0

Components:  V, M

Duration:  instantaneous

Casting Time:  15 rounds

Area of Effect:  Book or scroll touched

Saving Throw:  None

Author:  Jim Gitzlaff 



With this spell, the wizard may detect whether or not a book or

scroll is cursed, what language it is in, whether or not its

contents are encoded or enciphered, and other general

information about its contents.

None of the following things will be revealed by the spell,

though:

   1.Absolutely nothing will be told about the special books listed

in the Dungeon Master's Guide (a libram of ineffable damnation,

a manual of puissant skill at arms, etc.). Likewise, very

powerful books (artifacts or relics) will be utterly out of this

spell's power.

   2.Specific spells and scrolls will not be revealed ("secret page

spell on page 2", "fire trap cast on cover", "explosive runes on

binding", etc.), nor will the exact nature of a curse, if

present, be told.

   3.If the book or scroll contains spells, the wizard will not be

told precisely which spells are there, although the DM might

allow weak statements like "20 pages are devoted to spells", or

"a few weak spells seem to be inside this tome".

The reverse of this spell, tome shield (abjuration), must be

cast on a particular book or scroll, which is thenceforth immune

to Dheryth's tomelore for one month. It further resists the

operation of the history and identify spells, granting the

protected book a saving throw versus spell as if it were a

wizard of the same level as the one who cast tome shield.

The material component for this spell is a magnifying glass, for

the reverse it is a blank page. Both are consumed in the

casting.





Dispel (Abjuration)



Range:  30 feet

Components:  V, S, M

Duration:  Permanent

Casting Time:  1

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Vassilakos 



By use of this spell, the wizard can attempt to negate the

effects of any other single spell providing that at least some

part of that spell's area of effect is within thirty feet of the

wizard. The base chance for success is 50% modified upward or

downward by 5% per level the wizard is above or below the caster

of the spell being negated. This spell can also be used to

negate the magical effects of potions (either before or after

ingestion), with the level of the potion maker being generally

treated as twelfth. The material component of this spell is a

piece of gum.





Dispel Shield (Abjuration)



Range:  0

Components:  V, S

Duration:  Until dispelled

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Russian Wyatt 



When this spell is cast, a double layer of magical energy

surrounds the caster at approximately 1 foot from the caster's

body. This field's only function is to stop any two dispel magic

spells cast at the wizard.


This spell was created by a wizard for his human (actually a

polymorphed dragon) apprentice, who believes it is actually a

protection from polymorph other. The objective is that enemy

mages can't turn him into a dragon and use him against his

allies.





Disrobe (Alteration)



Range:  60 yards + 10 yards per level

Components:  V, S

Duration:  Special

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Kenneth C. Jenks 



The target of this spell must make a saving throw versus magic.

Success indicates that the spell has no effect; failure means

that all magical and non-magical items worn by the creature,

excluding items held in hands, are stripped from the creature

and strewn in a 3-foot radius. Items magically blink from the

creature to the ground and will not be harmed by the fall unless

the creature is flying more than 3 feet from the ground.

This spell was researched by Insley Hofton. Insley has a kinky

streak. This was invented partly as an amusement, and partly to

strip all those nasty magic items from the bad guys. It's best

combined with unseen servant, telekinesis, or light-fingered

friends which can pick up the items thus removed.





Disrupt Spellcaster I (Alteration)



Range:  5 yards per level

Components:  V, S

Duration:  2d4 rounds

Casting Time:  3

Area of Effect:  One spellcaster

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell makes the victim incapable of casting spells for 2d4

rounds. There is a saving throw versus death magic to avoid

this. This spell actually makes spellcasting impossible by

disrupting the magical energy of memorised spells. Thus, the

victim could still cast a spell from a scroll, and innate

spell-like abilities are not affected.





Distract (Enchantment/Charm)



Range:  60 feet

Components:  V, M

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One wizard

Saving Throw:  Negates

Author:  Jim Vassilakos 



This spell is specifically designed toward distracting wizards

before they can unleash their magic. The victim must save versus

spell at -5 or lose spell concentration. Note that this spell

has absolutely no effect against non-wizards. All it does is

interrupt the flow of magical information between the wizard's

conscious and subconscious. The material component for this

spell is a pair of scissors, which is consumed in the casting.





Ditan's Decorating Hands (Conjuration/Summoning)



Range:  Special

Components:  V, M

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Ditan



This spell creates one pair of magical hands per three levels of

the caster. These hands are skilled artisans at half the

caster's level, and will decorate any room to the fashion

designated by the caster. After the room is redecorated the

hands will disappear. The material component for this spell is

a single pair of white leather gloves.





Dragon's Breath (Invocation/Evocation)



Range:  20 feet

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1

Area of Effect:  Special

Saving Throw:  1/2

Author:  Brian J. Toleno 



With this spell, the wizard is able to imitate a single type of

dragon breath for the duration of the spell, doing his hit

points in damage. During the spell's duration and an equal

number of rounds afterwards, the wizard cannot speak due to the

strains this spell makes on his throat. The material component

is a piece of dragon hide of the type of dragon the wizard is

trying to imitate.





Dreamoore's Eldritch Sphere (Evocation)



Range:  20 yards + 10 yards per level

Components:  V, S

Duration:  Special

Casting Time:  3

Area of Effect:  1-foot diameter sphere

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



This potent spell launches a mentally guided 1-foot diameter

globe which travels up to 60 feet per 6 seconds and turns up to

90 degrees per round. The sphere strikes as a monster of the

wizard's Hit Dice, but even on a missed roll, the missile may

return the following round as long as the wizard concentrates.

Once it hits, the globe disperses and inflicts 2d6 points of

base damage + 2 points of damage per level of the wizard to the

first creature touched, up to 2d6+20 maximum potential.

The sphere harmlessly vanishes if the wizard's concentration is

broken or the globe exceeds maximum range. Despite its limited

area of effect, the eldritch sphere's true advantage is its

damage potential and ability to pursue and possibly corner

single foes.





Drowse (Illusion/Phantasm)



Range:  3 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Brian Dawson



This spell creates the illusion in the victim's mind of extreme

exhaustion, and in fact he is on the verge of collapsing and

falling asleep. The victim suffers a -4 to-hit, a +2 penalty on

Armour Class, 50% vision reduction, and half his normal movement

rate for the full duration of the spell. Wizards have a chance

of spell failure equal to 100% - 5% per point of Intelligence.

The spell can be negated by dispel illusion, but not by dispel

magic.





Dwindle (Alteration)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  3

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



The wizard is able to shrink himself to as small as one inch in

height for the duration of the spell, during which time all

items carried are also shrunk. This spell may be cancelled at

any time by the wizard. Effects on combat mechanics are left

undefined and to the DM's discretion.





Eldarr's Spell Conversion (Alteration)



Range:  0

Components:  V, S, M

Duration:  3 turns per level

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Eldarr



This spell allows its wizard to convert one spell into another

of the wizard's choice. As long as the spell conversion is in

effect, when another spell is cast, the wizard may choose to

cast it normally, or alter it into another spell. The spell to

be altered must be of third level or lower, and the spell to be

converted to, must be of second level or lower (the additional

level of power is expended in the conversion process) and must

be a spell the wizard already knows, although it does not have

to be currently memorised.

This spell is usually cast at the beginning of a day or before

a known encounter, to give the wizard ample time to replace it

in his memory with another spell. Only wizard spells may be

converted by this spell - priest spells are not affected by it,

and only the wizard's own spells are affected. Range, duration,

area of effect, and saving throws are as per the spell being

converted to; the spell being converted determines the spell

components and casting time (however, in order to convert a

spell, a few additional incantations are necessary, and the name

of the new spell must also be uttered; this effectively

increases the casting time of the original spell by one).

As an example of the use of this spell, let us assume Biff the

wizard has cast this spell before a large battle; during the

fight, Biff finds himself levitated by an enemy wizard and to be

dropped from a great height. Unfortunately, Biff has nearly used

up his complement of spells in the battle, and has a single

fireball left - not much use in this situation. However, since

spell conversion is in effect, Biff starts the incantations of

the fireball anyway; when he is dropped, Biff casts the fireball

but uses spell conversion to convert it to a feather fall,

floating softly to the ground unharmed.

The material component for this spell is the pelt of any

were-creature; the pelt is consumed with the casting.





Eldritch Fire (Invocation/Evocation)



Range:  60 feet

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Jim Vassilakos 



The wizard hurls a magical bolt of flame which does 1d6 points

of damage on impact and has a 50% chance of catching the

target's combustibles on fire (burning clothes do 1d6 to 2d6

points of damage depending on how heavy they are). Victim may

make a saving throw versus spell for half damage. Fire-based

creatures take no damage; cold-based take double.





Energy Bolt [2] (Invocation/Evocation)



Range:  40 feet + 10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  Special

Saving Throw:  1/2

Author:  Francois Menneteau 



This spell functions almost identically to the 3rd-level

lighting bolt. However, as it is a pure beam of light energy

drawn from the quasi-elemental plane of radiance, undead

creatures must save versus spell twice to take only half damage.

The material component is an ebony rod of at least 1 foot

length.





Enhance Illusion (Alteration)



Range:  30 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  3

Area of Effect:  One illusion

Saving Throw:  None

Author:  Mark A. Robinson 



This spell is one way for wizards to add actual substance to

their illusions. Up to two rounds before casting an illusion

(notably phantasmal force, improved phantasmal force or spectral

force), the wizard casts this spell on the area in which the

illusion is to initially appear. Once cast, the illusion then

does 10% of the actual damage that it would do if it were real

if the victim made a saving throw against it, and is treated as

normal with respect to Armour Class, attacks, etc., if the

victim failed the saving throw and doesn't recognise it as an

illusion. The illusion also becomes AC 10, and gains 10% of the

hit points it would normally have; however, illusionary

creatures may never have more combined Hit Dice than the wizard.

If the illusion is not cast in the enhanced area within 2 rounds

the former spell will be wasted. Multiple enhance illusions on

one illusion will cancel each other. This spell can also be used

in conjunction with shadow monsters, demi-shadow monsters or

shades, adding 10% more realism to that already inherent in the

spell, and lowering the perceived Armour Class by 1.

Enhance illusion is attributed to the deceased wizard Scaurlin

Oberlin, who died in a magical duel with a grey slaad he

summoned and subsequently released. This is reputedly the only

spell Scaurlin ever wrote in his once promising career.





Enhance Poison (Alteration, Invocation/Evocation)

Reversible



Range:  1 foot

Components:  V, S, M

Duration:  1 hour + 1 hour per level

Casting Time:  7

Area of Effect:  One dose of poison per 5 levels

Saving Throw:  Special

Author:  Kris 



With this spell, a wizard can temporarily enhance the power of

a poison, either making it more deadly, debilitating or potent,

such as adding a -1 to the saving throw of the subject. This

spell can only be used once on a given dose of poison. Multiple

castings of this spell don't work.

The reverse of this spell, dilute poison, makes a poison less

lethal, granting a +1 to the subject's saving throw or making it

less effective. If cast on a subject already having poison in

his system, this spell grants a new saving throw. If cast to

dilute the poison of a monster, the monster must be touched to

be effective. Secondly, the monster gets a saving throw versus

spell.

The material component of this spell is either a dead black

widow spider, or a dove's feather for the reverse.





Enhanced Armour (Abjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Unknown



This spell is identical to the 1st-level armour spell except

that it confers 10 points of Armour Class reduction instead of

4. Note that it is not cumulative with the 1st-level armour

spell, i.e., the two spells cast together do not confer 14

points of Armour Class reduction.





Erelas's Curious Surge (Alteration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  1d4 rounds + 1 round per level

Casting Time:  5

Area of Effect:  20-foot + 2-foot per level radius sphere

Saving Throw:  Special

Author:  Dave Michaels 



This spell can be very complicated in combat involving numerous

creatures within the area effect. All sorts of simplifications

may be applied at the DM's discretion, but be consistent. The

example given covers all basic possibilities.

The casting of this spell causes an unusual wild-like surge in

the area. Creatures within this area have their saving throws

versus other effects altered as per the following table (roll

once for each saving throw to determine adjustment).



Caster            D20 Roll

Level 1   2    3   4    5    6    7    8   9   10

1    -1  -1   -1   -    -    -    -    -   -    -

2    -2  -1   -1  -1    -    -    -    -   -    -

3    -2  -2   -1  -1   -1    -    -    -   -    -

4    -3  -2   -2  -1   -1   -1    -    -   -    -

5    -3  -3   -2  -2   -1   -1   -1    -   -    -

6    -4  -3   -3  -2   -2   -1   -1   -1   -    -

7    -4  -4   -3  -3   -2   -2   -1   -1  -1    -

8    -5  -4   -4  -3   -3   -2   -2   -1  -1    -

9    -5  -5   -4  -4   -3   -3   -2   -2  -1    -

10   -6  -5   -5  -4   -4   -3   -3   -2  -1    -

11   -6  -6   -5  -5   -4   -4   -3   -2  -1    -

12   -7  -6   -6  -5   -5   -4   -3   -2  -1    -

13   -7  -7   -6  -6   -5   -4   -3   -2  -1    -

14   -8  -7   -7  -6   -5   -4   -3   -2  -1    -

15   -8  -8   -7  -6   -5   -4   -3   -2  -1    -

16+  -9  -8   -7  -6   -5   -4   -3   -2  -1    -



Caster            D20 Roll

Level 11   12   13  14   15   16   17   18  19   20

1      -    -    -   -    -    -    -   +1  +1   +1

2      -    -    -   -    -    -   +1   +1  +1   +2

3      -    -    -   -    -   +1   +1   +1  +2   +2

4      -    -    -   -   +1   +1   +1   +2  +2   +3

5      -    -    -  +1   +1   +1   +2   +2  +3   +3

6      -    -   +1  +1   +1   +2   +2   +3  +3   +4

7      -   +1   +1  +1   +2   +2   +3   +3  +4   +4

8      -   +1   +1  +2   +2   +3   +3   +4  +4   +5

9      -   +1   +2  +2   +3   +3   +4   +4  +5   +5

10     -   +1   +2  +3   +3   +4   +4   +5  +5   +6

11     -   +1   +2  +3   +4   +4   +5   +5  +6   +6

12     -   +1   +2  +3   +4   +5   +5   +6  +6   +7

13     -   +1   +2  +3   +4   +5   +6   +6  +7   +7

14     -   +1   +2  +3   +4   +5   +6   +7  +7   +8

15     -   +1   +2  +3   +4   +5   +6   +7  +8   +8

16+    -   +1   +2  +3   +4   +5   +6   +7  +8   +9



The creature may attempt a normal saving throw versus spell

against this spell 50% of the time each round. In other words,

there's a 50-50 chance the creature may attempt a saving throw

(if so desired - this spell could benefit the creature) each

round. Magic resistance, wild magic immunities or resistances,

or other surge protections (such as chaos shield) negate or

resist the spell for that creature for the duration of this

spell (if the necessary checks are successful).

The material component of this spell is a silver piece.

An example: if Erelas, the 10th-level wizard, casts this spell

in the heat of combat, every creature within a 40-foot radius

sphere flips a coin. If the coin lands heads, the creature may

make a saving throw to negate the effects of this spell for the

first round. Every round a creature is in the area effect

(including the caster), a coin is flipped for that creature (if

the creature so wishes - if it opts not to make the saving

throw, it is automatically affected by this spell). If the coin

lands tails, the creature is not entitled to a saving throw, and

is affected by this spell as per the table below. If the coin is

heads, the creature makes a saving throw. If the saving throw is

failed, or if the creature declines the right to a saving throw,

or if no saving throw is permitted, then every time that

creature needs to make any other saving throws of any kind

during that round, the creature must first roll 1d20 and

consults the table below to see how his saving throw is

affected.

Instead of flipping each round, the first flip may be used to

determine the resulting effects for the duration of the spell.

For instance, if the flip lands tails, the creature is

absolutely affected by this spell for its duration. If it lands

heads, the creature may save against this spell every round for

the spell's duration. This will greatly simplify the accounting,

and reduce the number of flips required for the battle.

If a creature leaves the area effect, the creature is no longer

under the influence of this spell. If a creature enters the area

effect during the duration of the spell, that creature is then

subjected to the flips and rolls mentioned above, again if so

desired. If a creature not originally affected by the spell

enters the active area effect, that creature is subject to the

spell as per the example above.

Any creature with magic resistance makes the check only once,

when the spell is first cast. Any creature not in the area

effect, but who later enters the sphere, may make a magic

resistance check. If a magic resistant creature leaves the area

effect and re-enters it, it is up to the DM to decide if the

creature gets another magic resistance check or not, regardless

of whether it made the first one (the author suggests the

creature would not, since the creature has already demonstrated

its resistance to this particular spell, positive or negative).

Example continued: there's a dragon (or part of one anyway) in

the area effect when Erelas casts this spell. The dragon first

makes a magic resistance check. It fails. It then flips a coin.

The coin lands heads, so the dragon may make a saving throw. The

dragon makes its saving throw. That same round, shortly after

Erelas's spell goes off, another wizard casts a lightning bolt

at the dragon. The dragon makes a completely normal saving throw

versus that spell, as it is not affected by Erelas's spell this

round.

The next round, before any other actions, the dragon again flips

a coin. It again lands heads. The dragon rolls a saving throw,

but fails. Erelas casts a fireball at the dragon. The dragon

rolls his magic resistance, and fails. The dragon rolls 1d20,

and consults the table. He rolls a 7. The table indicates the

modifier, at Erelas' level of 10, to be -3. The dragon then

again rolls 1d20 for a saving throw. He rolls a 12. This would

normally make it for this particular dragon, but the -3 penalty

applies for this roll, which brings it down to 9. He thus fails,

taking full damage from the fireball.

On the third round, the dragon flips a coin. The coin lands

tails, indicating that the dragon may not make a saving throw

this time. Someone casts charm monster on him, he rolls his

magic resistance, and fails. He rolls a 15 on 1d20, and consults

the table: +3. He rolls a saving throw: 9. The modifier is

applied, bringing that 9 to 12, which is enough for the dragon

to save, so he is not charmed.

On the fourth round, the dragon flips a coin, which lands heads.

The dragon makes a normal saving throw (no chart check needed,

as this throw is against the spell itself), and succeeds, thus

not having to worry about this spell this round.





Exploding Coins (Enchantment)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3

Area of Effect:  One coin touched per level (10 maximum)

Saving Throw:  None

Author:  Unknown



This spell allows the wizard to enchant one or more coins with

an explosive charge; the more valuable the coin, the more potent

the explosion (see table below). The coins will retain their

enchantment until used or dispelled; the explosion will be

triggered when the wizard utters a command word chosen during

the incantation. Alternately, the wizard may choose a delay,

after which time the coin will explode; the length of this delay

may be up to 1 turn per level of the wizard (measured from the

time the wizard speaks the chosen command word).

The following table gives the amount of damage for each type of

coin, along with the burst radius, and what level is required to

enchant a particular type of coin:



Type      Damage       Level      Radius

copper      1d3          5        2 feet

silver      1d4          8        2 feet

electrum    1d6         11        5 feet

gold        1d8         14        5 feet

platinum    1d10        16       10 feet



A maximum of 10 coins may be enchanted per casting of this

spell; also, no more than 20 of these coins may be brought

within 30 feet of each other safely; if this occurs, each owner

must make a saving throw versus spell for each coin. If a coin

fails its throw, it explodes normally; if the throw succeeds,

the coin simply vanishes in a puff of smoke. This spell has the

additional limitation that it may only be cast once per two day

period.

The only material component for this spell is the coin to be

enchanted; the coins are consumed in the explosion.





Falerin's Irresistible Charm (Charm)



Range:  0

Components:  V, S

Duration:  1d4 rounds + 1 round per level

Casting Time:  1

Area of Effect:  10-yard cube

Saving Throw:  Special

Author:  The Wizard 



Developed by the evil mage Falerin while taking a trip through

limbo, this spell is not evil in and of itself. Similar to charm

person, this spell creates a 10-yard cube, extending from the

caster. All creatures within the area of effect that are equal

to or exceeding the level of the caster must make a saving throw

or be charmed. Creatures of lower level than the caster may also

make a saving throw, but at a -4 penalty. Creatures which

normally have a resistance to charm spells have no resistance to

this spell, nor do any Wisdom bonuses apply.





Feldegast's Mana Shield (Abjuration, Metamagic)



Range:  0

Components:  V, S

Duration:  4 rounds

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Ron 



This spell prevents a caster's spells from affecting himself,

resulting in illusionary harm only. It likewises shield the

caster from harm caused by inferior foes (whose level or Hit

Dice are lower). Also, this spell grants a saving throw against

spells for which there is normally no saving throw, or a +4 if

there was a saving throw.





Fellstar's Flaming Vortex (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  8x2 feet vertical cone

Saving Throw:  1/2

Author:  Fellstar



This spell calls into being a spinning vortex of flames that

resembles a burning dust devil; the vortex is 8 feet high and 2

feet wide at its widest. The caster may direct the movement of

the vortex in any direction desired, but it may not be moved

across a body of water. The vortex moves at a rate of 10 feet

per round, and the caster must maintain full concentration in

order to direct its movements; if the caster loses

concentration, the vortex will move in a straight line at full

movement rate until the caster can again gain concentration. The

wizard may not move the vortex further away than 10 yards per

level of the caster, or the spell terminates.

The caster may use the vortex to attack a single victim per

round; he may attack the same target in following rounds, or may

elect to move the vortex to attack a different one. Anyone

struck by the vortex suffers 1d4 points of damage per level of

the caster (up to a maximum of 10d4). A successful saving throw

versus spell reduces this damage by half. The flames from this

spell will ignite flammable materials on contact, but will not

harm most other materials, unless exposure is prolonged. That

is, if a creature is attacked by the vortex for only a single

round, non-flammable possessions are not affected; if attacked

on two consecutive rounds, all possessions must save versus

magical fire normally (but only if the target fails his saving

throw). Each additional round of exposure inflicts a -1 on all

possessions' saving throws (no penalty in added to the target's

saving throw).

The material component for this spell is a piece of flammable

material suspended from a string; the caster lights the material

on fire and twirls it in a circle while casting the spell. He

must continue doing this throughout the duration of the spell,

and the material must remain lit; if it does not, the spell ends

prematurely.





Fireball from the Plates (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Perry Horner 



This is essentially the same fireball as in the Player's

Handbook, but with a slight change in the material component.

Since bats are almost unknown in the Arctic, this spell was

developed using whale oil. Note that like the paper in fire aura

(q.v.), the whale oil is a replacement worked into the spell,

not an optional substitution. A wizard learning fireball from

the plates would need a supply of whale oil, although perhaps

another organically produced oil could substitute. In the

tropics, dolphin oil should work fairly well, say -10% to -20%

on range and -1d6 damage. At that point, the wizard simply needs

to convince the local sailors (preferably Greek) to go kill a

few dolphins and bring back their carcases. Spell research into

even other components is of course also an option.





Flaming Sphere (Invocation/Evocation)



Range:  10 feet

Components:  S, M

Duration:  1 round per level

Casting Time:  2

Area of Effect:  One 5-foot radius globe

Saving Throw:  Negates

Author:  Jim Vassilakos 



This spell causes a burning globe of 5-foot radius to come into

being up to ten feet distant from the wizard and roll in the

direction the wizard points at a rate of ten feet per round

inflicting 2d4 points of damage to all creatures with which it

comes into contact unless a saving throw versus spell is made

thus negating the flaming sphere. The sphere may roll over low

barriers not over four feet tall, or through all flammable

barriers. It may even roll uphill (as long as the slope is no

greater than 45 degrees) and may be extinguished by water or by

lack of oxygen. The material component for this spell is a bit

of sulphur.





Force Shield (Abjuration)



Range:  0

Components:  V, M

Duration:  5 rounds per level

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



This spell creates a magical shield of force around the wizard

at a 6-inch radius, which absorbs damage at a rate of one point

per round plus one point per two additional levels per round.

The shield also protects the wizard from biting insects, foul

weather, and poisonous gases. However, the wizard is unable to

make physical contact with anything outside (but not under) the

shield for the duration of the spell. The spell may be broken at

will. The shield provides total invulnerability to magic

missile, power bolt, word of power, magic darts, mystic bolt,

and arcane bolt. The material component for this spell is a

small shield.





Forceball (Evocation)



Range:  1 yard + 1 yard per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  Max Becherer 



This spell is identical to fireball except that it inflicts

damage with an expanding globe of magic missile-like force. The

material component is a ball of bat guano and sawdust cut from

a giant's club.





Forget Spell (Alteration, Metamagic)



Range:  100 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One spell-casting creature

Saving Throw:  Negates

Author:  Phill Hatch 



When casting this spell, the metamage tries to make another

wizard, priest, or spell casting monster forget a single spell.

The target must save versus spell at -5. If the saving throw is

successful, nothing happens. If the saving throw fails, the

target loses a random spell. The metamage does not steal the

spell; the spell is simply forgotten. The material component of

this spell is a bit of gum arabic.





Free Action [1] (Abjuration)



Range:  0

Components:  V, S

Duration:  5 rounds per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Unknown



This spell grants the recipient the benefits of protection from

paralysis, and the additional benefits of being able to function

without penalty in a constricting environment (such as water,

web spells, entangle spells, etc.). It does not affect paralysis

already existing, unless it is cast specifically to counter such

in which case it gives no further benefit.





Free Action [2] (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 turns per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kenneth C. Jenks 



This spell enables the recipient to move and attack freely and

normally whether attacked by entangle, web, hold, or slow spell,

or when underwater. In the former case, the spells have no

effect, while in the latter, the recipient can combat normally

with hand-held combat (not missile) weapons. The material

component is a drop of oil or a dab of grease.

If the recipient has a familiar, it is affected as well for the

duration of the spell, so long as it remains in contact with its

master.





Free Elemental (Abjuration)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell can be used to free one creature summoned from the

inner planes from the control of its summoner. Typically, it is

used on elementals summoned by a conjure elemental spell or

device, but it also works on such creatures as aerial servants

and invisible stalkers. The spell is cast on the summoned

creature, and unless the wizard who summoned it makes a saving

throw versus death magic that creature is freed from control.

The freed creature may return to its own plane (25%) but usually

turns on the summoner and his companions (75%). This spell has

no effect on creatures from the ethereal plane.





Frost Breath (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 day

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  William T. South 



This spell allows the wizard to create a breath weapon similar

to a cone of cold. Once the dweomer is cast the wizard may

breath up to twice per day as if the breath weapon were an

innate ability, causing no harm to himself. The area of effect

for the breath weapon is a cone area 20 feet long with an ending

base of 15 feet. The damage is 1d4+1 for every two levels of

experience the wizard possesses, up to a maximum of 5d4+5 at

tenth level. Attack creatures may save versus breath weapon for

half damage. Any creature, including the caster, cannot have

more than one of this spell active at any given time.

The material component of this spell is a pinch of powdered

marble blown into the wind when the spell is cast. The source of

this spell is the Ranger/Mage Aramor.





Gaseous Form [1] (Alteration)



Range:  0

Components:  V, S

Duration:  1d6 rounds + 1 round per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Tim Prestero 



This spell allows the wizard to turn the creature touched into

a pink cloud of gas, for the duration of the spell. If the

creature touched is an unwilling recipient of the spell, he gets

a saving throw, with a successful saving throw negating the

spell.

The spell's effects are identical to that of the potion of

gaseous form, with regards to movement rates, and the effects of

a gust of wind spell. However, the wizard - if he casts the

spell on himself - can turn non-gaseous at any time.





Go-Behind (Alteration, Illusion/Phantasm)



Range:  30 yards

Components:  S, M

Duration:  1 round

Casting Time:  2

Area of Effect:  Special

Saving Throw:  Negates

Author:  Brian J. Toleno 



The wizard casts this spell by snapping his fingers. After doing

this, the wizard is instantly transported behind his opponent

(the wizard must be able to see this area). When this happens,

an image of the wizard remains behind and imitates the actions

of the wizard for two rounds, then disappears. The foe receives

a saving throw versus spell to believe the image is unreal. The

material component for this spell is a bit of sulphur.





Godly Chaos (Invocation, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 hour

Area of Effect:  The caster

Saving Throw:  None

Author:  James Fischman



This spell, when cast while a wizard is memorising his spells

for the day, calls upon the gods of chaos to grant the wild mage

a small amount of priestly power. The wizard can substitute one

or more of his spells to be memorised for priest spells of the

sphere of chaos, albeit two levels lower. For example, the

wizard can memorise the spell random causality (a 3rd-level

priest spell of the sphere of chaos) instead of a 5th-level

wizard spell.

This spell can only be cast if the wizard is in good standing

with the local gods of chaos. If the wizard has fallen out of

favour with these gods, or has never been religious in the first

place, no god will hear the request, and the casting of godly

chaos will be wasted.

Note that the chance of spell failure for low Wisdom must be

rolled when the granted spells are cast, if applicable. Failure

indicates that the spells are lost, without replacement.

The material components of this spell are offerings of incense,

and other valuable items, worth no less than 200 gp per level of

priest spell requested, which are burned in prayer during the

casting of this spell. Any material components of the granted

priest spells must be available when those spells are cast,

while an inscription of the wizard's sigil can substitute for a

holy symbol.





Gopher (Conjuration/Summoning)



Range:  40 feet

Components:  V, S, M

Duration:  2 hours per level

Casting Time:  2 rounds

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



When cast, this spell causes the victim to be followed by a

crazed man who is convinced that the victim is a gopher. The man

has a magic wand that shoots magic missiles as projectiles.

However, the man always misses but he shows up at the worst

times, for example when sneaking up on a sleeping dragon. Even

though he misses he will continue to attempt to shoot the victim

succeeding in destroying the area where the victim is.

The man has AC -2, 200 HP, regenerates 2 points of damage per

melee round, has an Intelligence of 5 and a Wisdom of 3. He just

loves to yell "freeze gopher!" at the top of his voice. While

this spell is in effect, the victim has a -95% to his chance to

surprise. The material component of this spell is a gopher tail.





Gorann's Rapid Intoxication (Alteration)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Keith Taylor 



This spell causes the creature touched during the spell's

casting to instantly fail its Constitution checks for

intoxication during the next 12 hours. A creature in this state

will become rapidly drunk no matter what strength of alcohol

they are drinking. The victim is generally not aware of the

spell's existence on itself and may be puzzled by its lack of

tolerance. The duration of the spell is one turn or until used,

whichever comes first. The somatic component is a friendly pat

on the back, and the verbal component is a cheery "Drink up!".





Grand Unified Blast (Invocation/Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  Special

Area of Effect:  20-foot radius sphere

Saving Throw:  1/2

Author:  Ken Arromdee 



This spell is actually a class of spells, which have been

researched in many forms by many different wizards. The spell

creates a blast in a 20 foot radius, which does 1d6 per level

damage, with a saving throw for half damage. In the invocation

versions, the spell creates a condition in the area of effect;

this version does not expand to its full volume in confined

spaces. The evocation version creates a small point of fire,

cold, or whatever, which instantly explodes to full radius.

The most basic form of the spell is the fireball. Other versions

include iceball, steamball, etc. A wizard who knows any one

version of this spell can research any other version at 50% of

normal cost; he may also research, for free, versions of the

same spell that differ only in the kind of damage done, after

experience in the appropriate elemental plane. If you use

"maximum number of spells known per level" in your game, extra

versions of this spell of the same level as versions already

known do not count towards the limit.

The basic version of the spell is third level and does a maximum

of 10d6 points of damage. Versions of this spell above third

level exist, the spell's level being determined by the following

additions:



    Cost    Effect

    Free    Different damage type (iceball, steamball, etc.).

     +1     Invocation version (does not expand in confined

            spaces).

     +1     Spell does 1d6+1 or 1d8 damage per level (same maximum

            number of dice).

     +1     Can be reduced to half radius at casting time, which

            adds an additional +1 point per die damage and gives

            -2 on saving throws.

     +2     Spell does a maximum of 15 dice of damage.

     +3     Delayed blast for up to 5 rounds (cannot be used with

            invocation version, since there is no explosion to

            delay).



For instance, a delayed blast fireball that did 1d8 damage per

level would be a 7th-level spell (+1 for damage, +3 for delay).

The material component is a small ball made of bat guano and a

relatively common substance associated with the type of damage

caused by the spell: sulphur for fireball, salt from boiled

water for steamball, etc.





Grasping Hands of Horror (Necromancy)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One arm per level

Saving Throw:  Negates

Author:  The Jade Piper 



This spell causes a number of arms equal to the level of the

wizard to reach out of the ground and grab at the target. The

hands themselves do no damage, but when they pull a victim

under, that victim begins to suffocate.

Victims have to make a saving throw every round they are in the

area of effect and for every extra hand they have a -1 on their

saving throw. In a graveyard or similar corpse-infested area

there is an additional -2 to the saving throw. If a victim fails

its saving throw, it is dragged underground and starts to

suffocate. Others can dig the victim out, mundanely or

magically. He will be found two feet or so under the ground,

paralysed, but quite aware of what happened. A really high-level

wizard could cast this spell and affect many people by giving

five arms to this target, four to that one, and so on.





Grimly's Outstretched Arms (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  3

Area of Effect:  Person touched

Saving Throw:  None

Author:  Joshua Rosenfeld 



This spell allows one person the ability to stretch either or

both of his arms up to 1 foot longer per level of the caster.

The outstretched arms may be lengthened or shortened as often as

desired while the spell is in effect, although they may not be

shortened more than they were to begin with. The person affected

may fight with outstretched arms at -1 to-hit. Thieving

abilities involving the hands may be performed with outstretched

arms, although with a -5% penalty for every 2 feet the arms are

outstretched. If an outstretched arm takes more than 15 points

of slashing damage in one blow, it is severed. This spell can

only be cast once per person while the spell is in effect (that

is, a caster may not cast this spell on the same person twice

before the duration of the first spell is finished, and neither

can another caster). The material component is a bit of gum

Arabic.





Gymlainac's Lightbend (Alteration, Wild Magic)



Range:  0

Components:  V, S

Duration:  1d4 + 1 round per level

Casting Time:  3

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Joseph Delisle 



This wild magic spell bends light waves around the recipient,

creating an effect similar to the 2nd-level spell blur and a

cloak of displacement. The recipient's form is both blurred and

sways (regardless of movement), making him much more difficult

to hit. When the spell is cast, roll 1d4 to determine the Armour

Class and saving throw bonus.

This spell was developed by the wild mage Gymlainac, in an

effort to create a wild magic version of invisibility.





Hang (Alteration)



Range:  0

Components:  V, S

Duration:  3 days

Casting Time:  Special

Area of Effect:  The caster

Saving Throw:  None

Author:  Unknown



By casting this spell, the next spell the wizard casts will be

held (will not take effect) until either the duration ends or


the wizard says a keyword that will set off the spell. The spell

that is held must be third level or lower, and a wizard can only

have one spell hung at any given time. For those spells that

require a direction or a special action (like pointing a finger

for lightning bolt), the wizard will have to say the keyword and

point at that time. It takes 6 seconds for the held spell to go

off (no casting time, just a delay in going off), and the wizard

should be given a bonus of 3 to initiative. When the keyword is

spoken by the wizard, it is only letting go of stored energy.

The wizard still has 80% of his activity left in the round: the

wizard can make one attack or cast one 1st- or 2nd-level spell

late in the round.

The spell to be held must be cast with extreme caution. It will

take twice the casting time and twice the components it would

normally take to cast that spell. If the wizard tries to cast

another spell while another spell is hung, the hung spell will

fizzle.

No material components are needed to cast hang, but those needed

to cast the next spell after are doubled.





Harbald's Fiery Boomerang (Evocation)



Range:  60 yards

Components:  S, M

Duration:  5 rounds + 1 round per two levels

Casting Time:  1

Area of Effect:  3-foot + 1 foot per 5 levels radius

Saving Throw:  Special

Author:  Paul Ferron 



Upon casting this spell, the wizard causes a burning boomerang,

of approximately 2 foot, to appear in his hand. This boomerang

can be thrown on any target the spellcaster desires and explodes

the moment it makes contact. If the target is missed the

boomerang will return to the caster. Once the boomerang reaches

the caster he can try to catch it.

The caster is immune to any fire damage the boomerang causes,

but not to the explosion.

The caster can throw the boomerang over a range up to 60 yards

(60 yards is long range; 40 yards is medium range; 20 yards is

short range). Apply the appropriate to-hit penalties for the

range.

The wizard is able to, mentally, guide the boomerang, for which

the caster receives a +5 bonus on his attack roll. If the wizard

is not proficient with the boomerang, the bonus will negate the

penalty for not being proficient. The target must be in a line

of sight.

If the caster uses the boomerang as a club, it will only do 1d6-

2 damage and the caster will receive a -2 to-hit because the

weapon simply is not designed to be used as a club.

The boomerang inflicts 1d6+1 points of damage when it hits the

target. This damage is bludgeoning damage and not fire damage.

If the wizard misses his target, but still hits the unmodified

Armour Class of the opponent (the Armour Class without the

protection from shield and armour), the opponent will only

receive the fire damage and not the bludgeoning damage.

After the initial hit, the boomerang explodes in an outburst of

fire, delivering another 1d6 fire damage per 3 levels of

experience (up to a maximum of 5D6). The explosion fills an area

of 3-foot radius which is enlarged by another 1 foot for each 5

levels of the caster. Combustible materials are set afire when

they do not save. Creatures in the area of effect also receive

a saving throw versus spell for half damage.

There is no saving throw, because, once hit by the boomerang, it

is impossible to jump out of the area of effect of the

explosion. Magic resistance will negate the fire damage (if

successful checked) but not the bludgeoning damage. As long as

the caster holds the boomerang in his hands, it will not

explode. To catch the boomerang, the wizard must make a

Dexterity check with a penalty of -2 or -3 if the boomerang was

thrown on medium or long range. If the boomerang is caught, the

wizard can throw it again and again, up to 5 rounds +1 round per

two levels of experience (provided he catches the boomerang each

time). He can only throw it once per round with a weapon speed

of 4. The boomerang can only be caught if it didn't hit the

target and returned to the wizard.

There is a chance that someone or something tries to intercept

the boomerang. If this someone or something tries to intercept

the boomerang, roll on the following table:



   D8 Roll  Result

      1     Interceptor becomes target and boomerang explodes:

            roll for damage.

     2-3    Boomerang bounces off the interceptor and falls 1d6

            foot from the interceptor after which it explodes.

            Damage to everyone in the area of effect.

     4-5    Interceptor intercepts and the spell wears off.

            Boomerang vanishes.

     6-7    Interceptor misses the boomerang. Boomerang returns to

            the caster. Roll to catch.

      8     Interceptor manages to get the boomerang off course.

            The wizard must make a Dexterity check with a -4

            penalty (cumulative to range modifier) to catch the

            boomerang.



If the wizard did not catch the boomerang, it will fly randomly

through the area in which it was thrown for 1d4 rounds. The

cater cannot mentally guide the boomerang any more. If the

boomerang was thrown at short range, it flies through an area of

20 yards. Every creature (including the caster) should make a

Dexterity check to avoid the boomerang. The boomerang has no

target any more thus it will explode against the first object or

creature it hits. So that object or creature becomes the target.

If the boomerang r