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The Great Net Spellbook level 6

Subject: The Great Net Spellbook level 6


	[originally downloaded in ASCII.zip from 

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


Sixth-Level Spells





'Irnar's Poloroidic Pregnancy (Necromancy)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  6

Area of Effect:  Creature touched

Saving Throw:  Negates

Author:  'Irnar



This spell will speed up the pregnancy of a woman from 9 stages to 9

hours. One must make a system shock when it's time to give birth.

Success indicates that the birth is successful, failure indicates that

child dies and the woman suffers a permanent -1 reduction to

Constitution.

'Irnar is still researching, but the priestesses of the Mother Goddess

are doing their damnedest to hunt him down and destroy his research,

it is a violation if their creed.





Acid Rain (Evocation)



Range:  10 yards + 5 yards per level

Components:  V, S, M

Duration:  1 round per 3 levels

Casting Time:  6

Area of Effect:  10 square feet + 5 square feet per 2 levels

Saving Throw:  1/2

Author:  Unknown



This spell will cause a sheet of corrosive acid to fall from the sky

(actually, it will appear 10 feet over the target spot). All creatures

or objects underneath will be subject to its effects. The acid will

corrode wood, metal, cloth, and flesh. The initial inundation will

cause 1d6 damage per level (with a maximum of 10d6). A successful

saving throw will cause half damage, and adds +1 to subsequent saving

throws. All items exposed to the acid must also save. If a magical

item saves successfully, no further saving throws are necessary.

Armour loses one point of Armour Class per round. If it loses all of

its points, it disintegrates and falls to the ground. Weapons lose one

point per round. The number of points is determined by size (large: 3,

medium: 2, small: 1). When all points are gone, the weapon is too weak

to use in combat.

All damage done to items (other than loss of magical properties), can

be repaired with a mend or the like, unless the item was destroyed.

Subsequent damage to flesh is 1d6 per round. All subsequent damage can

be avoided if victims immerse themselves in water, to wash off the

acid.

The material components of this spell are rain water and sulphur.





Alpha's Firefountain (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  6

Area of Effect:  Special

Saving Throw:  Special

Author:  Jason Nelson 



This spell is similar to the 4th-level Alpha's firefall spell, but is

more powerful in two ways. First, the spray of liquid fire burns for

a total of three rounds, inflicting 3d6 damage the first round, 2d6

the second, and 1d6 the third. There is no saving throw versus the

damage inflicted by the spray. Secondly, the wizard is able to throw

up one prominence of flame (for 4d10 fire damage the first round, and

2d10 the second, with a saving throw versus breath weapon for half

damage) for every six levels of the wizard (rounding off all

fractions). The material components are a lump of pitch, sulphur,

saltpetre, magnesium, and an available fire source.





Alpha's Rainbow Warrior (Evocation, Summoning)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell invokes energy and the spirit of a creature from the

quasi-elemental plane of radiance. The rainbow warrior has as many hit

points as the wizard would at full health, and attacks as a fighter of

half the wizard's level. The warrior has an Armour Class of 0, and can

only be struck by magical weapons. It attacks with a spear of

radiance, which causes damage the same way as the 2nd-level rainbow

beam if the target is struck. As with that spell, the wizard has a 5%

per level chance of selecting the colour of the spear, otherwise it is

random. The rainbow warrior may fly at a movement rate of 24, but it

has no real substance and cannot touch nor carry any material object.

Creatures dwelling on or drawing power from the negative material

plane or plane of shadow suffer 1d6 damage every round that they are

within 20 feet of the rainbow warrior, as it sheds a bright globe of

light strongly infused with energy from the positive material plane.

The rainbow warrior is unaffected by poison, paralysis, petrification,

fire, electricity, gas, or acid. Unholy water causes it 2d4 damage,

and cold attacks do full normal damage.

Negative energy attacks gain a bonus of +1 per die of damage, and any

spells involving darkness cause the rainbow warrior 2d6 points of

damage per level of the spell, but the darkness will be dispelled. Any

darkness spell coming into contact with the 20-foot globe of light

surrounding the rainbow warrior must be checked as if dispel magic was

cast at the level of the summoner of the warrior. Only one such

dispelling attempt is possible for each darkness spell that could be

affected, although the warrior can automatically dispel any darkness

spell by touching the area of effect, but it will suffer damage as if

the spell had been cast specifically at him. Dark-dwelling creatures

(eg. drow, duergar) are affected by the rainbow warrior's globe of

light as they would be by continual light. The material component of

this spell is a clear diamond worth no less than 5000 gp.





Alpha's Starlight Citadel (Conjuration/Summoning)



Range:  30 yards

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Special

Saving Throw:  None

Author:  Jason Nelson 



This spell can only be cast in an area under star- or moonlight. When

cast, it brings into being a deep blue-black tower of magical metal,

with many faint silvery gleams. This tower is in all respects similar

to Daern's instant fortress (q.v.) except that it grows slowly during

the course of the casting, and so no creature able to move could

possibly be harmed by its expansion. The door to the citadel is wizard

locked at the wizard's level. One creature for each level of

experience of the wizard may be designated in the casting of the

spell, and such creatures may freely open the door, though the wizard

may override this at any time by mental command. The magic of the

walls of the citadel prevents the passage of any ethereal, astral, or

out-of-phase creature. Teleportation into and out of the tower is

still possible. This spell lasts until the first rays of direct

sunlight strike the tower, but it cannot last longer than 2 hours + 1

hour per level of the wizard in any event. The material component is

a star sapphire and a small steel carving of a tower.





Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)



Range:  Infinite

Components:  V

Duration:  Permanent

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  Special

Author:  Saridan Hysakai



This spell is a weaker version of the 7th-level wizard spell limited

wish. Alter occurrence enables the wizard to alter the way an event in

the very recent past actually occurred. For the casting of the spell,

the wizard recounts an event which occurred up to two rounds previous

which he viewed firsthand. The wizard, while recounting the incident,

modifies it in the way which he would have liked for it to occur. At

the end of the casting, the past will be rewoven along the lines of

the wizard's version, by a base guideline of 3% per level of the

wizard.

For instance, Johann, a 12th-level wizard, uses the spell to make a

freak gust of wind blow an arrow totally off course which shot his

companion Rykor in the heart a few seconds ago - a critical hit.

Johann has a 36% chance to make the arrow miss, else it still hits

doing regular damage. If Johann had asked for the arrow to have missed

Rykor's heart, it might have still hit Rykor but would have done only

100-36 = 64% of the designated damage.

This spell will automatically modify the perceptions of the past for

all of those, other than the wizard, who were present during both the

modified and unmodified events unless they make a saving throw versus

spell. Alter occurrence cannot be used to raise character abilities

(even temporarily) or mimic other magical effects. Frequent use of

this spell may cause the wizard to go insane; make an Intelligence

check with a cumulative -1 penalty each time the spell is used by the

same wizard over a one week period, or suffer a random type of

insanity.

Alter occurrence is a spell published by the wizard Saridan Hysakai

after over a decade of study, an unknown amount of which was spent at

the plane of time. Saridan subsequently went insane.





Annihilate Matter (Invocation/Evocation)



Range:  10 metres per level

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  6

Area of Effect:  1-yard radius sphere

Saving Throw:  Negates

Author:  Unknown



This spell causes a spherical region, 1 metre in radius, to appear

anywhere within range of the wizard. In this region all matter

vanishes. When it appears, a hurricane-force wind blows into the

sphere as the air inside it is annihilated. All human-sized or smaller

creatures in the vicinity who have no means of support must make a

saving throw versus death magic or lose their balance and be sucked

into the sphere and destroyed (in which case a wish or possibly a

limited wish is required to recover them). "Means of support" can

include, for example, holding onto something solid being held by

another character, being under the influence of a fly spell or having

the natural ability to fly or levitate (eg. a beholder).

Note that the wizard is not necessarily immune to being sucked into

the sphere. Light objects which are not being held by anything or

anyone (eg. papers lying on a desk) are also liable to be sucked into

the sphere and destroyed. Anything thrown into the sphere, short of an

artifact or relic, is automatically destroyed. While the sphere can

move under control of the wizard, it is not a useful weapon because it

moves only at walking pace, hence even the clumsiest creature can

easily dodge it. If an attempt is made to actually cast the spell at

a target, a saving throw indicates whether the target dodges or is hit

and destroyed. A successful dispel magic will destroy the sphere,

otherwise it neither affects nor is affected by spells. The material

component for this spell is a 1000 gp ruby.





Anthropomorphization (Alteration, Enchantment, Evocation)



Range:  0

Components:  V, S, M

Duration:  Permanent (until dispelled)

Casting Time:  3 hours

Area of Effect:  Object touched

Saving Throw:  None

Author:  Keith Taylor 



This spell animates one small object of no more than 3 cubic feet in

size. The object then takes on a pseudo-life, with a degree of

intelligence and the ability to speak and move. If the original object

was not flexible, extra flexibility or small limb-like structures form 

upon it to allow it movement. Its capabilities aren't strong or

powerful enough to allow combat or anything more potent than an unseen

servant can accomplish physically. The object has a personality

appropriate to its original nature, but never a truly malevolent one

(unless the object is a torture device or such). In any case, the

object's pseudo-intelligence is never more than 8, but it is capable

of carrying on reasonable and witty (dependent upon personality)

conversation despite its inability to truly learn new fields of

knowledge. The object remains animate unless a successful dispel magic

is applied, but the same personality can be re-evoked (along with what

pass for memories in the object) with a recasting of

anthropomorphization. When determining the nature of an object's

personality, think of fantasy and science fiction sources such as The

Brave Little Toaster (the story) or Beauty and the Beast (the movie).

An intelligent being that has somehow been polymorphed into an object

or whose soul is trapped in an object can be spoken to and made

"active" using this spell, although they are bound to want to become

truly free once more. Secluded or eccentric wizards often have houses

full of charming little animated companions, because they really are

fun to have around.

The material component is the skull and paw of a naturally deceased

and well loved pet (not necessarily the caster's own).





Area of Effect Increaser (Alteration, Metamagic)

Reversible



Range:  0

Components:  V, S, M

Duration:  3 rounds per level

Casting Time:  1 turn

Area of Effect:  The caster

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell empowers the caster with one spell level per two caster

levels. With these spell levels the caster may increase or decrease

the area of effect of any other spells he casts during the duration of

this spell. The area increase may achieve a maximum increase of up to

twice the area at caster levels 12-16, 3 times the area at caster

levels 17-21, one time more per 5 caster levels above that.

The size increase does not increase the damage of the spell; to the

contrary - a spell decreases in damage to a fraction determined by the

factor given above: half damage at factor 2, one third damage at

factor 3, etc.

Thus, a fireball would increase to a 40-foot radius sphere, but (if

cast by a 10th-level or higher caster) would only cause 5 dice of

damage to any within its area of effect. Thus, if a 28th-level wizard

cast a cone of cold at a quadruple size, he would only cause 7d4+7

points of damage to all within (which might still be enough in a

pinch).

The material component of this spell is a hammered-out sheet of gold

no smaller than one square foot per factor increase the caster intends

to use during the duration. This is not worth so much due to the

amount of gold but due to the finesse with which it has to be worked;

thus, it costs 10,000 gp.

The reverse of this spell, area of effect decreaser, reduces the area

of effect but increases the damage of the spell by 50% per reduction

factor. Thus, if the size of a spell is halved, it can cause up to

150% the number of dice of damage in half its area (the fireball would

shrink to a 10-foot radius sphere with a maximum of 15d6 of damage),

size reduction to 1/3 the damage (a fireball with approximately 7-foot

radius isn't huge but it can cause 20d6 damage) is increased to 200%,

etc.

The reverse' component is a solid cube of gold which has been

compressed by dwarven machines for well over a year until it reaches

a density where one cubic inch weighs 20 pounds. For this spell, a

cube of 3 inches per side (27 cubic inches or 54 pounds of gold =

540 gp worth plus the additional cost of paying the dwarves for having

to stop their mining machinery (or even worse: of building a new set

of machines for the wizard)). The machinery usage might cost somewhere

between 1000 gp (if the dwarves really love the wizard) to somewhere

around 50,000 or 100,000 gp (if they just hate him normally) for a

single cube. All material components are completely destroyed in the

casting.

These spells can each be layered up to a maximum of one spell level

per caster level at once (per casting of the spell). The normal and

the reversed spells are two different spells and their respective

spell levels cannot be mixed; the caster has to keep two different

quotas: one for those spell levels with which he may increase area of

effects and another quota of spell levels with which he may decrease

the area of effect. The caster may have up to one spell level per

caster level for the normal and another one spell level per caster

level for the reversed effect. If these spells' durations run out (or

are made to run out by dispel magic) the caster has to succeed at a

saving throw versus spell at -1 per spell level of this spell still

contained. If it fails, the caster inflates or deflates very forcibly

by a factor of one per spell level. To calculate the damage done to

the caster, the factor is reciprocated (a six changes to one sixth);

this is the fraction of hit points the caster would have left over if

he had been at maximum hit points. This might kill the caster, if he

is at less than maximum hit points. If the caster is reduced by this

damage to less than -30 hit points, he explodes or shrinks to nothing

due to this spell. Even if the caster survives the inflation or

deflation of the caster may cause serious problems, but this depends

on the DM's judgement and it causes some quite gruesome but rather

spectacular deaths if the caster isn't really careful! Inflation or

deflation lasts for one round (unless the caster exploded due to

inflation) per spell level left over, if the caster survives.





Aziel's Fluxuating Silence (Alteration)



Range:  10 yards per level

Components:  V, S

Duration:  2 rounds per level

Casting Time:  5

Area of Effect:  Special

Saving Throw:  None

Author:  Joe 



Similar to the priest spell silence, this spell only differs in area

of effect. The recipient of this spell can extend the area of effect

up to a maximum 10 foot or to the minimum of hugging him skin tight

and even only covering certain parts of his body. The area of effect

can be shaped however the recipient wishes, all by mental command

(verbal commands would defeat the purpose). Fluxuating silence is

ideal for being stealthy but retaining spell casting ability.





Aziel's Protect Building from Fire (Abjuration)

Reversible



Range:  10 yards per level

Components:  V, S, M

Duration:  Permanent

Casting Time:  2 hours

Area of Effect:  One building

Saving Throw:  None

Author:  Joe 



This spell renders an area completely immune to fire. No normal fires

will burn within the area of effect. Magical fires will burn but will

not ignite anything. This spell will not stop damage from heat. The

reverse of this spell, Aziel's building's vulnerability to fire, will

negate the protection, but its area of effect is limited to only

affect certain small areas to allow for fireplaces and cooking hearths

within the protected area. This spell was created to protect the Great

Library of Alexandra in my campaign. The building must fit in a

50-foot per level of the caster cube. The material component for this

spell is a miniature maquette of the house being protected from fire.





Azura's Black Scythe (Evocation, Necromancy)



Range:  10 yards

Components:  V, S, M

Duration:  1 round per 2 levels

Casting Time:  6

Area of Effect:  10-yard long, 180 degree arc

Saving Throw:  Special

Author:  Jonathon Salazar (The Adept's Spellbook)



The black scythe is a fearsome weapon to behold, stretching 8 feet and

immolated in wispy green flames. It sweeps a 10-foot long, 180 degree

arc and can hit all targets within its area as a monster of the

wizard's level. Creatures up to 4+1 HD are slain instantly, while

those above 4+1 HD but below 8+3 HD must save versus spell or be

stunned for 1d4+1 rounds. Those who possess 8+3 HD up to 10 HD must

save versus spell or be slowed for 1d4 rounds. All effects are

cumulative. The scythe inflicts 1d10 damage in addition to its other

effects. The material component is a miniature sickle with an ebony

shaft and an adamantine blade costing 500 gp to construct.





Become Water (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 turn + 1 round per level

Casting Time:  6

Area of Effect:  The caster

Saving Throw:  None

Author:  Steve Bartell 



The wizard is able to transform himself into water upon casting this

spell. The amount of water the wizard will become is of equal mass to

the caster's body. While in water form, the caster is able to move at

MV 18 underwater, or MV 6 on the ground. The wizard only has limited

control of their body while in the water form, and cannot make any

attacks, manipulate objects, cast spells, or other things requiring a

physical form. They can flow across the ground, go between cracks,

move freely in water, and whisk away objects in their waves. The

caster cannot form water appendages or raise themselves off the

ground. While under become water's effects, the wizard can only by hit

by magical weapons.

The material component to this spell is a bit of water from a water

weird, water elemental, or other creature composed entirely of water,

which the caster drinks during casting.





Bigby's Strangulation (Evocation)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  6

Area of Effect:  One creature

Saving Throw:  Special

Author:  Max Becherer 



Bigby's strangulation creates a pair of disembodied hands sized for

the victim (up to 1 foot tall per level of the wizard). These hands

materialise around the victim's throat and commence strangulation. The

victim suffers 1 point of damage the first round, and each round

thereafter, sustains double the last round's damage.

Saving throws: a saving throw is permitted at the beginning of the

attack, and if successful, the spell is ruined. Each round after the

first, a saving throw for half damage (for that round) is permitted,

as the victim is struggling to keep his windpipe open. Needless to

say, the victim may engage in no other activity.

The hands cannot be attacked physically, but a successful Dispel

Magic, a wand of negation, a hungry disenchanter, etc. will destroy

them. The material component is a pair of gloves made from the skin of

a constricting snake, such as a python or boa constrictor. Upon

casting, the gloves vanish (and are worn by the strangling hands).

Once the spell is cast, the wizard need not maintain concentration for

it to work.





Block Teleport (Abjuration)



Range:  0

Components:  V, S

Duration:  1 turn

Casting Time:  6

Area of Effect:  100-foot radius sphere

Saving Throw:  None

Author:  Unknown



This spell prevents anyone from teleporting into or out of the area of

effect while the spell is in effect. It will not effect homing

teleport spells (eg. word of recall). It will also not effect gates.





Bone to Mud (Alteration)



Range:  10 yards + 5 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  6

Area of Effect:  One creature

Saving Throw:  Special

Author:  The tiger 



Bone to mud changes all the bones in any one creature, regardless of

size, to mud. It has no effect on inanimate objects. Obviously, this

does not have a very big effect on creatures which do not rely on an

internal skeletal structure (a worm, for example). The spell does

affect undead, who save as if they were two levels lower than their

actual Hit Dice. Creatures present at the end of the casting of this

spell must save versus death magic with effects as in the table below.



    Hit Dice of    Saving throw     Saving throw

     creature      unsuccessful      successful

      up to 6          Death            Death

      6+ to 8          Death           2d10+1

     8+ to 10          Death              -

    10+ or more          -                -



The material component is a club shaped piece of bone.





Conjure Succubus or Incubus (Conjuration/Summoning, Necromancy)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  6 turns

Area of Effect:  Special

Saving Throw:  None

Author:  Mario R. Borelli 



This spell enables the caster to summon a female or male sexual spirit

which is subject to perform the caster's sexual bidding (this cannot

be combat). The spirit remains until dismissed. Casting this spell

causes 1d8 hit points of damage to the caster, and each orgasm with

the spirit requires a saving throw versus death magic. Failing this

saving throw permanently reduces the caster's Constitution by one

point. If the spirit causes someone besides the caster to orgasm, both

the caster and the other person must make the saving throw.

This spell serves few purposes except as a sexual perversion of the

wizard. The spell is quite popular amongst Necromancers.





Continual Shadow Light (Invocation/Evocation)



Range:  10 feet per level

Components:  V, S, M

Duration:  Permanent

Casting Time:  6

Area of Effect:  120-foot radius sphere

Saving Throw:  Negates

Author:  Kai Rottenbacher 



This spell is the permanent version of shadow light. It has the same

effects, except as noted above.

The material component is a black veil of silk laced with 100 black

pearls worth no less than 50 gp each plus a ring of blackened mithril

which is sewn into the veil's centre.





Copyright (Abjuration, Divination)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  1 day

Area of Effect:  Special

Saving Throw:  None

Author:  Unknown



Cast this spell before starting spell research. The spell to be

researched cannot be learnt by others except with permission of the

one who researched the spell first or by the use of a limited wish. A

full wish enables learning and ability to teach others (variant of the

secrecy spell). If the caster dies, they'll require speak with dead to

get permission. The material component is a goose' feather.





Coradon's Cataclysmic Coronary (Invocation/Evocation, Necromancy)



Range:  0

Components:  V, S

Duration:  1 round per 2 levels

Casting Time:  2

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Allan J. Mikkola 



After this spell is cast, the wizard must make a successful attack in

melee to affect the target. The wizard's normal THAC0 is used with a

+2 modifier to-hit. The spell will last until a hit is scored, or

until the duration expires, whichever comes first. If a hit is made,

the victim suffers a massive heart attack and must make a successful

system shock roll or die. Even if this roll succeeds, the target

suffers damage equal to 1d4 + 1 per level of the wizard.





Create Dry Bones (Enchantment, Necromancy)



Range:  10 feet

Components:  V, S, M

Duration:  Until destroyed

Casting Time:  4 rounds

Area of Effect:  One skeleton per level

Saving Throw:  None

Author:  The Warlord of Heaven 



Dry bones skeletons are essentially normal skeletons, but will come

back to life an equal number of times as the caster has levels. This

spell has particular good use with spirit legionnaire, spell carrier,

fireball, and permanency. The bones blow up each time you kill them -

at least 16 times -, and always have starting hit points. The material

components for this spell are some mummy wrappings.





Create Ghast (Necromancy)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  2 hours

Area of Effect:  Special

Saving Throw:  None

Author:  Geoffrey Edward Fagan 



This spell creates up to one ghast per six levels of the wizard, and

these ghasts will follow the commands of their creator to the best of

their ability. Each ghast is formed from the corpse of a human slain

by a ghoul, or ghast who has not yet risen as a ghoul itself. These

corpses are the material components of the spell. As implied above,

humans killed by a ghast will rise as ghouls to follow the pack.





Create State Room (Conjuration/Summoning)



Range:  10 feet

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  1 turn

Area of Effect:  20 square feet per level

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell creates a small cosy sitting (or state) room. It includes

one large comfortable sitting or rocking chair per level, one or more

tables (up to a maximum area of 10 square feet per level), one ashtray

per table, a large closet with alcoholics, a tray with the appropriate

glasses, a cabinet with smoking material of (almost) all kinds

including most kinds of pipes, a small ice container (containing ice),

one samovar for tea and one for coffee, tea cups, sugar cubes (or

sugar-candy), small silver spoons, a fireplace (with burning fire), a

set of fireplace tools, a stand of wood, one oil lamp per level, one

sparker set per 5 levels, and rugs large enough to cover the floor of

the area of effect.

The effects concerning combat or selling of items are as with the

other room spells, but food and drinks conjured can be eaten or drunk

normally. This spell creates only the interior of the room; it doesn't

create the walls, floors, or ceilings.

The material components are a small piece of an oriental rug, a small

red brick (for the fireplace), one drop of 10 ten different

alcoholics, a small piece of expensive wood (like mahogany), a small

wad of cotton (for the stuffing), a small piece of crystal, a small

China tea cup with saucer, a silver coin, a tiny piece of flint (for

the sparker sets), a coffee bean and a tiny bag of tea.





Dardan's Desiccation (Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  6

Area of Effect:  Special

Saving Throw:  Special

Author:  Craig Singsank 



This spell causes the rapid ripping and rending of all fluids from an

individual through every pore and mucous membrane of their body. The

spell takes the form of a pale cone of oscillating ecru desiccants.

The cone formed is five feet long and one foot in diameter per level

of the caster. For example, a 12th-level wizard would cast a cone 60

feet long and 12 feet in diameter.

Any creature struck by the undulating cone must save versus death

magic or have their bodily fluids sucked away leaving behind only a

mummified shell. If a creature successfully saves, it still suffers

6d4 points of damage due to the extreme stress the spell inflicts on

the creature's body.

Certain aqueous beings are highly susceptible to the effects of this

spell. All amphibious creatures, slimes, jellies, molds, and

water-using creatures under 4 HD are automatically destroyed when

exposed to this spell, creatures over 4 HD suffer a -2 on their saving

throw. At the same time all fire-using, undead, animated, and related

creatures are immune to the spell.

The material component of this spell is an ounce of ground silica and

one mummified insect.





Darklight's Compulsion of Pure Reason (Abjuration, Enchantment)



Range:  1 yard per level

Components:  V

Duration:  Special

Casting Time:  6

Area of Effect:  One creature per 3 levels

Saving Throw:  Negates

Author:  Keith Taylor 



This spell, when directed out toward intelligent targets, causes them

to be immediately dominated by the force of logic. Targets must be

truly intelligent and must have thought patterns which run along

roughly humanoid lines (so it does not affect cloakers or similarly

alien creatures). Friendly targets may waive their saving throws

versus the spell's effects. Hostile targets save versus spell, with

their magical defence bonus from Wisdom working against them (in

effect, their wisdom does not help them save against it; instead, it

helps the logic take hold), acting as a penalty rather than a bonus in

this case.

The magic of the spell is such that it stills all emotion, causing a

crystal-clear rationality to take hold of the targets' minds.

Lycanthropes can resist an involuntary change, berserkers have their

rages stopped in mid-hack, and spells such as fear or emotion have no

effect. It causes the creatures affected to be temporarily

emotionless.

The logic lasts until it is disrupted by the target succumbing to

strong emotions. Each time something happens which would normally

evoke a strong emotional response in the target, they must make a

Wisdom check (with magical defence bonuses subtracted from the roll).

A failed check causes the effect to end with respect to that target.





Darklight's Creeping Frost Curse (Alteration, Evocation)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  2 turns

Area of Effect:  Structure touched

Saving Throw:  None

Author:  Keith Taylor 



This spell is a relatively insidious and nasty way to render a

fortification useless. The wizard casting it touches a portion of a

man-made structure (castle, etc.) of less than small-city size and

casts the spell. A patch of frost in the shape of the wizard's hands

will then form. Every 3 turns thereafter, the patch will grow

irregularly, covering 10 yards of additional radius, and unless

stopped, will coat the entire structure with an exceptionally cold

layer of icy frost. Dispel magic, if successful, will force the frost

back 10 yards in radius, but the original patch cannot be dispelled

with dispel magic alone. Fire spells will remove the frost within

their area of damage until the frost spreads back over the burned

spots in time. The original area can only be removed with the casting

of remove curse and flame strike together. This will disrupt the spell

entirely. A structure coated in this ice will be at least 20 degrees

C lower in temperature than the surrounding climate, and even lower in

a hot area. Contact with the ice will cause 1 HP of damage per round

of touch. The ice is also very slick, making movement upon it

hazardous. The wizard casting the creeping frost curse will be unable

to cast ice or cold related spells for a month afterwards, unless he

is a specialist water or ice wizard. (that is, if you allow ice

wizards).





Darklight's Finger of Ice (Alteration)

Reversible



Range:  50 yards

Components:  V, S

Duration:  Instantaneous

Casting Time:  8

Area of Effect:  One medium sized creature

Saving Throw:  None

Author:  Keith Taylor 



This spell, when cast upon a human or relatively human-sized creature,

will cause the target's blood to instantly freeze solid. The creature

is literally frozen in its tracks, and will die unless certain

measures are taken. The stricken creature takes on an icy countenance,

tinged strongly with blue. The reverse of this spell, Darklight's

blood warm, will re-thaw the creature's vital fluids and allow them a

system shock roll at -40%. If they fail, they die from the shock. If

they make the roll, they are still incapacitated for 1d4 days and must

rest in warm conditions, since they are severely frostbitten. Unless

the reverse is performed within 12 turns under normal conditions of

temperature, the creature will die; this can be forestalled by keeping

them in a below-freezing environment. On a non-frozen creature, blood

warm has a 40% chance (+1% per level of the caster) of incapacitating

the creature from ugly heatstroke for 2d10 turns.





Darklight's Future Self (Conjuration)



Range:  Special

Components:  V, S

Duration:  Special

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell is a very strange temporal conjuration. It causes a

quasi-real double of the caster to appear at a place to which the

caster is travelling and make arrangements for his arrival. The time

of his arrival cannot be more than two weeks away, and the place

cannot be more than 300 miles away or on another plane. The

destination should be a city, village, town, or trading post, not

simply an isolated person's house. Even if the caster has no idea what

exact business he has to do or at what inn he will stay, the double

will "know" and will have spoken to the right people and made the

right arrangements. Therefore, when the caster arrives and enters an

inn, the caster's preferred overnight arrangements will have been

worked out; people with whom the caster wishes to speak with or trade

with will meet him at the time the caster realizes he needs to speak

or deal with them (if this seems a bit mind-boggling, realize that it

is simply the temporal, quantum nature of the spell which causes it to

be so). The arrangements cannot be spread over a time period of more

than three days, and the future self cannot be cast when the caster is

not going to travel within the spell's time limit. So, if a caster,

planning a trip, casts future self and is then detained for more than

2 weeks, the spell will be cancelled. The caster must "set aside" an

amount of money in a sealed pouch or box upon the spell's casting, and

it is in a state of flux until the events play themselves out, at

which point the proper change will be left in the container at the end

of the spell's duration. Purchases or accommodations costing more than

the reserved funds will simply be reserved by the double, unless the

caster isn't able to afford them. The double will only be truly seen

or noticed by the people with which transactions or business

arrangements are made, and will not "exist" in any other localities in

the city. The double will not seem strange or unreal to those

contacted, and these persons will realize that it is simply making

"arrangements" for the caster's arrival, however odd that this may

seem to the ordinary person, it will not disturb these contacted

people. The double will not be seen moving through the city streets,

as it does not exist apart from its mission. When adjudicating this

spell, do not worry yourself about paradoxes, because it is magic.





Darklight's Hideous Rending (Alteration, Necromancy)



Range:  50 yards

Components:  V, S

Duration:  1 round per 2 levels

Casting Time:  6

Area of Effect:  One creature

Saving Throw:  Special

Author:  Keith Taylor 



This spell requires full concentration on the part of the caster for

its entire duration. For 1 round per two levels of the wizard, a

gruesome attack may be carried out. The wizard makes grasping and

pulling motions with his hands in the direction of a single creature

within 50 yards, and rolls to hit. A successful hit will do 2d4 damage

to the creature, as a handful of flesh is teleported 3-5 feet from the

unfortunate's body. One rending attack may be made per round while the

spell lasts. The target will begin bleeding for 2 points of damage per

"rend" until they receive healing or serious bandaging. The caster

also rolls a percentile on each successful hit; if the score is equal

to or under the caster's level in percentage, the target loses a vital

organ or chunk thereof, and must save versus death magic or expire on

the spot. If the saving throw is successful, they will lapse into a

coma, and can only be revived by a cure serious wounds or similar

greater healing spell; if not so healed, they die within 24 hours. If

a target dies or falls comatose, the wizard may move his focus to a

new victim, and so on, for as long as the spell continues. Use of this

spell is not an act in accordance with a good alignment. Darklight

himself will rarely use it, due to its ruthlessness.





Darklight's Lightning Web (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  1 round

Area of Effect:  One 5-yard long square per level

Saving Throw:  Special

Author:  Keith Taylor 



This spell must be anchored as a web spell, and superficially acts as

one. However, the network of strands in this spell are composed of

crackling electricity. If it forms around creatures, they take 6d8

electrical damage (a saving throw versus breath weapon reduces this to

half damage). When caught, after the initial jolt, they must hold

perfectly still or risk breaking additional strands (strands vanish

when broken, but dispense damage, on average 1d3 per strand). To

escape, one can try to move out carefully, making a Dexterity check at

-4 for each 10 yards moved or taking an additional 2d4 damage (no

saving throw). Creatures "waiting out" the duration must make a

Strength check and a Constitution check at -2 (each) every turn or

fail to hold perfectly still, taking 2d4 damage (no saving throw).

They may then safely remain lying where they have collapsed without

risking further shock. Creatures immune to electrical damage are, of

course, immune to the effects and can break the strands easily and

without fear. Large amounts of water sprayed into the web will

disperse it in a crackling, sparking burst. However, if anyone is hit

by the water as well, they will conduct the spell's energy, taking

6d10 shock damage. If the water is a stream emanating from a being

(like a water bolt or decanter of endless water), the being must save

versus paralysation or suffer the above damage. The material component

for this spell is a scale of an electric eel.





Darklight's Planar Bubble (Conjuration)



Range:  60 yards

Components:  V, S, M

Duration:  6 rounds + 1 round per level

Casting Time:  1 round

Area of Effect:  One 10-yard long square

Saving Throw:  None

Author:  Keith Taylor 



This spell summons a bubble of material from one of the inner planes.

Any creatures caught inside this bubble will suffer the effects of

unprotected exposure to the plane in question (unless, of course, they

possess applicable protection). A saving throw versus breath weapon

may be made during the second round to jump clear. Anyone failing this

saving throw cannot escape, as the bubble's boundary solidifies; at

this point, only a dispel magic, disintegrate, or similar spell can

destroy the bubble. There is a base 10% chance of accidentally

catching a creature native to the elemental plane in question inside

the bubble. It will usually react in a hostile and aggressive manner.

The bubble can be of any elemental, para-elemental, or quasi-elemental

plane, not including those of time, electromagnetism, shadow, or the

positive or negative material planes. The material component is a

small sample of the material desired (in the case of lightning,

vacuum, radiance, magma, etc., some creativity must be exercised, and

the DM must rule what counts as a sample).





Darklight's Planar Weapon (Conjuration, Wild Magic)



Range:  0

Components:  V, S, M

Duration:  4d10 rounds

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell is similar to Darklight's minor planar weapon, but it

conjures a medium-sized weapon no larger than a staff or longsword, of

a type the caster is proficient in. It acts as a weapon, +3 in all

respects, save that it does 3d6 extra damage of special planar type.

The plane whose energies are drawn upon is determined below:



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

1. Air. The weapon can release a gust of wind upon command, one per three

   rounds, and can thus keep vaporous creatures at bay. It allows one to

   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. It can cleave

   through rock and soil with ease. It does double damage to gaseous or

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

   normally.

3. Fire. The weapon can emit a burst of flame into any adjacent 1-yard space

   upon command (this does burning hands damage as if cast at ninth level

   of experience), and can melt ice at the rate of 1 cubic yard 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 two 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 at -4 upon every hit or take an additional 2d8

   drowning damage. It can soak any adjacent 1-yard square with water,

   extinguishing normal fires, upon command. It also 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 4d8 rounds, taking

   3d8 extra damage if it hits on a natural 20. It can freeze up to 10

   cubic feet 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 touched to melt or become incinerated when

   it touches them, with only magical items obtaining a saving throw. 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 causes its 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 3d6 extra suffocation damage on a natural 20. It

   can fill three 1-yard squares 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 10 yards on a natural

   20, with a clap of thunder and 3d8 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 is 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, and on a natural

   20, blinds a normal creature for 4d8 rounds. It emits light out to a

   90-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, taking 2d8 extra damage, on a natural 20. It emits three

   1-yard squares 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 4d6 extra cold damage on a natural 20. It lowers

   the temperature in a 40-foot radius by 25 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 4d6 extra deterioration damage on a natural 20. If

   held in contact with solid material, breaks down 2 cubic feet 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 4d6 extra dehydration damage on a natural 20. If

   held in contact with organic materials, desiccates them completely in

   1 round. It allows one to attack salt elementals normally, and does

   double damage to water-based or liquid creatures.

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

   sucks 4 1-yard squares per round full of air into oblivion (the caster

   has no problems breathing), creating high 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 two levels or Hit Dice 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 19 or 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, 10-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 10-foot base

   by 50 feet long with a 30-foot maximum spread.

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

   cure serious wounds three times 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 12th-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 6-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 serious 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 twelfth level). It also does damage as if swung by one

   with 21 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 +4 to-hit and -4 on AC to any chaotic good and

   chaotic neutral warrior within 4 yards.

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

   every round. It can strike any creature who can be hit by +4 weapons.

   Any spell effect directed at the wielder changes into a wild surge. It

   randomly polymorphs any substance or object it touches twice per

   round, and on a natural 19 or 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 19 or 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 19 or 20, it causes the target to save

   versus poison or take 3d20 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

   19 or 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 19 or 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 19 or

   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

   19 or 20, the creature struck takes 3d20 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 19 or 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 19 or 20, its

   victim is held for 3d6 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 twice per round when it is touched to

   any 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 17

   Strength within a 5-yard radius at command. On a natural 20, it knocks

   back an opponent up to 8 yards for 3d6 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 19 or 20, blinds a

   creature for 3d6 turns.

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

   outline. It ages a creature 2 years for each point of damage accrued

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

   a natural 20, throws an opponent 1d4x1d100 turns 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 as with lesser planar weapon.





Darklight's Readied Dweomer (Alteration, Metamagic)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  One spell

Saving Throw:  None

Author:  Keith Taylor 



This spell is used to ready another spell for instantaneous casting in

tight situations. It can be used with any spell of fifth level or

lower, whose casting time is less than 1 turn. The spell is cast ahead

of time, with an extra round added to the casting time, and with

normal components consumed. The dweomer is then held "ready" and can

be loosened at any time the wizard wills. Note that the spell still

occupies a "slot" in the caster's memory.

The readied spell has normal duration, area of effect, range, and

saving throw, but the casting time is reduced to effectively zero upon

its triggering. The metamagic can only affect one lesser spell, and

requires the additional component of a miniature golden cage with a

swinging door (no less than 300 gp cost).





Darklight's Searing Disk (Evocation)



Range:  15 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Keith Taylor 



This spell conjures a white-hot, 6-foot wide floating disk of iron.

The caster can manoeuvre the disk about at a rate of MV 20 by mental

command. The disk cannot be moved farther than the above range, and

can be stopped instantly, as if without any inertia, by the caster's

command. It can be used to strike and pummel creatures within range,

needing no roll to hit. The intended target gets a saving throw versus

breath weapon to dodge it, otherwise they take 6d6 from the impact and

heat.

If used to pin a creature down, the victim receives a saving throw

versus breath weapon at +3, failure indicating that they are trapped

by the disk, taking 8d6 damage per round from pressure and searing

damage. Only disruption of the wizard's concentration can free the

trapped creature if the wizard does not free them himself.

Creatures resistant to heat and fire take only half damage from any

application of the disk. Disruption of the wizard's concentration does

not cause the disk to disappear, but merely to hang motionless until

the wizard resumes active control. Any cold-based attack or spell of

more than 5 dice of damage directed at the disk causes it to shatter

from thermodynamic shock, instantly ending the spell.

The material component is a cast iron skillet.





Darklight's Tattoo Creature (Alteration)



Range:  0

Components:  V, S, M

Duration:  Permanent

Casting Time:  2 turns

Area of Effect:  Creature touched

Saving Throw:  Special

Author:  Keith Taylor 



This spell is a combination of Darklight's creature item and

Darklight's tattoo item in all respects.





Darklight's Telepathic Tracer (Enchantment, Metamagic)



Range:  0

Components:  V

Duration:  Instantaneous

Casting Time:  1

Area of Effect:  One spell

Saving Throw:  None

Author:  Keith Taylor 



This spell modifies another spell of sixth level or lower so that it

can be cast directly across a telepathic link. It extends the range of

the dweomer so that it is conducted directly across the telepathic

link and takes effect on the creature on the other end of the link. It

functions via either magical, psionic, or natural telepathy.

The spell to be cast is also enhanced so that its casting time is

reduced substantially, so that the entire incantation can be performed

with an initiative modifier of no more than 1. This causes the type of

spells available for the tracer to be limited. No spell with a casting

time of one round or more can be used, but it can be used to transmit

an area effect spell, so that a prying wizard can bring a fireball

down on himself and his surroundings.

The spell to be transmitted over the tracer must be in memory as well,

and both are cast simultaneously, so in effect, the wizard is casting

two spells at once. This is not without risk, there being a base 5%

chance that the spell backfires, unleashing the secondary spell on the

caster himself.

Note that the link can be initiated by either person involved, but the

telepathic tracer spell does not provide a means of telepathic

contact. Using the spell via a helm of telepathy is risky, as the

chance of backfire increases to 10% with this method.





Darkray's Avenger (Abjuration)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  3 turns

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



The wizard can cast this spell on himself only, to avenge himself

against future death. Anyone who kills the caster, even if the wizard

is later resurrected, becomes the victim of a special curse. The curse

manifests 1d4 turns after the killing. There is 95% chance for the

victim to be affected. Exceptionally intelligent beings (avangions and

the like) receive a normal saving throw versus death magic to avoid

the effects. The magic can be dispelled before the wizard's death only

by a higher level caster. To determine the effects of the curse, roll

on the following table:



  D100 Roll  Result

    01-20   Reduce three random, different ability scores to 2d4+1 each.

    21-40   Maximum hit points is 20% of the original; cannot increase

            until curse lifted.

    41-60   -5 penalty to attack, damage (minimum damage is 0), Armour

            Class and saving throws.

    61-80   Magical attacks against the victim cause maximum damage; the

            victim receives a saving throw versus spell of 18, with no

            modifications whatsoever.

    81-00   This applies only if the killer is a person, roll again if

            not. Every other NPC who meets the killer senses something

            very bad about him. Nobody trusts him, since he carries a

            "smell of death". Such a person will always receive at least

            a "cautious" reaction from NPCs and is considered to be at

            most "indifferent", never friendly himself, no matter what

            he does. Reactions are left to the DM. They may include

            hostile mobs, ceaseless hunting by templars, animals

            attacking on the spot etc.



There are five known ways to remove the curse. Other than these, the

curse might be removed if a sufficiently powerful wizard could

research a custom spell for this purpose. This would certainly require

some body part of the original caster.

The spell may be removed:

*  With a limited wish or wish, cast for this purpose. Nothing fancy is

   required, a simple job provided you have the wish. It is also possible

   to remove the curse using a 7th-level priest spell analogous to remove

   curse, such as remove bane, but this is very hard to find. Remove bane

   is considered an equivalent of a wish in this case.

*  With a remove curse, cast by a wizard or priest of a higher level than

   the caster. The victim must save versus death magic, with no bonuses

   for magical items or the like counting; success removes the curse

   while failure means that no attempt to remove the curse with remove

   curse can be done ever again.

*  With a dispel magic, cast by a wizard or priest of higher level than

   the caster who has never met him personally. Even then, only one

   attempt per level is allowed. Each failure increases the dispelling

   difficulty by one.

*  The killer may decide to atone for his deed. As soon as this thought

   is sincerely formed in his mind, the curse is lifted for three months.

   During this period the killer must have the caster resurrected, by any

   means. If he succeeds, the curse is permanently lifted. If during this

   time he acts in any way towards other ends, for example trying to lift

   the curse with another way, it returns immediately and further

   atonement attempts fail. At the DM's discretion, the three-month

   period may be extended or the curse lifted temporarily or even

   permanently, depending on the situation.

*  With the intervention of a sorcerer-king or a divine being.





Darkray's Chest (Alteration, Summoning)



Range:  Special

Components:  V, S, M

Duration:  1 week + 1 week per two levels

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



This spell is used to protect some "hot" and vulnerable items, such as

spellbooks, scrolls and material components. The wizard leaves these

in a specially prepared place and then uses a small "linking device"

to recall them to his current place.

The store must be created first. This is a chest of up to 4x3x3 foot

size. It can have compartments or secret mechanisms and traps. The

exterior must be crafted from pure obsidian and carved with scenes of

the wizard's life. It costs a minimum of 5000 gp for the basic work.

Regardless of the contents, the chest always weighs 15 pounds.

As long as they fit inside, spellbooks, maps, scrolls, potions, coins,

etc., can be stored in the chest, with the exception of weapons: only

one weapon can be stored. In addition, everything in the chest must

have been in the property of the wizard for at least 24 consecutive

hours before storage, otherwise the chest will not function at all.

Then the wizard must construct two identical "linking" devices. These

can be almost anything but they must be made of metal. Usually they

are something small and discreet, such as earrings or rings or

bracelets. Their cost usually is around 3 gp each. The wizard then

casts the spell on them and the chest. One of them fuses inside the

chest, thus providing the necessary link with the other device.

From then on and for the spell's duration, the wizard leaves the chest

in a presumably well guarded place and carries the second device,

always in contact with his flesh (failure to do so ends the spell).

Three times per day, the wizard can summon the chest. He can then

examine or alter the contents, use his spellbooks to memorise spells,

etc. He can send the chest back to its hiding place or keep it, as he

likes. Summoning and sending away the chest count as an action and

require one round each.

The chest and the caster must be in the same plane of existence in

order for the spell to work. The material components of the spell are

the chest and the linking devices; the latter are consumed at the end

of the spell.

A wizard can only have one such chest in operation at any given time.





Darkray's Death Lightning (Evocation, Necromancy)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



This complex spell can inflict massive damage to opponents if

successfully cast. During the casting time, the wizard gathers energy

from the surrounding land, which is then released as deadly lightning

bolts to all creatures within the area of effect (concealment or

something like that can help avoid the bolts). Note that this spell

does not distinguish between allies and enemies.

The gathering of energy is difficult. The wizard must concentrate for

some time and each additional round augments the power of the bolts.

The energy returns to the land through the victims' bodies, while

causing great damage. The casting time of the spell equals the

concentration time.

The caster is not able to perfectly control the collection of energy,

so there is a possibility of spell failure before completion. If this

happens, all energy returns to the land and the spell is wasted. A

check must be made for each casting round.

Only high level spellcasters can gather large amounts of energy. This

fact and all the details above are summarized in the following table:



 Conc. Time    HP of     Spell   Radius    Min.

  in rounds   Damage    failure  in feet   level

      1          4        1%       20       12

      2          9        1%       30       12

      3         15        2%       50       12

      4         22        3%       70       13

      5         30        5%       100      13

      6         39        7%       130      14

      7         49        10%      160      14

      8         60        15%      200      15

      9         72        20%      250      16

     10         85        30%      300      17



During the whole casting time, the caster remains aware of his

environment and is able to perform basic mental actions. This includes

choosing a target for Melf's minute meteors or ceasing one of his

previously cast spells.

The material components are a wooden staff and a small obsidian orb

which costs around 50 gp. The wizard must hold the staff on the ground

with one hand and hold the orb high with the other. The staff gathers

energy and stores it in the orb. When the wizard desires to strike, he

must first lift the staff and then crush the orb on the ground (the

orb becomes fragile and shatters automatically if dropped). The staff

is not consumed.

If the caster is physically hit or the orb is damaged during the

casting, the spell is not totally wasted. The orb releases some of the

stored energy; some is lost. To find out how much energy is actually

released roll 1d4+1 and subtract the result from the current casting

round. As a side effect, the caster suffers half the stated damage as

well, with a saving throw for quarter damage.

For example, if the wizard is disrupted in the 6th round, the orb

breaks. The 1d4 rolled gives 1. Thus, the orb releases enough energy

to inflict 22 HP to all creatures within 70 feet. The caster takes 11

points of damage or 5 HP if he saves.





Darkray's Elemental Immunity (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



This powerful spell offers protection against attacks of elemental

nature. It can selectively block attacks based on air, earth, fire and

water. The type of the element must be stated at memorisation time. It

is a weaker version (although not exactly similar) of elemental aura.

Once the spell is cast, the wizard and his possessions are totally

immune to all attacks of that element. However, attacks from the other

elements automatically succeed and attacks from the opposite element

inflict double damage as well, if not otherwise blocked: the caster

lowers his resistance to them in order to better protect himself

against the fourth one.

Example: if the caster is immune to fire, a water or earth elemental

could hit him with no attack roll needed; the water would cause double

damage.

 *  Air attacks include: air, electricity, wind, gases, clouds.

 *  Earth attacks include: wood or stone weapons, any piece of rock not

    larger than the caster and attacks from stone golems.

 *  Fire attacks include: fires, heat, lava and the like.

 *  Water attacks include: rain, ice and cold, acids.

The spell protects against both natural and magical attacks, for

example lightning bolt, fireball, Melf's acid arrow, watery double...

The caster also gains immunity to physical attacks from creatures of

the relevant plane (including conjured elementals). Breath attacks

using an element (sand breath, gas breath) are not immune against but

have a +3 bonus to the saving throw instead.

The caster cannot use this spell to travel within a given element

(natural air excluded). He cannot, for example, breathe underwater or

dive in a pit full of silt. In addition, this spell does not function

in the elemental planes.

At any given time, the caster can be immune against a single element

only. Subsequent casting of this spell with a different element stated

cancels the previous one. This of course has nothing to do with

magical items that offer element protection, which always operate

normally.

The material components are as follows, among with their minimum cost:

 *  Air: opal powder that the caster must sprinkle over him (30 gp).

 *  Earth: a small diamond that the caster must swallow (20 gp).

 *  Fire: a piece of fine wood, carved with a ruby of at least 60 gp

    value.

 *  Water: a gallon of water blessed by a priest.





Darkray's Ethereal Trip (Alteration)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



With this spell, the caster can simply move from the prime to the

border ethereal or in the reverse direction. Up to one creature per

two levels can travel with the caster, by joining hands.

Each casting of the spell provides a one-way trip. To travel in the

opposite direction, another casting of the same spell or the use of

other means is required.

From the border ethereal the caster can move to the deep ethereal or

to other planes. See also the Manual of the Planes. As a reminder, for

every round that passes in the ethereal, ten rounds pass in the prime

material plane.





Darkray's Improved Alter Self (Alteration)



Range:  0

Components:  V, S

Duration:  1 day per level

Casting Time:  6

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



This spell is similar to the 2nd-level alter self with an increased

duration. In addition, it can only be dispelled by someone of at least

ninth level.





Darkray's Invulnerability (Abjuration)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  6

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



When the wizard casts this spell, he becomes completely immune to

physical attacks by creatures of up to and including 6 levels or Hit

Dice. For every two levels beyond twelfth the caster attains, the

level or Hit Dice limit augments by one: 7 HD at fourteenth level,

8 HD at sixteenth level, 9 HD at eighteenth level, etc. The immunity

includes attacks from persons, such as punching.

The material component is the claw of a creature having suitable Hit

Dice; 6 at twelfth level, 7 at fourteenth, etc. A lesser one can be

used, with analogous decrease to the spell's power.





Darkray's Lock (Alteration)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  1 round

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



This simple spell can lock any closeable item in such a fashion that

it cannot be opened except by breaking it. The magic strengthens it,

so that an effective Strength of 23 is required to break it, using a

steel item.

The magic can only be dispelled by a wizard or templar of a level

higher than the caster. Clerics and druids cannot dispel the magic.

The spell is not cumulative with a wizard lock.





Darkray's Orb of Spell Patterns (Enchantment, Invocation)



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  Special

Area of Effect:  Special

Saving Throw:  Special

Author:  Dimitris Xanthakis 



Using this spell, the wizard can construct a "spell pattern" and place

it on a specifically prepared orb. He can then activate the orb and

release all the spells at once.

The orb (1-2 inches diameter) must be made of any metal and costs at

least 30 gp. The caster must first memorise the spell parts of the

desired pattern, plus this spell. He cannot have any other memorised

and no other magical items or spell effects should exist in a range of

10 feet from him. The caster begins the spell holding the orb in his

hand and then keeps it in touch with him for 2d4 days. If he loses

contact with the orb, the spell fails and the orb becomes useless, as

well as if he uses other magic or is otherwise interrupted. At the end

of this period, the orb becomes noticeably warm. The wizard can then

place the desired spells on it, casting it one by one, at the order he

desires. When he is done, he finishes the spell and the orb reverts to

its normal state.

A command word is used to activate the orb. When someone holds the orb

and speaks the word, the spell pattern explodes: all the spells cast

on the orb are released, one by one, at the order in which they were

cast, with their normal casting time. Activating the orb has an

initiative modifier of +3.

If the orb is activated by a non-wizard, the result is a random

casting of the spells contained. A wizard of sufficient level to cast

the contained spells can control the orb as if it were a normal

magical item. A lower level wizard can only control spells he can

cast, the others are cast randomly.

The caster can place on the orb one spell for each four full

experience levels he has attained. Furthermore, the maximum spell

level of each single spell is as follows: fourth at levels 12-14,

fifth at 15-17 and sixth at 18 or higher. Finally, all spells must

belong to the same school of magic.

Here is an example: Darkray is a 13th-level invoker. He can place a

total of three spells, each of them no higher than fourth level.

He decides to place 3 magic missiles. After 5 days of preparation, he

has made his orb (supposing he rolled 5). When he wants to use it, he

points at the target and speaks the command word. He rolls an

initiative of 4. The orb is then activated at 7, the first magic

missile going off at 8 and the third at 10.

If he had already placed a fireball, dig and ice storm, this happens

when he uses it (after rolling a 1 for initiative):

at moment 4, the orb is activated; at moment 8: fireball,

instantaneously; at moment 11: dig, for 1 round per level, and at

moment 15: ice storm, for 1 round per level. The result of this is

that after the fireball, the poor victims will find themselves

struggling not to fall in the pit created by dig as the ice storm

makes the ground extremely slippery.

The orb turns to fine powder at the end of the spell and disperses,

never to be used again.

If the orb is destroyed before the spells are released, it explodes

into a retributive strike. All within 10 feet take 1d10 HP per spell

level stored, no saving throw. Those within 20 feet take half this

damage and those within 40 feet take half damage or a quarter if they

save versus breath weapon. The orb saves as a +3 magical item.

A wizard can only have a pair of such orbs at any given time.





Darkray's Powerguard (Abjuration, Evocation)



Range:  0

Components:  S, M

Duration:  Special

Casting Time:  1

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



With this spell a wizard can lower his Armour Class to 0. The effects

are not cumulative with other spells that lower the Armour Class but

Dexterity bonuses still apply.

For each level of the caster, the powerguard absorbs 3 points of

damage that would normally hit, though not from magical spells or

effects. When it has absorbed the maximum damage, it vanishes. It does

not hinder movement, it is weightless and does not interfere with

spellcasting.

The material component are two silver coins.





Darkray's Protection from Feeblemind (Abjuration)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 hour

Area of Effect:  The caster

Saving Throw:  None

Author:  Dimitris Xanthakis 



This simple spell protects the caster from the next feeblemind attack.

No matter what happens, the caster is rendered immune to exactly one

such attack, regardless of source. The spell lasts at most three

months. It can be dispelled only by someone of higher level than the

caster.

The material component is a small animal's brain that the caster must

consume during the casting.





Darkray's Teleport Guide (Alteration, Enchantment)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  3 hours

Area of Effect:  Special

Saving Throw:  None

Author:  Dimitris Xanthakis 



To use this spell, the wizard must prepare a special item that will be

used as the "target". From then on he can use a "guide" item to home

on it, as if using a teleport spell.

The target is usable only once. It must be made of metal and be carved

with scenes of the area it is in. It costs no less than 100 gp. The

guide costs less, around 5 gp and can be made of any material and

formed in any shape or size. It must remain in touch with the wizard,

however. Neither the guide, nor the target are reusable.

During the casting of the spell, the wizard must burn a mixture of

rare herbs and items belonging to the area around the target, to

charge the guide. One charge equals 50 gp of herbs, with a maximum

number of charges equal to the caster's level. After the casting of

the spell, the target item must remain in the same general place. If

it is ever taken farther than 20 yards from the original spot, the

spell ends. The caster can always tell whether this has happened if he

is on the same plane with the target.

As long as the wizard possesses the guide, he can spend a charge to

teleport back to the target if on the same plane. This follows the

standard rules for magical item activation, the guide having a +3

initiative modifier. When its charges are expended, the guide burns

out.





Dheryth's Energy Cloak (Abjuration, Evocation)



Range:  0

Components:  V, S, M

Duration:  2 rounds per level

Casting Time:  1 round

Area of Effect:  The caster

Saving Throw:  None

Author:  Jim Gitzlaff 



This spell makes the wizard seem to be inside a varicoloured, shifting

aura of light. He is totally immune to any and all spells and powers

which deal out damage using pure energy, like for example energy lance

(q.v.), xag-ya, or laser rays, and has a magic resistance of 40% + 1%

per level of the wizard versus "force" spells, like for example wall

of force or the various Bigby spells. Unfortunately, if the force

spell is above fourth level, both the force spell and the energy cloak

are negated if the resistance roll is made.

Damage from impure sources of positive energy (eg. electricity and

fire) is reduced by one point per level of the wizard per round, up to

a cumulative maximum of 5 times the wizard's level in protected

points.

Any successful attack by a source of negative energy has the following

effects:

 *  Both the negative attack and the energy cloak are negated.

 *  Both the cloaked wizard and the attacker take 3d10 points of damage

    (no saving throw, magic resistance, or other protection). The attacker

    is only damaged this way if the negative attack was delivered by touch

    (of body, wand, or melee weapon). Otherwise, see the next effect,

    below.

 *  Everyone not in physical contact with the cloaked wizard takes 3d10

    points of damage minus 1 per foot of distance to the cloaked wizard.

    The material component for this spell is a small shield.





Dheryth's Energy Globe (Alteration, Evocation)



Range:  0

Components:  S, M

Duration:  Special

Casting Time:  3

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Gitzlaff 



This spell requires a gem of not less than 50 gp each time it is cast.

The gem's centre briefly becomes a minute gate to the positive

material plane, and the energies thus released slowly eat away at the

gem from the inside out. When the duration expires or the gem is

broken, the gem explodes into a sphere of pure energy. The gem must be

thrown at one's opponents to be effective (range: small: 1, medium: 2,

large: 3). Inflicted damage is as follows:



     Distance to Gem

      Impact Place               Damage

      up to 2 feet    4 points per level of wizard

       2-5.9 feet     2 points per level of wizard

        6-10 feet      1 point per level of wizard



The gem is thrown as a stone for which the wizard has proficiency, and

acts as a grenade-like missile if it misses its intended target. If

the gem is thrown against someone or something (and hits), it will

only break instantly if it fails a saving throw for ceramic versus

normal blow (soft objects) or crushing blow (hard objects).





Dheryth's Energy Lance (Evocation)



Range:  10 feet + 1 foot per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  1 round

Area of Effect:  One creature or object

Saving Throw:  None

Author:  Jim Gitzlaff 



Energy lance is a slow spell that works only at very short distances.

If the wizard can get it off, though, its results are rewarding. This

spell causes a gem-tipped wand to spew out a directional beam of

intense positive energy at a single object or creature. Damage done is

1d6 points per level of the wizard over sixth (up to a maximum of

14d6), with no saving throw allowed. Additionally, if made the target

of the spell, objects made of non-magical wood, stone, or metal will

have a 6 inch hole drilled through them up to the maximum range of the

spell (or out the back of the object). Magical objects will suffer the

same fate unless they successfully save versus disintegration at +1.

The material components of this spell are a 6 to 8 inch platinum wand

of at least 1000 gp value, with a clear diamond or any opal worth

100 gp set on the end, as well as a loose 100 gp value gem, which is

consumed during the casting. There is a 10% chance that the gem on the

tip of the wand will shatter as well, reduced to 5% for a 1000 gp gem

and to a minimum of 1% for a 10,000 gp value gem.





Dheryth's Spell Support (Abjuration)



Range:  0

Components:  V, S

Duration:  Special

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Jim Gitzlaff 



This spell is cast immediately before any other spell which has a

duration (there are some exceptions - see below). It doubles the

casting time of the other spell and adds verbal and somatic components

of its own. The effect of spell support is to make the other spell

totally immune to dispel magic for its normal duration. Spell support

itself is not dispellable, and if it is cast in conjunction with

permanency, the net effect is to make the other spell both permanent

and undispellable.

Certain spells (at the DM's option) may not be supported, including at

least the following ones:

 *  anything wish or limited wish related,

 *  prismatic wall and prismatic sphere,

 *  Otiluke's resilient and telekinetic spheres,

 *  forcecage and forcecube,

 *  anything gate related,

 *  magic jar, and

 *  temporal stasis.

Spell support in no way reduces the efficacy of Mordenkainen's

disjunction, nor does a single casting protect any additional spells

that may be active in the same space.

On permanency, there is a 10% chance per year that the spell support

will fail, leaving the permanency intact but unsupported. The wizard

has now way of detecting that the spell support has failed.





Diamondblade (Alteration, Enchantment)



Range:  0

Components:  V, S, M

Duration:  2 turns + 1 round per level

Casting Time:  1 turn

Area of Effect:  Edged melee weapon touched

Saving Throw:  None

Author:  Unknown



This spell turns an ordinary edged melee weapon into a blade of

sharpness, as per sword of sharpness (see the Dungeon Master's Guide,

page 186). For the duration of the spell, the weapon is treated as a

weapon, +3 or better for purposes of who or what can be hit by it,

even though it gets only a +1 bonus to attack and damage rolls.

However, on a very high roll, it will sever an extremity, determined

by a dice roll. The spell functions on existing magical weapons, as

long as the total combined bonus is +3 or less.

The material component for this spell is a 1000 gp diamond, however,

the tooth of a tarrasque may be substituted, in which case the weapon

functions as a vorpal blade (see the same reference as above), and

gets the +3 bonus to attack and damage rolls.

In the table below, pick the entry listed lowest if more than one row

is applicable:



                     Modified Score Modified Score

Opponent is             to Sever*     to Sever**

Normal or armoured        19-21          20-23

Larger than man-sized     20-21          21-23

Solid metal or stone       21            22-23



* Considering only the sword's bonus of +1.

** Considering only the sword's bonus of +3.





Double-Helix Fireball (Invocation/Evocation)



Range:  40 yards

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  2 rounds

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Rob Christie (the Griffon) 



This spell's material components are phosphorus and two wires, twisted

together. When cast, two fireballs rush towards their target, in a

double-helix motion. Each fireball causes 5d6 points of damage, but

note the casting time. This may not be a very good spell, but it sure

is neat looking.





Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation)



Range:  0

Components:  V, S, M

Duration:  1 round per level

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



This spell creates a 5-foot long shimmering blue shaft of force from

the wizard's outstretched hands. He must physically wield the weapon

in combat, thus spells with somatic components cannot be cast while

the summoned blade exists. The "sword", however, has no true material

existence and does not conduct shock back to its wielder, thus its

overall speed factor is 1. It is neither an edged nor blunt weapon and

affects creatures normally immune to either.

The blade strikes once per round with a +5 to-hit bonus, inflicting

2d6+5 damage points per successful hit. It lasts 1 round per level of

the wizard and is subject to disintegrate and dispel magic. The

material component is a 500 gp crystal sword which requires 2 weeks to

construct.





Dreamoore's Eldritch Decagon (Alteration, Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  1 round

Area of Effect:  One creature

Saving Throw:  1/2

Author:  Jonathon Salazar (The Adept's Spellbook)



When this spell is cast, the wizard sets up a brilliant array of pale

blue dancing rays which forms a decagon between both hands. The spell

draws power directly from the psychic winds of the astral and ethereal

plane. Once complete, it may fire a 1-foot wide beam of pure magical

force every round, and this ray unerringly strikes any single creature

or object within 10 feet per level (invisible targets require a to-hit

roll versus AC 6, modified by Dexterity, etc.) and inflicts 1d4+1

damage points per level of the wizard, up to 12d4+12 maximum. A

successful saving throw versus spell halves damage. These beams may be

unleashed from the decagon:

 *  Eldritch beam: magic missile energy; affects only animate targets.

 *  Impaling force ray: inflicts piercing or impaling damage.

 *  Planar force beam: inflicts edged or slicing damage.

 *  Spherical force bolt: inflicts blunt or crushing damage.

 *  Vibration or shock wave: an ultrasonic bolt which affects only

    crystal, glass, stone, and other objects vulnerable to vibration

    damage.

 *  Wind blast: as the 3rd-level wizard spell, gust of wind (q.v.),

    against a single target.

The wizard must concentrate to maintain the eldritch decagon, thus any

successful attack against him negates the spell. The material

component is a small crystal in the shape of a 10-sided die set inside

an iron ring, and a loadstone.





Dreamoore's Missile Tempest (Evocation)



Range:  10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



Also known as Dreamoore's bolts of seeking, this spell creates a

powerfully enchanted bolt which has base 1d12 damage plus 3 points per

level of its wizard, up to 1d12+36 maximum (eg., a 12th-level missile

tempest does 37-48 HP damage). This bolt, however, can split into two

or more missiles striking single or multiple targets (with a minimum

of one point of damage per missile). Once the wizard unleashes the

bolt, he need but point and close his fist. The missile then flashes

outward, dividing into smaller missiles if so directed, and unerringly

hits all visible targets in a 90 degree arc before the wizard. The

material component for this spell is a 500 gp diamond which is hurled

into the air as spell casting is completed.





Dreamoore's Viper Lance (Alteration)



Range:  100 yards + 10 yards per level

Components:  V, S, M

Duration:  Special

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Jonathon Salazar (The Adept's Spellbook)



The viper lance launches a 2-foot long solid metal shaft at extremely

high velocity. This bolt always travels in a straight line trajectory,

its blinding speed making it near-invisible. Any creature struck

immediately suffers base 1d10+2 HP of damage, up to 1d10+30 maximum.

The wizard may launch one bolt per six experience levels, though only

one bolt may be fired per round. The material component is a solid

steel shaft engraved with the wizard's personal rune, with a mithril

or adamantine tip, and zinc stabilising fins. Each bolt requires two

weeks and 250 gp construction cost.






Eldarr's Improved Spell Conversion (Alteration)



Range:  0

Components:  V, S, M

Duration:  1 hour per level

Casting Time:  2 turns

Area of Effect:  The caster

Saving Throw:  None

Author:  Eldarr



This spell is identical to Eldarr's spell conversion, except that it

will convert any spell of sixth level or less to any known lower-level

spell. The duration and casting time are also increased.

This spell has the additional spell component of a powdered gem (of

any type) worth at least 400 gp (this is in addition to the

were-creature pelt). This gem is also consumed when the spell is cast.





Enemies (Enchantment/Charm)



Range:  60 yards

Components:  V, S, M

Duration:  4 rounds + 1 round per level

Casting Time:  3

Area of Effect:  One creature

Saving Throw:  Special

Author:  Douglas Webb 



This spell allows the wizard to bestow a Charisma of -1 on any

creature unless the saving throw versus spell is made. Creatures with

high Charisma get to add 1 to their saving throw per point of Charisma

above 14. Creatures with low Charisma subtract 1 from their saving

throw per point of Charisma below 8. Any normal creature seeing a

being with negative Charisma will attack it immediately trying to kill

it in any way possible. The spell has no effect on gods and demigods.

Creatures above 5 HD or fifth level get a saving throw as to whether

they attack the spell's recipient. The negative Charisma effect can be

negated by making the recipient invisible to normal view

(invisibility, darkness, etc.). The spell can also be negated by a

successful dispel magic. The material components of this spell are a

hemlock bud and a small piece of onyx.





Energy Field (Conjuration, Evocation)



Range:  60 yards + 10 yards per level

Components:  V, S, M

Duration:  5 rounds per level

Casting Time:  6

Area of Effect:  1-foot per level high cube

Saving Throw:  None

Author:  Paul D. Walker 



This spell creates an invisible field of energy which is impermeable

to the passage of magical and psionic energies through its barriers.

Thus, for example, creatures inside the area of effect are completely

unaffected by spells which are cast outside the spell area. Similarly

people outside are not affected by spells from inside (note that,

since magic cannot pass through this barrier, creatures cannot

teleport, plane shift, etc. through the barrier). Energy field does

not, however, offer any physical protection whatsoever.

Spells which cause physical damage can destroy the shield but these

spells must do a total damage of 6 HP per level of the wizard.

Disintegrate will cause the shield to make a saving throw versus death

magic at the level of the wizard. If it saves, the spell has no

effect. If it fails then the spell does 1d8 points + 1 point per level

of the wizard damage to the field. A magic missile actually heals the

field on a one-to-one hit point basis.

The shield, if cast upon the wizard, moves with the wizard. If the

spell is cast upon another creature, it may make a saving throw versus

spells. If it fails its saving throw, the field follows the creature.

If the saving throw is made then the spell becomes rooted to the

target area. Otherwise, the spell remains stationary until the spell's

duration expires.

The material component for this spell is a diamond cube of not less

than 500 gp value. This cube will shatter when the spell expires or

the field is brought down by spell damage.





Etherealness (Alteration)



Range:  0

Components:  V, S

Duration:  Permanent

Casting Time:  6

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kenneth C. Jenks 



When this spell is cast, the creature touched is moved bodily to the

ethereal plane with all of its (non-living) equipment subject to a

maximum weight of 250 pounds plus 250 pounds per level of the wizard

beyond tenth. The creature may then move from the ethereal plane to

any adjacent plane (the prime, positive, or negative material plane,

or the elemental or para-elemental plane). An anti-magic shell won't

disrupt etherealness, provided that this spell is cast prior to the

anti-magic shell. If the wizard casts this spell upon himself, he may

include his familiar in the weight limit.





Feeblebody (Alteration)



Range:  10 yards per level

Components:  V, S, M

Duration:  Permanent

Casting Time:  6

Area of Effect:  One creature

Saving Throw:  Negates

Author:  Max Becherer 



This spell is exactly like feeblemind, except that Strength, Dexterity

and Constitution are permanently reduced to 3. The victim's intellect

is unaffected. Note: the victim may not be strong enough to move any

more. The material component is one live mouse. The mouse vanishes

upon casting, but is not destroyed.





Fellstar's Flame Arc (Evocation)



Range:  Special

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  6

Area of Effect:  Special

Saving Throw:  1/2

Author:  Fellstar



This spell is similar to the 1st-level burning hands, but it is much

more potent. When cast, this spell will emit an arc of flames from the

hand of the caster; the arc may be one of four sizes as listed on the

following table:



         Arc (degrees)            Range

              90                200 feet

              180               150 feet

              270               100 feet

              360                50 feet



The arc of flames will have a width of one foot, centred on the

caster's hand, so the height of the wizard's hand at the time of

casting will determine the height of the flames; thus if the flames

are at waist level, it is possible to escape the effects of this spell

if lying prone.

The caster may elect to cast the arc in a "doughnut" shape; that is,

he may create an area around himself that is untouched by the flames

(a good idea if the caster is in the midst of a friendly party). The

radius of the hole may be any size the caster desires, up to half the

range as given in the table above.

Anyone hit by the flames suffers 4d10 points of damage, plus 1 point

per level of the caster (to a maximum of 4d10+20); a successful saving

throw versus spell reduces the damage by half. If a victim fails a

saving throw, all possessions must save versus magical fire or be

consumed.

These flames are blocked by obstacles, and they will not rejoin behind

the barrier. This will create gaps in the arc; therefore, if a target

is standing behind a large enough obstacle, he will be shielded from

the flames, even if the blocking obstacle is tens of feet away.

The material component for this spell is a chunk of volcanic rock and

a lit candle; the rock is consumed with the casting, but the candle is

not.





Fellstar's Flame Dome (Evocation)



Range:  80 yards

Components:  V, S, M

Duration:  Special

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Fellstar



This spell is similar to a wall of fire, but it creates a dome of

flames instead of a wall. The dome has a radius along the ground of 10

feet plus 5 feet per level of the caster; it is 25 feet high at its

peak. The dome must be cast so its base is resting on solid ground.

Unlike a wall of fire, the flame dome gives off waves of heat on all

sides; anyone within 10 feet of the dome suffers 2d6 points of damage,

while those within 20 feet suffer 2d4 points of damage. In addition,

the dome inflicts 3d8 points of damage, plus 1 point per level of the

caster on anyone who passes through the dome (like a wall of fire,

creatures subject to fire will suffer more damage at the DM's

discretion, and undead always suffer double damage). The procedure for

trapping creatures with the dome, as well as the duration of the

spell, are as per wall of fire.

The material components for this spell are specimens of phosphorus and

sulphur, both of which are consumed with the casting.





Fireblast (Evocation)



Range:  10 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  4

Area of Effect:  20-foot radius

Saving Throw:  1/2

Author:  The Ghost 



A fireblast is an explosive burst of flame, which detonates with a low

roar and delivers damage proportional to the level of the wizard who

cast it - 1d10 points of damage for each level of experience of the

spellcaster (up to a maximum of 10d10). Unlike fireball, fireblast

creates a lot of pressure and generally tries to conform the shape of

the area in which it occurs to its shape. In essence, it creates a 20

foot radius crater. Besides causing damage to creatures, the fireblast

ignites combustible materials, forces non-combustible items to save

versus crushing blow or be destroyed, melts soft metals, and creates

general havoc. If cast indoors or within range of a building or other

structure, structural damage will most likely occur as dictated by the

DM. Fireblast otherwise performs and is cast just like fireball, with

the additional material component of saltpetre.





Force Blast (Invocation/Evocation)



Range:  20 yards per level

Components:  V, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  Special

Saving Throw:  1/2

Author:  Jason Riek (Karaieth) 



Force blast is a more powerful version of force bolt. If used against

creatures they take 6d10 damage, are knocked back 1d12 feet, and must

make a Dexterity check to remain standing. Any objects exposed to the

blast, most likely armour or a shield, must make a saving throw versus

crushing blow. If used against inanimate objects, the object must make

a saving throw versus crushing blow at -4 or be destroyed. The blast

has a Strength of 22 against doors, etc. It acts as a double-strength

battering ram against structures. The material components of this

spell are a pearl of at least 250 gp value, and a giant's tooth.





Gem Protector (Abjuration, Alteration)



Range:  10 feet per level

Components:  V, S, M

Duration:  1 year per level

Casting Time:  1 turn

Area of Effect:  One gem

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell is similar to Item Protector, but it works only for gems of

any kind. It is a little higher powered for its specific purposes. It

protects the gem it is cast upon from two failed saving throws per

caster level. These saving throws may be of any kind. If the effect

normally does not allow a saving throw, this spell still protects from

the damage done by the effect - at the cost of five saving throws per

such effect. This spell may be layered up to 10 saving throws per

caster level from the same caster. Once all saving throws are gone,

this spell ends.

The material component is a gem of the same kind, worth the same

amount, and the same colour. This gem then has to be encased in

adamantine, then in hizagkuur metal and last in a case of gold from

smelted holy symbols. All of these components vanish in casting.





Giant Strength (Alteration)



Range:  0

Components:  V, S, M

Duration:  6 turns + 1 turn per level

Casting Time:  1 turn

Area of Effect:  Creature touched

Saving Throw:  None

Author:  Kenneth C. Jenks 



When this spell is cast upon a fighter or priest, the spell will

increase his Strength to that of a giant. The particular Strength gain

is determined randomly by a 1d20:



  D20    Strength      Giant     To-hit   Damage

 Roll   Equivalent     Type       Bonus    Bonus

   0       18/00       Ogre        +3       +6

  1-6       19      Hill giant     +3       +7

 7-10       20      Stone giant    +3       +8

 11-14      21      Frost giant    +4       +9

 15-17      22      Fire giant     +4       +10

 18-19      23      Cloud giant    +5       +11

 20-21      24      Storm giant    +6       +12



The die roll is modified by the following:

 *  -1 on the die roll if the recipient is below ninth level;

 *  No adjustment if the recipient is between ninth and fifteenth level;

 *  +1 on the die roll if the character is above fifteeenth level.

Other information on boulders, opening doors, and bend bars/lift gates

can be found in the Player's Handbook under Strength, and in the

Dungeon Master's Guide, page 63.

The material components of the spell are three hairs from three

different types of giants.

Note: this greatly improved Strength spell play tested well in our

campaign. The limitation of "fighters or priests only" was put on by

the researcher to prevent those nasty thieves from using it to

backstab, since we multiply all damage in a thief's backstab attack.





Glamden's Acid Fire (Invocation/Evocation)



Range:  5 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  6

Area of Effect:  10x10x5 feet per level cloud

Saving Throw:  Special

Author:  Glamden



This spell causes an acid cloud to form anywhere within range of the

spell; the cloud billows out to its full dimensions (10x10x5 feet for

each level of the wizard) instantaneously and everyone caught inside

the area of effect suffers 4d6 points of damage; a successful saving

throw versus spell reduces damage by half. Anyone who fails the saving

throw must roll saving throws versus acid for all possessions to avoid

destruction.

Immediately after the acid cloud forms, it bursts into flames,

inflicting another 4d6 points of damage to all inside. As before, a

successful saving throw versus spell reduces the damage by half; those

individuals who successfully saved versus the acid, receive a +4 bonus

to their saving throw versus fire. If this second saving throw fails,

possessions must save versus magical fire or be consumed (the +4 bonus

mentioned previously, does not apply to these saving throws).

The material components for this spell are the intestines of a black

dragon and the heart of a red dragon; both are consumed when the spell

is cast.





Glamden's Acidic Gas (Invocation/Evocation)



Range:  5 yards + 10 yards per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  6

Area of Effect:  10x10x5 feet per level cloud

Saving Throw:  Special

Author:  Glamden



This spell is similar to Glamden's acid fire: when cast, this spell

forms a gas cloud which is also highly acidic. Anyone caught inside

the cloud suffers 8d6 points of damage. This spell requires two saving

throws versus spell: the first is against the gas, and the second is

for the acid. If neither saving throw is successful, full damage is

inflicted on the victim; if one saving throw is made and the second

fails, the victim suffers 3/4 of the damage; if both saving throws are

successful, the victim suffers half damage. If the saving throw versus

the acid fails, all possessions must save versus acid to avoid being

destroyed; the gas has no effect on the victim's possessions.

If a target has immunity against one component, damage is halved

automatically. It is reduced to one quarter of normal if the saving

throw versus the other component is successful as well. Of course, if

a target has immunity against both components, it is not affected by

this spell at all.

The material components for this spell are the intestines of a black

dragon and the stomach of a green dragon; both are consumed when the

spell is cast.





Glamden's Gas Jet (Invocation/Evocation)



Range:  0

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  6

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

Saving Throw:  Special

Author:  Glamden



This spell is similar to Glamden's other spells, acid fire and acidic

gas; when this spell is cast, a jet of green gas shoots from the

wizard's palm; a split-second later, the gas erupts in flames. This

jet is 10 feet long per level of the wizard, and is 5 feet wide;

anyone hit by the jet must make two saving throws versus spell (one

for the gas, and the other against fire) to avoid suffering 8d6 points

of damage. The procedures for saving throws and immunity versus the

two components are the same as for Glamden's acidic gas, except

magical fire replaces the acid component.

The material components for this spell are the heart of a red dragon

and the stomach of a green dragon; both are consumed when the spell is

cast.





Globe of Force (Invocation/Evocation)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  6

Area of Effect:  2-yard radius sphere

Saving Throw:  None

Author:  Unknown



This spell causes a transparent globe, 2 metres in radius to form

around the wizard. The globe acts as a barrier to all matter: no

creature may pass through the barrier in either direction, nor may any

attack be made through the barrier using physical weapons either

against or by the wizard. It does not impede magic in any way: if the

wizard is the target of a fireball or a blue dragon's breath weapon,

he will still take full damage. The wizard may terminate the spell

before the full duration, but he may not lower the globe of force

without terminating the spell. A successful dispel magic will bring

down the globe. The material component for this spell is a golden

globe with silver linings, worth at least 300 gp.





Greater Light Control (Alteration)



Range:  60 yards

Components:  V, S

Duration:  Concentration

Casting Time:  6

Area of Effect:  100-foot radius globe

Saving Throw:  None

Author:  Francois Menneteau 



This spell is a very potent version of lesser light control, allowing

control in a 100-foot radius globe.





GrecoInflamitus of the Spartan Bar-B-Q (Conjuring/Summoning)



Range:  5 yards per level

Components:  V, S, M

Duration:  1 round per level

Casting Time:  6

Area of Effect:  One 1-foot radius per level sphere

Saving Throw:  1/2

Author:  Scott Brogley 



This spell creates within its area of effect a sticky, incredibly hot

material that adheres to whatever it touches. This material erupts

into flame when in an oxygen atmosphere, will not be extinguished by

fire, and will cause damage even when not flaming due to its

incredible heat. It is only extinguished by the consumption of its

fuel or application of enough cold to stop the reaction. Once warmed

back up it will reignite, i.e., you can't put it out: it must burn

out.

In game terms, the following effects take place:

*  Fireball. The spell effect may be created up to 10 yards away from the

   caster for every level of said caster. The initial area of effect is

   a sphere of 1 foot in radius for every level of the caster. The

   initial damage caused by the spell is 1d4+2 points of fire damage for

   every level of the caster, save versus spell for half damage.

*  The gift that keeps on giving. Everyone within the initial area of

   effect who missed their saving throw versus spell will take

   1d4+(caster's level) points of fire damage from the superheated paste

   adhering to their person. This damage continues for the caster's level

   in combat rounds irrespective of where the individual moves. A saving

   throw versus dragon breath will result in half damage. Two consecutive

   saving throws indicate that the paste has burned out (the saving throw

   versus the initial fireball counts towards these two consecutive

   saving throws) and no more damage will be sustained from the paste.

*  Splish splash... An area of 5 feet around the initial fireball's area

   of effect is prone to having paste thrown out to it by heat vortices,

   thrashing victims, etc. Anything subject to heat damage must save

   versus dragon breath (those with a Dexterity bonus versus directional

   attacks get that bonus) or suffer 1d4+(caster's level) points of fire

   damage from being struck by the superheated paste. A saving throw

   versus dragon breath will result in half damage. One saving throw will

   indicate that the paste has burned out and no more damage will be

   sustained from the paste.

*  Fire. Inanimate objects touched by the paste (or anyone with paste on

   them) must save versus normal fire or begin combustion. PCs, NPCs and

   monsters must save versus petrification or be burned for 1d4 fire

   damage.

*  Lingering... This stuff is nasty in that it will only be safe if it is

   left to burn itself out, indicated by the spell's duration of open

   flaming, or by the indicated saving throws. If extinguished by

   reduction in temperature to -5 degrees C (+23 degrees F), or by

   magical means which end flame or heat, the paste will lie dormant

   until it heats up or is given oxygen. Then the paste will continue to

   burn for the remainder of the spell's duration.

Material components: pitch or tar, sulphur, saltpetre, magnesium or

phosphorus, oil or alcohol.







Gregori's Shadow (Divination, Illusion)



Range:  0

Components:  V, S

Duration:  1 day

Casting Time:  3

Area of Effect:  Special

Saving Throw:  Negates

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





This spell was created by Gregori in a desire to inconspicuously

monitor selected persons. To activate the spell, the wizard must touch

the recipient's body anywhere a shadow is visible. A saving throw

versus death magic on the part of the recipient negates the spell.

Failure to save, however, causes the target's shadow to be replaced by

Gregori's shadow for the next 24 hours. During this time, the caster

can concentrate and be able to hear and see all that is occurring

around the recipient within a 20 foot radius.

Gregori's shadow is made ineffective by the recipient entering an area

of total darkness, such as that of a underground cavern or a darkness

spell. In this case, the spell is ineffective until the recipient

enters a condition where a shadow is again created. In addition,

Gregori's shadow can be dispelled by a successful application of a

dispel magic or remove curse cast upon the victim.

Gregori's shadow is only effective on creatures of the prime material

plane. If the recipient or caster enters another plane of existence,

the spell is instantly broken. Also, the casting of light or continual

light on the recipient allows another saving throw with a +2 bonus on

the die.

It should be noted that during the course of the spell, the caster

will not demonstrate a shadow whatsoever.





Gregori's Spell Damper (Alteration)



Range:  10 feet per level

Components:  V, S, M

Duration:  1d4+1 rounds

Casting Time:  7

Area of Effect:  One creature

Saving Throw:  Negates

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





Forever fearful of being outmatched by other spellcasters, Gregori

devised this spell to potentially reduce the effectiveness of enemy

wizards. When cast, the target creature must make a saving throw

versus death magic or be affected by Gregori's spell damper. Failure

to save causes the target spellcaster's spells to be reduced in

effectiveness, which is represented as a temporary reduction of the

target's level with regard to the spell's range, area of effect,

damage and duration only. This in no way reduces the target's true

level, number of castable spells or other abilities.

For each round the spell damper is in effect, the caster rolls dice to

determine the damping effects for the current round. If the caster is

tenth level or less, roll 1d2. Wizards of eleventh through fifteenth

level use a four-sided die and those of sixteenth through twentieth

level use a six-sided die. Spellcasters of twenty-first or higher

level also use a six-sided die, but add one to the result for every

even-numbered level above twentieth. The maximum amount of dampening

that can occur with Gregori's spell damper is six levels.

In order to cast this spell, the wizard must create a miniature drum

from platinum and perfect sheepskin then stuff it with the purest

cotton available. Total cost of the material components would be

approximately 400 gold pieces and two weeks of construction time.





Guardian Warrior (Abjuration, Alteration)



Range:  10 feet

Components:  V, S, M

Duration:  Special

Casting Time:  8

Area of Effect:  Special

Saving Throw:  None

Author:  The tiger 



The spell animates and enlarges (to M size) an intricately carved

statue. The statue needs to be of such craftsmanship as to fetch at

least 1000 coins, and should be depicted wielding a weapon of some

sort. The weapon carved on the statue becomes the guardian's

specialised weapon.

The guardian is a fighter of 5 levels lower than the wizard casting

the spell, i.e., a 15th-level wizard creates a 10th-level fighter with

9d10+3+(Constitution bonus) hit points, who gets 2 attacks per round

with his specialised weapon.

If a shield is carved on the statue then the guardian also gains a

buckler and becomes proficient in sword & shield specialisation.

Otherwise, he is specialised in single-weapon-style. If the statue is

very finely carved (worth 2000 gp or more), the fighter gains an extra

specialisation in one-weapon-style.

The guardian has statistics as follows:



        Statistic              Value

        Strength       wizard's Intelligence

        Dexterity            roll 3d6

      Constitution     wizard's Constitution

      Intelligence       wizard's Strength

         Wisdom                1d6+2

        Charisma               2d6+1



The guardian's THAC0 depends on his level. His Armour Class is as a

casting wizard with a +4 bonus. Special attacks: specialisation. The

guardian inflicts double damage on a natural 20. He has a 40% magic

resistance.





Heisenberg's Uncertain Teleport (Alteration, Wild Magic)



Range:  0

Components:  V

Duration:  Instantaneous

Casting Time:  2

Area of Effect:  Special

Saving Throw:  None

Author:  James Fischman



This spell is a compromise between the 5th-level teleport and the

7th-level teleport without error. It allows a wild mage to improve his

chances of teleporting on target by up to five categories on the

Teleport table, but these category improvements must be split between

separate rolls for position and velocity.

Unlike the standard teleport, the wizard must roll twice on the error

table (see the players handbook, page 172). The first roll indicates

the error in position, as in a normal teleport. The second roll

determines the error in velocity - a high roll indicates that upon

arrival, the caster will be flying up into the air, and a low roll

indicates that the caster will be flying down towards the ground. The

speed of travel is equal to 1 foot per second for each percentage

point by which the caster is in the high or low region on the table.

This added velocity will add 1 hit point of damage per foot per second

to any falling damage incurred, and will stun the wizard for 1 round

per foot per second (even if no falling damage is incurred: if the

wizard arrives on target travelling down at 12 feet per second, he

will not take any damage, but will be stunned for 12 rounds).

The five categories of improvement can be applied to either of the two

rolls, at the wizards preference. For example, a wizard teleporting to

an area never before seen may choose to apply three categories to the

position roll (thus rolling on Studied Carefully for position) and two

categories to velocity (rolling on Seen Casually). Any improvement

beyond Very Familiar results in no possibility of error.

Note that unlike teleport without error, this spell cannot be used for

interplanar travel.





Hobar's Horrible Blades (Conjuration/Summoning)



Range:  60 feet + 10 feet per level

Components:  V, S, M

Duration:  Instantaneous

Casting Time:  5

Area of Effect:  One creature per 4 levels

Saving Throw:  1/2

Author:  Sol Sukut 



Hobar made a few minor adjustments to a previous spell and also gained

a few levels before designing this improved version of nasty shards

(q.v.). The spell's effects are the about same, but the shards are

larger and tend to resemble daggers. A 17th-level wizard would be able

to hit 4 targets.

Material components are a silver dagger and a lodestone. The dagger is

destroyed during the casting, but the lodestone remains intact.





Hold Person III (Enchantment/Charm)



Range:  120 yards

Components:  V, S, M

Duration:  1 round per level

Casting Time:  6

Area of Effect:  Five persons in a 20-foot radius circle

Saving Throw:  Negates

Author:  Unknown



This spell is like hold person except as noted above, and that all

saving throws are made without modification.





Imbue Familiar with Spell Ability (Enchantment)



Range:  0

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn

Area of Effect:  Familiar touched

Saving Throw:  None

Author:  The tiger 



The wizard transfers memorised spells to his familiar. The wizard

loses use of one spell from the spell level of the spell imbued to the

familiar. The level and number of spells imbued depend on how many

"imbue" spells have been cast on the familiar (not cumulative).



     Enhanced          Spell

       Level           Range           Number

        1-2             1-3               1

        3-4             1-4               1

        5-6             1-5               2

         7              1-6               2

         8              1-7               3



These spells are held by the familiar and are unavailable to the

wizard until the familiar uses them or dies.





Improved Circle I (Invocation/Evocation, Metamagic)



Range:  Special

Components:  V, S, M

Duration:  Special

Casting Time:  1 turn per level

Area of Effect:  Special

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell is similar to the 1st-level priest spell ring of hands (add

all levels of wizards in the circle to the benefiting wizard's level

for spell casting and memorising effects only) plus the added effect:

the circle does not have to see the wizard that is to benefit from the

spell. Thus, this spell can be used over a long distance. Each and

every wizard in the circle has to cast the improved circle to make the

circle work. This spell works through the telepathic link set up by

the material component (see below). This telepathic link makes the

caster especially susceptible to enchantment/charm type spells -

unless immune to such spells due to high Wisdom or item effects. The

spell's effect does not span planes. It lasts until one of the wizards

in the circle is disturbed in his concentration, one of the wizards

steps out of the circle, or the benefiting wizard ends the spell

voluntarily. Note: the benefiting wizard may be hurt, feebleminded,

slain, resurrected, polymorphed or whatever, but his contact with the

circle is not broken unless his body leaves the same plane or his own

stone is broken or somebody real powerful interrupts the telepathic

link (the smallest of small chances, as this spell even goes through

a mythal effect).

The material component is a stone with a permanent Rary's mindlink on

it. These stones can be reused many times unless stolen or worn away

by normal use. Each wizard in the circle needs his own stone to make

the circle of wizards complete.





Improved Sense Shifting I (Alteration, Illusion/Phantasm, Metamagic)



Range:  0

Components:  V, S, M

Duration:  1 turn per level

Casting Time:  6

Area of Effect:  The caster

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell is similar to the 2nd-level sense shifting spell from the

Tome of Magic, but it can affect any spells cast in its duration but

it can affect spells of first to third level with two sense shiftings

at once (sounds can be completely turned off but still no

understandable speech) and 4th- to 6th-level spells with one sense

shifting.

The material component is a small silver tablet which is covered with

a fresh coat of heavily soaped and perfumed water so it scintillates

in all colours.





Improved Vocalize (Alteration, Metamagic)



Range:  0

Components:  S, M

Duration:  2 turns per level

Casting Time:  6

Area of Effect:  One creature touched per 5 levels

Saving Throw:  None

Author:  Kai Rottenbacher 



This spell duplicates the effect of vocalize for several persons over

a longer duration. The persons have to touch each other when the spell

is cast. The caster has to touch one of them to give the spell to

those in the circle who he chooses. With this spell the recipients can

choose whether they want their spells to have verbal spell components

or not. The caster can affect one person for every five levels he has

earned.

The material component of this spell is one clapper-less bell for each

person to be affected by the spell.





Improved Wiley's Door (Alteration)



Range:  0

Components:  V, S

Duration:  1 round per level

Casting Time:  6

Area of Effect:  Special

Saving Throw:  None

Author:  Wiley



This spell is like Wiley's door except that there is no limit to the

amount of stuff that can be