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The Great Net Spellbook level 4

Subject: The Great Net Spellbook level 4


	[originally downloaded in ASCII.zip from 

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


Fourth-Level Spells





A Lert (Conjuration/Summoning, Evocation)



Range:  0

Components:  V

Duration:  2 turns per level

Casting Time:  1

Area of Effect:  10-foot per level radius

Saving Throw:  None

Author:  Jeff Tolle 



This spell summons into being a lert, which is a small, blue,

humanoid creature. This creature is insubstantial, and thus can

neither attack, nor be attacked. A lert's main purpose is to alert

the party members of imminent danger. It can sense behind doors and

around corners, and will telepathically inform the wizard of any

danger it senses, provided the wizard is awake.





Acid Spray (Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  Special

Saving Throw:  1/2

Author:  Paul D. Walker 



When this spell is cast, it causes a cone shaped spray of acid to

extend outwards from the wizards hand. The length of the cone is 5

yards per level of the wizard and the cone terminates with a

circular area with a radius of 2 yards per level of the wizard. The

start of the cone is a circular area of a 1-foot radius.

The damage from the acid is 1d4 + 1 per level of the wizard.

The material component of the spell is a vial of acid which is

thrown in the direction which the cone will go.





Advanced Magic Mouth (Alteration)



Range:  10 feet

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One object

Saving Throw:  None

Author:  Unknown



This spell is identical to magic mouth except in that the maximum

activation range is only 10 feet and that it will continue to

function as instructed, over and over, until the object is

destroyed or the dweomer dispelled.





Alcoreax's Icetrail (Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Negates

Author:  Alcoreax



This spell creates a wave of hardened ice which the wizard actively

directs. After casting, the wizard simply taps the ground to

activate the spell. The wave of ice begins where the wizard taps

the ground, and reaches its full dimensions after advancing only 10

feet. It travels at a speed of 40 feet per round. The crest of the

wave is 10 feet high and 15 feet wide; after the crest of the wave

has passed, the remaining "trail" is only 3 feet high.

Creatures coming into contact with the crest suffer 2d6 points plus

1 point damage per level of the wizard, or half this amount if the

creature is cold-using (in general, cold-dwelling creatures take

half damage from this spell, rounded down, and cannot suffocate as

a result of this spell). In addition, creatures of less than large

size must save against paralysation or be buried under the crest.

Buried individuals take an additional 1d3 points of cold damage

each round and must initially make another saving throw against

paralysation or start to suffocate under the ice (use the rules for

drowning). Trapped creatures may break free, taking 1 more point of

damage per level of the wizard from sharp ice.

The crest of the wave can be disrupted by 30 or more points of fire

damage, or negated by a wall of fire in any case. At the end of the

spell duration, the crest of the ice wave immediately loses all

momentum and melts; the spell will cause no more damage, and

trapped creatures can easily break free taking no damage. The

material components for this spell are a steel pin and a glass of

icewater.

Alcoreax is the headmaster of Talarin Niulivius, one of the better

magical schools on the continent of Niulivia. Alcoreax's icetrail

is the only spell he has researched. This one took him over five

years to develop.





Alpha's Acid Rainstorm (Conjuration/Summoning)



Range:  240 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  30-foot long square

Saving Throw:  1/2

Author:  Jason Nelson 



This spell, which functions only out of doors, causes thin streams

of hissing violet acid to fall within its area of effect. All

within the area must save versus spell or suffer full damage. The

spell inflicts 1d8 per two levels of the wizard (rounded up). All

exposed items in the area must also save versus acid or be

destroyed.

Characters under heavy cover which is not destroyed by the acid are

fully shielded from the effects of the spell. The acid, once it

strikes the ground, harmlessly disappears. The material component

for the spell is a small vial of aqua regia and a strip of zinc.





Alpha's Acid Resistance (Abjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Jason Nelson 



This spell grants the subject complete immunity to acid, up to a

point. The spell's basic duration is 10 rounds per level of the

wizard. However, for every point of acid damage that would have

been suffered by the character (after saving throws and any other

protections have been considered), the duration of this spell is

reduced by one round for every point of acid neutralised by the

spell. This spell also protects the subject's equipment from

needing to make any item saving throws versus acid for as long as

the spell is in effect. The material component is a small glass

vial containing lye and water.





Alpha's Ball Lightning (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S

Duration:  4 rounds

Casting Time:  5

Area of Effect:  Special

Saving Throw:  1/2

Author:  Jason Nelson 



The caster of this spell can create one to four spheres of glowing

electrical energy. These spheres resemble dancing lights (q.v.),

and the wizard can control them in the same way. The spheres can be

moved up to 120 feet per round. Each ball is about 5 feet in

diameter, and any creatures approaching within 5 feet will

dissipate that ball's charge. The charge values are:



           Number of

        Lightning Balls        Damage Done

               1                  4d12

               2                5d4 each

               3                2d6 each

               4                2d4 each



A saving throw versus spell results in half damage, indicating that

contact was across an air gap. Note that more than one creature

approaching within 5 feet in a single round can be affected by the

ball if that occurs.





Alpha's Chill of the Void (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round

Casting Time:  5

Area of Effect:  20-foot wide, 5-foot per level long path

Saving Throw:  None

Author:  Jason Nelson 



This spell brings forth a wave of supernatural cold, rolling forth

from the wizard's outstretched arms to the maximum area of effect.

Its cold vacuum kills all normal vegetation in the area except for

trees, which have a 50%-100% chance to survive (DM's discretion,

based on size and native environment). This cold inflicts 3d4

damage and the vacuum an additional 3d4 to all living creatures

within the area of effect. Vegetable and fungoid monsters suffer

double damage from this spell. The material component is a piece of

ice.





Alpha's Elemental Form (Alteration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Jason Nelson 



Use of this spell enables the wizard to transform the matter of a

creature's body into the stuff of a particular elemental plane. The

elemental form enables the character to engage in normal combat

with an elemental of the same or opposite form (i.e., water would

allow combat versus water or fire elementals), or an elemental

creature, without needing a magical weapon to hit. It also provides

protection versus the same element as if a ring of warmth (+2 on

saving throws, -1 per die of damage, regenerate 1 HP of

elemental-caused damage per turn). The subject can also exist

without danger on the appropriate elemental plane, and can move

normally there. It does not empower the subject with perceptions

not normally possessed (for example, seeing through the rock of

elemental earth), but it does prevent elemental damage. A character

possessing a ring of elemental command who assumes elemental form

of the same type gains the cumulative effects of both, and is

empowered with senses on the appropriate plane as if in normal air.

If this spell is cast on the prime material, the spell will last 1

turn per level of the wizard. If cast on the appropriate elemental

plane, or in the border ethereal of that plane, it will last 12

turns per level. If cast while on an elemental or para-elemental

plane different from the form assumed, start with the base of 12

turns per level and halve the duration for each plane removed. An

elemental form in opposition to the plane the wizard is on (air

versus earth, fire versus water) cannot be assumed at all.

The material component is a small amount of the appropriate element

on hand (a handful of clay or earth or a torch flame will suffice).





Alpha's Firefall (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Special

Author:  Jason Nelson 



This spell is an improved version of the 2nd-level pyrotechnics

spell (q.v.), specifically the fireworks application of that spell.

That portion of the spell functions exactly as the pyrotechnics

spell does with respect to duration, area of effect, saving throw,

and the blinding effect created. However, the fireworks created by

this spell are more along the lines of a geyser of brightly burning

liquid fire, arcing upwards approximately 60 feet into the air and

raining down within a 30-foot radius area surrounding the perimeter

of the basic fire source. All in this area of effect suffer 2d6

fire damage with no saving throw allowed. Further, a central

prominence of flame is thrown upwards by this spell, and the wizard

may direct this column of fire at a single target within 60 feet of

the fire source. This plume of fire will inflict 4d10 damage to the

victim, although a saving throw versus breath weapon is possible to

halve this damage.

The liquid fire continues to burn during the following round, under

the same conditions as during the first round, although the fire is

less intense and causes only half the damage caused during the

first round. Combustibles in the area of effect must save versus

normal fire (if struck only by the burning spray) or magical fire

(if the victim of the central plume fails his saving throw or if

the central plume is directed at an inanimate object) to avoid

being set afire. A creature who is within the area of the spray who

is targeted by the central plume will not also suffer fire damage

from the spray, as this minor flame is all but lost in the fury of

the central prominence. The spray does not fall within the area of

the original fire source, but only within 30 feet of the perimeter

of the fire source. An aerial creature flying within 60 feet above

the rising geyser of liquid fire is affected just as a creature on

the ground would be, and may also be targeted with the central

plume, if the wizard so desires. The material component for this

spell is a lump of pitch mixed with sulphur, saltpetre, and

magnesium, as well as an existing fire source.





Alpha's Flames of Falroth (Alteration, Evocation)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  Special

Author:  Jason Nelson 



This spell conjures an extra-dimensional black flame to surround a

single object or creature within range. This fire has exactly the

opposite effect of normal fire, in that it restores creatures or

objects burned to destruction by fire or acid to their original

state. This will not restore life to a person slain by a fireball,

but it will restore the body to full health, such that a raise dead

will bring the character back to full physical health (though an

amount of time equal to the time dead must be spent recovering from

the psychological shock). Similarly, it will not restore

enchantment to a once destroyed magic item, though a limited wish

is capable of restoring the lost enchantment to the item

reconstructed by the flames of Falroth.

In order to restore an item or creature, the target must fail a

saving throw of the same type that resulted in its destruction.

Hence, plate mail destroyed by the breath of a black dragon must

fail a saving throw versus acid, and an adventurer felled by a

fireball must fail a saving throw versus spell. For effects against

which there is no saving throw (for example, wall of fire), assume

the saving throw to be as against breath weapon for creatures or

magical fire for items. It is thus more difficult to restore items

that were more difficult to destroy in the first place. One such

saving throw may be attempted each round, and as many saving throws

as desired may be attempted during the use of this spell. No object

can ever be affected by this spell after the spell has been used on

it once, whether or not it was successful. Once the saving throw is

failed, the object will take 2 rounds to be fully reconstructed

from its remains. The flames of Falroth may be moved to another

object or creature at any time during the spell's duration, with 1

round of concentration on the part of the wizard.

The flames of Falroth are very hostile to ordinary fire. They may

be used as a fire extinguisher of sorts, and will extinguish a

10-foot cube of normal flame every round. Magical fire spells must

be checked as per dispel magic, but multiplying the wizard's level

by 2 for the purposes of determining whether the target spell has

resisted the effects of the flames of Falroth. If this dispelling

attempt is unsuccessful, the flames of Falroth will vanish back

from whence they came.

If cast at an elemental fire creature of any sort, the flames of

Falroth will automatically cause 6d6 damage to that creature. After

this initial attack, the target creature may make a saving throw

versus spell at 3. If successful, the flames disappear without

causing further harm. If failed, however, the flames continue to

attack the creature's very substance, causing 3d6 damage every

round. A new saving throw is allowed each round, the chance to save

improving by 1 each round (-2 after the second round, then -1,

etc.). This continues until the creature is dead, the wizard moves

the flames away (after which time that creature will no longer be

affected by the flames of Falroth); or until the spell expires or

a saving throw is made - in both of these cases, the flames

disappear.

A fire-using or dwelling creature that uses fire but is not native

to the elemental plane of fire (for example, a fire giant, a red

dragon, or a chimera) will not be harmed by the flames of Falroth,

but any external fire powers (fire breath, spells, immolation,

etc.) will cause only half normal damage, as their effectiveness is

mitigated by the flames. The material component is a bit of green

wood, a handful of ashes, a smoky quartz crystal, and a piece of

obsidian.





Alpha's Hunting Pack (Conjuration/Summoning)



Range:  30 yards

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell summons into the wizard's vicinity a pack of canines who

will fight on behalf of the wizard, if such is required. The

composition of the pack will be as follows:



  D100 Roll   Pack

    01-10     4d4 jackals

    11-60     3d4 wild dogs

    61-90     2d4 wolves

    91-00     1d4 dire wolves



The pack will follow commands to the best of its ability, so long

as they are relatively simple (attack, return, heel, etc.). If

attacked by the wizard or his fellows, all creatures summoned will

instantly disappear. The hounds can track as well as a 5th-level

ranger, and can be commanded to perform this activity if it is

requested of them (such as by allowing them to smell an article of

clothing from the creature to be tracked, etc.). The hounds will

arrive 1d10 rounds after the spell is cast. The material components

are a piece of fresh, uncooked meat and a finely crafted silver or

ivory hunting horn, worth not less than 100 gp, which must be

sounded during the casting of the spell.





Alpha's Rainbow Blast (Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  1-foot wide, 10-foot + 5-foot per level long

beam

Saving Throw:  Negates

Author:  Jason Nelson 



This spell is very much like the 2nd-level rainbow beam spell, but

is much more powerful. Besides a slightly larger area of effect,

and the fact that a solid object will not stop the beam unless

larger than 2 feet wide and formed of solid stone or some such

similar dense material, i.e., the beam is not stopped by mere

flesh, even if armoured, but would be stopped by a stone wall.

The spell does 1d6 HP of damage + 1 HP per level of the wizard. The

swirling, coruscating tendrils of multihued light also have

properties as listed under the rainbow beam spell. A target

resistant to one or more of these forms of attack takes one less

point of damage per die per attack that it is resistant to. The

opposite applies for creatures that are particularly vulnerable to

a certain form of attack (for example, a frost giant is immune to

cold, but is not particularly vulnerable to fire, so it would take

one less point of damage per die. A green slime, vulnerable only to

fire and cold, would take 5 fewer points of damage per die). The

indigo (holy water) beam does normal damage except to creatures

affected by unholy water (paladins, lammasu, etc., who are

considered being resistant), and those affected by holy water

(undead, demons, etc., who are considered specifically vulnerable).

The victim is entitled to a saving throw, which, if successful,

indicates that the beam has missed. It may hit another target,

though. Also, if a target is struck by the beam, he must save

versus petrification or be struck in the face and blinded for 1d4+2

rounds.

The material component for this spell is a small diamond worth not

less than 100 gp.





Alpha's Ray of Paralysis (Alteration)



Range:  10 feet + 5 feet per level

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Jason Nelson 



The wizard extends his arm, points his finger, and speaks a word to

cast the spell. A thin, light blue ray leaps from the wizard's

finger. The intended target must save versus petrification. If the

saving throw is failed, the creature is struck by the beam and,

unless the creature possesses some innate magic resistance, is

paralysed for 2 rounds per level of the wizard. If the saving throw

is made, the pencil-thin ray has missed its original target and

continues on in a straight line to the extent of its range. Any

creature in the path of the beam must make the same saving throw or

be struck and paralysed. If the ray actually strikes, there is no

saving throw versus its effects. Size L creatures must save at -1,

size H at -2, and size G at -4. Conversely, size S creatures save

at +1 and size T at +3. The ray can affect only target in any

event. The material component is a clear gem or a piece of amber

worth at least 100 gp.





Alpha's Shadowfire (Evocation, Necromancy)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  1-foot diameter, 5-foot per level long ray

Saving Throw:  1/2

Author:  Jason Nelson 



This spell calls forth a seething black ray shot through with veins

of green fire. All creatures in the path of the spell will suffer

1d4 damage per level of the wizard, up to a maximum of 20d4. A

successful saving throw versus breath weapon will result in only

half damage. A creature that is immune to fire or to energy drain

will suffer only half damage (a quarter if a successful saving

throw is made). If the damage rolled exceeds a target's remaining

hit points, that target is disintegrated. The material component is

a black opal worth at least 500 gp.





Alpha's Sheet Lightning (Evocation)



Range:  30 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  10-foot per level long square

Saving Throw:  Special

Author:  Jason Nelson 



This spell creates a very bright flashing jolt of sheet lightning

within the area of effect. All those in the area receive 4d4

electrical damage with no saving throw. In addition, those within

must save versus petrification to avoid being blinded for 1d3

rounds and must save versus breath weapon to avoid being stunned

for 1d3 rounds. Those carrying large, mostly metallic weapons (for

example, swords or battle axes) or wearing partial metal armour

(studded chain) save at -2 versus the stunning and suffer +1 per

die of damage. Those in full metal armour (splint mail or better)

save at -4 versus the stunning and suffer double damage. The

material component is a bit of fur and a sheet of fine crystal

worth at least 50 gp.





Angel's Negation (Abjuration, Enchantment)



Range:  0

Components:  S

Duration:  Permanent

Casting Time:  1

Area of Effect:  Person touched

Saving Throw:  None

Author:  A.C. 



This spell instantly negates the obsessive, compulsive behaviour

caused by a seducer, and renders the recipient immune to the

non-magical charms of that seducer. The seducer class is described

in detail in The Net Carnal Knowledge Guide.





Animate Clothing (Illusion/Phantasm, Necromancy)



Range:  60 yards

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One or more pieces of clothing

Saving Throw:  Special

Author:  



By casting animate clothing, the cast can add body and substance to

an illusion. The spell animates one or more articles of clothing,

drawing its power from the vestiges of life energy left by the most

recent wearer. The clothing fills out to the proportions of the

previous owner, around which the caster can create an illusion,

generally of someone wearing the clothing. The animated clothing

moves, wrinkles, and stretches as if worn, and exerts tension and

mild force. Should someone touch or come into contact with the

clothing, it will feel as if someone was actually wearing the

clothing. Attacks or forceful contact adds a +2 to disbelieving the

illusion.

The material component is any article of clothing that has been

worn within one week. Almost any article of clothing can be

animated: shirts, pants, dresses, hats, boots, gloves, etc. One

article per three levels can be animated at once, clothing that

comes in pairs counting as one (gloves, socks), and can be

mismatched, although mismatched articles filling out to different

proportions could be suspicious. Even pieces of armour may be

animated, however due to the heavier mass and lessen flexibility,

each counts as two articles of clothing (a complete suit of plate

armour is not counted as one item, but a leather jerkin is).

Animated clothing can move and lift light objects, turn pages in a

book, pick up a small gem, but cannot perform actions requiring

dexterity, such as unrolling a scroll or picking a pocket. They

furthermore cannot attack or wield weapons, not even daggers or

darts. Any attempt exhausts the life energy fuelling the spell

instantly and the clothing ceases to be animated. Animated clothing

remains so as long as the caster concentrates.

The illusion of the creature is not a separate spell, but part of

animate clothing. Additionally, an illusion of the creature who

most recently wore this clothing is not automatically supplied by

the spell.

The clothing used has to have been worn for at least 8 hours for

there to be enough residual life energy to animate with. Once the

spell has been cast on the spell (successfully or not), the

clothing cannot be animated again until it has been worn again for

another 8 hours. The clothing remains animated for as long as the

caster concentrates, but, like phantasmal force, the caster cannot

perform other actions.





Armour (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Ally's Spellbook 



This spell armours the recipient creature in a magical aura. The

armour bonus is 4 plus one point of Armour Class per level. Thus,

a 7th-level caster would get an Armour Class of 2, while an

11th-level caster would get an Armour Class of 0. If actual armour

is worn, the better of the two (real armour versus the armour

spell) is used. This spell works with rings and other magical

protections plus the creature's Dexterity bonus if any. The

material component of this spell is a left glove.





Atom Blast (Invocation/Evocation)



Range:  5 feet per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  1 pound per level

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes any solid, non-animate, non-magical, non-living

substance to explode from within causing 1d4 points of damage per

level of the wizard to creatures within ten feet of blast.





Attacking Mist (Conjuration/Summoning)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell can summon a class II type of intelligent mist from the

elemental plane of air. The creature is summoned when an event

triggers the spell (similar to magic mouth). The spell attacks

first person encountered. The mist will stop an attack after it has

been summoned upon conditions set by the wizard.

The mist is actually a being from the elemental plane of air

(albeit a low powered one). The difference between intelligent

mists and other summoned creatures is that the mists actually have

access to the knowledge of their summoner. This includes 1 language

(chosen by the wizard) and information (not spells) dictated by the

casting wizard.

For a detailed description of the different types of intelligent

mists, see the monster description provided with the 5th-level

magic mist. The instructions for the attacking mist must be written

on a piece of paper (the material component of this spell), which

must be burnt in the casting.

Whether the mist stops attacking or wins the battle, it will not

return to its own plane until either dispelled or the spell

duration expires.

For example, Raji casts an attacking mist spell. He states that a

mist will be summoned when anyone comes into this room, and will

cease to attack anyone who speaks his name.





Beacon (Alteration)



Range:  60 yards

Components:  V, S

Duration:  1 round per level

Casting Time:  4

Area of Effect:  5-mile long, 1-foot wide beam

Saving Throw:  None

Author:  Francois Menneteau 



A ray of light of any colour springs from the caster's palm. It can

be up to 5 miles long. This ray inflicts 2 points of damage per

level of the caster to any creature directly affected by sunlight.





Become Phantasmal Lover (Illusion/Phantasm)



Range:  5 yards per level

Components:  V, S, M

Duration:  Until the next morning

Casting Time:  Special

Area of Effect:  One creature

Saving Throw:  Special

Author:  Adelheyde 



When this spell is cast, the wizard causes his features to shift in

the mind of his victim to conform to those of an individual that

the victim considers to be the ultimate lover. Once the spell is

successfully cast (the saving throw varies according to the amount

of preparation in casting the spell), the recipient will be putty

in the hands of the caster, not out of enchantment but only out of

the recipient's own sense of wish-fulfilment.

This spell takes as much time to cast as it takes to get the

recipient drunk. The more thoroughly tanked up the recipient gets,

the worse will be the saving throw (see the Net Alcohol Guide for

more information):



          Recipient's         Saving Throw

             State              Modifier

   Had a serving of alcohol        -1

     Slightly intoxicated          -2

    Moderately intoxicated         -4

      Greatly intoxicated          -8



The material component of this spell is a large quantity of

alcohol, which must be passed through the gullet of the recipient.





Beetle Call (Conjuration/Summoning)



Range:  50 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Peter Gourlay 



This spell summons a variable number of beetles to fight for the

wizard. The beetles cannot be used for other tasks. The type of

beetle that can be summoned depends on the level of the wizard:



        Wizard's Level      Summoned Beetles

             7-10           fire, bombardier

            11-13             water, boring

            14-17             stag, slicer

              18+    death watch (11 HD), rhinoceros



Note that beetles from a lesser level may always be summoned. Up to

1 HD per level of the wizard can be summoned (round down). Only one

type of beetle can be summoned, and all remainders are dropped.

Other types of beetles may be summoned at the DM's discretion. The

material component of this spell is a small, live beetle.





Bergil's Fire Bolt (Evocation)



Range:  20 yards + 5 yards per level

Components:  V, S, M

Duration:  Instant

Casting Time:  4

Area of Effect:  Special

Saving Throw:  1/2

Author:  Bergil



The spell creates a powerful bolt of plasma that in inflicts 1d8

points of damage per level to anyone in its area of effect (maximum

damage is 12d8). This bolt is 60 feet long x 5 feet wide, it cannot

be forked. It streaks outward much like a lightning bolt. It does

not reflect, however. If the firebolt hits a wall, the plasma

spreads out in a 5-foot radius hemisphere, anyone in the hemisphere

takes damage. Thus it is possible to hit someone standing near a

wall twice with the firebolt, once with the bolt and once with the

hemisphere. The firebolt automatically sets fire to anything

combustible in the path or in the hemisphere. The bolt has the same

penetration ability as a lightning bolt. The material components

are a stick, a bit of sulphur, and a dab of royal honey.





Bigby's Bitch Slap (Evocation)

Reversible



Range:  10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One female (male for the reverse)

Saving Throw:  Negates

Author:  James A. Hooper  and Boudewijn

Wayers (dedos4@win.tue.nl)



This is yet another version of the "Bigby's Hand" spells (although

probably not from Bigby). A quasi-real hand (five feet) comes into

existence and smacks the nearest women that the caster commands it

to. If the woman knows her place is in the kitchen, the hand only

does 1 point of damage as a reminder. However, if the woman has

complained, whined or not been to the kitchen in three days, the

hand instantly grows to a Titan's hand's size (25 feet) and knocks

the woman into the nearest kitchen (be it 10 feet or 10,000 miles)

and forces her to cook a three course meal. If she continuously

refuses, the hand will inflict damage on her until she submits

(DM's decision on damage per hit). The hand has as many hit points

as the caster in full health and has an Armour Class of 0. The

material component of the spell is a leather glove.

The reverse of this spell, Bigbabs' brute slap, is quite alike,

except that it only works on males, to remind them that they should

leave the house and go to work. The man is immediately reminded

that he should work, not hang around in, say, a comfy living room

or bar. The hand evoked will continue slapping the male until he

submits and goes to work. If the man had complained, abused women

at work, or not been to work in three days, the hand will grow to

25 feet and beat the man until he complies, forcing him to perform

overwork for at least two hours.





Blood Scent (Alteration)



Range:  0

Components:  V, S, M

Duration:  9 rounds

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Steve Bartell 



This spell causes the recipient to give off the strong smell of

blood as if they were bleeding profusely. The victim will take no

damage from the spell and there are no visible effects, only the

scent of blood. The smell attracts carnivorous creatures in the

area - usually sharks. The spell has a 10% chance of attracting

wandering monsters on the first round after casting, with an

additional 10% each round thereafter. This chance increases to a

maximum of 90% on the ninth and last round of the spell duration.

The type of creatures appearing depends on the area the spell is

cast. The DM can do a wandering monsters check to determine what

shows up. The creatures that appear will be so strongly attracted

to the spell victim that they will ignore all other living things

in the area. When the spell duration expires, the scent immediately

disappears and the attracted carnivores will no longer be attracted

to the individual. However, if they successfully drew blood from

the victim, chances are they will continue to attack. The material

component for this spell is a shark's tooth.

Note: this spell was created for use underwater. If the DM allows,

the spell can be used in a land-based campaign to attract

carnivorous creatures. The spell may not be as effective out of the

water - at the DM's discretion.





Bolt's Hell Hail (Evocation)



Range:  10 yards per level

Components:  V, S

Duration:  Special

Casting Time:  7

Area of Effect:  40-foot square

Saving Throw:  None

Author:  Phill Hatch 



Hell hail is a fire version of ice storm with some implementation

differences. As a storm, it has the same area of effect as an ice

storm, but causes only 3d8 for damage. The storm is largish

hailstones that drop from above. On impact, they burst in a fiery

flash of heat and energy. It will ignite flammable materials

failing their saving throws and break fragile containers on impact,

perhaps igniting the contents. The storm is unlikely to burn a

table, stout chairs, large logs, leather objects and the like, The

storm doesn't last long enough to light them. In this form, its

duration is instantaneous.

When cast as a sheet of flames, its effect is quite different.

While the spell has a longer duration in this mode (1 round per

level of the caster), it has only one initial flash of heat and

power, so thin hair, very dry and thin paper or other fiery

substances will be consumed. Scrolls, books and the like will not

be harmed unless they are unrolled, open, in use or in other

vulnerable circumstances. Even then, only the exposed areas will

suffer the damage. Creatures are not normally harmed though small

insects may be consumed in the initial flash. The area radiates

heat, but not enough to cause damage, though passing through will

be uncomfortable. The fires rage 7 feet high in the area for the

duration of the spell and may block vision. The crackling of the

flames makes communication across the field difficult if not

impossible. Low Intelligence creatures won't enter the burning area

and will try to flee from the fire zone immediately. Standard

Intelligence creatures must make a saving throw versus paralysation

to willingly enter the area. High Intelligence creatures may enter

and exit the area freely.





Bone Bow (Evocation)



Range:  0

Components:  S, M

Duration:  1 round + 1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Bret Mikeal O'Neal 



This spell calls into being a magical long bow, consisting entirely

of human bones. For each round that the spell is in use the caster

can fire two bone arrows a round. These are shot with long bow

range brackets at a THAC0 of a fighter of half the wizard's level.

These count as +3 for what creatures can be hit, are not stopped by

magic resistance and do 1d8+2 damage (plus Strength bonus) each

hit.

The material components are a wish bone and a length of silk

thread.





Bone Lock (Necromancy)



Range:  10 yards per level

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Special

Author:  Peter Gourlay 



This spell causes the bone joints of a creature to lock,

effectively immobilizing it for the duration of the spell unless it

makes a successful saving throw versus death magic. Even if the

saving throw is made, the creature is slowed. Obviously, a creature

must have a bone structure in order for this spell to be effective.

Any creature that is entirely composed of bone saves at -3. The

material component of the spell is a bone shard.





Branit's Backstabbing Surprise (Conjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Person touched

Saving Throw:  Negates

Author:  Arrvid Carlson 



This spell provides protection against backstabbing. When the

recipient of the spell is backstabbed, a cloud of acid is created

behind the spell recipient which blows back and out to form a

semi-sphere 8 feet in radius. All within this area, the recipient

not included, take 6d4+6 points of acid damage. Note that the

backstabber gets no saving throw (due to surprise and proximity),

all others receive half damage upon a successful saving throw.

A backstabbing attack is any physical attack or combination of

attacks initiated from behind which causes damage equal to one

fifth or more of the victims hit points at the time of the attack,

assuming the attacker is within 8 feet of the victim when the

attack is initiated. The spell is in effect until dispelled or

discharged. This spell will work in combination with other

defensive spells.

The material component is 100 red ants which must be rolled in the

wizards hands, the husks then thrown over each shoulder of the

recipient, and the juice rubbed into the recipients back.





Broom (Enchantment)



Range:  0

Components:  V, S, M

Duration:  1d6 hours + 1 hour per level

Casting Time:  1 turn

Area of Effect:  Broom touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



A witch uses this spell to enchant her broom with the power of

flight. The broom flies with a movement rate of 30, minus 1 per 14

pounds above 182 pounds which it is carrying, and it can climb and

turn at an angle of 30 in response to the verbal command of its

mistress. While the enchantment lasts, the witch can summon the

broom from up to 300 yards away. The material components are a

broom, which is not used up by the casting, and a feather, which

is. The long casting time is necessary to set the command words,

but if the spell is recast on an already enchanted broom, it has a

casting time of 3.





Byrnaal's Apologetic Release (Conjuration/Summoning)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  1 hour

Area of Effect:  Special

Saving Throw:  None

Author:  Phill Hatch 



This spell is not for the animal lovers out there. For the rest of

you: sick of that toad you got stuck with for a familiar? Bored

with your skunk (he never was very good for parties)? Now there is

Byrnaal's apologetic release!

This spell releases any creature from a find familiar spell with no

adverse effects to either the animal or the caster. It causes the

ex-familiar to return to the exact state it was in before bound as

a familiar: in age, memories, etc. Not appropriate for very serious

campaigns, but there are times when this spell could have a

serious, beneficial use in a campaign (for instance, the wizard is

a wild magician and rolls that evil wild surge that gives him an

assassin imp as a familiar).

Byrnall Magefyre was the very first character I ever created, and

still going strong (when he's not too busy fighting off Cyric, the

Night Parade, the Cult of the Dragon, Orcus, and the Second Unhuman

war on Toril).





Byrnaal's Astounding Negation (Alteration, Necromancy)



Range:  10 yards per level

Components:  V, S

Duration:  1 round per level

Casting Time:  7

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Phill Hatch 



This spell reduces the magic resistance of any creature by 2d10% +

1% per level. A successful saving throw reduces this loss to half

(round up), but the creature's magic resistance has no effect on

this spell.

The somatic component consists of merely pointing at the target.

The verbal component is this: the caster must utter three truths

about the target. Depending on how well this is roleplayed, the DM

should give saving throw bonuses or penalties, or change the amount

by which the magic resistance is lowered.

Note: This spell was made three years before the Tome of Magic

containing the 5th-level lower resistance spell came out, so

seniority is claimed by the original poster.





Chaos Vision (Illusion/Phantasm, Wild Magic)



Range:  10 yards per level

Components:  V, S

Duration:  1 turn per level

Casting Time:  2 rounds

Area of Effect:  10-yard per level radius sphere

Saving Throw:  None

Author:  Unknown



This spell offers some protection from teleport spells by

constantly shifting and shaping what an area looks like. Thus, a

wizard cannot use information gathered previously to teleport to

the affected area as the surroundings will have seemingly changed.

Objects located in this environment or entering it will be affected

as well, first appearing as one object or animal and then shifting

to another.

Another use found for this spell is as a trap. Slimes, moulds and

other creatures that don't need senses to attack can be placed in

this environment and are effectively invisible. Any attacks on

anything in the area of effect is hindered by a -4 modifier to-hit.

Note that true seeing and similar spells that see through illusions

will likewise penetrate this one. The illusion itself will not

cause any damage, although it may cause characters to react in such

a way as to hurt themselves. The main purpose of this spell is

simply to constantly conceal.





Cheffield's Kingly Feast (Conjuration/Summoning)



Range:  30 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 turn

Area of Effect:  One person fed per level

Saving Throw:  None

Author:  Paul D. Walker 



This spell is similar to Cheffield's major feast except that it

brings into existence food and drink which is of extremely high

quality. The food is excellent and nourishing. The drink is rich

and tasty. This meal is truly fit for a king and his kind. In

addition to the main meal are appetizers to serve before and

desserts to be eaten afterwards. Nobody who is being served by this

spell will be unable to finish their food.

The material components of this spell are rich spices (40 gp) and

a good quality wine (minimum 10 gp) which must be mixed together

when the spell is cast. As a final note it must be pointed out that

the four and twenty black birds baked in a pie is an optional

feature.





Chill Grasp (Alteration, Necromancy)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  1

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Savanthalas 



This spell combines shocking grasp and chill touch. As on chill

touch, the cold aura is generated and creates an aura around the

caster covering him on all sides. All attackers should make a

saving throw versus fear or paralysis. The next aspect of this

spell is the release of an electrical discharge when the character

touches a creature. The charge is a little less damaging than the

original shocking grasp spell due to the energy being diverted to

the chill aura. The damage ends up as 1d6+1 per level. There is no

saving throw for damage.





Circle of Protection (Alteration, Necromancy, Summoning)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Vassilakos 



By means of this spell, the necromancer inscribes a circle of

protection (usually with magically prepared chalk) to which he

"ties" a thaumaturgic triangle into which a demon or spirit or

elemental may be summoned by other spells. Inside the circle, the

wizard cannot be hurt by the summoned creature, nor can that

creature be loosed except by the wizard's will. An Intelligence

check must be made to determine if the circle was properly

inscribed.

The circle (along with any other merged inscriptions) may be

temporarily neutralized by simply rubbing a break. In this way, no

creatures may find their way into the wizard's plane, though the

circle may be easily restored by casting a restore circle spell and

inscribing out the break.

The material component for this spell is some incense to be burnt,

worth at least 1000 gp.





Conjure Drink IV (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. Either wine (one tun per 5

levels) or spirits (one keg per 5 levels) can be conjured. 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.





Continual Ambience (Alteration)



Range:  60 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  4

Area of Effect:  60-yard radius globe

Saving Throw:  None

Author:  Paul D. Walker 



This spell is the same as the 2nd-level wizard spell ambient light

(q.v.), except as noted above.





Continual Weather (Alteration)



Range:  40 yards + 5 yards per level

Components:  V, S, M

Duration:  Permanent (until dispelled)

Casting Time:  4

Area of Effect:  10-yard per level radius area

Saving Throw:  None

Author:  Keith Taylor 



This spell is used to create a standing weather pattern in an area.

It creates a zone in which the desired weather repeats

indefinitely, and lasts until dispelled. The varieties of weather

possible are numerous, but cannot include cataclysmic upheavals of

the environment.

It is possible to cause precipitation, whose run-off vanishes at

the borders of the spell, being recycled so as not to unduly

disturb the environment outside the spell's area of effect. Snow,

sleet, hail, and rain are all possibilities for the continual

weather. The temperature is also variable, but heated or cooled air

does not heat or cool air outside the zone. The maximum temperature

of the zone is 110 degrees F, and the minimum is -10 degrees F. The

humidity (in absence of precipitation) and wind speed can be set as

well, although wind speed cannot be greater than 35 miles per hour.

Again, these effects end at the borders of the spell.

Astronomical oddities cannot be maintained by this spell: it is

impossible to have a region of eternal sunlight or star patterns.

Day and night do occur within, although overcast conditions may

reign in the zone, and the heat of the sun has no adverse effect on

snow or ice within.

The material component is a pinch of dirt from a wild magic zone.





Create Poison (Conjuration)



Range:  0

Components:  S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Special

Author:  Ally's Spellbook 



This spell creates a poisonous liquid or gel. The potency of the

poison is dependant upon the level of the caster. The saving throw

against the poison is at -1 per 3 levels of the caster. Up to one

ounce of poison per casters level may be created and be of contact,

ingestion, or injection type. Note that any creature normally

immune to poison will be totally unaffected by this spell. The

material component of this spell is a wand of hemlock.





Create Smithy (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  2 hours per level

Casting Time:  1 turn

Area of Effect:  20 square feet per level

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates a complete smithy. It includes a forge (normal

metals), large forge with articulate bellows (for very hard metals

(up to and including mithril), a full set of hammers, a full set of

clamps, a water basin for tempering, a large anvil, a small curved

anvil, small smithing tools, a set of metal chisels, a set of

artistic metal working tools, a small amount of welding wire, a

welding iron, and several other miscellaneous tools for metal

working. The spell creates only the interior of the room; it

doesn't create the walls, floors, or ceilings.

The tools cannot be used for combat nor for sale. They cannot be

used to hide behind, under or in. If any of these are tried the

whole arrangement vanishes in a puff of smoke. Water or other

material vanishes instantly if it is not used for the required

purposes.

The material components can be used either during casting (for a

casting time of one turn) or during memorisation (for a

memorisation time of 1 hour and 20 minutes). If the material

components are used during casting the casting time is one turn. If

they are used during memorisation the smithy can be created with a

snap of the caster's fingers.





Cyril's Bungee Cord (Evocation, Wild Magic)



Range:  30 feet per level

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  4

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

Saving Throw:  None

Author:  Craig Allen Campbell 



This spell creates a cord similar to the one created with Cyril's

bungee snap. However, there are a few notable differences.

This cord will loop itself over the caster and one other creature

within the range of the spell. On the round after the casting, the

two will be drawn together to meet in the middle of the cord. They

will not hit each other, however, and will pass harmlessly past one

anther until the cord stretches out to its original length. In

essence, the two switch places in between rounds. During the "in

between round switching", both are allowed a melee or item attack

on the other when they meet in the middle. These attacks are made

at a +2 to-hit.

The cord will continue to switch the two back-and-forth for its

full duration, unless cut. The caster can cut the cord at any time.

Any other character may cut the cord by successfully dispelling it

or by inflicting damage to it with slashing weapons. The cord has

an Armour Class of -2 and as many hit points as the caster has

levels. If the cord is cut before the full duration has been

reached, a wild surge results. The person who cut the cord is

treated as the caster and the person attached to the cord and

furthest away from the cut point is treated as the target for the

wild surge result. If the caster himself cuts the cord, his level

is added to the surge roll, as per Nahal's reckless dweomer.

Both the caster and the target may take any normal action during

regular rounds (between switches), but all actions are at a +6

penalty to initiative. Movement is restricted to one quarter the

normal rate. Armour Class bonuses for high Dexterity are lost while

entangled in the cord, as are Dexterity bonuses to hit with missile

weapons. If either the caster or the target move such that a solid

object is between them, they are still drawn together, but will

take falling damage, much as in Cyril's bungee snap, and the cord

will be cut, causing a wild surge.

The material component for this spell is a piece of gold wire,

looped at both ends.





Damian's Insulated Envelope (Abjuration)



Range:  0

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  Special

Author:  Jay 



Due to his personal dislike of lightning the archmage Damian

crafted this spell to specifically counter its harmful effects.

When cast, this spell seems to cover the wizard in a pale blue

light resembling an envelope. Once cast the wizard gains 2 Benefits

(much like fire shield):

*  a saving throw versus lightning at + 2 indicates no damage to the

   wizard. A failed saving throw merely indicates half damage. If, at

   any time, the wizard is hit by any acid or acid spell, the wizard

   must save normally or take double damage.

*  if any melee attacks are made on the wizard, on a successful strike

   the wizard takes normal damage but so does the attacker.

The material component is a self addressed stamped envelope.





Dardan's Dehydration (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  7 rounds

Casting Time:  3

Area of Effect:  30-foot radius

Saving Throw:  Special

Author:  Craig Singsank 



When this spell is cast, a small dusty ecru-coloured sphere will

issue from the palm of the wizard's hand. When hurled in the air

the sphere will explode at the desired range into a billowing cloud

of cascading dust and powder. All creatures in the area of effect

must save versus death magic. If the targets make their saving

throw they are only effected for the first three rounds of the

spell. Otherwise they are affected as follows:

Round 1: The victim's eyes begin to burn, their mouth becomes

      parched, and their lips begin to crack. They lose -2 on their

      to-hit and initiative rolls this round. Spell casting is impossible

      for the duration of the spell. Lastly, the creature endures 1d4

      points of damage this and all following rounds.

Round 2: This round, the sweltering heat and scorching dryness

      engulfs the character's whole body. They lose -4 on their to-hit

      and initiative rolls and all Dexterity and Strength bonuses.

Round 3: By this round the victim feels as if every pore in their

      body is ablaze. This pain is so intense it blinds them and drives

      all other thoughts from their mind. The character can only lash out

      with a -6 on their to-hit and initiative rolls and a loss of all

      Dexterity and Strength bonuses.

Round 4: The agony of fluid being torn from the body is so savage

      this round the character falls to the ground tearing at his clothes

      and body. The character's anguish is so severe they lose 1d4 points

      of Constitution for a turn. Besides the previously stated penalties

      the character can also be attacked as if they were stunned or

      prone.

Round 5: see round 3.

Round 6: see round 2.

Round 7: see round 1.

All fire-using, undead, animated, and related creatures are immune

to this spell. However, all amphibious creatures, slimes, jellies,

puddings, molds, and water-using creatures incur twice the duration

and intensity of the spell.

The material components of this spell are several pinches of

powdered bone and a bit of spittle.





Darklight's Alcohol Fountaining (Conjuration)



Range:  0

Components:  V, M

Duration:  3 rounds

Casting Time:  1

Area of Effect:  20-foot radius area

Saving Throw:  None

Author:  Keith Taylor 



This spell was designed in order to aid one in freeing oneself from

webs, viscous globs, and other such sticky substances which can be

dissolved with alcohol. The material component, a flask of any

alcoholic liquid, must merely be in range for the spell to work.

Upon the casting of this spell, the caster's body begins to emit

great amounts of alcohol, which spray in all directions for the

duration of the spell. The caster may wish to waterproof his more

delicate belongings to save them from damage before casting the

spell. Any substance which could normally be dissolved with the aid

of alcohol is quickly broken down.

Note that the alcohol sprays reach a 20-foot radius, so that a

sizeable section of web or such could be covered. Note also that

alcohol is highly flammable, so this spell should be used with

caution.





Darklight's Creature Item (Alteration)



Range:  20 feet

Components:  V, S

Duration:  Permanent

Casting Time:  1 turn

Area of Effect:  One creature

Saving Throw:  Special

Author:  Keith Taylor 



This spell functions in a similar way to the 3rd-level item spell,

but is designed to work upon living creatures. A creature affected

by the spell is altered into a piece of cloth, as per the item

spell. Very small creatures who have been itemized will be cloth

pieces of roughly life size, but large ones are shrunk to no more

than 1x1 foot cloth representations. While in this state, they are

in a state of suspended animation, and could remain in such a state

indefinitely. If an intelligent being's possessions have all been

itemized previously (disregarding magic items - those resist the

process), then they will be included in the final item. A willing

creature can forego its saving throw; charmed creatures are

considered willing. Unwilling creatures (who have somehow been kept

still for a turn) get a saving throw versus polymorph to resist the

change. The cloth piece resulting is somewhat resilient, getting +3

to all material saving throws, but if destroyed, kills the

creature. Returning the creature to (normal) life merely entails

tossing it upon the ground (with this being the stated intent) or

speaking a command word specified by the caster upon casting.





Darklight's Delivering Bolt (Alteration, Metamagic)



Range:  10 yards per 2 levels

Components:  V, S

Duration:  Instantaneous

Casting Time:  2 (but see below)

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell "loads" any one 1st-, 2nd- or 3rd-level spell that is

normally cast via touch into a bolt of magic which can be used to

deliver it at range. Single-charge spells, such as shocking grasp,

are fired through the bolt and work normally on the target if the

bolt hits. If a spell works over a number of rounds rather than a

certain number of touches, or if there are multiple possible

charges delivered over a series of touches, then the spell can be

"fired" through these bolts, one bolt per round throughout the

normal spell duration. Other types of touch spells should be dealt

with in a similar manner at the DM's option. Beneficial as well as

offensive spells can be loaded and launched in this manner. Only

one spell per casting of this Metamagic spell can thus be affected.

The casting time of the Metamagic includes the casting time of the

secondary spell within itself, adding 2 to the latter's normal

casting time. The bolt looks like a pointy beam of light in the

wizard's preferred colour. Note that the caster must make a

successful roll to-hit for the bolt to strike its target, unless

the target is willing to be struck or cannot dodge.





Darklight's Inexplicable Manifestation (Enchantment, Illusion)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  One object

Saving Throw:  None

Author:  Keith Taylor 



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

next touches it, a limited illusory manifestation of the caster's

choosing occurs. The manifestation can be of almost any nature the

caster desires, but cannot be designed to fool or scare anyone, as

it is clearly some sort of phantom sensation. The manifestation can

be visual, sonic, or olfactory; it appears or manifests near or

around the creature touching the enspelled object. It could be, for

example, the image of a white rose, the scent of the ocean, or the

sound of a crying kitten. An image cannot be larger than about 3

feet across at most, a sound cannot be louder than loud

conversation, and a smell cannot incapacitate or choke anyone. The

dweomer remains passive within the object until a creature touches

it, at which point the image manifests. 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 manifestation - usually this seems to be some sort of ghostly

phenomenon. 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 causes the same

manifestation. This is accomplished by simply laying a permanency

upon inexplicable manifestation. Secondly, it is often incorporated

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

item personality and flair. A piece of paper with a colour drawing

or detailed description of the manifestation is the material

component.





Darklight's Invisible Spell (Alteration, Metamagic)



Range:  0

Components:  V, S

Duration:  1 round

Casting Time:  1 round

Area of Effect:  One spell

Saving Throw:  Negates

Author:  Keith Taylor 



This metamagic spell can affect any one spell of fifth level or

lower. It functions to cloak all visible effects of the spell,

making it invisible. This has the effect of reducing its damage by

1 per die (but not below 1 point per die), but making it more

conducive to stealth. For example, a fireball modified by invisible

spell would explode with normal noise, heat, impact, and such, but

would be invisible. Note that this does not conceal either the

caster or the spell's victims, only the visible portion of the

spell. It adds 3 to the casting time of the other spell, but

requires no extra material components. The casting of the other

spell must be started within the duration of this spell.





Darklight's Lofty Eye (Divination)



Range:  0

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  Sight (see below)

Saving Throw:  None

Author:  Keith Taylor 



This unusual spell gives the caster an elevated view of his

surroundings. The caster must stand still with eyes closed for the

duration; he is then able to look down from a point hundreds of

feet directly above the spot where he is standing. Needless to say,

the spell's utility is limited by visibility conditions - it does

not grant the ability to see through trees, clouds, smoke, etc. It

will not function at all if cast indoors or underground. Trees are

not a barrier to the spell's operation, but it does not lend any

special visual acuity, so fine details of things on the ground may

not be picked out. The duration is limited by caster concentration.

The spell's material component is a looking glass.





Darklight's Minor Planar Weapon (Conjuration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  5d6 rounds

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell summons a small weapon composed of planar energies. It

is solid and non-damaging to the caster, but its substance is

usually unusual. It typically takes the shape of a dagger, but can

be any small-sized weapon the caster is proficient in. Its base

damage is equal to that of a weapon, +1 of its type, as is its

ability to hit, but it does 1d10 points of special damage based on

its extraplanar energies. When this spell is cast, roll 1d100 and

consult the table below to see what plane is drawn upon.

Note: when multipliers are given to damage, apply the multiplier

only to the "special" planar damage of the weapon (1d10, usually),

and when the description says that it can attack certain creatures

"normally", then the special planar damage does not apply to that

creature type.



01-50. Elemental plane. Roll 1d4 to determine which:

1. Air. The weapon can disperse 1-yard portions of a cloud of smoke or gas

   if swung at them, and can keep vaporous creatures at bay or attack

   aerial creatures normally. It does double damage to earth or rock

   based creatures.

2. Earth. The weapon petrifies a creature on a natural 20, if they fail a

   saving throw versus petrification. It does double damage to gaseous

   or aerial creatures, and can attack earth-based or rock-like

   creatures normally.

3. Fire. The weapon can set any flammable substance alight by merely

   touching it, and can melt ice at the rate of 3 cubic feet per

   round. It allows one to attack flame-based creatures normally, but

   does double damage to liquid creatures, water-based, or cold-using

   creatures.

4. Water. The weapon, if three successive hits are made on a single

   creature, can attempt to "drown" the creature (assuming it is

   air-breathing) by filling its lungs with water. Thereafter, it must

   make a successful Constitution check every hit or take an

   additional 2d6 drowning damage. It can extinguish normal fires by

   touch, and allows one to attack liquid creatures normally. It does

   double damage to fire-based creatures.



51-60. Para-elemental plane. Roll 1d4 to determine which:

1. Ice. The weapon causes a creature to freeze stiff for 3d4 rounds and

   take 3d4 extra damage if it hits on a natural 20. It can freeze up

   to 1 gallon of liquid per round of touch. It allows one to attack

   creatures of ice normally, but does double damage to earth-based

   and air-based creatures.

2. Magma. The weapon causes items struck to melt or become incinerated if

   they fail a saving throw versus magical fire. On a natural 20, it

   does triple damage to normal creatures (quadruple to vulnerable

   creatures). It allows one to attack lava creatures normally, but

   does double damage to water-based or air-based creatures.

3. Ooze. The weapon coats a creature with mud and slime, and on a natural

   20, causes their lungs to fill up with ooze (they must then make

   Constitution checks for 6 rounds or take 1d6 drowning damage per

   round). It allows one to attack slime or ooze creatures normally,

   but does double damage to fire-based and air-based creatures.

4. Smoke. The weapon causes 2d4 extra suffocation damage on a natural 20.

   It can fill one 1-yard square per round with smoke, which functions

   as normal smoke (the wielder is immune to negative effects of

   generated smoke). It allows one to attack mist or smoke-based

   creatures normally, and does double damage to water or earth-based

   creatures.



61-70. Positive quasi-elemental plane. Roll 1d4 to determine which:

1. Lightning. The weapon knocks a creature back up to 4 yards on a natural

   20, with a clap of thunder and 1d10 extra electrical damage. It

   allows one to attack electrical beings normally, and can do double

   damage to metallic, earth-based, or water-based creatures. Also, it

   is +4 to-hit against opponents with metal armour (because it is

   transmitted through such protections).

2. Minerals. The weapon on a natural 20 has a 50 percent chance of

   severing (as a sword of sharpness), otherwise the creature must

   save or be petrified. It allows one to attack crystalline or

   mineral creatures normally, but does double damage to air-based or

   particulate (dust or sand) creatures.

3. Radiance. The weapon turns an undead or shadow-creature on a natural

   20, otherwise on a 20 it blinds a normal creature for 2d6 rounds.

   It emits light out to a 30-foot radius. It allows one to attack

   creatures of light or radiance normally, and does double damage to

   shadow-based creatures or undead.

4. Steam. The weapon causes a normal creature to pass out from heat

   exhaustion on a natural 20. It emits one 1-yard square per round

   full of vapour (which does not hinder the wielder at all). It

   allows one to attack mist or vaporous creatures normally, and does

   double damage to flame (not purely heat-based) creatures or to cold

   (not purely water-based) creatures.



71-80. Negative quasi-elemental plane. Roll 1d4 to determine which:

1. Ash. The weapon causes 2d6 extra cold damage on a natural 20. It lowers

   the temperature in a 20-foot radius by 15 degrees F every round

   (except the caster's body temperature). It allows one to attack

   ash-based creatures normally, and does double damage to flame or

   heat-based creatures.

2. Dust. The weapon causes 2d6 extra deterioration damage on a natural 20.

   If held in contact with solid material, it breaks down half a cubic

   foot of such per round, leaving behind only fine dust. It allows

   one to attack particulate (sand or dust) creatures normally, and

   does double damage to crystalline, rock, or earth-based creatures.

3. Salt. The weapon causes 2d6 extra dehydration damage on a natural 20.

   If held in contact with organic materials, it desiccates them

   completely in 2 rounds. It allows one to attack salt elementals

   normally, and does double damage to water-based or liquid

   creatures.

4. Vacuum. The weapon causes 2d6 decompression damage on a natural 20. It

   sucks one 1-yard square per round full of air into oblivion (the

   caster has no problems breathing), creating medium winds and having

   worse effects in enclosed spaces. It allows one to attack creatures

   of vacuum normally, and does double damage to air-based creatures.



81-90. Border plane. Roll 1d2 to determine which:

1. Astral. The weapon is invisible, but ignores all physical barriers to

   attack. It can cut a creature's silver cord on a natural 20

   (assuming they are projected). It does double damage to creatures

   from the astral plane. A normal creature isn't able to heal from

   its wounds unless magically healed (as the damage is to the being's

   aura).

2. Ethereal. The weapon is faintly visible as a ghostlike dagger, but

   ignores all physical barriers to attack. It attacks ethereal,

   spirit, or in-phase creatures for double damage. A normal creatures

   isn't able to heal from its wounds unless magically healed (as the

   damage is to the being's spirit).



91-95. Material plane. Roll 1d2 to determine which:

1. Negative material plane. The weapon drains one level or Hit Die of life

   energy on a natural 20. The weapon has no effect on undead

   creatures, but does double damage to creatures with a link to the

   positive material plane.

2. Positive material plane. The weapon causes its special damage as

   healing to any living being, but if the being is already at full

   hit points, this applies as "damage". This "damage" is actual, but

   does not count as pulling a creature below full hit points in terms

   of this spell. On a natural 20, it acts as a mace of disruption

   versus undead. Undead take double damage in any case from this

   weapon.



96-98. Outer plane. Roll 1d20 to determine which:

1. Seven Heavens. This weapon is gleaming white, and radiates golden

   light. It repels evil creatures as a fear spell, 5-yard radius. It

   does double damage to chaotic evil creatures, and cannot strike

   lawful good creatures. It can spray holy water upon command in a

   cone 5-foot base by 30 feet long with a 10-foot maximum spread.

2. Twin Paradises. This weapon is of entwined silver and white marble. It

   can cure serious wounds once per summoning upon lawful good and

   neutral good creatures, and cannot strike such. It does double

   damage to chaotic evil and neutral evil creatures.

3. Elysium. This weapon is of pure, glowing silver. It can turn undead and

   evil lycanthropes as a 9th-level priest. It does double damage to

   neutral evil creatures, and can disrupt undead creatures on a

   successful hit, although it cannot strike neutral good creatures.

4. Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken

   wood. It radiates a 3-yard radius field of animal friendship aimed

   towards the caster. It cannot strike neutral good and chaotic good

   creatures, but does double damage to lawful evil and neutral evil

   creatures. It can cure light wounds to any normal plant or animal

   it touches, once per round.

5. Olympus. This weapon is made of fine, polished steel. It cannot strike

   chaotic good creatures, but does double damage to lawful evil

   creatures. It can create food and wine upon command, as the priest

   spell (cast at ninth level). It also does damage as if swung by one

   with 18/00 Strength.

6. Gladsheim. This weapon crackles with lightning and fire, and is made of

   fine steel. It cannot strike chaotic good and chaotic neutral

   creatures, but does double damage to lawful neutral and lawful evil

   creatures. It gives a +2 to-hit and -2 on AC to any chaotic good

   and chaotic neutral warrior within 3 yards.

7-9. Limbo. This weapon randomly shifts colour, composition, and radiance

   every round. It can strike any creature who can be hit by +3

   weapons. Any spell effect directed at the wielder is changed into

   a wild surge. It randomly polymorphs any substance or object it

   touches once per round, and on a natural 20 polymorphs a creature

   randomly. It does double damage to lawful neutral creatures.

10. Pandemonium. This weapon is made of howling wind and darkness. On a

   natural 20, it blinds and confuses (as the spells) its target. It

   cannot strike chaotic neutral and chaotic evil creatures, but does

   double damage to lawful neutral and lawful good creatures.

11. The Abyss. This weapon drips acid and venom, and is seemingly composed

   of demon-parts. On a natural 20, it causes the target to save

   versus poison or take 2d20 poisonous acid damage, regardless of

   magical or natural resistance to poison or acid. It cannot strike

   chaotic evil creatures, but does double damage to lawful good

   creatures.

12. Tartarus. This weapon is composed of stagnant black liquid. On a

   natural 20, it causes complete amnesia which can only be removed by

   a heal. It cannot strike neutral evil and chaotic evil creatures,

   but does double damage to lawful good and neutral good creatures.

13. Hades. This weapon is composed of bone and blood. On a natural 20, the

   victim must save versus death magic or be transformed into an

   undead creature. It cannot strike neutral evil creatures, but does

   double damage to neutral good creatures.

14. Gehenna. This weapon is composed of mingled brimstone and shadow. It

   cannot strike neutral evil and lawful evil creatures, but does

   double damage to neutral good and chaotic good creatures. On a

   natural 20, it inflicts a rotting disease upon its victim (as per

   a mummy's touch).

15. Nine Hells. This weapon is composed of fire and brimstone. On a

   natural 20, the creature struck takes 2d20 flame damage, regardless

   of magical or natural resistance to fire. It cannot strike lawful

   evil creatures, but does double damage to chaotic good creatures.

16. Acheron. This weapon is made of cold iron which glows with a red

   radiance. On a natural 20, it paralyses its victim. It cannot

   strike lawful neutral and lawful evil creatures, but does double

   damage to chaotic good and chaotic neutral creatures.

17. Nirvana. This weapon is perfectly symmetrical along at least two axes,

   and appears to be made of grey crystal. On a natural 20, its victim

   is held for 2d6 rounds. It cannot strike lawful neutral creatures,

   but does double damage to chaotic neutral creatures.

18. Arcadia. This weapon appears to be made of wood which has been turned

   into precious metal. When it touches any poison or acid, the latter

   is instantly nullified. It cannot strike lawful good and lawful

   neutral creatures, but does double damage to chaotic neutral and

   chaotic evil creatures. It can cure poison once per round when it

   is touched to a creature.

19-20. Concordant Opposition. This weapon is of pure white crystal, fine

   steel, and polished obsidian intertwined. It cannot strike druids

   or other creatures who protect the balance. It does double damage

   to lawful good, chaotic good, chaotic evil and lawful evil

   creatures. Its attack ignores the defences of a creature whose

   powers are based on strong alignment, such as demons, paladins, and

   slaadi.



99-00. Unusual, demi-planar. Roll 1d4 to determine which:

1. Demi-plane of electromagnetism. The weapon is +5 to-hit against

   opponents clad in metallic armour. It can repel or attract metal

   objects with 15 Strength within a 3-yard radius at command. On a

   natural 20, it knocks an opponent back up to 6 yards for 2d6 extra

   impact damage. It does double damage to creatures of a ferrous

   composition.

2. Demi-plane of shadow. The weapon is actually only quasi-real, but

   appears to be made of solid blackness. A creature struck must

   disbelieve or take double actual damage. It does double damage

   against creatures of light or any illusory "beings". On a natural

   20, blinds a creature for 2d6 turns.

3. Demi-plane of time. The weapon appears to be simply a wavering violet

   outline. It ages a creature 1 year for each point of damage accrued

   (random direction, 50% chance each hit of ageing older or younger).

   On a natural 20, it throws an opponent 1d4x1d100 rounds into the

   future (or the past - at the DM's option).

4. DM's option. This can be as strange as you like. It can be a weapon

   composed of the mists of Ravenloft, of the phlogiston, or of some

   far distant and really bizarre plane of the DM's own devising.




The material component is a carved ivory representation of the

weapon to be generated, with runes representing the various planes

of existence scribed upon it.





Darklight's Mysterious Manservant (Conjuration)



Range:  0

Components:  V, S, M

Duration:  1 week per 3 levels

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Keith Taylor 



This spell is a favourite of eccentric or showy wizards. The spell

calls into being an invisible, intangible force which is imbued

with a limited intelligence. It is especially receptive to

permanency, with no risk of losing Constitution points. The force

obeys verbal commands and is able to produce a variety of useful,

usually mundane objects. It tends to become confused if the request

is not specific, however: due to its comprehensive knowledge of the

multiverse, the request "give me my hat" might result in a black

top-hat or a Stetson rather than the wizard's favourite pointy cap.

No information about other people, places, or things can be

surmised from quizzing the manservant, however. wizards who use

this spell tend to anthropomorphize the force, carrying on

one-sided (to others) arguments with it over misguided

conjurations, such as the Stetson mentioned earlier. Strangely

enough, they speak as if they receive actual replies, even though

no other person can hear them, and they themselves do not recall

actually hearing anything. Any conjured object leaving the wizard's

possession or which the wizard tells the manservant to get rid of

immediately vanishes. Conjured objects are limited in size to no

more than 5 pounds or so; also, since nothing conjured can be given

away and expected to exist any more, value matters little. Also, no

magic items, components, weapons, or other offensive items may be

conjured. Alternatively, the servant can "hold" indefinitely up to

100 pounds worth of material or up to 25 items of any sort for

later recall. No item held may weigh over 1,000 pounds. These,

being items with actual existence, are not limited in nature or

substance as conjured items are. Held items vanish completely, but

the manservant will always remember that they are there. The second

application is not recommended for the temporary casting of the

spell, because any items still held when the spell lapses vanish

forever. The manservant can be cast onto another person (and even

made permanent), but only if they both are wizards, and able to

cast conjuration magic.





Darklight's Personality Fragmentation (Enchantment)



Range:  60 yards + 5 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One target

Saving Throw:  Negates

Author:  Keith Taylor 



This rather ruthless spell may be targeted upon one intelligent

creature within range. Only non-humanoid creatures get a saving

throw versus spell to avoid the spell's effects, as their minds are

harder to "lock onto". The target of the spell, and no one else,

sees a glowing sledgehammer which strikes him on the head. The

target's psyche immediately splits into 2d4+1 separate

personalities, each having a 30% chance of being insane, the

original personality not counted in that number, but still in

existence. Their alignments, nicknames, and insanity should be then

determined randomly by the DM. The target has a 20% chance of being

stunned for four rounds, otherwise a random personality takes

control within one round. The victim can fight the spell over the

long run: for each week of this malady, the original personality

may make a saving throw versus death magic to remove one random

personality. Otherwise, the insanity works like the standard form,

with the normal chances for random switching.

The material component is a small silver hammer, with the word

"Maxwell" inscribed upon it.





Darklight's Rubbery Transformation (Alteration)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  5

Area of Effect:  The caster

Saving Throw:  None

Author:  Keith Taylor 



This spell transforms the caster temporarily so that he is

extremely flexible, bouncy, and rubbery. Blunt weapons, impact, and

falling damage do not affect him in this state, but knock the

wizard 1 yard per point of damage over 5 points in the direction

opposite to that from which the attack came. Falling damage causes

the caster to bounce in a random direction (use the grenade-like

missile chart), one yard for every 20 feet fallen.

The caster can attempt to control the direction of his bounces (off

walls, floors, ceilings, people) by making a Dexterity check at -5

upon impact (but only if he sees it coming). Bladed or piercing

weapons do -2 points of damage per die, with the possibility of no

damage inflicted. Magical attacks may or may not injure the caster:

heat, cold, and most energy damages him normally, but force attacks

are resisted as blunt weapons.

The wizard's equipment is transformed in the same fashion, and

remains rubbery as long as he does. If the wizard bounces into a

person with a velocity of more than MV 10, he may do damage or

knock them over, at the DM's discretion.

The material component is a chicken bone, boiled to flexibility.





Darklight's Shockwave (Evocation)



Range:  0

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  30 feet to 100 feet wide, 50-foot long arc

Saving Throw:  Special

Author:  Keith Taylor 



This pulse of force, sound, and wind can be emitted when the caster

swings his arms (or, optionally, his staff). This action causes a

thunderous wave of force along a 50 foot long path; it is 30 feet

wide at its beginning, but expands to 100 feet wide at the end of

its travel. The force will knock back creatures caught in it as

follows:



         Distance      Saving throw         Side

 Size     Thrown           Type            Effect

   T    3d6x10 feet      Wands, -3     Unconscious for

                                        2d10 rounds;

                                        1d10 damage

   S    2d6x10 feet      Death, -2     Unconscious for

                                         2d8 rounds;

                                         1d8 damage

   M  1d4x10 feet (if    Death, -2     Unconscious for

       an Open Doors                     2d6 rounds;

      roll is failed)                    1d6 damage

   L  1d3x5 feet (if      Spells        Topples over;

       an Open Doors                     1d4 damage

      roll is failed)

   H  10 feet (if an    Spells, +2       1d4 damage

        Open Doors

      roll is failed)

   G   5 feet (if an       None            Nothing

        Open Doors        needed

      roll is failed)



This spell has no material component.





Darklight's Staff of Pain (Enchantment)

Reversible



Range:  0

Components:  V, S

Duration:  2 rounds per level

Casting Time:  4

Area of Effect:  The caster's staff

Saving Throw:  None

Author:  Keith Taylor 



This spell causes the caster's staff to be surrounded at both

striking ends with a crackling, dark aura. The colour varies, but

is generally dark and ominous. The aura enhances the staff's value

as a weapon in several ways. It gives a +1 to-hit (this does not

affect what creatures may be hit by it). Also, it induces extreme,

mind-numbing pain in any target it hits. This pain forces the

creature to make a system shock roll at -30% or fall unconscious

for 2d6 rounds. Even if they succeed, they can take no action for

the rest of the round, and are at -3 (or -15%) on all rolls for the

next two rounds. The aura is not dispelled by a single attack, it

lasts for the entire duration and can be used for as many attacks

as the caster is able to make.

The reverse of the spell, staff of pleasure, causes the ends of the

staff to be surrounded at both ends with a bright, metallic glow.

The colour varies, but is generally positive and cheery. The staff

can still be used as a weapon, but has a chance of inducing

sadomasochistic tendencies in the creatures hit (5% chance for any

single being hit). The aura induces extreme pleasure in a being hit

by the spell, effectively disrupting all concentration and making

them unable to do anything else in the round. If they fail a system

shock roll (no modifier), they pass out from the pleasure. The aura

lasts for the entire duration, and people might just line up to be

tapped by it.

There is a third application of the spell, which must be memorised

separately, as if it were a reversed version, and which is called

staff of pleasure and pain. It combines the spells, making one end

of the staff glow with the pain aura and the other end with the

pleasure aura. Both ends function as above, and a creative wizard

can find hundreds of uses for this version.





Darklight's Subliminal Message (Enchantment)



Range:  0

Components:  V, S, M

Duration:  3 days per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  Negates

Author:  Keith Taylor 



This spell is cast upon a paragraph of writing, a sign, or a

drawing of some kind. The writing or image should be freshly made

by the caster himself or while he watches, and upon its completion

the caster casts the spell.

The spell implants an invisible "subtext" into the work, causing

all who read it to subconsciously be compelled by its meaning. The

message conveyed subliminally is chosen by the caster, and should

follow the guidelines of suggestion (q.v.). Those viewing or

reading the work are then required to roll a saving throw versus

paralysation or be compelled to follow its directives. A person

succeeding the throw is unaware that anything has occurred, and

even those whose behaviour has been altered by the spell have no

idea where their implanted urges originated.

The suggestion remains for a maximum of two weeks, or until acted

upon. The exact duration of the behaviour changed depends on the

nature of the suggestion. As with suggestion, no obviously suicidal

or alignment rending activity can be forced upon a victim.

The material component is the paper upon which the subliminal

message is inscribed.





Darkray's Absorbing Cloak (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



When a wizard casts this spell, he is surrounded by an invisible

aura, like a cloak, that absorbs and stores magical energy in the

form of spell levels. Once cast, the cloak lasts until it absorbs

its maximum (see below). One such cloak can absorb up to half the

caster's level (round down) in wizard spell levels. The spells

absorbed must be cast directly at the caster. Area effect spells

(like fireball and cloudkill) cannot be absorbed. If a spell cannot

be totally absorbed, the cloak has no effect on it.

When the cloak absorbs its maximum, it remains active for another

round. During this time, the wizard can enhance the effects of a

single other spell using the previously stored energy: he can cast

one spell as if he was one level higher than he actually is, per

two full spell levels absorbed. If the wizard chooses not to use

the stored energy, it is released the following round as a harmless

warm light around him.

Example: an 8th-level wizard casts absorbing cloak; he can absorb

up to 4 spell levels. Some time later, he is hit with a magic

missile (+1) and a lightning bolt (+3), all absorbed. At the same

round, another magic missile hits, but as the cloak is full, damage

is normal. In the following round, the wizard decides to use the

stored energy to enhance his own lightning bolt. The bolt will

inflict 10d6 points of damage instead of 8d6 HP, with appropriate

adjustments to range and area of effect.

The use of true seeing or similar magic will reveal the presence of

the protective aura, in the form of a shadow cloak worn by the

caster.

The material component of the spell is a silver or gold piece,

consumed in the casting. The spell is not cumulative with itself.





Darkray's Antimagic Blade (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  5 rounds + 1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



This spell is a rather offensive version of dispel magic and is

primarily used to actively counter hostile magic. Upon casting it

on a blade of any type, the weapon is surrounded with a red aura

and thereafter acts as a +1 weapon (with normal penalties if the

caster is not proficient in it).

Every successful strike of the blade dispels magic, as per the

spell, at the caster's level and using the attack roll as the

dispel roll. This can be used against anything normally subject to

dispel magic: magical barriers, items, or effects of any kind.

The caster can end the spell at will. The use of the blade does not

hinder movement and does not preclude spellcasting any more than an

ordinary blade does. The caster is immune to the dispelling effects

of the blade.

The material component of the spell is any bladed weapon, which is

not consumed when the spell expires.





Darkray's Fiery Disruptor (Evocation)



Range:  10 yards per level

Components:  V, S

Duration:  Special

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



Darkray formed this spell from Melf's minute meteors and magic

missile. Its main purpose is not to inflict damage but to counter

a hostile spellcaster.

The spell enables the wizard to cast small fiery globes, one per

level of experience he has attained. The wizard can throw one globe

per round at the same or different living targets. Each of them

inflicts 1 point of damage. They are formed from pure magical

energy and seem to materialize over the head of the caster before

speeding towards their target.

The missiles have two special characteristics: they never miss (as

do magic missiles) and they always strike at the very beginning of

a round.

The conditions required to hit a target with this spell are the

same as those of magic missile. If a target goes invisible after he

has already been struck by at least one ball, he is allowed a

saving throw versus spell to avoid each missile aimed at him while

he remains invisible. The conditions in case (B) of Melf's minute

meteors also apply to this spell.

Since the globes created by this spell are similar to magic

missiles, they can be countered with appropriate ways.





Darkray's Magical Enhancer (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



This spell belongs to the field of metamagic. Using it, a wizard

can augment the effects of spells cast the rounds following the

casting of this one. The duration of the spell is one round per two

full caster levels, up to seven. Magic that can be affected

includes all spells of fifth level or less with a casting time that

is less than or equal to seven rounds. The effects of an augmented

spell persist even beyond the duration of the enhancer.

The material component is a small gem stone of any value. The stone

starts to glow when the spell is cast and from then on, it acts as

a transformer of energy: the caster can spend some of his own hit

points each round to increase the casting level of his spells, 1 HP

per spell level.

For example, a 5th-level wizard wants to cast fly as if he were

eleventh level. He casts magical enhancer; in the following round,

he must spend 6 HP to be able to cast fly at eleventh level (11-

5=6). The duration of the fly will be at least 12 turns (duration

of fly: 1d6 turns + one turn per level), even though this is much

longer than the duration of the enhancer.

The maximum casting level that can be achieved with this spell is

20. The enhancer will not affect other metamagic spells. If the

augmentation brings the caster's hit points to zero or less, the

character dies but the desired spell is completed.





Darkray's Poison Protector (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Dimitris Xanthakis 



Since poisons on Athas can be extremely lethal, Darkray created

this spell to protect himself and his companions from such attacks.

The spell can protect against any one method of poisoning:

injected, ingested or contact. Upon casting, an invisible aura

surrounds the recipient (using detect invisibility, eg., reveals

the aura). If protecting against injected or contact poisons, the

aura covers the whole body. If it is against ingested poisons, it

just covers the mouth. The aura protects the subject against a

number of poison attacks equal to the half the caster's level (five

times at ninth level, etc.). The protection lasts until dispelled.

If an attack using poison is made using the suitable method, the

subject suffers no damage from the poison; he suffers normal damage

if a weapon was used to deliver the poison, however. An individual

can only be protected against one method by means of this spell at

any given time.

The material component of the spell is a drop of a poison that the

subject must consume during the casting; the poison must be of the

appropriate type, that is injected, ingested or contact. Protection

against natural poisons is granted only if these belong

specifically to the poison table.

The spells stoneskin and Darkray's mail of power (q.v.) take

precedence over the poison protector; attacks negated by these

spells do not affect it.





Darkray's Spell Booster (Alteration, Evocation)



Range:  0

Components:  V, S

Duration:  1 round per two levels

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



This is a metamagic spell. When a wizard casts this spell, he

strengthens the power of spells he subsequently casts. The spell

lasts for one round per two experience levels of the caster.

While the spell is in effect, the saving throws of opponents struck

by the caster's spells suffer penalties: -2 at seventh level, -3 at

tenth, -4 at thirteenth etc. The penalties are cumulative with

every other saving throw modifier.





Deadly Strike (Enchantment)



Range:  0

Components:  S

Duration:  1d6 rounds

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



This spell causes all successful hits on hand-held or hurled

weapons to strike for maximum damage versus opponents. The caster

must be the one using the weapons.





Deadthought (Divination, Necromancy)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Corpse touched

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This is essentially telepathy with a corpse, as the wizard probes

the brain of the deceased for specific data. The DM must decide if

the information sought is basic, well known, merely known, or

forgotten. The table below lists the chance of finding the

information and the amount of time required by the search (if

location is in fact possible), but the DM can alter these numbers

if the body is in a particularly advanced state of decomposition.



   Type of      Chance of     Time

 Information     Finding    Required          Examples

    Basic          96%          1       Name and profession

 Well Known        70%         2d4          Relating to

                                          current mission

    Known          30%         3d4          Relating to

                                         previous missions

  Forgotten        2%        1d10+10      Overheard once



This spell will continue as long as the wizard concentrates, but on

every round there is a 1% chance of that he will go insane. The

material component is a pair of metal helmets, linked by a copper

wire.





Deave (Alteration, Illusion/Phantasm)



Range:  10 yards per level

Components:  V, S, M

Duration:  3 rounds + 1 round per level

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Special

Author:  Paul D. Walker 



This spell causes a temporary sensory overload to occur in all the

sensory nerve endings of the target creature. Because of this

overload of all the senses (sight, smell, touch, taste, hearing),

the target will be "burnt out" for the duration of the spell. The

creature will find himself in a state of total sensory deprivation

for the spell's duration. This means that the creature will not be

able to see, hear, taste, feel or smell anything. The creature will

remain completely helpless for the duration.

There is an additional side effect of this spell. Because the loss

of the senses can be so shocking an experience to some creatures,

there is a 1% chance per point of Intelligence and Wisdom that the

creature will suffer from the insanity of catatonia for a duration

of 2d4 weeks afterwards. This can be cured with a cure insanity.

If the creature makes its saving throw versus spell, then the spell

does not completely take effect. Only 1d4 of the creature's senses

are affected (determine randomly which). Note that some combination

of lost senses could leave the creature helpless anyway.

The material components for this spell are a small leather hood, a

shrill whistle, several sharp pins, smelling salts, and a drop of

lemon juice.





Dehydrate (Alteration)



Range:  10 yards per level

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Peter Gourlay 



This spell causes 1d6 points of damage per level of the caster

(maximum 15d6) to any creature that is water-based or has a

substantial amount of water in its system. Thus, for example,

spectres, stone golems and air elementals are immune to this spell.

Creatures that dwell primarily in water save at -1 and those from

the elemental plane of water save at -2 and take +1 on each die of

damage.





Deja Vu (Divination)



Range:  20 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Vernon Lee 



This spell throws the victim back to the location he occupied at a

point in the recent past. It does not turn back time, it merely

teleports back along the victim's "time line". This restriction

makes the resistance that the magic must overcome much less than a

full teleport other would have to fight. Deja vu sends the victim

to the position he occupied 1d6 hours in the past per level of the

wizard.

If the victim would be placed inside another object or creature,

the victim is placed in a random direction along his time line

until an unobstructed location is found. The material component is

a timekeeping device which is destroyed at the time the spell is

memorised by the wizard.





Delusion (Enchantment/Charm, Illusion)



Range:  10 feet

Components:  V, S, M

Duration:  1 turn per 5 levels

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  August Neverman 



This spell causes the affected character to be deluded into

thinking that one or more of his statistics or powers have been

modified (either positive or negative, at the wizard's option). The

material component for this spell is a drop of perfume.





Detect Planar Stress Point (Divination)



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell allows the wizard to find special planar stress points

where the casting of gate or planar gateway is easily accomplished.

This spell searches through the planar structure. The planar stress

points occur naturally. At these stress points, the planar clusters

form a natural gap through which travellers might pass. The range

depends on the casting time: for every turn cast the wizard can

search through an area of 100 square miles per level shaped in any

shape he desires. Thus, it could be a long thin strip or a true

square shape that spreads out from the wizard. This might seem

rather large but considering that not many natural planar stress

points exist, that might be relegated. The duration also depends on

the casting time: the effect of this spell lasts for two rounds per

turn of casting time after the points have been found and the

caster has stopped casting. During this time any planar stress

points in the area of effect glow with magical power. They thus

become a beacon for any creatures looking for them on both sides of

the planes - and not all of them will be benign creatures. Once a

planar stress point is located the casting time of

conjuration/summoning spells such as gate or planar gateway can be

reduced by a full 50%. Thus, a conjure elemental would only take

five rounds to cast. The problem with such stress points is that

there is a 5% chance per turn of the follow-up spell that some kind

of creature breaks through the gap created by the follow-up spell:

a conjure elemental, cast by a 10th-level wizard would have a 5%

chance for the full 10 turns duration that something breaks through

- whether the wizard stops early or not. The casting of a

conjuration/summoning spell significantly weakens the border

between the planes. If the caster decides to use the normal casting

time he can receive double the results: either a double Hit Dice

monster, or double the normal number of monsters, etc. but in that

case the chance of breakthrough rises to 20% per turn.

These stress points are created everywhere one finds an artifact of

other-planar power or an item of very strong magical power that

links somehow into another plane (very strong means over 8000 XP

per item) or with a concentration of over 20 magic items with

planar connections that have a sum of over 100,000 XP total.

The material component for this spell is a magical item of no less

than 1000 XP worth plus a compass made completely from diamond

except the needle which is made from adamantine (no less than

5000 gp).





Detect Spellcasting (Divination)



Range:  10-yard per level radius

Components:  V, S, M

Duration:  1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



This spell allows the wizard to scan a surrounding area for spells

being cast by other spellcasters. The affected area has a radius of

10 yards per level of the wizard (up to a maximum of 200 yards);

the wizard may make the area of effect smaller if he wishes. Any

wizard spells that are currently being cast, will be detected

(priestly magic is not affected). The wizard is instantly aware of

the school of magic of all spells in this area; the name of the

spell will also be known, if it has already been learned by the

wizard; in addition, the wizard gains a general feeling of the

location of the caster of each of the spells (i.e., approximately

30 feet east).

The relative strength of two spells from the same school will also

be detected. For example, if a meteor swarm and a burning hands are

both being cast in the area of effect, this spell will detect which

is more powerful (this will also work for two fireball spells cast

by two wizards of different levels); the actual level of the spell

is not revealed, and two spells of different schools cannot be

compared in this way.

The wizard may choose one spell to target for specific information;

this includes: the name and level of the spell (as well as the

wizard's level, if that is relevant to the strength of the spell),

the spell's target (object, location, creature, etc.), and the

exact location of the wizard. Illusions of fourth level or less are

revealed, as long as the wizard is of higher level than the caster

of the illusion. Illusions of fifth level or higher will return a

false reading (i.e., what the wizard believes the spell to be)

unless the wizard has already disbelieved that illusion.

This spell does not detect spells which are already in effect. It

does however detect all spells as they are cast, as long as the

duration lasts (i.e., if this spell is cast by a 10th-level wizard,

it will detect all spells that are cast in the following ten

rounds).

This spell does have a drawback: the maximum number of spells that

can be processed safely is equal to the wizard's Intelligence

divided by three (round fractions down). If there are more than

this number of spells being cast inside the area of effect, the

wizard must make a successful system shock roll or fall unconscious

for 1d6 rounds (this roll must be made every round this condition

exists).

The material component for this spell is a powered gem worth at

least 100 gp which must be tossed in the air when the spell is

cast.





Dheryth's Monomorph (Alteration)



Range:  0

Components:  V, S

Duration:  1 day per 3 levels of experience

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Gitzlaff 



This spell was designed to allow a wizard to look like something he

does not for an extended period of time. It grants the non-magical

locomotive powers, senses, and metabolic processes of the race of

creature whose form is taken. However, a significant part of the

spell is dependent on the specific creature whose shape the wizard

wishes to assume. Thus, only one shape may be taken on by the

wizard using this spell - ever.

When this spell is found (for instance, on a scroll or in another

person's spell book), it already was custom designed by some other

wizard to adopt a certain form (race, height, weight, hair colour,

etc.), and nothing the finder can do will make it do otherwise.

This is because the choice of creature vastly changes the structure

of the Monomorph, and thus the choice of shape may only be made

when researching the spell from the ground up.

When this spell is independently researched by a wizard, he gets to

decide the specifics of the form the spell grants.

If any wizard wants to "change" an existing monomorph, so that a

different shape can be assumed, he must head into a library and

research this change as if it were an entirely new spell. The costs

for this, though, are at -25% because the wizard has a copy of the

other form of monomorph as a model. There is no reason why a wizard

with enough time and money could not possess several "versions" of

this spell.

When this spell is cast, the wizard is able to assume the form of

a single bipedal humanoid (human, demi-human, faerie, goblin, etc.)

with which race the wizard is familiar, but not any quadruped (for

example, a centaur), wholly magical being (for example, a golem or

demon), or other creature not relevantly humanoid. The wizard

assumes the shape of one such creature upon casting the spell, and

retains that shape until the spell ceases to function. He may

cancel the spell before it would normally elapse, but may not

alternate between the monomorphed and regular forms while the spell

is functioning. Monomorph will allow changes as follows:



Wizard's   Weight    Weight                  Maximum

  Level    Minimum   Maximum     Races      Age change

   7-8      -10%      +10%     as wizard       none

   9-11     -20%      +25%     any known       10%

  12-13     -30%      +50%     any known       20%

  14-15     -50%      +80%     any known       40%

  16-17     -70%      +125%    any known       60%

   18+      -90%      +200%    any known       any



The colour of eyes, skin, and hair can be changed to any possible

value, as can hair length, sex, and other details.

The body whose shape is assumed has the same physical statistics as

the wizard, subject to all racial and age modifiers, minimums, and

maximums (of the form adopted, of course). The new form will not

radiate magic, but it may be dispelled.





Dimmable Light (Invocation/Evocation)



Range:  10 feet per level

Components:  V, S

Duration:  1 turn per level

Casting Time:  4

Area of Effect:  60-foot radius sphere

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell simulates the light spell but it can be dimmed to

absolute darkness (if there is a natural darkness around). Thus, it

is very useful for those sneaky groups that have always been

detected by their light source - until now. This light output can

be change from zero to 100% with but a mental command of the caster

or the recipient - if the recipient is willing and has been given

the mental command word. With the exceptions noted above it works

like the normal light spell.





Disenhandment (Alteration)



Range:  0

Components:  V, M

Duration:  4 rounds + 1 round per level

Casting Time:  4

Area of Effect:  Special

Saving Throw:  None

Author:  Bret Mikeal O'Neal 



By means of this spell, the caster removes his hands from his body

and controls them from up to 60 yards away. This does not damage

the caster, although it may look strange. The enchanted hands may

do anything that the wizard could normally do with them: attack

(with or without weapons), manipulate objects, and cast spells that

do not require verbal components.

The hands can move up to 90 feet per round, and leap 15 feet. They

have AC 7 and hit points equal to twice the caster's level. The

hands attack with the wizards THAC0 and do 1d3 damage per hit. If

the hands are killed, they will lay prone until the caster can

recover them, when they will reattach themselves and act normally.

The components are a sticky length of gauze and a silver scalpel.





Disguise [1] (Illusion/Phantasm)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Vassilakos 



This spell allows the wizard to assume the appearance of any

humanoid, provided he is familiar with the person whose appearance

he wishes to assume. The spell may change the height of the wizard

by up to one foot, sex, facial features, colour and length of hair,

build, and even voice. However, it does not change the wizard's

clothing, skills, or personality traits. Someone familiar with the

real person has a (3xlevel + 2xWisdom)% chance of seeing through

the disguise by noting subtle changes in personality. Actions

entirely out of character would allow all to make a Wisdom check to

detect the disguise. In order the affect this spell, the wizard

must keep in his possession an item from the body of or an item

constantly worn by the person to be assumed.





Disguise [2] (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  1 turn

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Ally's Spellbook 



This spell changes the appearance, smell, and vocal sounds of the

affected creature. The size of the creature may be changed up to 2

inches per level of the caster. The effectiveness of disguising a

creature as one of another type depends on the casters familiarity

with the target creature (left to the DM's discretion). Note that

this spell does not imbue any of the racial abilities or

resistances of the disguise type creature. The material component

of this spell is a piece of coloured clay.





Dispelling Bolts (Alteration)



Range:  20 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  One or more creatures

Saving Throw:  None

Author:  Ally's Spellbook 



This spell sends out bolts much like the magic missile spell. One

bolt per level is created. Creatures hit by a bolt are treated as

if a dispel magic had been cast upon them. The material component

is a bit of india rubber.





Displacement [1] (Illusion)



Range:  0

Components:  V, S, M

Duration:  24 hours or until dispelled or destroyed (see below)

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  Unknown



When cast on a subject, this spell causes the subject to appear to

be 2 metres to the left or right (50% chance of each at time of

casting) of his actual location. The subject will appear to react

to attacks aimed at his apparent position as if they had actually

hit him. If the subject appears to have been killed by an attack

aimed at his apparent position, he cannot move more than 2 metres

from the apparent location of his corpse without cancelling the

spell. The material component of this spell is the eye of a

displacer beast.





Dissolve Lesser Quasi-Elemental (Abjuration)



Range:  30 yards

Components:  V, S, M

Duration:  Permanent

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Francois Menneteau 



This spell cause a lesser radiance, lightning or mineral

quasi-elemental to lose its internal integrity: the lesser

quasi-elemental dies. The material component is a miniature golden

shield, worth at least 20 gp.





Dreamoore's Eldritch Shield (Abjuration)



Range:  30 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1

Area of Effect:  One creature

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



This spell protects the recipient from any magic-energy based

attack. Each individual manifestation (magic missile, eldritch

sphere, etc.) directed at the recipient is absorbed by the shield,

whether or not they successfully hit. The eldritch shield can

withstand up to 1d4 attacks + 1 attack per three levels.

Note that regular attacks also reduce an eldritch shield without

any penalty, and the shield may only absorb spells which the wizard

has sufficient levels to cast (for example, a 9 HD eldritch shield

can protect from 1d4+4 magic missiles or similar spells, while a

griffon would take three off from the shield and still inflict

normal damage). The material component is sapphire and diamond dust

which is sprinkled upon the creature to be protected.





Dreamoore's Warding Shield (Abjuration)



Range:  10 yards

Components:  V, S, M

Duration:  Special

Casting Time:  4

Area of Effect:  One creature

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



The warding shield is a unique magical screen which encompasses one

creature and protects it from harm. The shield remains completely

invisible until struck by any attack, including weapons and spells

which cause direct damage. Then it then flares pale blue, absorbing

part or all of the attack (any damage which is not absorbed goes

directly to the character using the shield).

The warding shield may absorb up to base 1d4 HP of damage + 2 HP

per level of the wizard. If a magic resistant creature attacks the

spell's host, then its resistance is checked first. Success

indicates that the shield is bypassed during that attack, and

damage goes directly to the person being protected. However, the

shield remains intact until it loses all hit points, gets

dispelled, or until all hit points elapse, at a rate of 1 HD per

turn. A person may have only one warding shield at a time.

The material component is 50 gp worth of diamond dust which is

thrown into the air as the spell is cast.





Drider Form (Alteration)



Range:  0

Components:  V, S

Duration:  1 turn per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Peter Gourlay 



This spell allows the wizard to transform himself into a drider,

the drow-spider cross. The wizard gains all the abilities of a

drider, except spellcasting. The wizard can still cast his own

spells normally. The wizard gains the once-per-day innate

spellcasting of drow, a poisonous bite, 15% magic resistance, and

night vision. However, unlike similar polymorph spells, the wizard

must remain in the drider form until the spell ends or is

dispelled. The wizard who cast drider form cannot dispel it:

another spellcaster must do it. The wizard is not healed at the end

of the spell.





Dwarkanath's Tutor (Enchantment)



Range:  0

Components:  V, S

Duration:  1 hour per level

Casting Time:  2 rounds

Area of Effect:  Creature touched

Saving Throw:  Negates

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





Dwarkanath's tutor is a highly useful spell in situations that

require that the recipient to use some skill not presently known.

Any non-weapon proficiency that is listed in the Player's Handbook

(or other official supplement) may be learned, provided a suitable

"tutor" is used as a base from which to draw the knowledge. This

tutor should be a willing, intelligent creature that possesses the

skill desired. If unwilling, the tutor must fail a saving throw

versus death magic (at +4) for the spell to be successful.

The recipient of the skill gains use of the borrowed proficiency as

if he actually gained the knowledge through normal means. Note that

his level of knowledge is exactly that of the tutor. Under no

circumstances (short of a wish) can this knowledge be retained

after the spell's expiration. If the recipient already knows the

skills that are to be endowed upon him, the spell automatically

fails, except when the tutor's knowledge of the skill is higher.

Although not specifically mentioned above, languages can be learned

through the use of Dwarkanath's tutor.





Eldarr's Flameshroud (Abjuration, Evocation)



Range:  Special

Components:  V, S, M

Duration:  1 round per level (but see below)

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  Special

Author:  Eldarr



When this spell is cast, the wizard is enveloped in an invisible

shroud of flames. True seeing or similar magic will reveal the

shroud, and detect magic will reveal strong lines of abjuration and

evocation magic. The spell imparts on the wizard the equivalent of

fire resistance for the duration of the spell (see the description

of the ring of fire resistance in the Dungeon Master's Guide).

In addition to the protection aspect of this spell, the wizard may

also use it offensively: any target that comes within 10 feet of

the wizard may be attacked using the shroud; a small finger of

(clearly visible) flames shoots from the shroud and strikes the

victim, inflicting 1d4 points of damage, plus 1 point per level of

the wizard (up to a maximum of 1d4+20). A successful saving throw

versus spell reduces the damage by half. Only one such attack may

be made per round, and each attack reduces the spell's duration by

one round (thus, an attack may not be made the last round the spell

is in affect).

Anyone who scores a successful melee hit on the wizard while he is

under the protection of this spell suffers damage equal to that

inflicted by an attack from the shroud (1d4 + 1 per level); again,

a successful saving throw versus spell reduces the damage by one

half. The duration of the spell is not affected in this case.

The material component for this spell is any normal cape with a

chunk of sulphur placed in the pocket; the cape must be worn

throughout the duration of the spell; if it is removed, the spell

ends prematurely. The cape is not affected by the casting of this

spell, but the sulphur is consumed when the spell ends.





Eldarr's Shockshroud (Abjuration, Invocation/Evocation)



Range:  Special

Components:  V, S, M

Duration:  1 round per level (but see below)

Casting Time:  4

Area of Effect:  The caster

Saving Throw:  Special

Author:  Eldarr



This spell is nearly identical to Eldarr's flameshroud; it covers

the wizard in an invisible shroud of electricity. The shroud is

detectable by the same means covered in the flameshroud

description. This spell provides the user with immunity to

lightning and other electrical attacks for the duration of the

spell.

The wizard may use the shroud to conduct electrical attacks in the

same manner as that for flameshroud; damage is identical, and each

attack reduces the duration by one round. The shroud will also

provide protection versus melee attacks as per the flameshroud,

with electricity again replacing flames.

In addition to the cape (which is not harmed), this spell requires

a specimen of any electricity using creature, such as an electric

eel; this specimen is consumed when the spell ends.





Electric Shroud (Invocation/Evocation)



Range:  0

Components:  V, S, M

Duration:  2 rounds + 1 round per level

Casting Time:  4

Area of Effect:  Creature touched

Saving Throw:  1/2

Author:  Ally's Spellbook 



The creature affected by this spell immolates in a shroud of

crimson electricity. The spell allows for a +2 saving throw versus

spell. Any melee attack made against the recipient of this spell

results in a shock doing 1d4+1 HP of damage per level. The material

component is a piece of glass.





Elemental Turning (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  5

Area of Effect:  60-foot radius

Saving Throw:  Negates

Author:  Peter Gourlay 



This spell drives out true elementals of one designated type when

the spell is cast. If the elemental fails its saving throw versus

death magic, it must leave the area of effect and cannot return for

the duration of the spell. Any elemental that cannot leave the

area, or is forced into a position where it cannot escape the

spell, immediately withdraws to its own plane. The spell is centred

on the wizard, and moves with him. The spell does not break the

concentration of any creature controlling the elemental, or affect

other creatures from the elemental planes. The material component

is a bit of element from the plane opposite to the one being

affected - fire for water elementals, water for fire elementals, a

puff of air for earth elementals and earth for air elementals.





Enemy Blink (Alteration, Enchantment/Charm)



Range:  30 yards

Components:  V, S

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  4d6 creatures

Saving Throw:  Negates

Author:  Jay 



Makes an enemy blink if its saving throw is failed. Otherwise it is

like blink. Good for use if the enemy is near a cliff or large body

of water. The number of creatures affected is determined randomly,

by rolling 4d6. You cannot make people save twice, i.e., "I've got

12, I use them all on him, have him save 12 times" won't work.





Erelas's Meaningless Scribble (Conjuration)



Range:  10 yards

Components:  S, M

Duration:  Permanent

Casting Time:  4

Area of Effect:  One page per level

Saving Throw:  None

Author:  Dave Michaels 



When this spell is cast on blank parchment, meaningless lettering

and punctuation appear on each page of the parchment at the rate of

one page per round. The lettering may resemble (1) that of several

random or chosen languages (at least three) in the handwriting of

the material source (see below under material components), or (2)

it may resemble no language at all.

If the writing is viewed with true seeing, a glass of deciphering,

or other similar means of divination, one of the following occurs:

1. If the lettering was that of random languages (chosen or not), the

   viewer sees the lettering all as one language, but still

   meaningless.

2. If the lettering is purely random, the viewer sees new, purely

   random lettering, which is still meaningless.

If the spell is cast on parchment already containing writing, the

effect is neither permanent, nor defacing, but does produce the

same effects as above for 1 round per level.

Material components: enough ink wells to complete the job as if it

was being performed manually (i.e.: one well per 5 pages or so -

DM's or factual discretion), and a quill pen. The ink is consumed

as the letters appear (thus if the spell is dispelled prior to

completion, the remaining unused ink is not consumed). The effect

of (1) requires a sample of the languages to be used. For best

performance, the full alphabet of each language should be scribed

on a page of parchment (or severa