[originally downloaded in ASCII.zip from 

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


First-Level Spells


Acid Hands (Alteration)

Range:  0
Components:  V, S
Duration:  1 round
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell is very similar to the 1st-level wizard spell burning
hands (q.v.), except that the wizard's hands eject a corrosive
acid. Damage is one hit point per level of the wizard.


Ahrvar's Forgery (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Tim Prestero 

With this spell, the wizard is able to perfectly duplicate the
any style of handwriting of which he has a sizable sample. The
forgery is good enough to fool even the closest scrutinisation,
although it does radiate faint magic.
The wizard merely casts the spell, and begins writing. His
handwriting will perfectly match that of the sample, for the
length of the spell's duration. Those watching the wizard write
will believe that the handwriting on the page is actually that
of the wizard, unless of course they witness the casting of the
spell, which may make them rather suspicious. The wizard need
not be writing the entire duration of the spell; he is free to
stop and resume writing any number of times within the duration.
Also, the wizard only needs the handwriting sample to be copied
during the initial casting of the spell.
The material component of this spell is the sample of the
handwriting to be copied (containing an example of every letter
in the alphabet to be used), and a writing instrument. The
latter is not consumed in the casting.


Alenman's Ritual of Minor Burning Hands (Alteration)

Range:  0
Components:  V, S
Duration:  1 round
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Thomas Weigel 

Once cast, a fan of flame shoots from the wizard's touching
thumbs and outstretched hands. The fan reaches three feet
forward from the thumbs, and extends 60 degrees  to the right
and left, gradually shortening until the fan slopes into the
wrists. The flames change colour depending on the power the
wizard is able to put into them, and follow this chart:

Wizard's  Colour of    Damage
 Level    Flames     per level  Will Ignite
  1-2     Yellow         1      easily flammables (paper, thin cloth)
  3-5     Orange        1.5     flammables (cloth, hair, kindling)
  6-8      Red           2      difficult flammables (wood)
  9-12    Violet         3      semi-flammables (wet wood)
  13+      Blue          5      many non-flammables (flesh)

The verbal component of this spells are syllables of power, the
somatic ones are touching your thumbs and spreading the fingers
of each hand.

Alpha's Acid Stream (Conjuration)

Range:  30 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  Jason Nelson 

The spell causes a thin stream of purplish, hissing acid to
shoot forth from the wizard's outstretched hand, out to the
maximum range of the spell. This acid causes 1d4 points of
damage per level of the wizard, up to a maximum of 8d4. The
intended target may attempt a saving throw versus petrification
to dodge the jet of acid (save at -4 if size G, -2 if size H, -1
if size L, +1 if size S, and +3 if size T), and if successful
the jet of acid will have been avoided, and will continue on in
a straight line out to the extent of its range. Any creature in
the path of the acid must save as above or be struck by the
spell. The acid stream can affect only one target in any event.
The material component is a drop of any acid.


Alpha's Electric Arc (Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  Jason Nelson 

This spell causes an arc of electricity to leap from the
wizard's extended fingertip. This electricity unerringly strikes
one target of the wizard's choice, inflicting 1d4 HP + 1 HP per
level of the wizard (up to a maximum of +12), with no saving
throw. A target in metal armour or wielding a large, mostly
metallic weapon (any sword or battle axe, for example) must save
versus spell and, if the saving throw is failed, the bonus
(i.e., per-level) damage inflicted by the spell is doubled.


Alpha's Hunting Hound (Conjuration/Summoning)

Range:  10 yards
Components:  V, S, M
Duration:  12 turns + 6 turns per level
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  None
Author:  Jason Nelson 

This spell calls a canine creature to be a helper and boon
companion to the wizard for the duration of the spell. The type
of hound summoned depends upon the wizard's level, but the hound
will always understand verbal commands given it, so long as they
are 12 words or less and relatively simple. The hound will
further also be capable of tracking as a ranger of half the
level of the summoner, and can hunt sufficiently well to feed
the wizard for one day, provided there is game existant in the
wizard's area.
The type of hound summoned is as follows:

      Wizard's Level             Hound
            1-3                  jackal
            4-7                 wild dog
            8-12                  wolf
            13+                 dire wolf

If the wizard takes a lower-level hound (or a dire wolf when he
is eighteenth level or higher), it will have maximum hit points,
gain a +1 to-hit and on damage, track at +1 level, and can
understand even relatively complex commands of up to 50 words in
length. The material component is a piece of fresh meat.


Alpha's Sparkle Beam (Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  20-foot long cone, 5-foot diameter at end, 1
     foot at base
Saving Throw:  Special
Author:  Jason Nelson 

This spell draws upon the power of the positive material plane
and calls forth a ray of golden light. Anyone in the area of
effect of the spell must save versus petrification or be blinded
for 1 round. The true function of this spell, however, is its
use against undead, creatures of the lower planes, and those
drawing power from the negative material plane or the plane of
shadow. Such creatures suffer 1d4 points of damage, plus an
additional 1d4 at every even level of the wizard (eg., 4d4 at
eighth level), up to a maximum of 8d4. These creatures may save
versus spell to halve this damage. The material component is a
bit of crushed sunstone.


Alpha's Starlight (Evocation, Illusion)

Range:  5 yards per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  10 square feet per level
Saving Throw:  None
Author:  Jason Nelson 

This spell illuminates an area as a cloudless outdoor night sky
filled with stars. This light is pale and wan, and dilutes
vision mostly to black and white. Full visual acuity is possible
only out to a range of 10 yards, but general identification can
be made out to 20 yards.
Stationary figures can be made out at 40 yards, and movement
detected out to 80 yards. Intervening cover will, of course,
reduce sighting distances accordingly. This light does not
interfere with infravision, and there are ample shadows within
the area of effect to hide in. The illusionary component of the
spell creates the appearance of an actual starry night sky. The
area of effect is stationary. The material component is a piece
of black velvet and a few bits of glass.


Alpha's Wall of Darkness (Alteration)

Range:  60 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  10 feet per level long square
Saving Throw:  None
Author:  Jason Nelson 

This spell brings into being a wall of blackness which cannot be
seen through, even with infravision or ultravision. It is
dispelled instantly by a light or continual light (q.v.) spell.
It has no physical existence, and does not hinder nor harm those
passing through it. It does, however, block the passage of sound
from one side to the other, assuming that the spell is not cast
in such a way (such as in a field of grass) which would
otherwise allow sound to move around the edges of the wall. The
material component is some pitch and soot, or a lump of coal.


Alter Taste (Alteration)
Reversible

Range:  0
Components:  S
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  One pint per level
Saving Throw:  None
Author:  Philippe Goujard 

This spell allows the wizard to give an alcoholic flavour (taste
and smell) to any liquid. It does not turn the liquid to
alcohol. It merely gives it the taste of beer, ale, wine, mead,
or liquor. Also, it only changes the flavour and not its
appearance.
Now, a wizard can buy a glass of water (cheap), cast this spell,
and enjoy an alcohol flavoured drink without suffering the
negative effects of swigging the real thing. A wizard could also
improve the flavour of a drink. For example, cheap beer can now
taste like elegant wine, but the alcohol level is that of beer.
A normally bad tasting potion will taste quite nice as well.
The flavour (cider, ale, wine, etc.) is chosen by the caster.
However, there is always a 100% - 10% per level chance of the
spell screwing up. In this case, the DM chooses the taste. Note
that, since the component is only somatic, the spell can be cast
unnoticed easily.
The reverse of this spell, disguise alcohol, allows the caster
to remove the alcoholic flavour of a drink, but without removing
the alcohol itself. It can also be used to restore its normal
taste to a previously altered drink.


Analyze Drink (Divination)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  One drink
Saving Throw:  None
Author:  Keith Taylor 

This spell requires the caster to sip a drink of any sort. The
spell will then analyze all the components of the drink and make
them known to the caster.
The various liquids which make up the drink are revealed
specifically, as well as the proportions in which they are
existant. Specific brews, vintages, or brands (if applicable)
are known exactly, and any dilution of the drink with water is
also revealed.
Since the casting requires actually tasting the drink, it is not
really useful in safely identifying poisons (although the caster
will instantly know the kind of poison that just hit him!).


Animal (Illusion/Phantasm)

Range:  3 yards + 1 yard per level
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  One animal formed per level
Saving Throw:  Special
Author:  Brian Dawson

An illusion of one or more small animals can be brought into
being by means of this spell. The animals must be of a sort very
familiar to the wizard, and each can be no larger than a fox, a
rabbit, or a medium hawk. Animals created can be of more than
one type. The illusion is visual and auditory, being much like
a specialised form of the 2nd-level wizard spell improved
phantasmal force.


Animate Mist (Alteration)

Range:  30 yards
Components:  V, S, M
Duration:  2d4 rounds + 1 round per level
Casting Time:  1
Area of Effect:  20-foot + 10-foot per level cube of mist or
     fog
Saving Throw:  Special
Author:  Unknown

This spell allows a wizard to shape a dense mist or fog into any
shape within the confines of the area of effect. The shape can
then be animated.
The details of the shape and the complexity of the animation are
poor at lower wizard levels, but increase with experience. A
1st-level wizard may be able to make a humanoid shape of a given
size, but couldn't make it look like a dwarf. Similarly, he
couldn't animate it, but could displace it within the spell's
range. By third level, the wizard could animate the shape to the
point where it would resemble a dwarf (but not a particular
dwarf) and could talk.
The material component is a bit of dense mist, fog or smoke. The
spell can add more mist, but it can't create mist out of
nothing. For example, the smoke from a fire or a fog spell would
be sufficient.
Mist mages: when cast by a mist mage, animate mist has the
metamagic ability of increasing the effect or potency of other
spells. If animate mist is cast prior to spook, the spook can
affect more creatures - usually 1 HD more -, or a -2 penalty on
the victim's saving throws can be added.


Anti-Magic Aura (Abjuration, Enchantment, Metamagic)

Range:  70 yards
Components:  S, M
Duration:  1d4 rounds + 1 round per level
Casting Time:  9
Area of Effect:  One creature
Saving Throw:  Special
Author:  K. Yavuz Ozbay 

The origin of the spell is still unknown, but it is said that it
was found accidentally by a magic student who was killed by a
powerful wizard a few days later. That wizard is said to have
been his teacher. The distinction of this spell is that only a
small number of wizards has heard of or used it. It is said that
it travels from one wizard to another with a spellbook with a
cost of the death of the last wizard carrying it.
When the spell is cast, a bright grey light occurs on the
wizard's finger. As the wizard points the target, a grey aura
covers the victim but gives no harm. The victim is unaware of
this, but every round the spell sucks the enchantments from
every item carried, including swords, armour, cloaks, potions,
rings, staves, wands or anything else that is magical. Items
that do not have bonuses in the form of plusses or percentages
immediately become useless, until the spell ends. The ones
having bonuses lose one point each round. For example, Ayala has
a broad sword, +4. When he is under the spell's effect, the
sword is +4 in the first round, +3 in the second round, +2 in
the third round, +1 in the fourth round, and an ordinary broad
sword after that, until the spell's duration expires.
The enchantments never go negative and negative ones stay the
same. At the instant the spell expires, the bonuses return by
one point per round. Items having an ego are allowed to save
versus spell, but they suffer a -1 penalty for every two levels
of the caster. Other items are not allowed to save. Also, there
is a 20% chance that a wizard will fail casting a spell when
surrounded by the aura, even if he is casting dispel magic. By
the way, dispel magic negates the effects. The material
component of this spell is an ornate fan, worth at least 10 gp.


Association (Divination)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Two surfaces
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

When casting this spell, the wizard must brings two surfaces
into contact with one another. Possibilities include the surface
of a jewel and that of a safe, or the surface of an arrow and
that of a bow. If the two surfaces were ever before adjacent,
the spell so indicates, and if the surfaces were ever directly
connected as a single item, an even stronger reading results.


Aura of Lawfulness or Chaos (Divination)

Range:  30 yards
Components:  V, S
Duration:  2 rounds + 1 round per level
Casting Time:  1 round
Area of Effect:  One humanoid
Saving Throw:  None
Author:  Daniel Gelinas 

This spell was originally created for the "lawmaker" class. It
allows the caster to see an aura about his subject. By observing
this aura he can tell how far along the lines of lawfulness or
chaos the person is. In general, a lawful character will have a
steady, bright, close-to-white aura, while a chaotic character
would have a shimmering, dim, dark aura. This spell is mainly
used in the ceremony of change, when a lawmaker must be judged
on his past deeds. This spell helps eliminate people who are not
fit to be in the lawmaker class. This spell can be cast on any
humanoid, not only on lawmakers.


Autopsy (Divination, Necromancy)

Range:  0
Components:  V, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  One corpse touched per level
Saving Throw:  None
Author:  Al Singleton (Isaac Winthrop) 

With this spell a wizard can determine the cause of death of a
corpse. No language restrictions apply, this is not a
communication with the deceased. At higher levels, the
spellcaster can learn more of the target's actions immediately
prior to death.

   Wizard's        Maximum        Maximum Time
     Level        Time Dead      Frame Allowable
    up to 5        1 week          1/10 round
      6-7          1 month           1 round
     8-10          1 year            1 turn
     11-13        10 years           .5 hour
     14-17       1000 years          1 hour
      18+          any age           1 hour

The maximum time frame allowable is the amount of time that the
caster may learn about from the corpse. One question every two
levels, starting at the 2nd, is allowable (none at 1st, one at
2-3, two at 4-5, etc.). The questions must be answered
analytically, locations, actions of others; questions about
intent, feelings of participants, etc. are not allowed. To
facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The
wizard must touch the corpse for the duration of the spell and
concentrate deeply. Any interruption will waste the spell and
spell charge.


Awaken (Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1 round
Area of Effect:  10-foot radius
Saving Throw:  Negates
Author:  August Neverman 

This spell will wake a one or more characters to full alertness
instantaneously. It can be set to trigger on a specific action,
such as a word or action. The material component is a horn
(which can be reused). Each being to be woken must be named when
the spell is cast.


Azalldam's Fabricated Bridge (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  10-yard per level long, 5-yard wide bridge
Saving Throw:  None
Author:  Azalldam

Using this spell, the wizard conjures material from the plane of
shadows and uses it to shape a semi-real bridge. This bridge is
5 yards wide and 10 yards long per level of the wizard; both
ends of the bridge must rest on solid ground. The bridge will
support 100 pounds per level of the wizard; any additional
weight will cause it to collapse. The bridge will normally last
for 2 rounds per level of the wizard, but the wizard may end the
spell with a single word.
The bridge is not an illusion per se, and so cannot be
disbelieved; it may however, be dispelled normally.
The material component for this spell is a small wooden carving
of a bridge; this carving is not consumed when the spell is
cast.


Bending (Illusion)

Range:  100 feet
Components:  V, M
Duration:  3 rounds per level
Casting Time:  3
Area of Effect:  One object or person
Saving Throw:  None
Author:  Vegard Hamar (Elothinel Silverstar)


This spell makes an object or person appear 10 feet away from
its actual location. If the object or person attacks, the
illusion is broken (as invisibility). The material component is
a piece of a mirror.


Bleeding Touch (Necromancy)

Range:  10 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Robert A. Howard 

This spell causes a bleeding wound to appear on the victim.
Wizards do not have to attack their chosen victim to hit. The
victim must save versus death magic or suffer 1d6 points of
damage for every two levels of the caster. The material
component of this spell is a needle.


Blown Kiss (Enchantment/Charm, Metamagic)

Range:  0
Components:  S
Duration:  1 round
Casting Time:  1
Area of Effect:  One spell
Saving Throw:  None
Author:  John Daniel 

This spell enhances any "kiss" spell by extending its range to
12 feet instead of 0. This spell must be cast one round prior to
the kissing spell. Any kissing spell may be used in conjunction
with this spell. Note that this allows the caster to blow a kiss
to those that may not desire one. Problems with physical contact
during combat and such are thus eliminated.


Campfire (Alteration)

Range:  10 yards
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One fire
Saving Throw:  None
Author:  Thomas Weigel 

This spell lights small fires easily, and ignites anything up to
kindling (cloth, kindling wood, oil, etc.). The caster points at
the target materials and mutters "Fire" in an arcane tongue. If
cast directly on the clothing or hair of a person, it does 1d2
points of damage each round until put out. A particularly fun
use of this spell (and one the lady-like Katrine would never
consider) is to light the rope someone else is climbing.


Cat Spirit (Alteration)

Range:  0
Components:  S, M
Duration:  1 turn per level
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Unknown

Cat spirit grants many of the abilities traditionally associated
with cats, though it does not significantly alter the features
of the recipient. The spell grants a +2 bonus to stealth, as the
recipient's tread will be absolutely quiet for the duration. The
spell also halves all damage taken from falls and allows the
recipient to land on his feet. Finally, it grants the ability to
grow claws, allowing each hand to do 1d3 points of damage. It
does not, however, improve singing ability. The material
component is whiskers from a cat.


Catapult (Alteration)

Range:  0
Components:  V, S
Duration:  1 round
Casting Time:  1
Area of Effect:  One object
Saving Throw:  None
Author:  Perry Horner 

By means of this magic, the caster causes any single, small
(i.e. of less than 30 gp weight) object touched to immediately
flash in a straight line along the caster's pointing finger to
a maximum of 15 yards (when it reaches that maximum, the object
will fall harmlessly straight down to the ground). Although this
spell is sometimes used to move harmful objects away or transfer
keys, coins, and the like to other beings, it is most often
employed as an offensive weapon. If any being is struck by the
flying object, it does whatever its normal damage would be (i.e.
normal sling stone, bullet, dart, or dagger damage, or 1d2 for
small stones, and 1d3 for larger stones) plus 1 point due to its
velocity. It strikes as a +3 magic missile weapon, considering
the base hit chance as equal to the spellcaster's when striking
directly. This spell can only affect one object. If the object
touched is heavier than the spell's limitations, it quivers, but
does not fly, and the spell is lost.


Change Sexual Preference (Enchantment/Charm)

Range:  120 yards
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  One person
Saving Throw:  Negates
Author:  The Carnal Knowledge Guide 

The victim of this spell receives a saving throw to avoid the
effect, with any adjustment due to Wisdom. If the person
receives damage from the caster's group in the same round the
spell is cast, an additional bonus of +1 per hit point of damage
received is added to the victim's saving throw.
If the victim fails his saving throw, his sexual preference is
changed to the opposite. Thus a man who liked women would now
prefer other men.
The duration of the spell is a function of the charmed person's
Intelligence and is tied to the saving throw. The spell may be
broken if a successful saving throw is rolled, and this saving
throw is checked on a periodic basis, according to the
creature's Intelligence (see the following table).

   Intelligence Score   Time Between Checks
         up to 3             3 months
           4-6               2 months
           7-9                1 month
          10-12               3 weeks
          13-14               2 weeks
          15-16               1 week
           17                 3 days
           18                 2 days
           19+                1 day

The DM must make sure that the spell recipient adheres to the
effects of the spell, but it isn't necessary to go into detail.


Charm Man I (Enchantment/Charm)

Range:  16 feet
Components:  V, S
Duration:  1d4+1 turns
Casting Time:  1
Area of Effect:  1d4 men per level of 3 HD or less
Saving Throw:  Negates
Author:  John Daniel 

This spell is used by witches and houri's, but other clever
wizards, including male ones, should be able to adjust the spell
for their needs. One must have a Charisma score of at least 11
to cast this spell.
The spell affects victims like a charm person. If there is a
leader with a group of men, he may negate the charm if his
Charisma plus a roll of 1d8 surpasses the witch's Charisma by
six points or more. If the spell is not dispelled by a leader,
each man within the area of effect must attempt a saving throw
versus spell. A successful saving throw negates the effect of
the spell for that man only. If there are more men within range
than the maximum number that can be affected, the spell is
directed against the lower-level men first. The spell won't work
on any man who has taken damage from any action of the caster
before: they automatically make their saving throw.


Chill (Alteration)

Range:  10 yards per level
Components:  V, S
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell chills the victim, lowering its body temperature and
slowing reactions. Any creature that fails its saving throw
suffers a -2 penalty to initiative and a -1 to-hit. Any creature
without a normal, living body is immune to this spell (golems,
undead, elementals, etc.). Creatures immune or resistant to cold
are also immune to this spell.


Chip (Alteration)

Range:  30 feet
Components:  V, S, M
Duration:  Permanent
Casting Time:  1
Area of Effect:  One cubic yard of ice per level
Saving Throw:  None
Author:  Perry Horner 

This spell causes a volume of ice to crack and chip away. This
spell starts at the point closest to the caster, and chips one
cubic yard every half round. Note that the pieces remaining can
be rather sharp. The wizard can also use this spell to loosen
densely packed snow into powdery snow. The spell will affect one
five foot cube of snow per level, each cube taking half a round
to loosen. If used against an ice based creature
(para-elemental), it will do 1d3+1 points of damage per level of
the caster, save for half (duration instantaneous). Note that a
non-solid snow based creature would take only 1 point of damage
per level, save for half. Cold related creatures (white
puddings, white dragons, etc.) take no damage from this spell.
The material component is a hand sized ice pick, which must have
a metal head, which is unharmed by the casting of this spell.
Note that the Katti'n tribes had access to native copper, as
well as very basic metal working skills (they had copper swords,
axes, and arrow heads, so hand sized ice picks were available).
This spell is useful for creating a storage niche or even an
impromptu shelter in a large ice mass, but it does not guarantee
structural integrity. Still, a 10-foot cube hole in a one-mile
long glacier will generally be safe.


Clean [2] (Alteration)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Unknown

This particular version of clean was researched by Carlene the
Rose a few years earlier in her career, to maintain her
appearance with care.
When cast, the recipient is immediately relieved of any dirt or
filth from the body and clothes. The skin is softened as if
washed by the finest soap and spiced perfumes. The hair is set
back to a current fashionable style as envisioned by the wizard.
These effects normally last until nature takes its toll upon the
recipient.
This spell also has a 5% chance per level, applicable once, of
cleaning the recipient of any non-magical skin disease or
parasites.
The material components are a small piece of soap and a fairly
freshly plucked rose or similar flower.


Coloration (Alteration)

Range:  1 yard per level
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1
Area of Effect:  10 square feet per level maximum
Saving Throw:  Negates
Author:  Brian Dawson

This spell causes a chosen surface to change colour, glow, or
both, be it a section of wall, a box, a sword, or a creature (a
saving throw versus spell will negate the effect if the subject
is unknowing or unwilling). Multiple colours can be chosen (up
to 256 different colours and shades). If made to glow, the
object will emit light for a range of five feet. The material
component for colour is a small amount of die or ink of the
appropriate colour, and to cause a glow, the spell consumes a
bit of phosphorus or a glowworm.


Comeliness (Illusion/Phantasm)
Reversible

Range:  0
Components:  V, S
Duration:  1 hour per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Brian Dawson

A comeliness spell will increase a creature's Comeliness score
(or decrease it if the reverse, ugliness, is cast) by means of
illusion. The change in points depends on the recipient's
present Comeliness:

       Comeliness                   Ugliness
   Present   Change in        Present   Change in
    Score    Comeliness        Score    Comeliness
   up to 6      2d8           up to 6      -1
    7-12        2d6             6-7       -1d2
    13-15       1d6             8-9       -1d4
    16-17       1d4            10-12      -1d6
    18-19       1d2            13-16      -2d6
     20+         1              17+       -2d8

An unwilling victim receives a saving throw, which, if
successful, will negate.


Condense Water (Alteration)

Range:  60 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  10 square feet + 1 square foot per level
Saving Throw:  None
Author:  Ronald Jones (Greymoon) 

When casting this spell, the caster condenses water out of the
air, the water collects as dew on any appropriate surface or in
a specially prepared container. The water is not magical, it is
simply condensed out of the surrounding air the amount of water
condensed is related to the relative humidity. The centre of the
spell can be located at any point up to the maximum range of the
spell. The spell creates 2 ounces of water per 10 square feet of
the area of the spell, assuming up to 10% relative humidity (see
the table below for higher humidity). If the area of effect is
not at an even number such, as at fifth level (15 square feet),
the caster should get, at 10% humidity, 3 ounces of water, or
2.2 ounces at sixth level, etc., until you get 4 ounces with 20
square feet, at tenth level. Consult the following table:

        Humidity             Water Condensed
        up to 10%               2 ounces
         11-20%                 4 ounces
         21-30%                 6 ounces
         31-40%             8 ounces (1 cup)
         41-50%                 10 ounces
         51-60%                 12 ounces
         61-70%                 14 ounces
         71-80%            16 ounces (2 cups)
         81-90%                 20 ounces
         91-100%           24 ounces (3 cups)

The material component is a pinch of very fine river or sea
silt, tossed into the air when the spell is cast. The water
simply condenses on all nearby surfaces (trees, rocks, ground,
characters, and especially metal). At fifth level, the condensed
water can be directed into a specially constructed flask or jar.
The somatic component is tracing the square in the air and then
pointing toward where the centre of the spell will be.
This spell can only be cast once in any particular area as it
does drain the liquid out of the air. The air around the spell's
area of effect will decrease in relative humidity by 10%. It may
take two to eight (2d4) turns for the moisture level to return
to a level where the spell could be cast again.
Note: Athas is a very dry place, normal humidity runs at less
than 10%, Athas is similar to a high dry desert. A lucky
character might meet 20% to 40% humidity near a large river or
lake, not a well, stream, or even a geyser. The only place that
a character might find humidity over 50% would be in the
Halfling Jungle of the Ringing Mountains' forest ridge. Needless
to say if this spell was cast by a high level preserver in one
of these areas of high humidity, it could be dangerous.


Confuse Self (Charm)

Range:  0
Components:  V, S
Duration:  1d8 rounds + 1 round per level
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  None
Author:  The Wizard 

This low-level curse developed by the wizard Merlin, causes the
caster to be confused to the point of being incapacitated. This
prevents the caster from doing anything that requires conscious
thought during the duration of the spell, but also prevents
enemies from gaining any useful information from the caster.
Also, there is a 50% chance that the caster is rendered
unconscious for 2d8 rounds, following the spells completion.
This spell can only be removed by a remove curse followed by
dispel magic.


Conjure Drink I (Conjuration/Summoning)

Range:  10 feet
Components:  S
Duration:  Permanent
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell conjures beer or ale, the quantity being determined
by the caster's level. This spell will conjure one mug per 5
levels. The components are only the desire to have the desired
drink in the container in hand and a snap of the fingers of the
other hand.


Conjure Fundamental (Conjuration/Summoning)

Range:  60 yards
Components:  V, S, M
Duration:  30 rounds
Casting Time:  2 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Kris 

With this spell the wizard brings forth the weakest kind of
elemental possible: the fundamental (see the D&D Creature
Catalog). Since it's a weaker version of conjure elemental,
everything else is the same except that the amount of material
to conjure the creature with is much less. A shovel of earth, a
bucket of water or a decent burning torch would suffice.


Cramps (Enchantment/Charm)

Range:  30 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell forces the victim to save versus death magic or
suffer from severe stomach cramps which will cut that creature's
movement rate in half and put it at -1 on all to-hit rolls.
Creatures without a normal metabolism (such as undead and
elementals) are not affected by this spell.


Create Outhouse (Conjuration/Summoning)

Range:  10 feet
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  1 turn
Area of Effect:  6 square feet per 3 levels
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell creates a small wooden outhouse (including the walls,
floor, and ceiling) which can be used for the obvious reason of
- ahem, well, let's say disposal of bodily wastes. It is
furnished with a wooden sitting board, a small wad of
toilet-paper, a small bowl of water, and a small towel. Anything
which is usually deposited in an outhouse vanishes with it at
the end of the duration. This outhouse cannot be used to hide in
combat (whether hiding in or behind it is irrelevant); if tried
it will vanish with a puff of smoke. The same goes if someone
tries to sell it or if someone tries to take money for using the
outhouse.
The material component is a piece of wood taken from the usual
outhouses carved into a small heart shape (yes, your outhouse
has a small heart-shaped opening in its door).


Crier's Boon (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This simple spell grants the recipient the ability to
effortlessly speak in a loud clear voice for the duration.
Persons as far away as 200 feet can hear the recipient of
crier's boon over a normal crowd as if they were standing next
to him. Exceptionally noisy areas can reduce the distance the
recipient's voice will travel, as determined by the DM.
Crier's boon has been used for countless years by town criers
and nobility alike to address large numbers of persons. Many
times, this spell is used in conjunction with power word,
attention (q.v.) to great effect. To cast this spell, the wizard
is required to take a piece of fine vellum and roll it into a
cone-like shape during the casting of the spell.


Cure Hangover (Abjuration)
Reversible

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  The Net Alcohol Guide Creator and E. Wade Bluebaugh


This spell enables the wizard to relieve a person of
intoxication. Once cast, a person does not need to recover from
intoxication or suffer the effects of recovery. Note: It may be
difficult for a wizard to cast this cantrip upon himself if
intoxicated, given the chance of spell failure.
The reverse of this spell is cause hangover. The wizard must
make a successful attack roll to touch a person in combat. If
successful, the victim gets a hangover. Roll on the Hangover
Effects Table in the Net Alcohol Guide, to get the effects of
the hangover.


Cyril's Attempted Enhancement (Alteration, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  1 round
Casting Time:  5
Area of Effect:  One spell
Saving Throw:  None
Author:  Craig Allen Campbell 

With this spell, a wild mage can attempt to enhance one aspect
of the next spell he casts. This second spell must be cast in
the round immediately following the casting of Cyril's attempted
enhancement. However, due to the randomness of the spell, the
wild mage only has a 50% chance of enhancing the second spell.
The wild mage first casts this spell and states the aspect of
the second spell he wishes to enhance. Possible aspects include
the area of effect, range, duration, damage, or a -2 penalty to
targets' saving throws. At the end of casting, the wizard is
covered in a green glow. This glow is the latent energy he will
direct into the second spell to attempt to enhance it. On the
second round, the wizard casts his chosen spell. 
After Cyril's attempted enhancement is cast, the DM rolls 1d6.
On a roll of 4-6, the chosen aspect of the second spell is
doubled. On a roll of 1-3, the second spell still functions, but
the chosen aspect is halved (or a +2 bonus is applied to the
targets' saving throw) and a wild surge is generated from the
uncontrolled magical energies. Regardless of the 1d6 roll, the
level variation roll (see the Tome of Magic) must be applied
before modifying. If the second spell is not cast in the round
immediately after this spell is cast, Cyril's attempted
enhancement is wasted. If the casting of either spell is
interrupted, both spells are lost (the second spell is, in fact,
tied into the first one when casting the first spell). 
The material components for this spell are identical to the
spell to be enhanced. Note that this requires the mage to expend
two of each material component in order to cast both spells. For
example, to double the duration of a light spell, the caster
needs two fireflies or two pieces of phosphorescent moss. If the
second spell has no material component, no material component is
needed for this spell.


Dainty Screaming Wake-Up Call (Illusion/Phantasm)

Range:  10 feet
Components:  S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  Thomas Weigel 

This spell causes the target, and only the target, to hear a
piercing scream of utter terror and anguish for a split second.
The sound is sufficient to waken most slumbering pretties, or to
require a Wisdom check (roll under Wisdom -2 on 1d20) for
wizards casting a spell. A wizard failing the check will have
his spell casting interrupted. The caster must point his finger
at the target.
Katrine originally devised this spell for those party members
who weren't responding to buckets of water in the morning.


Darklight's Fashion Whim (Alteration)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Keith Taylor 

Created during the dark one's social days, it was designed to
relieve a budget strained by money spent on fashion changes.
This spell instantly transforms the clothes which the wizard is
currently wearing to another design of the caster's imagining.
However, low-price, shoddy raiment may not be transformed into
finery, but the opposite is possible (and the cheap rags
resulting may be reverted to their original, expensive state).
The clothes are also mystically cleansed and freshened with each
transformation. The clothes will maintain their altered state
while in the possession of the wizard or until dispelled. Each
new transformation requires a recasting of the spell.


Darklight's Illusion of Taste (Illusion)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  Meal touched
Saving Throw:  Special
Author:  Keith Taylor 

Designed to be used with Darklight's universal digestion (q.v.),
this spell creates the culinary illusion that the meal being
eaten is very tasty indeed. The nature of the taste mimicked is
up to the caster, so a nasty taste could be simulated, but in
practice is rarely done. The texture of the food is not changed
much, either, so the taste must be logically connected somehow.
If this spell is used to mask poison, the person eating gets a
saving throw versus spell to notice the taste of the poison. The
illusion may affect enough "food" to feed 1 creature per level
of the caster, and this effect lasts for 1 turn per five levels
of the wizard.


Darklight's Mystic Bolt (Evocation)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  10-foot per level long bolt
Saving Throw:  One-half
Author:  Keith Taylor 

This spell conjures a bolt of pure magical energy, which leaps
from the caster's outstretched hand out to the stated range
instantly. It is coloured as the wizard desires (normally the
wizard's chosen colour). It is impossible to damage inanimate
matter with this spell, as it can affect only two sorts of
targets: living beings and magical effects.
Living beings are automatically struck by the spell, but can
save versus spell for half damage. The base damage of this spell
is a flat 3 points per level of the caster. It does not leave a
physical wound, as it directly attacks the life energy of the
victim (not in a necromantic way, but through mystic energy
damage). In this regard, it ignores armour and shields.
Magical effects, including conjured matter, magical shields,
golems, and other magical effects with physical existence, can
be targeted. Golems and magically animated things can be dealt
damage directly, with no saving throws. Magical shielding spells
are reduced in duration by one-fourth per 10 points of mystic
bolt damage inflicted if no spell damage threshold is listed in
the description of the shielding spell.
This spell will not damage a wall of force or prismatic sphere.
Effects of a mystic bolt on lesser protective spells and magical
armour are left to the judgement of the DM.


Darklight's Mystic Shield (Abjuration)

Range:  0
Components:  V, S
Duration:  4 rounds per level
Casting Time:  1
Area of Effect:  6-inch per level radius
Saving Throw:  None
Author:  Keith Taylor 

This spell can be used to block magical attacks, being a shield
of pure protective energy. It is coloured as the wizard desires
(usually the wizard's chosen colour), and can be manoeuvred to
block any portion of the wizard's body.
Area effect spells cannot be blocked unless the wizard is at the
centre (targeted point) of the spell's area, in which case it is
treated as a normal spell. The shield can absorb up to 5 points
of magical damage per two levels of the caster before being
destroyed. Magical missiles, bolts, rays, and so forth can be
blocked with a successful Intelligence check, and do full damage
to the shield (any excess damage penetrates to the caster).
Other spells do 8 points of damage to the shield per level of
the spell (for example, a blocked flesh to stone does 48 points
to the shield; if such a spell penetrates with "excess damage",
the caster saves versus its effect with a +4 bonus).
The mystic shield will not block physical attacks at all. A
magical bolt of force, although it has a physical manifestation,
is magical energy, and would be blocked. An arrow enchanted with
flame arrow would not be blocked, but any targeting bonuses
gained from magical energy (including plusses on magical arrows)
are only half as effective when blocked by a shield (round
down).


Darkness (Alteration, Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  1 hour + 1 turn per level
Casting Time:  1
Area of Effect:  40-foot radius around one object touched
Saving Throw:  None
Author:  Jim Vassilakos 

This spell cay be cast upon an object to create a temporary
forty-foot sphere of darkness. Non-magical light will not
penetrate. Infravision will not work. Ultravision will work,
however. The spell may be used to cancel a light spell. The
material component for this spell is a red blindfold.


Darkray's Irresistible Tickling (Evocation)

Range:  20 yards per level
Components:  V, S
Duration:  1 round + 1 round per level
Casting Time:  1
Area of Effect:  One person
Saving Throw:  None
Author:  Dimitris Xanthakis 

Upon casting this rather humorous spell, a pair of disembodied
hands appear and are directed at the target. The hands start
tickling the victim around their waist. The victim must be
humanoid (undead excluded). No saving throw is allowed, but he
can make a Wisdom check to avoid the effect, with a -1 penalty
for every 2 levels of the caster. Failing that, the tickling has
the following effects:
On the first round the victim suffers a -1 penalty on his attack
rolls and saving throws and any magical concentration is broken.
On the second and third he has a penalty of -3. On the following
rounds, until the spell expires, he can do nothing but trying to
avoid the small hands that disturb him, laughing and crying at
the same time. Every three rounds the victim rolls another
Wisdom check to get rid of the spell.
If a person is affected for a number of rounds that exceed his
Constitution score, he must roll a Constitution check each round
or fall unconscious for 2d4 rounds. The caster can end the spell
at will.


Davenet's Seduction (Enchantment/Charm)

Range:  Special
Components:  V, S, M
Duration:  Permanent (until dispelled)
Casting Time:  1 hour
Area of Effect:  One person
Saving Throw:  Special
Author:  Dave

The spellcaster may affect one individual of the opposite sexual
orientation to become enamoured with the spellcaster and
willingly subject to all of his or her commands. That the victim
has been seduced (magically or otherwise) will be readily
apparent to those who make a successful Wisdom check. In order
to cast the spell, the spellcaster must extract a personal item
of the victim's, and then cast the spell onto the item in
solitude. When the item is given back to the victim and
recognized, the spell is complete. The material component is not
consumed, of course.
The victim is allowed a special Intelligence check: the roll is
modified by adding the victim's Wisdom and subtracting the
spellcaster's Charisma (Comeliness if that statistic is used).
The spell is effective until dispelled.
While under the enchantment, the victim will take as gospel
everything the spellcaster says, and will strive to protect and
defend the spellcaster at all times. If the spell is broken by
another magic or by the will of the enchanter, however, the
victim will remember everything and know that magic was
involved.


Deforest (Necromancy)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  Special
Author:  Keith C. McCormic (Darktooth)


This spell causes all normal, stationary plants in an area to
turn to grass. The affected area's topography remains unaltered,
and many stones still need to be removed before crops can be
planted.
Deforest can affect a region of up to 100 square feet or a
5-foot per level radius area. Thus, a 1st-level wizard can clear
a circle ten feet across, and so on. The dimensions of the area
can be altered to make elongated rectangles, so that straight
paths and roadways can also be cleared by this method. Any plant
whose roots are inside the area of effect are also considered
inside, so a well placed casting could actually clear several
large trees instead of one or two.
The spell, if used in radius format, centres on the caster, and
if in square or rectangular format, begins directly in front of
the caster and clears an area as wide as desired (up to the
limits) for as far as it can go in a straight line.
Mobile plant-like monsters, such as shambling mounds, are
unaffected by the spell. However, plant-like monsters which have
a root system, such as the snapper saw or tri-flower frond, must
save versus spell or receive 1d4 points of damage per level of
the caster. For every 8 points the plant loses, it also
permanently loses one Hit Die. If the plant is killed by the
spell, it is also turned to grass. If not, it remains and may
heal damage up to its new Hit Die total.


Destroy Barrier (Alteration, Metamagic)

Range:  120 yards
Components:  V, S
Duration:  Permanent
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell breaks a protection from evil or good spell, unless
the victim saves versus death magic at -1. If used against an
area protection (protection from evil or good, 10-foot radius),
it must be cast against the person who cast the spell. Any
protection spell broken is totally destroyed.


Detect Poisoning (Divination, Necromancy)

Range:  0
Components:  V, S
Duration:  1 turn
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

With this spell, the wizard can determine if a corpse has been
poisoned. One corpse can be checked each round. The wizard can
determine the means by which the poison was administered and the
place at which it entered the body, and he has a 5% chance per
level of being able to identify exactly the poison.


Detho's Delirium (Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 round + 1 round per level
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Perry Horner 

The caster of this spell touches a being who is drugged,
drunken, sleeping, or unconscious, while speaking the mystic
words and ringing a small silver or brass bell. The touched
creature receives a saving throw against spells at -2; if the
saving throw is failed, the creature will begin to speak (a
creature feigning drunkenness or unconsciousness will never be
affected by the spell). The affected being speaks at random, in
all languages known to it, and on random topics, rambling. It
cannot hear questions and cannot be forced by mental or magical
control to give specific answers - any attempt to use such
control is 96% likely to awaken the creature. While the creature
speaks, there is a 22% chance per round (not cumulative) that it
will reveal names, true names, passwords, words of activation,
codes, directions, and other useful information. Note that the
speaker will rarely identify such fragments of speech for what
they truly are, and hearers must speculate themselves on
meanings. Dreams, rumours, jokes and fairy tales may be mumbled
by a speaking creature, not merely factual information. The
spell will be broken before its expiry if the affected creature
is awakened.


Diminutive Darkness (Alteration)

Range:  1 yard per level
Components:  V, S
Duration:  2d4 rounds + 1 round per level
Casting Time:  1
Area of Effect:  2-foot radius sphere
Saving Throw:  Negates
Author:  Brian Dawson

This spell is very similar to the reversed 1st-level priest
light spell. It has only a 2-foot radius, however. This gives
the spell many different uses. For example, it can be used to
block the light of a torch, lantern, magic sword, etc. This
would prevent all sorts of vision only within the 2-foot radius,
so one could still see about with infravision or ultravision (or
normal vision, if there is another light source). It can blind
a creature as a light spell would without creating light that
could alert others, and also without obscuring the wizard's own
sight as would a normal darkness spell (if cast upon a creature
or its possessions carried, the creature gets a saving throw,
and if the throw is made, the darkness appears 5 feet behind
it). The spell can cancel a light spell, but has no effect on
continual light or ambient light.


Divine Sexual Orientation (Divination)
Reversible

Range:  10 yards
Components:  S, M
Duration:  Special
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Mario R. Borelli 

This spell reveals the hetero- or homosexuality of a given
creature of a species with two genders. The material component
is a clear, colourless gem, which is not consumed in the
casting, and changes colour as follows:

    Colour        Sexual Orientation
      red         totally heterosexual
    orange        strongly heterosexual
    yellow        bisexual leaning towards heterosexual
     green        50-50 bisexual
     blue         bisexual leaning towards homosexual
    violet        strongly homosexual
  ultraviolet     totally homosexual
Sage's note: this is simply the Kinsey scale of sexuality.

In normal daylight, of course, ultraviolet will not show
clearly, and will appear to anyone without infravision as
lavender. The creature being scried must be alive and visible to
the caster. The method of sight (infravision, scrying,
clairvoyance, etc.) does not matter. Portraits, illusions, or
statues, however, will not suffice. The gem will remain white,
indicating spell failure, if the creature is asexual, its
attractions are completely unrelated to gender, or is magically
protected, as by the reverse spell, hide sexual orientation,
which conceals sexual orientation from magical or psionic
detection for 24 hours.
Sage's note: although psionics are still a young discipline in
the Realms, it has been demonstrated that the psionic science of
aura sight can reveal sexual orientation, especially when the
subject has expended a great deal of psychic energy on sex or
sexuality.


Dog Call (Conjuration/Summoning)

Range:  30 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell summons a number of dogs to fight for the wizard. The
dogs summoned will only fight, they cannot be used for other
tasks. The wizard can summon 1.5 HD of dogs per level, selected
from the following chart:

Wizard's Level              Summoned Dogs
      1-4                 wild dogs (1 HD)
      5-7                  war dogs (2 HD)
      8+            blink (4 HD) or death (2 HD)

The wizard can always chose the dogs from a lower level. Only
one type of dog can be summoned, and any remainders are dropped.
A maximum of 10 dogs can be summoned.


Don Juan's Irresistible Kiss (Enchantment/Charm)

Range:  0
Components:  S
Duration:  Special
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Hugo M. Nijhof 

When a wizard casts this spell, he must kiss the intended victim
and the victim must be able to receive a kiss (cannot be in
combat). The wizard is in control and can decided how long to
kiss. After the kiss, both the wizard and the victim are stunned
for one tenth of a round per round of kissing.


Ecstasy (Enchantment/Charm)

Range:  5 yards
Components:  V, S
Duration:  1 round + 1 round per level
Casting Time:  1
Area of Effect:  One person
Saving Throw:  Negates
Author:  The Carnal Knowledge Guide 

The gestures of the wizard, along with his erotic incantations
causes the person to go into an enjoyable, screaming, orgasmic,
erotic fit.
The person receives a saving throw versus spell to avoid the
effect, with any adjustment to Wisdom. If the person fails the
saving throw, he loses all Dexterity bonuses to Armour Class.
Also, he cannot move from his current location. He cannot cast
spells, attack, use items, etc. Basically, the character is
caught up in a real pleasurable experience and can't function
properly.


Eldron's Secret Writing (Enchantment)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  One piece of paper
Saving Throw:  None
Author:  The Wizard 

Eldron's secret writing allows the wizard to enchant a piece of
paper with two key words. The wizard then writes a message on
the paper and evokes the first key word, rendering the papers
contents illegible even to the writer. The paper remains in this
condition until the second key word is spoken, either by the
caster or the paper's designated recipient. A comprehend
languages will not reveal the nature of the paper. Dispel magic
removes the second key word permanently and prevent decryption
forever.


Electric Blades (Evocation)

Range:  0
Components:  V
Duration:  Special
Casting Time:  1
Area of Effect:  Two blades
Saving Throw:  None
Author:  Unknown

This spell must be cast with a metal blade of some sort in each
hand. Both blades then acquire a flickering blue glow. When a
hit by either blade is scored it causes 1d4 extra hit points of
electrical damage. If both blades hit the same target in the
same round the victim must save versus petrification or be
stunned for one round. Each blade only shocks once and then is
normal again.


Energy Beam (Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Francois Menneteau 

This spell is a variation to the 1st-level magic missile.
Instead of magical energy, the missiles are made of pure light
drawn from the quasi-elemental plane of radiance. An attack roll
versus AC 10, adjusted for Dexterity and magical bonuses is
needed to touch the target. Undead creatures must save versus
rod to avoid taking maximum damage.


Far Sight (Alteration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Brian J. Toleno 

This spell allows the target's sight to be increased up to five
times (the target has control over this, and can change it
during the spell's duration). The spell can be cancelled at any
time. While the spell is in effect, the target cannot see
anything close; after the spell is cancelled, the target is
disoriented for 1d4 rounds and has a 5% chance per sight
multiplier used to fall unconscious for 1d6 rounds unless a
Constitution check is made. The material component for this
spell is a small round piece of glass which is consumed in the
casting.


Fascination (Enchantment/Charm)

Range:  12 feet
Components:  V, S, M
Duration:  20 turns
Casting Time:  1
Area of Effect:  One person
Saving Throw:  Negates
Author:  John Daniel 

The affected person will be unable to do anything at all except
follow the wizard wherever he (or she) goes, unable to take his
(her) eyes off him (her). If attacked, the affected will try to
beat off any opponents, including his (her) own comrades, in a
berserk fury (+1 to-hit, -1 to Armour Class) in order to
continue moving towards the wizard. The material component is a
lodestone, which is not consumed in the casting.


Fellstar's Flame Finger (Evocation)

Range:  25 yards
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  One-half
Author:  Fellstar

When this spell is cast, a thin bolt of searing flames shoots
forth from the caster's index finger. This bolt will
automatically hit a single target inflicting 1d10 points of
damage, plus 1 point per level of the caster, up to a maximum of
1d10+10. A successful saving throw versus spell reduces this
damage by half. If a saving throw is failed, possessions do not
have to make a saving throw, unless they were targeted
specifically by the spell, in which case the owner suffers no
damage, but the object must save versus magical fire (at +2) or
be destroyed (only one object may be targeted per casting).


Find the Chair (Evocation)

Range:  0
Components:  V
Duration:  instantaneous
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Nemesis 

When cast, this spell will help an intoxicated person to sit
steadily. When there is a brawl going on, it will automatically
summon the nearest chair within the area of effect so the wizard
may be comfortable in watching the battle.


Find Water (Divination)

Range:  1 mile, depth 10 feet per level
Components:  S
Duration:  2 rounds per level
Casting Time:  1 turn
Area of Effect:  One twig
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

When casting this spell, the diviner grasps two ends of a
Y-shaped twig. The remaining end twists around to point in the
direction of the nearest source of fresh water within the spell
range. The branch can twist but twenty degrees, and then the
diviner will feel a tug in the direction of the water. The
diviner can specify a minimum amount of water to seek (greater
than the amount in a human body, for example). Also, he can
restrict the depth at which to seek the water.


Fire Burst (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  24 hours
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  One-half
Author:  Joe Colleran 

This spell, when cast brings into being a protection field one
foot distant from the caster's body. When detonated, the spell
produces a burst of flame around the caster's body, doing 1d4+1
points of flame damage for every two levels of the caster (cf.
magic missile). The flame does not affect the caster, his items,
or any creatures immune to fire. The spell is set off when
something attempts to cover up, engulf, grapple, or other wise
engage the caster in unarmed combat (eg., green slime falling on
the caster). The spell is not set off by weapon attacks, be they
melee or ranged, nor is it set off by other spells (although it
can, of course, be dispelled or end up in an anti-magic shell or
the like). All damage from the fire burst is resolved before the
grappling attack is made, and the target gets a saving throw for
half damage. The material component is a pinch of sulphur.


Flash [1] (Evocation)

Range:  12 yards
Components:  V
Duration:  3 rounds
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Unknown

Victims failing their saving throw are blinded for the next
round due to a flash of light that appears in their eyes. All
to-hit rolls for the next two rounds are made at -2 due to spots
in their eyes.


Flash [2] (Enchantment)

Range:  10 yards per level
Components:  V, S
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature per level of the caster
Saving Throw:  Special
Author:  A.C. 

In casting this spell, the wizard must expose a body part (knee,
thigh, shoulder, or something more sensitive, as the caster
desires) and call out something appropriate. It will only affect
members of the opposite sex or homosexuals. It will cause all
creatures affected to be stunned by the incredible
attractiveness of the body part they have just seen exposed. If
the victim makes its saving throw, the duration of the spell is
halved.


Flicker (Illusion/Phantasm)

Range:  60 yards + 10 yards per level
Components:  V, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature or object
Saving Throw:  Special
Author:  S. W. Marshall 

When this spell is cast, the target creature or object undergoes
a momentary flickering or blurring. This flickering is not
automatically noticed by observers and all creatures viewing the
target must make a saving throw versus spell. Those who make the
saving throw fail to notice the flicker and are unaffected by
the spell. Those who fail, however, must immediately make an
illusion disbelief roll with a +4 modifier.
Those passing this second saving throw think that the target is
probably illusionary and will react accordingly. For example,
those seeing a rolling boulder flicker might not move out of the
way, suffering full damage, or may ignore the illusionary thief
circling them for a backstab. While the flicker itself lasts for
but a moment, the belief that the target is an illusion
persists, until it behaves in a way that is evidentially
non-illusory, such as supporting weight or causing damage. This
instantly reveals the true nature of the target, but any damage
done in this manner cannot be saved against.
The target of the flicker must be a creature or object which
could fit in a 30-foot cube. Thus a castle or a great wyrm
dragon could not be flickered while a small tower or an ogre
could be affected. Any one target, up to the area of effect
restrictions, including (but not limited to) bonfires, pits,
monsters, and walls can be affected. The spell cannot be used to
affect purely magical effects such as a wall of force or spells
with an instantaneous duration, such as fireball. It does work
on real objects or creatures summoned or created by magic,
however.
Individuals that know or suspect that an illusionist is present,
or have recently encountered illusion magic, suffer a -2 penalty
to their initial saving throw versus the flicker. The material
component for this spell is a small lump of candle wax.


Flu (Alteration)

Range:  1 feet per level
Components:  V, M
Duration:  1d6 days + 1 day per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  August Neverman 

This spell will cause the victim to get the flu, which will last
1d6 + the level of the wizard in days. Flu is very contagious:
anyone within 1 yard of the victim will also get the flu. With
subsequent victims, the flu is no longer contagious, however.
Flu reduces surprise by 5%, and combat attack and defense rolls
by 5% for the duration of the spell. The flu will start 1d4
hours after the victim has failed his saving throw. The material
component for this spell is a handkerchief.


Fools (Alteration, Metamagic)

Range:  0
Components:  S
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Phill Hatch 

A wizard can cast fools prior to casting any other spell in a
given round; it costs the caster a +1 to initiative. When the
spell's power is called upon, it makes the next spell cast by
the wizard appear to be another spell. An example: a wizard
casts fools followed by domination in a court of law. Since
other wizards are watching, he makes domination look like
comprehend languages. Only spell tell, or other dedicated
divinatory methods (detect lie) can detect the use of the fools
spell.


Force Bolt [2] (Invocation/Evocation)

Range:  40 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature or object
Saving Throw:  None
Author:  Jason Riek (Karaieth) 

This spell causes a small sphere of force to spring from the
caster's hand and fly toward any target desired. If used as a
weapon, it causes 1d6 points of damage. It has a Strength of
18/00 for purposes of breaking down doors, etc. It can also be
used to set off traps, or for many other uses: be creative.


Freeze [1] (Enchantment)

Range:  30 feet
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  8 cubic feet per level (2x2x2 feet cube)
Saving Throw:  None
Author:  Joseph Delisle 

This spell instantly freezes a quantity of water in any shape
the wizard desires. If a living creature has any part of it
inside the area of effect, it can make a saving throw versus
paralysation (with a +4 bonus) to escape, or be stuck in the
ice. The ice is non-magical and can be affected normally.


Freudian Thoughts (Illusion, Invocation)

Range:  Hearing
Components:  V, M
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  One person
Saving Throw:  None
Author:  Mario R. Borelli 

Sage's note: this is a great roleplaying vehicle for some
players, if one of their characters gets this spell cast on him
(or her). It could be real fun having a pervert for a character.
A person subject to this spell begins consciously and
subconsciously to interpret everything in sexual terms. For
example, the subject would perceive a sword attack not only as
melee but also as an attempted rape by a male, and would
experience eating a taco as... well, you get the idea. The
material component is a magic wand, and the verbal component is
a lewd innuendo.


Friendspeak (Alteration)

Range:  10 feet
Components:  V
Duration:  1 round
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Thomas Weigel 

This spell allows the caster to speak with one person at a time
completely understandable by subvocalizing (whispering under
your breath) the message. Who she is talking to can be changed,
as long as all of the talking takes place within the one-minute
time limit.
I recommend that DMs actually time the message to one minute.
This will eliminate hassles about whether or not there is enough
time or not to say something (like "the solution is...").


Frost Hands (Alteration)

Range:  0
Components:  V, S
Duration:  1 round
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell is very similar to the 1st-level wizard spell burning
hands (q.v.), except that ice is ejected. Damage is one hit
point per level of the wizard.


Frost Touch (Evocation)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Johnny Lydon 

This spell delivers 1d6 points of damage. In addition to this,
add 1 point of damage for every level above first. Cold based
creatures are immune to this spell, while fire based creatures
take double damage.


Fyltar's Pheromonal Force (Illusion/Phantasm)

Range:  10 yards
Components:  S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  10-yard radius
Saving Throw:  Negates
Author:  Mario R. Borelli 

This spell functions as the arousal cantrip, with two minor
adjustments. First, creatures which cannot smell are
automatically unaffected. Secondly, it raises the morale of all
affected creatures by 1d4. The material component is a rose
petal, crushed during the casting.


Gem Access (Divination)

Range:  10 feet per level
Components:  V, S, M
Duration:  3 turns per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell allows the wizard to read anything which is stored
within a single gem by another spell called gem write or gem
store. This spell allows the character access to one gem per 3
levels. The gems have to be determined during casting. This
spell may be made permanent with a permanency. In that case, all
gems which contain information or other material may be
accessed.
The material component is a single gem worth at least 100 gp per
level of the caster. This gem has to cut exactly in half,
hollowed out and then to be filled with a single drop of blood
from the caster per gem which is to be accessed (up to the
maximum of one per three levels).


Gizmo's Sticky Fingers (Alteration)

Range:  0
Components:  V, S
Duration:  1 turn + 1 round per level
Casting Time:  1 round
Area of Effect:  One pair of hands
Saving Throw:  None
Author:  ElvnShadow 

This spell makes the caster's hands very sticky, like being
dunked in honey and let dry. This stickiness will add a +10% to
climbing percentages and a +15% to pick pockets skills (this is
added to thieves only, it does not convey the ability to pick
pockets). The spell can be activated and deactivated through out
the duration of the spell. Uses for this spell include picking
up powders, palming small objects, and better grips on weapons.


Glow (Alteration)

Range:  2 feet per level
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  5
Area of Effect:  One creature
Saving Throw:  Negates
Author:  August Neverman 

This spell causes the object or person affected to emit an eerie
glow. The colour ranges from blue to green. It cannot be
dispelled but it can be negated by a darkness spell. The saving
throw is made at +1 per level (or Hit Die) of the victim, but at
a -1 per level of the wizard. The glow is not bright enough to
read by, but is easy to spot in the dark. The material
components of this spell are some fireflies.


Glowstone (Alteration)

Range:  0
Components:  V, M
Duration:  1 hour
Casting Time:  1
Area of Effect:  Pebble touched
Saving Throw:  None
Author:  Thomas Weigel 

This spell causes any smoothed, ordinary pebble to glow with
enough light to see about 20 feet well. The spell requires a
pebble held in the caster's hand while arcane words are
muttered. Unfortunately, this spell works only on small, rounded
stones, which are consumed by the spell (imagine yourself in the
middle of a desert or sea and all you have is a small, uncut
diamond: agony).


Good Grooming (Alteration)
Reversible

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature touched per level
Saving Throw:  None
Author:  Barbara Haddad 

This spells cleans the individual and its clothing; it gives a
shave and trim ( la personal style), scenting them with the
scent agent used. The reverse, poor grooming, renders the person
filthy. The material components for this spell is some scent
agent.


Guilda's Treacherous Tripwire (Enchantment/Charm)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  Tripwire touched
Saving Throw:  Negates
Author:  Colin Roald 

One wire (up to 10 feet long) can be stretched across a hall, or
such. The wire becomes camouflaged - undetectable without find
traps. The first creature to attempt to pass must save versus
rod, staff or wand (adding its Dexterity defensive adjustment)
or be caught when the wire springs free. The wire will twine
tightly about the ankles of its victim, tripping him. It must
then be tediously untangled (or sawed loose) which takes at
least 30 seconds under ideal conditions. If hacked loose in
combat, it will take 1 round, and the victim will take 1d4
points of damage unless an enchanted blade is used (which will
cut without effort). Note that the wire is required, but not
consumed. The material component is a small spring.


Hallucinatory Steps (Alteration, Illusion/Phantasm)

Range:  10 feet
Components:  S
Duration:  2d6 rounds + 1 round per level
Casting Time:  1 turn
Area of Effect:  One creature
Saving Throw:  Negates
Author:  August Neverman 

This spell, when cast, will cause the affected person to keep
thinking there is a just one more step (or stair) in front of
them, you know, like when you go up 10 flights and start
forgetting you have got to a landing and take that extra step.
It reduces movement rate by 5% and is extremely annoying. This
effect happens, even when the affected person is walking on flat
ground.


Harbald's Fire Arrow (Evocation)

Range:  0
Components:  S, M
Duration:  5 hours + 2 hours per level
Casting Time:  1
Area of Effect:  One arrow
Saving Throw:  None
Author:  Paul Ferron 

When cast on an arrow, this spell enables that arrow to ignite
itself as soon as it's in free flight (shot, thrown, fallen,
etc.). As soon as nothing is in touch with the arrow any more,
it will spring to fire and act like a normal burning arrow.
The arrow radiates light in a 30 foot radius, just like a torch
does. But when it hits a target, it delivers damage as an arrow,
+1 due to the fire.
After the arrow ignite, it will burn for 10 rounds, setting fire
to all combustible materials which come into contact with the
arrow, unless the fire is extinguished.
After the arrow is used, it is completely burned up. If it was
extinguished, it will disappear. If the arrow wasn't used, it
will become an ordinary arrow after the spell's duration
expires.
The fire is not magical and the arrow does not count as a +1
weapon when fighting against creatures that can only be hit with
a +1 or better weapon.
The material components for this spell are the arrow and a bit
of sulphur to be applied to the arrow.


Hesitate (Alteration)

Range:  120 yards
Components:  V
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell slows down the victim's reaction time, adding 1d6 to
the initiative roll of each round the spell is in effect. This
amount is rolled every round. A haste negates a hesitate, and a
creature under the effect of a haste (or a potion of speed) is
immune to hesitate.


History (Divination)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1 turn
Area of Effect:  One object or place touched (up to 1000
     square feet)
Saving Throw:  None
Author:  Jim Gitzlaff 

This spell allows the wizard to "tune in" to the psychic
impressions left on an object or small area. This power gives
the wizard the ability to divine hidden purposes, prior owners,
secret compartments, and powerful alignment bends.
The spell will not identify a magic item per se, but would for
instance tell the wizard that the ordinary looking golden ring
he holds is in fact the signet ring of a long deceased noble
house. Further, use of the history spell doubles the chance that
the value of an antique or relic will be correctly guessed.
This spell is usually used on non-magical plunder, books, and
items sold at auctions (to verify claims made about their
antiquity). Although the casting time is long, it is
unobtrusive, and only a single touch is required to make the
spell work. The material component for this spell is a page from
an encyclopedia.


Human Torch (Evocation)

Range:  0
Components:  V, S, M
Duration:  3 rounds
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  None
Author:  Unknown

This spell causes the wizard and all his clothing to become
engulfed in flames. These flames do not harm the wizard or his
equipment but cause 1d4 points of damage to anyone within 5 feet
and an additional 1d6 to anyone who actually touches him. The
flames themselves are only about as hot as a torch but the
surrounding area will feel like a blast furnace. The material
component for this spell is a burning torch, which is consumed
in the casting and must be used to set fire to oneself.


Illusory Wyvern (Illusion/Phantasm)

Range:  50 feet
Components:  V, S, M
Duration:  1 turn
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Thomas Weigel 

This spell generates the image of a large, brown scaled
dragon-like creature (about 15-20 feet long). The illusory
wyvern is realistic, but relies heavily on the wizard's
Dexterity. It fades away if moved more than 50 feet (yards
outdoors) away from the wizard, but will fade back into view if
moved back into range before the end of the spell duration.
After casting, the wizard must use his hands in order to
manipulate the motions of the Wyvern, and her Dexterity will
affect the believability of the illusion according to the
following chart:

           Wizard's         Bonus or Penalty
           Dexterity         to Disbelieving
             8-12                  +3
              13                   +2
              14                   +1
              15                    0
              16                   -1
              17                   -2
              18                   -3
              19                   -4
              20                   -5
              21                   -6

Casting requires a reptile scale (from any reptile) while the
caster mutters the arcane verbal component.


Imbue with Touch (Enchantment)

Range:  0
Components:  V, S, M
Duration:  2 rounds
Casting Time:  1 round
Area of Effect:  Object of size S or M touched
Saving Throw:  None
Author:  The Ghost 

The object that this spell is cast upon is imbued with the
ability to deliver the effects of one touch-based spell
subsequently cast upon it. The caster must handle the item
completely for the entire round this spell is cast, and must
then cast a touch-based spell and touch the item. This second
spell takes effect on the next creature to come in contact with
the object who is not already touching it.
Thus, a wizard could cast imbue with touch upon an arrow, hand
the arrow to his fighter companion, cast shocking grasp upon the
item, while the fighter holds his shot until after the wizard
has touched the arrow, thus imbuing it with the shocking power.
Then, when the fighter releases the arrow, the creature it
strikes receives not only arrow damage, but the effects of the
shocking grasp as well.
The material component for this spell is a specially prepared
oil, used to anoint the object being imbued with the touch
power.


Impotence (Enchantment/Charm)

Range:  5 yards
Components:  V, S, M
Duration:  10 rounds per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  John Daniel 

This spell enables the spell caster to render one creature,
himself or otherwise, impotent (incapable of sexual
intercourse). The material component is a bucket of cold water.
The incantation consists of a specific personality (such as
"Baba Yaga") who might be unappealing to the creature. The
saving throw is actually a check on the disgust the personality
generates in the creature. If the creature finds the person
repulsive, he fails the saving throw.
Optional effect: during the period of impotence, the creature
will attack at -2 and make morale and saving throws at -2.
Wisdom, Constitution, and Charisma scores are lowered by 1d3
points each for the duration of the spell. Also, during this
time the creature will feel downright miserable.


Inaudibility (Illusion/Phantasm)

Range:  0
Components:  S, M
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Thomas Watson 

By means of this spell, all sounds made by the recipient become
inaudible - breathing, talking, walking, and the like. Items on
the wizard's person are likewise silenced, but thrown or dropped
items may make noise once released. While under the effect of
this spell, the affected creature cannot cast any spells with a
verbal component. An unwilling victim receives a saving throw
against this spell.
Unlike a silence spell, inaudibility masks only the sounds made
by the recipient or items in his possession, so it provides no
defense against sound based attacks such as harpy singing, a
horn of blasting, etc. The spell remains in effect until it is
magically dispelled, until the wizard or the recipient cancels
it, or until its duration has passed; it is not dispelled by the
recipient attacking another creature. The spell can only be
cancelled by the recipient if the wizard has stated so when the
spell was cast.
The material component for this spell is a small wad of cotton.


Influence Other (Alteration)

Range:  1 feet per level
Components:  V, S, M
Duration:  1 round
Casting Time:  5
Area of Effect:  One person
Saving Throw:  Negates
Author:  August Neverman 

On success of the spell, the wizard may cause the victim to
produce any of the following bodily functions: giggle, belch,
hiccup, sneeze, wink, spit, pee, trip, fall, gag, congest,
choke, stumble, limp, nod, punch self, faint, nap, sleep, drool,
think, moan, screech, giggle, bark, hoot, caterwaul, shout,
yell, boo, whoop, cry, cheer, applaud, bawl, roar, whimper,
shriek, scream, hiss, heckle and any other you can think of.
Success of each is determined as 10% chance of failure for each
level the victim has higher than the wizard (maximum 99%,
minimum 1%). The material component is a genuine licence of some
sort, which is not consumed in the casting.


Ingold's Instant Insanity (Enchantment/Charm)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  5
Area of Effect:  The caster
Saving Throw:  None
Author:  Ingold 

When cast, this spell causes the caster to go completely insane
for one round per level. During this time, the caster is
incapable of doing anything but babble, giggle, and play with
his toes. But also during this time, the caster is completely
immune to any spell, power, or force that attempts to mess with
his mind: ESP, Charm spells, mind control, unspeakable elder
horrors saying "Boo!", and the like have no effect on the
character. Afterwards, the character is once again completely
normal, but has no recollection of what happened during the
period of insanity.


Ink Cloud (Alteration)

Range:  30 yards
Components:  V, S, M
Duration:  2d4 rounds
Casting Time:  1
Area of Effect:  20-foot radius
Saving Throw:  None
Author:  Steve Bartell 

Upon casting this spell, the wizard creates an ink cloud in the
water, similar to that which an octopus releases. The cloud
covers a 20-foot circular area, either at the casters position
or at any location within spell range. The ink cloud remains
stationary for the duration of the spell, unless cast in moving
water (such as a river), where it dissipates in one round. The
cloud will block all vision, including infravision. When the
spell expires, the ink cloud vanishes.
The material component of this spell is the eye of an octopus.


Insolence (Illusion/Phantasm)

Range:  2 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Brian Dawson

This spell causes its victim to sound and appear crude,
insulting and arrogant, in all that is said or done, to all
observers. The victim, however, will not be aware that anything
is amiss. While the general meaning of whatever is said will be
the same, the illusion causes observers to see and hear a
twisted version in which the speaker is so insolent that all
reactions are checked at -50%. Additionally, such speech might
not be tolerated at all in some situations (for example,
automatic dismissal from a king's court, or perhaps even
worse...). Even if the target makes his saving throw, the spell
will not be noticed (unless the somatic and verbal components of
the wizard are seen and recognised).
If an observer has reason to believe that something is amiss, he
gains a saving throw if an attempt is made to disbelieve. Such
a saving throw is made at +4 if the fact that it is an illusion
has been communicated. If these saving throws are failed, it
still appears real.
The material component is a bit of dung or spittle, which is
wrapped in the wizard's hand. The hand is then subtly waived at
the creature to be affected. The verbal component is a low
guttural sound made in the throat.


Intoxicate (Enchantment)
Reversible

Range:  100 feet
Components:  V, S, M
Duration:  Special
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  The Net Alcohol Guide Creator 

This spell allows the wizard to increase a person's intoxication
state by one. Thus, a sober person would become slightly
intoxicated, a moderately intoxicated person would become
greatly intoxicated, and so on (see the Net Alcohol Guide for
more information).
The reverse of this spell, lessen intoxication, will decrease a
person's intoxication state by one. The material component for
both versions is a pint of pure alcohol.


Jamye's Melodramatic Music (Alteration, Conjuration,
Enchantment/Charm)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  4 rounds + 1 round per level
Casting Time:  1
Area of Effect:  One intelligent creature
Saving Throw:  Negates
Author:  P.K. Whitehurst 

The spell causes the music to be played whenever the victim
performs certain actions; such as entering a room, charging into
battle, or making an announcement. The type of music is
determined by the wizard. The material components for this spell
are a miniature golden horn, mustache wax, a short length of
rope, and a lace handkerchief.


Kasegott's Chaotic Keenness (Alteration, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Marc Sherman 

This spell grants the caster a +1 bonus to subsequent rolls on
the Wild Magic Level Variation table. This bonus remains in
effect for one round for every two experience levels of the
caster.
Wild surges are determined using the adjusted roll, and the +1
bonus is applied to the percentile roll for the surge as well.
The material component of this spell is a rabbit's foot, a four
leaf clover, or another good luck charm. The charm cannot be
purchased; the caster must create the charm on his own: by
killing the rabbit and procuring the foot, by finding a clover
on a patch, etc. Any charm may be ruled valid by the DM, though
it must be similarly difficult to come by. While this charm is
not consumed by the spell, the caster should take care that a
perishable charm like a rabbit's foot or a four leaf clover is
suitably preserved.


Katrine's Kitty Kat (Alteration)

Range:  0
Components:  V, S
Duration:  1 day
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Thomas Weigel 

This spell transforms the caster into a house cat for a day, or
until dispelled. The cat's fur will be the colour of the
caster's hair, and eyes will match eyes. As the cat is
considerably weaker than the caster nine times out of ten (the
tenth being what is known as dead), it is not suggested that
this be used as a combat spell. The caster must have a maximum
Strength of 10, and cannot weigh more than 150 pounds for the
spell to be able to affect her.
While a cat, the caster has a movement rate of 18, 1d2 claws,
night-vision, keen hearing, and keen smell. Her Strength is
lowered by -4 (to a minimum of Strength 1) and Dexterity is
increased by +2. Her hit points are decreased by -2 per Hit Die,
to a minimum of 1 HP per level.
While transformed, the caster is still able to speak, but not
very well, and any spells requiring a verbal component will have
a 50% chance of failure, -2% per level of the wizard. Somatic
components will be close to impossible for anything other than
cantrips. Material components, as long as they require little
manipulation, are simple enough.


Katrine's Blinding Beauty (Illusion/Phantasm)

Range:  0
Components:  V
Duration:  1 hour per level
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Thomas Weigel 

This spell is a minor illusion affecting small details of
appearance, for a better overall image. In game effects, it
increases the caster's beauty and, to a small extent, her charm
as well. Smiles seem to be lit up, eyes twinkle just a little
more, the face seems to have a little more definition, etc. The
bonus is normally +2 to Charisma, or +1 to Charisma and +1 to
Comeliness if that attribute is used. If the caster has a
non-weapon proficiency in a visual art (sculpture, painting,
etc.), then it is a +3 Charisma in the former case, or +1
Charisma, +2 Comeliness in the latter.


Katrine's Claws (Alteration)

Range:  0
Components:  V, S
Duration:  5 rounds + 1 round per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Thomas Weigel 

This spell causes a set of long claws to grow from the fingers
of both hands of the casting wizard. These claws do 1d4 damage.
This is a flexible spell, in that many different wizards may
tweak the initial pattern to get a "look" to their own claws,
such as cat-claws, bear-claws, gee-that's-a-neat-claws, etc. The
basic length and effectiveness of the claws is changeable,
however, so bear claws will seem small on a bear, and cat claws
large on a cat. Katrine always tweaked them to look like the
talons of a bird of prey, such as the owl.
To cast this spell, the caster snarls and pulls both hands into
a fist before releasing the fist as if popping claws.
These claws require a to-hit roll to be made to do damage, so it
is recommended that DMs allow wizards to take a weapon
proficiency in claws. This is easily justified as they take
little training. In general, either a wizard will pick up the
skill after finding the spell, or will start with both.


Katrine's Dart (Alteration)

Range:  20 feet
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Thomas Weigel 

This causes a small cylindrical object (splinter, dart, needle,
etc.) to become a flaming dart which will strike the desired
target. If the target fails the saving throw, the dart does 1d4
damage per level. This spell is overall weaker than magic
missile, but more versatile in that the caster need not see the
target in order to hit it. As long as the target is within
range, and the caster has some way of distinguishing it
(whatever's causing that smell around the corner, or the orc
guard behind the cracked door), the dart will strike the target.
This is particularly effective in sheer darkness. It is cast by
muttering arcane words while tossing the cylindrical object in
the initial direction the dart will take.


Katrine's Falcon (Alteration)

Range:  0
Components:  V
Duration:  1 hour
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Thomas Weigel 

This spell turns the caster into a pseudo-falcon. This form is
as close to being a real falcon as Katrine could manage at the
time, but is not entirely real. This spell can be overlapped
with Katrine kitty kat, which lasts for 24 hours, so that when
this spell wears off, rather than being a falcon, the caster
will be a house cat. In order to affect herself with this spell,
the caster must have a maximum of 10 Strength, and cannot weigh
more than 150 pounds.
The falcon form has a movement rate of 3 on ground, and 24 in
flight. Compared to the caster, its Strength is -4 (with a
minimum of 2), and its Dexterity is at +1. It has 1d4 talons,
keen sight, and -3 HP per Hit Die of the caster, with a minimum
of one-half HP per level.
While a falcon, the caster can still speak, but the voice is
strained and wild, like a falcon. Any verbal components other
than "shriek" have a 50% chance (-2% per level of the wizard) of
failing. Most somatic components are impossible while a falcon
(adjudicated by the DM). Material components, as long as the
material is easily accessible, are simple enough.


Katrine's Pleasure Touch (Charm, Illusion)

Range:  0
Components:  V, S
Duration:  1 hour
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Thomas Weigel 

This spell stimulates the pleasure centres of any one person
that the caster is in contact with. It is a combination of an
illusion of mild pleasure, and an enhancement of pre-existing
pleasure. It lasts for one hour, but is only active while she is
in contact with the person. The illusory pleasure is not very
intense, simply a thrill along the appropriate sense, but the
enhancement depends on the strength of the initial pleasure. For
example, the taste of chocolate, smell of old books in a
library, brush of skin on skin, sound of a symphony, or even
looking at a sunset. In casting it, the wizard forms a simple
pattern with her fingers while muttering arcane words. The
spell's target must be willing for the spell to function.


Katrine's Total Tent (Invocation/Evocation)

Range:  10 feet
Components:  V, M
Duration:  1 night
Casting Time:  1
Area of Effect:  One tent
Saving Throw:  None
Author:  Thomas Weigel 

This spell produces a small, one person tent composed of opaque
blue kinetic energy. The tent is capable of sustaining up to 80
pounds of force, or extremely strong winds (81 pounds of person
or object falling on the tent will collapse it, or someone
weighing at least 150 pounds kicking it will collapse it). The
spell fades into a fine mist when the first rays of the sun hit
it. The caster must grasp a pinch of the earth the Tent will be
on while muttering several arcane phrases.


Katrine's Winning Smile (Illusions/Phantasm)

Range:  0
Components:  V, S
Duration:  5 hours
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Thomas Weigel 

This is a spell similar to charm, but weaker, and more diffuse.
It tugs at the heartstrings of all who are close enough to speak
with her normally, and makes her look more helpless. Obviously,
this is not the spell for a Strength 14 male magic-user with an
imposing look and great staff. The casting is simply a few
arcane words and a pulling motion from the caster's heart, but
the effects won't build up for a full round. The spell
effectively adds +25% to the caster's reaction modifier (under
Charisma), and makes others more willing to believe a single
story she tells. Disbelieving simply means that they have shaken
off the idea that she is more helpless than she is, and will not
be more or less likely to react favourably. Only creatures
within a 10-yard radius are affected.


Kazago's Lock Pick (Alteration)

Range:  0
Components:  S, M
Duration:  1 day + 1 day per 5 levels
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Martin Ott 

This spell allows the bard to pick locks. The bard's pick
pockets chance becomes his open locks chance, and the bard is
treated as a thief in this respect for the entire duration of
the spell.
This spell is different from both the 2nd-level knock spell and
the unlock cantrip in that it can possibly affect much more than
one lock, and that its effects are far less certain. It is
especially useful on fact-finding missions where the bard is
worried about coming across many locked doors along the way.
The material components for this spell are a set of thieves'
picks and tools, which are not consumed in the casting.


Kiss of Sleeping (Enchantment/Charm)
Reversible

Range:  0
Components:  S
Duration:  10 rounds per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  John Daniel 

When a wizard casts this spell, he must kiss the intended victim
and the victim must be able to receive a kiss (cannot be in
combat). After the kiss, the victim goes into a deep comatose
slumber. Slapping or wounding awakens the affected creature but
normal noise does not. Awakening requires one entire round. The
reverse of this spell is kiss of awakening, which will awaken a
person who is magically asleep.


Kiss of Wounding (Conjuration/Summoning)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  One-half
Author:  The Carnal Knowledge Guide 

When a wizard casts this spell, he must kiss the intended victim
and the victim must be able to receive a kiss (cannot be in
combat). This kiss causes the victim to suffer 1d3 hit points of
damage, plus 3 points for each level of experience of the
spellcaster, to a maximum of 1d3+20 points.


Klaus' Krazy Kustard Pie (Conjuration)

Range:  40 yards + 5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Iain Clarke 

With this spell the caster conjures a gooey custard pie which he
can hurl at one creature within range. The caster must roll to
hit the creature, ignoring its armour, but Dexterity and magical
bonuses apply. If the caster hits, the pie has struck the
creature in the face, and the creature must make a saving throw
versus spell, or be blinded. The creature must spend 1d3 rounds
clearing its face.
The target is unlikely to appreciate this, especially if the
caster gloats. The material component for this spell is a small
amount of custard, which is consumed in the casting. Being hit
alone is enough to disrupt spellcasting.


Klaus' Kulinary Kustard Kreation (Conjuration)

Range:  1 foot per level
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One 4-inch cube per level
Saving Throw:  Negates
Author:  Iain Clarke 

This spell creates about 60 cubic inches of custard per caster
level - useful for getting hold of components for other Kustard
spells.


Klaus' Kustard Kleanup (Conjuration)

Range:  1 foot per level
Components:  V, S, M
Duration:  1 round
Casting Time:  1
Area of Effect:  5-foot per level radius
Saving Throw:  None
Author:  Iain Clarke 

This spell is cast on a container, and over the duration of the
spell all the custard within range of the container is drawn in
towards it. Custard securely contained elsewhere will not be
able to move, and custard behind solid objects may take some
time to get around them; otherwise all custard in range will
probably be in the container (space permitting) within twenty
seconds or so. The container can be moved around to pick up
custard from a larger area. This spell would be useful for
clearing up laboratories after failed attempts to research other
custard spells. The container used will disappear at the end of
the spell's duration, since it is the material component of the
spell.


Know Class (Divination)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  One creature or object per round
Saving Throw:  Negates
Author:  Al Singleton (Quasi Nogum) 

This spell enables the caster to know the profession (or class,
if there is no real profession) of a creature or object (this
applies to magic items that are class-specific). Concentration
for more than one round will reveal whether the target has more
than one class. The caster sees an aura as follows:

         Colour               Class
         Red                  Fighter
         Green                Ranger
         Brown                Druid
         Blue                 Paladin
         Silver               Wizard*
         Yellow               Priest
         Grey                 Monk
         Black                Thief
         Orange               Bard
         Violet               **
* Specialists appear as any other.
** This appears if the target is in an official position of
authority (not just party leadership or such).

Every round of concentration, the DM should roll randomly which
colour appears, if more than one is viable. The same colour may
appear more than once before all possible colours have been
noticed.


Korel's Last Word (Alteration)

Range:  10 feet per level
Components:  V, S
Duration:  1 round per level
Casting Time:  1
Area of Effect:  20-yard radius sphere
Saving Throw:  Negates
Author:  Edward Keyes 

Korel the necromancer created this spell as a way to deal with
insults in taverns. Being Suloise, dressed in black, and not at
all personable tended to draw the hecklers. Unfortunately, there
was little for him to do short of killing the person, which
would be too much of a nuisance.
Thus he made this spell, which is essentially a "silence, 2-inch
radius" spell. Typical use is to cast it on someone's tongue,
rendering all articulated speech impossible (spellcasting too),
although deep-throat moans might still be possible. The victim
can still hear, though, a necessity in getting in your last
word. The sphere is mobile with the object it was cast upon.
The somatic component is a wave of dismissal in the subject's
direction, and the verbal component is some phrase like "be
quiet", "shut up", or some more colourful version. A successful
saving throw against spells completely negates the effect, but
the victim will not know that a spell was even cast, due to the
innocuous nature of the components. This was specifically
designed to prevent secondary insults regarding the failure of
the spell ("Hah! Your feeble magics cannot touch me!").
Magic using thieves can also use this spell by casting it on a
lock to cover up lock picking noises, while still keeping an ear
out for guards' footsteps. Creaking hinges are another good use.
It's also a good way to shut up the stupid Intelligence 8
dwarven battlerager in the party, although this may result in a
two-handed battle-axe between the eyes.


Last Image (Divination, Necromancy)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  1 round
Area of Effect:  One corpse
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

When the wizard casts this spell, he sees whatever the recipient
corpse saw at the very instant of death, with the intent of
learning the identity of the murderer, or at least the location
of death. If the recipient was killed by a gaze attack, the
wizard suffers this attack as well, but with a +4 bonus to his
saving throw.


Lesser Aura of Protection (Evocation)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Francois Menneteau 

This spell creates a bright aura around the caster, making him
appear more powerful and subtracting 2 from all attacks. It also
grants a +1 bonus to his saving throw for any targeting attacks.
Note that none of the aura spells are cumulative with one
another.


Lesser Invisible Object (Illusion/Phantasm)

Range:  1 yard
Components:  V, S
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  One object not larger than 3 cube feet per
     level
Saving Throw:  None
Author:  Brian Dawson

This spell causes an object to vanish from sight, much like the
2nd-level wizard spell invisibility (which affects only
creatures). The spell lasts only 2 rounds per level of the
wizard or until the wizard wills it to end. For example, a
quiver of arrows or a bow could be made invisible and carried,
and when desired, a moment's thought could make them appear.
Note that not even the wizard can see the invisible object, so
if he is to use it most effectively, it may be necessary to make
it visible.


Lhaeo's Distant Bandage (Abjuration)

Range:  5 yard + 5 yard per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Paul Ferron 

When this spell is cast, the wizard is able to bind the wounds
of a creature up to 5 yards away plus 5 yard per level. This
spell is to be used together with the optional "hovering on
death's door" rule on page 75 of the Dungeon Master's Guide.
The bindings are only able to tend to someone's bleeding wounds.
They have no power to hinder a creature's movement. The creature
on which the bindings are used immediately stops bleeding from
serious wounds but does not recover any hit points. Hit points
must be recovered normally.
This spell is very useful if nobody of the party can reach the
character who just reached 0 or less hit points. Lhaeo (no, not
the Lhaeo) often meets this problem because he travels with a
bunch of suicidal maniacs who always manage to get themselves
below 0 HP and this always happens when that person is as far
away from the party as possible.
The material component of this spell is a piece of bandage which
must be thrown toward the injured creature. While the piece of
bandage flies toward the target it grows and grows until it
reaches the exact size needed to stop the wound from bleeding.
Then the bandage wraps itself around the wound and stays there
until someone removes it. The wizard does not need to
concentrate on this spell.


Little Death (Necromancy)

Range:  60 feet
Components:  V, S
Duration:  1d4+1 rounds
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Jeff Vogel 

This spell may be cast on any living (not golem, undead, etc.)
creature native to the prime material plane and with 6+4 or less
Hit Dice. The victim must save versus death magic at -3 or fall
paralysed for 1d4+1 rounds.


Lohocla's Create Beer and Pretzels (Alteration)

Range:  10 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  Special
Saving Throw:  None
Author:  Reid Bluebaugh 

Lohocla didn't want priests to be the only spell casters able to
create food. Unfortunately, the results might not be as
nourishing as a priest's food and water. However, Lohocla's beer
and pretzels have their benefits.
When this spell is cast, the wizard causes beer and pretzels to
appear. For every level of the wizard, a quart of beer is
created and a half pound of pretzels. The pretzels come in a
wide variety of sizes and types. The beer is of excellent
quality and quite filling.
The beer becomes flat and the pretzels become stale in 24 hours,
although they can be restored for another 24 hours by a purify
spell of some sort.
The material components of the spell are a pinch of salt and a
pinch of hops.


Lohocla's Deadly Bottle Rockets (Evocation)

Range:  50 yards + 10 yards per level
Components:  V, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One 25-foot cube
Saving Throw:  None
Author:  Reid Bluebaugh 

This spell was created by Lohocla or at least commissioned by
him. Lohocla wanted to give a gift back to those wizards who
have supported him in the past. This spell is bizarre in that a
person must be intoxicated to use it. Lohocla has a unique
concept of magic and the best way to wield it. Yet, this may be
a benefit because this eccentric spell allows the wizard to cast
at low-level, a powerful and damaging (possibly dangerous)
rockets at its opponents even though his current ability is poor
because the intoxication.
The material components of this spell are a bottle of alcohol
(any type) and a 1-foot long smooth stick that can fit into the
bottle with one end sticking out.
An unusual spell indeed, this spell cannot be cast unless the
caster is under the influence of alcohol (i.e. in a state of
slight, moderate, or great intoxication). Of course, the wizard
generally doesn't go adventuring while drunk, so this becomes a
big hindrance if not useless. On the other hand, it can be a
real benefit when the wizard goes to a place knowing full well
that he will become intoxicated. Mainly, because there is no
chance of spell failure for this spell (note that the chance of
spell failure is still there for all other spells). This becomes
very valuable because the wizard can get intoxicated, with all
the problems it entails, and always have a memorised spell that
will work (especially when greatly intoxicated when the chance
of spell failure is 100%).
When the wizard casts the spell, he must take a swig of alcohol
from the bottle, place the stick in the bottle, and then aim the
bottle at its target which all takes place while saying the
magical words.
Once the spell is cast, 2 sparkling rockets of magical energy
per level fly out of the bottle with a ear piercing whistle to
unerringly strike their targets with a dazzling display of
colours (see below). This includes enemy creatures in a melee.
The target creature must be seen must be seen otherwise detected
to be hit, however, so near-total concealment, such as that
offered by arrow slits, can render the spell ineffective.
Likewise, the caster must be able to identify the target. He
cannot direct a rocket to "strike the captain of the guard",
unless he can single out the captain from the rest of the
soldiers. Specific parts of a creature be singled out. Inanimate
objects (locks and the like) cannot be damaged by the spell, and
the rockets disperse with no effect.
Very fascinating, the damage a rocket does is dependent on the
state of intoxication the wizard is in. If in a state of slight
intoxication, each rocket will do 1d4+1 points of damage. If in
a state of moderate intoxication, each rocket will do 1d8+1
points of damage. If in a state of great intoxication, each
rocket will do 1d12+1 points of damage. This is possibly the
only instance where being more intoxicated is a benefit in
combat.
When a rocket hits a target, a spray (5x10x10 foot wedge) of
vivid multiple colours spring forth from the impact spot.
Usually, the colour splash is harmless but dazzling. There is a
1% chance per level of the caster that the colour slash will be
harmful. If harmful, then from one to six creatures (1d6) within
the area are affected in order of increasing distance from the
target. All creatures above the level of the wizard and all
those of sixth level or 6 Hit Dice or more are entitled to a
saving throw versus spell. Blind or unseeing creatures are not
affected by the spell. Creatures not allowed or failing saving
throws, and whose Hit Dice or levels are less than or equal to
the wizard's level, are struck unconscious for 2d4 rounds; those
with Hit Dice or levels 1 or 2 greater than the wizard's level
are blinded for 1d4 rounds; those with Hit Dice or levels 3 or
more greater than that of the wizard are stunned (reeling and
unable to think or act coherently) for one round.


Lohocla's Enchanted Bartender and Staff
(Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1
Area of Effect:  40-foot radius
Saving Throw:  None
Author:  Reid Bluebaugh 

Lohocla created this spell for a tavern owner, who happened to
be a retired adventurer wizard, that was having business
trouble. Lohocla gave him 100 gold pieces, bestowed the
bartending nonweapon proficiency on him, taught him an abundance
of alcohol drinks, gave him the spell, and cast a permanency
spell on an enchanted bartender to serve the wizard as a main
bartender. The spell is not one normally studied by adventuring
wizards but is often used by retired adventurers and other
sedentary types.
This specialized version of the unseen servant was developed
with one particular task in mind - bartending and barkeeping.
The enchanted bartender and staff are magical forces under the
control of the wizard.
The main power of the spell creates an enchanted bartender. It
can perform simple barkeeping actions like making, serving, and
doctoring drinks, wiping the bar, cleaning dirty drinking
vessels, filling snack bowls, etc.
The enchanted bartender can only make mixed drinks that the
wizard himself has prepared at some point in his life.
Hopefully, the wizard has the bartending nonweapon proficiency
so that his enchanted bartender can make perfect drinks.
Every three levels, the wizard can create an enchanted barmaid
to assist the enchanted bartender. Thus, at level 3 the wizard
can create one barmaid, at level 6 he can create two barmaids,
at level 9 he can create three barmaids, etc. An enchanted
barmaid cannot mix drinks like the enchanted bartender. An
enchanted barmaid can perform simple barmaid actions like
serving drinks and snacks, wiping off tables, sweeping up
messes, etc.
Every six levels, the wizard can create an enchanted bouncer.
Thus, at level 6 the wizard can create one bouncer, at level 12
he can create two bouncers, at level 18 he can create three
bouncers, etc. An enchanted bouncer serves only one purpose: to
expel disorderly persons (with the exception of the wizard of
course) in a bar or tavern. An enchanted bouncer has a Strength
of 18/1d100, a Dexterity of 18, and a number of hit points equal
to the wizard's. If an enchanted bouncer is given resistance, he
proficiently attacks with non-lethal combat such as punching and
wrestling. DMs must be sure that a player does not abuse an
enchanted bouncer's power. It is only created to expel
disorderly people from a bar or tavern, not to enter the
wizard's combative battles while adventuring.
The enchanted bartender and staff with the exception of the
bouncers are no stronger then an unseen servant and no more
dextrous than its creator. The enchanted bartender and staff can
be left to do their duties on their own. If something disrupts
the smooth flow of their routine (such as the arrival of
Tiamat), the staff will go to the enchanted bartender who will
seek the advice of its creator.
All creations may be dispelled by the caster at will. Also, an
enchanted bartender or any staff other than the bouncers can be
dispelled by taking 6 points of damage from area of effect
attacks such as breath weapons, explosions, etc. A dispel magic
will get rid of everybody. The material components of this spell
are a block of birch wood and some string.


Magic Motes (Evocation)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Benjamin C. Ford 

Casting magic motes creates a number of motes of light around
the caster. One mote is created at first level with one
additional mote being created for every two levels of the caster
beyond first to a maximum of five (as per magic missile). Each
mote moves to intercept physical attacks or magical attacks that
have some physical or magical form. The motes reduce the damage
from such attacks by 1d4+1 points. Each attack causes one mote
to disappear, except for area effect spells, which cause all the
remaining motes to wink out of existence. If not used within one
turn per level of the caster, any remaining motes wink out.


Masturbation (Enchantment)

Range:  10 yards
Components:  S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Mario R. Borelli 

This spell causes the horniness of Arousal with the added
irresistible urge to masturbate with any and all external sexual
organs. This spell functions like a combination of an arousal
cantrip with a command to "masturbate!". If no appendages are
free for this purpose, the subject will rub the sexual organs
against any nearby functional object. The material components
are two pieces of cloth, rubbed quickly against one another.


Mental Notepad (Alteration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  Special
Area of Effect:  The caster
Saving Throw:  None
Author:  Paul D. Walker 

This spell allows the wizard to store information in the unused
portions of his brain for later recall. The information thus
stored will be available for complete recall as if the wizard
was reading the information from a parchment in his hands.
The wizard is able to store up to two pages of information in
the brain through the use of this spell. If at a later time, the
wizard wishes to add more information, or change the information
that is current in his brain, then the wizard will be required
to recast the spell and memorise the information again. There
can only be one spell active in the wizards brain at anyone
time.
The material component of this spell is a lead crystal sheet of
no less than 50 gp value which disappears after the spell is
cast.


Mental Rejuvenation (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Brian J. Toleno 

This spell allows the caster to restore psionic strength points
to the target. The caster (who cannot be a non-psionicist) can
restore 1d6 PSPs per level to the target. The target must be
willing and the material components of the spell are a piece of
the target's hair or a bit of their scalp.


Metal Arm (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  The caster's arm
Saving Throw:  None
Author:  Al Singleton (Quasi Nogum) 

The spell causes the caster's arm to become equivalent to a
medium shield, +5. The material components are five platinum
pieces that must be balanced on the wizard's forearm. These
vanish into the caster's arm upon the beginning of the spell's
effect.

Mikkis' Appraising (Divination)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  1 round
Area of Effect:  Object touched
Saving Throw:  None
Author:  Samuli Mattila 

The value of gems and art objects can be determined by the means
of this spell. Objects must be well cleaned, which typically
takes 5 rounds per object. Up to 3 items per level of the caster
can be appraised. The chance of success is 50% + 5% per level of
the caster. The material component is a bit of powdered silver.


Minor Annoyance (Illusion)

Range:  5 feet per level
Components:  V, S
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Martin Ott 

This spell creates the illusion (in both sound and feel) of a
mosquito flying into the victim's ear. The victim will then act
appropriately, which usually means stopping and trying to get
the illusionary mosquito out of his ear, until either a
successful saving throw versus spell is made, or the spell
expires.
The spell can be used to interrupt casting of a spell. It will
also increase the victim's chance of spell failure by 10% for
every round the spell is effective after the first.
The victim gets a saving throw at the time of the casting, and
at the end of each round thereafter. For every level the victim
is above the caster, it gets a +1 bonus on the saving throw. The
illusionary mosquito does not stop the victim from fighting, it
does give it a -2 to-hit, however.


Minor Mimicry (Illusion/Phantasm)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Brian Dawson

This spell allows the wizard to make the creature touched to
appear as something else for the duration of the spell. The
illusion has visual and minor auditory (such as crackling of
fire, mumbling, etc., similar to an improved phantasmal force)
components only. The form is chosen by the wizard, and unwilling
creatures gain a saving throw. The illusion can be as small as
half the size of the creature masked, and as large as something
that would fit within .25 cubic yards + .25 cubic yards per
level.
Once the form is taken, it remains almost stationary, with only
minor movement possible; for example, a troll illusion could
growl and make threatening motions but could not walk and
attack, and a fire could dance and crackle but could not spread.
For this reason, objects are the forms most often chosen.
Movement is not possible for the recipient creature if the spell
is to be maintained, as this would break the spell. If the
recipient remains still or nearly still, however, the spell will
last so long as the wizard maintains faint concentration (spell
casting and taking damage breaks the spell, but talking and
walking do not), and remains within 1 yard per level of the
location of the recipient (obviously not a problem if the wizard
and the recipient are the same person). If the spell is broken
for any reason, it will last a further 1d3 rounds + 1 round per
level of the wizard. The illusion does not follow any movement
made by its recipient.


Mist (Evocation)

Range:  20 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  Up to one 50-foot cube per level
Saving Throw:  None
Author:  Joseph Delisle 

Mist creates a huge fog cloud that can be seen through, but
reduces the range of vision greatly. In normal use, all sighting
distances (see the Player's Handbook) are halved. Vision can be
decreased to a third of its normal range by reducing the area of
effect to one cube (with a 25-foot side) per level.
The shape of the cloud must be rectangular. For example, a
2nd-level wizard could create a mist of 100x50x50 feet.


Morrison's Next Whisky Bar (Divination)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  One mile per level
Saving Throw:  None
Author:  Keith Taylor 

This spell is meant to be used by a wizard who is looking for a
good place to have a blast and get blasted. The spell seeks out
all establishments within range and instantly gives the caster
a mental impression of the best place, with regards to its
location, name, general appearance, and taste of the wizard. The
spell determines which is the "best" location by considering the
following factors, in descending order of importance: strength
and quality of drinks served, wildness factor, size of bar, and
inexpensiveness. If there is no such location (at all) within
spell range, the caster must save versus death magic or fall
into a 1d4 round coma, and emerges from it weeping but unharmed.
This spell is also known as Morrison's tavern locator.


Murder Weapon (Divination, Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 turn
Casting Time:  1 round
Area of Effect:  Weapon touched
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

The caster of this spell can check one weapon per round to
determine if it was used to kill a specific corpse, of whom he
has a blood sample. A murder weapon is one that reduced the
victim to zero hit points, or delivered the poison which did so.
The material component of this spell is a drop of blood from the
caster.


Narhwal's Blistering Pain (Divination)

Range:  0
Components:  V, M
Duration:  Special
Casting Time:  1
Area of Effect:  Person touched
Saving Throw:  Negates
Author:  Eric Wayne Swett <4962@ef.gc.maricopa.edu>

This is a particularly annoying and potentially disgusting
spell. The caster places his hands upon the bare flesh of the
victim and immediately the victim takes 1d4-1 damage per level
of the caster (a successful saving throw negates the effect).
Large, pussy blisters grow from the place the victim was
touched. This can have any number of ill effects upon the victim
depending upon the location and the creativity of the DM.
The material component of this spell is some lamp oil rubbed on
the hands of the caster.


NightShade's Components (Conjuration/Summoning)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One component per level
Saving Throw:  None
Author:  Steve Bartell 

This spell was created by the wizard NightShade, after a prison
entrapment left her unable to cast spells because she lacked
components. A similar spell, conjure spell components (see the
Tome of Magic for details), was introduced a few years
afterwards. The two are very similar, but each have their
advantages and disadvantages. This spell causes the desired
spell components to appear directly into the wizard's hands. The
component cannot be man-made or exceed 1 gp value. The wizard
can call forth one component per level. There are no
restrictions in bringing forth animals or animal parts.


Orko's Initial Marker (Conjuration/Summoning)

Range:  5 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  One defeated creature
Saving Throw:  None
Author:  Orko

When this spell is cast, it creates a giant black (or other
colour) magic marker to appear and draw the wizard's initials on
a defeated victim. The marker will draw on any surface: water,
fire, magma, acid, etc. The wizard can choose to alter the
colour of the marker if he wishes. The material component for
the spell is a piece of black cloth.


P.M.S. (Conjuration)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  The Carnal Knowledge Guide 

P.M.S. causes the subject to experience an unceasing, agonizing,
dull throbbing pain throughout the groin and lower abdomen, as
though all the muscles in that area were clenched like a vice.
THAC0 and all saving throws are treated as if the subject were
one level lower (a 0th-level or 1st-level character
automatically misses or fails), and Constitution and Charisma
are reduced by one for the duration of the spell. A successful
saving throw results in a nagging headache reducing Constitution
and Charisma by one for the duration of the spell. The material
component is a clamp.


Painful Wounds (Necromancy)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  Robert A. Howard 

This spell causes any existing wounds (caused by bleeding touch,
or any blow of 4 or more points of damage, or when the victim is
at half its maximum hit points or less) to become excruciatingly
painful. Wizards do not need to hit their chosen victim. The
victim must make a saving throw versus paralysation or be unable
to do anything but roll on the ground screaming in pain. The
material component is a pinch of powdered quartz crystal.


Painting (Illusion/Phantasm)

Range:  12 feet
Components:  V
Duration:  Concentration
Casting Time:  1
Area of Effect:  2-foot long cube
Saving Throw:  Negates
Author:  Unknown

By the means of this spell the wizard can create an illusion of
whatever he wants, as long as he concentrates and the illusion
remains in the area of effect. It is usually easy to recognise
what the illusion is supposed to be of, but any creature that
can do so can also recognise that it is an illusion.


Personal Magnetism (Alteration)

Range:  5 yards + 1 yard per level
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  5
Area of Effect:  Special
Saving Throw:  Negates
Author:  William T. South 

By means of this spell, a wizard is able to endow a single
target creature with a magical field which causes all creatures
within the area of effect (of the same basic species) to be
drawn toward the target creature, much in the say way that metal
is attracted to a lodestone. The spell will affect target
creatures of up to 4+2 Hit Dice. A saving throw versus spell
will totally negate this spell, but the Hit Dice of the target
creature modify its saving throw in the following manner:

        Hit Dice       Saving Throw Modifier
       less than 1              -4
       less than 2              -3
       less than 3              -2
       less than 4              -1
           4+                    0

Creatures that have magical auras are totally immune to this
spell. This includes dragons, cockatrice, etc.
If the spell dweomer successfully affects the target creature it
will then attempt to attract all surrounding creatures of the
same species, causing them to move at their normal movement rate
(and locomotion) toward the target creature. The area of effect
is a sphere around the target creature which extends outward up
to 1 yard per level of the wizard, up to a maximum of a 10-yard
radius. The number of creatures within the area of effect which
the dweomer will attempt to attract is equal to twice the
current level of the wizard. The wizard is unable to change this
number in any way and may himself be affected by the dweomer (if
of the same species as the target creature) if caught within the
area of effect. For purposes of this spell, hybrids are
considered an individual species, so half-orcs would only
attract other half-orcs, not other orcs or humans.
The area of effect is stronger near the target creature and
therefore has more of a chance to attract a being toward the
target than at the outer limits of the sphere. The outer 1 yard
of the area of effect will always allow creatures a normal
saving throw versus spell against the attraction. But, for every
yard closer, the creature is penalised by a cumulative -1
modifier to its saving throw. Here are examples of a 1st-level,
5th-level, and 10th-level (or higher) wizard casting this spell:

1st-level wizard:
distance in yards     0  1
saving throw modifier -  0

5th-level wizard:
distance in yards     0  1  2  3  4  5
saving throw modifier - -4 -3 -2 -1  0

10th-level wizard or higher:
distance in yards     0  1  2  3  4  5  6  7  8  9 10
saving throw modifier - -9 -8 -7 -6 -5 -4 -3 -2 -1 0

A successful saving throw against the attraction means that the
spell is unable to attract this creature toward the target
creature.
Note that the wizard may reduce the size of the area of effect
to less than he is able to affect (in one-yard decrements) but
the saving throw modifiers are a product of the size of the area
of effect, not the level of the wizard casting the spell. This
means that if a 10th-level wizard reduces the area of effect to
a one-yard sphere it would only be able to affect creatures
within one yard of the target creature and they would receive a
normal saving throw, but he will still able to try to attract 20
creatures toward the target whereas the 1st-level wizard would
only be able to attract 2. Also, remember that the area of
effect is three-dimensional, and can affect creatures through
any material that does not shield against magic (lead, for
example). Creatures that are physically unable to become "stuck"
to the target will stick to whatever physical object is blocking
their path, such as walls, floors, doors, etc.
If any creatures become "stuck" to the target creature, it and
whatever is stuck to it become entangled with each other,
effectively reducing their normal movement rate to 0. Creatures
being drawn toward the target are totally unable to attack, but
may attack from the mass with one attack form per round if the
attack does not require melee combat (breath weapon, gaze,
etc.). If the combat form requires physical contact, a "stuck"
creature is only entitled to attack once per round and only if
it is first attacked by someone striking at it while it is
entangled. Attacks on entangled creatures are at +4 to-hit, and
the creatures are penalised -3 on the return attack. Also,
creatures so entangled lose all Armour Class bonuses for
Dexterity and cannot cast any spells requiring somatic
components.
The material component of this spell is a lodestone of at least
2 gp in weight. It will disintegrate if the target creature
successfully saves against the spell. Otherwise, it is reusable,
and only need be touched during the casting to act as a focus
for the wizard.


Pilpin's Mapper (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  6 turns + 1 turn per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Pilpin

This spell will create a map of the wizard's path for the
duration of the spell. The map will record basic features
(doors, stairs, windows, cliffs, rivers, etc.) on a piece of
vellum provided by the wizard. Unusual or special features
(statues, paintings, smells, and noises, for example) can be
added at the will of the wizard. The material components are a
piece of vellum (that the map is created on) and a vial of ink.
Neither is consumed in the casting, except for some drops of
ink.


Pilpin's Prompt (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  1 week per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Pilpin

This spell is used to remind the wizard of an appointment or
event. The wizard decides when and what to be reminded of
(within 1 week per level), and a voice only the wizard can hear
will deliver the reminder at that time. The reminding message
can be up to 20 words long. The material component is a small
piece of elephant hide.


Power Word, Attention (Evocation)

Range:  0
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  All creatures in a 50-foot radius
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This is an ancient spell of unknown origins that has been in
common use for untold centuries. As the name implies, the
utterance of power word, attention will get the attention of any
and all creatures within a 50 foot radius, regardless of any
languages they may speak. It is the caster's responsibility to
make use of the temporary situation, for the creatures affected
by this spell will resume their normal activities within a
single round. Repeated use of this spell in a short time span is
poorly received in many (if not all) locales.
Creatures involved in spellcasting, combat, deafened, under the
effect of a silence spell or involved in any other pursuit
requiring concentration are not affected by power word,
attention.


Power Word, Rut (Conjuration/Summoning)

Range:  5 yards per two levels
Components:  V
Duration:  1 hour per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  The Carnal Knowledge Guide 

When this spell is cast, the recipient gains a condition of
sexual excitement and productive activity. This is reflected in
a +2 modifier for every three levels of the wizard to Dexterity
with respect to having sex. Thus, this spell won't affect any
other aspects of Dexterity: only sex. Also due to his hyper
state, the recipient gains a +1 to-hit. Furthermore, two points
of Intelligence and one point of Wisdom are lost and one point
of Charisma is gained. These bonuses end when the spell ends.


Projected Light (Alteration)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  50-foot long, 1-foot wide beam
Saving Throw:  None
Author:  Francois Menneteau 

A beam of light (equal in strength to a lantern) springs forth
from the caster's palm. This beam is not powerful enough to harm
or blind creatures. By clenching his hand to a fist, the light
can be temporarily extinguished.


Protection from Chaos [1] (Abjuration)
Reversible

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

This spell is very similar to protection from evil (q.v.) except
in its purpose and intent; it keeps out chaotic, as well as
summoned or enchanted creatures. It acts as magical armour on
the recipient; the protection encircles the recipient at a one
foot distance, thus preventing bodily contact by creatures of an
enchanted or summoned or chaotic nature. Summoned animals or
monsters are similarly hedged from the protected being.
Furthermore, any and all attacks launched by chaotic creatures
incur a penalty of -2 from dice rolls to hit the protected
creature, and any saving throws caused by such attacks are made
at +2 on the protected being's dice. This spell can be reversed
to become protection from law, although it then still keeps out
enchanted or summoned chaotic creatures as well.
To complete this spell, the wizard must trace a 3 feet diameter
circle upon the floor or ground with powdered obsidian for
protection from law and powdered glass for protection from
chaos; or in the air using burning incense or burning dung with
respect to law or chaos.


Protection from Chaos [2] (Abjuration)
Reversible

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Peter Gourlay 

This spell is basically identical to protection from evil, save
that, in addition to protecting against summoned and conjured
creatures, it protects against all chaotic creatures in the same
manner as the other spell protects against evil creatures.
The reverse of this spell is protection from law. To complete
this spell, the caster must trace a 3-foot diameter circle upon
the floor with powdered obsidian for protection from law and
powdered glass for protection from chaos.


Protection from Rain (Abjuration)

Range:  0
Components:  S, M
Duration:  1 hour per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

After casting this spell, the wizard will remain dry even if
standing in the midst of a torrent. The wizard is protected from
splashes and falling drops, but he is not protected from more
concentrated bodies such as puddles. The water will simply bead
and flow down an invisible field which surrounds the wizard and
his clothing at a distance of about one inch. An oiled leather
rag is the material component of this spell.


Quantas's Target Bow (Enchantment)

Range:  0
Components:  V, S, M
Duration:  2d4 rounds + 1 round per level
Casting Time:  2
Area of Effect:  Bow touched
Saving Throw:  None
Author:  Quantas

While this spell is in effect, any arrows fired from the bow
(which may not be a crossbow) are +2 to hit a specific target.
The wizard must be able to see the target, and call his shot.
The +2 only affects hits on the target, not on someone or
something that gets in the way.
If the target is in melee, the target gets a +2 to it's size
rating when the DM determines the odds of hitting the target as
opposed to those around it. For example, if firing on a size six
giant who is in melee with a size two elf, there would normally
be a one in three chance to hit the elf. With target bow in
effect, the giant would be raised to size eight, giving only a
one in four chance to hit the elf. Should the arrow go at the
elf anyway, it would not get its +2 to-hit (since the giant is
the target).
Note that the arrow fired from the target bow is in no way
magical. The material component is a feather from a bird of
prey, rubbed against the bow string.


Random Spell I (Invocation/Evocation, Wild Magic)

Range:  0
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One spell
Saving Throw:  None
Author:  Peter Gourlay 

This risky spell draws upon the chaos of magic to form magical
energy into a spell of more power than the wild mage could
otherwise be casting. Random spell, when casts, creates an
effect equal to a randomly selected spell of second or third
level. The wizard does not know what spell will be duplicated:
that is determined the instant the spell is cast. The casting
time of the second spell is one round, and it must be cast in
the round following the casting of random spell.
In that instant, the wizard learns the basics of how the spell
is to be targeted. The wizard might know to select a single
target, a centre point for an area effect spell, an object, a
direction (for a cone or similar spell), or whatever. If there
is no suitable target within range, random spell fails. If
appropriate, the duration is also determined this way. The
wizard learns nothing else, including whether or not the spell
is harmful or helpful.
Random spell should be rolled off of a fairly large list of
spells that includes both common and unusual spells. The lists
in the back of the Forgotten Realms book would work quite well,
but any other list will do. DMs should not include spells with
a normal casting time of one turn or more in this list.


Repel Lesser Quasi-Elemental (Abjuration)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  1
Area of Effect:  10-foot radius sphere
Saving Throw:  None
Author:  Francois Menneteau 

This spell prevent lesser radiance, lightning and mineral
quasi-elementals from entering the area of effect.


Reverse Sexual Orientation (Alteration)

Range:  10 yards
Components:  V, S, M
Duration:  Special
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  Mario R. Borelli 

This spell temporarily converts a creature's sexual orientation
from hetero- to homosexual, or vice versa. A bisexual who
favours one gender will now favour the other, and a bisexual
equally disposed towards both genders is unaffected. Asexual
creatures or creatures of species with more than two genders
will be affected, if at all, by DM's discretion.
There is no saving throw per se against this spell. Rather, upon
first experiencing sexual attraction in the altered way, or upon
first questioning one's unexpected lack of accustomed sexual
attraction, the subject, if strenuously disapproving, is allowed
a Constitution check at -4. A successful Constitution check will
experience a strong but repressive erotic attraction towards a
single individual for 1 round per level of the spellcaster,
after which the effects permanently vanish. A new Constitution
check may be made once per day, but with a cumulative penalty of
-1 per day. A check of 1 always succeeds.
The material component is a concave lump of clay which the
caster remoulds into a convex lump.


Revulsion (Enchantment)
Reversible

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Mario R. Borelli 

Successful casting of revulsion leaves the recipient disgusted
to the point of nausea at any prospect of engaging in sexual
activities of any kind, no matter how minor. The reverse of this
spell, indifference, eliminates any negative thoughts or
feelings the recipient may have and replaces them with utter
indifference. The material component of this spell is a leech or
the eye of a tuna.


Roland's Disrobement (Conjuration/Summoning)

Range:  1 yard per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Magii-Milkman 

This spell allows the caster to remove all of his clothing and
replace it with another set of clothing in an instant. This
clothing can be normal or magical, metal armour or leather,
anything the wizard is currently wearing. However, the spell
cannot place armour onto the caster's body. The clothes to be
donned must be within the spell range. The material component
for this spell is a piece of parchment with the word "wardrobe"
written in elvish. The somatic and material components consist
of the cast pointing at himself and saying the magic word
"Hannskrischenandersun!".
Origins: a grey elf mage/thief once lived in Furyondy and was
apprenticed at his uncle's, the magister of a castle deep in the
heart of the country. He was always having to take off his
leather armour in order to cast spells, so he decided to
research a spell that would allow him to change out of it in an
instant.
Unfortunately for poor Roland, he was executed by the new
magister who hated elves. However, it was fortunate that he did
not research it because it wouldn't have worked the way he
wanted it to. You see, having a 4 Wisdom, Roland never figured
out that you can't ever cast this spell in armour.


Roteley's Wildbolt (Evocation, Wild Magic)

Range:  60 feet + 10 feet per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  Special
Author:  Michael Karapcik 

This powerful spell can inflict a great deal of damage, but it
harms the wizard in the process. With this spell, the wizard
himself becomes a channel for a bolt of raw, destructive energy.
The wizard, however, becomes greatly damaged by this
channelling; the more powerful the bolt, the more damage the
wizard takes. When this spell is cast, the wild wizard takes 1d3
points of damage per level he posses, plus an optional 1 HP per
level (the caster need not use all the optional damage). For
each point of damage the wizard takes, the bolt does 1d4 in
damage to the target. For example, a 10th-level wizard with
38 HP uses a bolt with an additional 7 points of damage (he is
guaranteed at least one hit point left). The wizard rolls
10d3+7, and gets a total of 29. The wizard takes 29 points of
damage, and the target takes 29d4 in damage. Note that there is
no saving throw for the wizard or target to reduce damage. The
wizard can cast this spell as if at a lower level in order to
reduce damage taken. Certain spells will offer some protection
against the bolt (for the target only): shield: absorbs one dice
damage per round duration left, rounded up, shield duration
reduced appropriately; minor globe of invulnerability: as above,
one round per 3 dice damage; globe of invulnerability: as above,
one round per 5 dice damage; brooch of shielding: one charge per
two dice damage absorbed.
Spells or prefixes (White Wolf Magazine) which augment damage
affect the damage the caster takes; the target, however, only
takes 1d2 points in damage for each augmented point the caster
takes. For example, if the caster above could do an extra point
of damage per die from another spell affect, he would take 39
points of damage, knocking him unconscious, doing 29d4+10d2 in
damage, raising the average damage from 73 to 88 HP, probably at
the cost of his life.
The damage incurred from a wildbolt, for both the caster and
target, can be healed normally.


Sand Glass (Alteration)

Range:  1 foot
Components:  V, S, M
Duration:  Permanent
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None
Author:  Marcos A. Avila (Mizar, the Brilliant)


This simple spell allows wizards to create small glass objects
(up to 3 pounds) out of sand. If used creatively, it is a handy
spell for many situations. The caster can shape the glass in any
way he wants, but trying to duplicate an existing object or
creating something complex or valuable will require the proper
artistic proficiencies. The caster can produce either
transparent or translucent glass. Common products of this spell
are cups, bowls, vials, small windows, crystal bullets, cutting
shards, and so on. The spell itself doesn't produce sharp enough
edges for cutting, but this can be done after the glass is made.
It takes at least one round to prepare the glass, plus a
variable time for the shaping, dependant on the object's
complexity (DM's discretion).
The material component of this spell is a small crystal lens to
concentrate any light source stronger than torchlight on the
sand. The lens is not expended.


Sand Skin (Conjuration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Unknown

By this spell, the wizard will cover himself with sand that will
repel damage. The wizard will be able to cover himself with
enough sand to block 8 HP + 1 HP per level of damage. The type
of sand used causes the body to be slightly shaded to that
colour. The spell lasts until all the points are used up.
Multiple casting only raise you back to the maximum of a single
casting.
The material components needed are: ground granite, sandstone,
or some other type of fine sand.


Sand Spray (Alteration)

Range:  20 feet
Components:  V, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

By means of this spell, the wizard sends out a spray of sand in
a horizontal arc of 90 degrees in front of himself. This attack
is resolved on the fighter's missile attack table. If
successful, it will blind 1d4 individuals in the field of fire
for one round. Those individuals blinded will suffer a -4
penalty to their attacks, while giving the wizard and his
companions a +4 gain to their attack rolls - for the remainder
of the round - or give them a 2-round head start to flee. The
material component is the sand to be sprayed.


Sangfroid (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Martin Ott 

This spell confers immunity to all "nuisance" cantrips and
1st-level spells cast upon the bard. In addition, it gives the
bard a +4 bonus to his saving throws versus such spells of
second level or higher. This spell is primarily used while
performing, as it keeps outside events such as hecklers and
taunt spells from interrupting the bard's performance. The
material component for this spell is a chip of granite.
"Nuisance" spells are those that do no damage, but are designed
to adversely affect the bard's concentration, train of thought,
or senses. Most illusion and charm spells fall into this
category, as do blindness, deafness, and other such spells that
otherwise cause blindness or deafness. All three variations of
the annoyance spell (q.v.) are included as well. There are more
such spells, but an exhaustive list here is unwarranted.


Sanh's Ray of Light (Evocation)

Range:  6 yards + 1 yard per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Max Becherer 

This spell is a more powerful version of Sanh's harmless ray of
light. If a saving throw versus death magic is failed, the
victim suffers 1d6 points of damage plus one per level of the
wizard. A fumbled saving throw results in the victim being
permanently blinded in one eye and dazzled for 1d6 rounds (-2 on
all rolls).
As per the cantrip, Sanh's ray of light is basically a laser
beam. The colour is chosen by the wizard, but multichromatic
light, such as sunlight, cannot be duplicated. Since the beam
itself is not magical, magic resistance has no effect against
this spell.


Sara's Searing Skean (Summoning)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  None
Author:  Sara

Sara's searing skean summons a sprite from the elemental plane
of fire which is manifested on the prime material plane as a
flaming aura surrounding a silver dagger in the possession of
the wizard. To invoke the skean, the wizard points the silver
dagger at the intended target and speaks a command word. The
flame leaps off the dagger and unerringly strikes the target
indicated by the wizard. Even if the target is engaged in melee,
it need only be seen by the wizard in order for the spell to
succeed.
The attack of the skean results in damage of 2 HP + 1d3 HP per
level of wizard to a maximum of 9d3 at ninth level. Also,
flammable objects such as paper or wood will be ignited by the
flames, and undead receive normal damage from the attack. The
sprite will not travel through or over water, but does double
normal damage to creatures from the elemental plane of water
which are otherwise "standing" in open air. The dagger does not
harm fire-using creatures or creatures from the elemental plane
of fire.
After its attack, the sprite normally returns to the elemental
plane of fire, however, there is a 5% chance that the sprite
will remain, attacking the nearest creature (possibly even the
wizard) on the next round. The sprite must make this 5% roll
each round it stays away from the elemental plane of fire, and
for each round the sprite remains, the strength of its attack is
reduced by 1d3 until it dissipates. If the sprite's attack
strength falls below 1d3, it will automatically return to the
elemental plane of fire. For every level of the wizard's
experience beyond the first level, the probability of the sprite
remaining is reduced by 1%.
The material component of this spell is a silver dagger which
may be reused, and a pinch of sulphur which is thrown into the
wind. The results of this spell on planes other than the prime
material plane are currently undefined.


Seduce Undead (Necromancy)

Range:  10 yards
Components:  V, S, M
Duration:  24 hours
Casting Time:  1
Area of Effect:  One undead + 1 undead per 2 levels above
ninth
Saving Throw:  None
Author:  Mario R. Borelli 

This spell creates a standing order with one or more undead to
engage in sexual behaviour of the caster's choice with the
caster. The undead will make no effort to harm the caster,
although disease from a zombie's touch or mummy rot, for
example, may of course occur. Each orgasm achieved by the caster
causes 1d6 damage to the undead. The material component is a
drop of semen mixed with menstrual blood.


Seduction I (Enchantment/Charm)

Range:  1 yard
Components:  V, S
Duration:  1 turn
Casting Time:  1
Area of Effect:  One person of 4 HD or less
Saving Throw:  Negates
Author:  John Daniel 

This spell is primarily used by witches (some warlocks have
customized it for their use). This spell causes the affected
person to cast aside all weapons, armour, and clothing, in an
attempt to seduce the witch, leaving the victim virtually
defenceless against attacks from the witch or any other
character or creature. Immediately after seduction wears off or
is dispelled, the victim can retrieve one of his dropped weapons
on a roll of 11 or more on 1d20. If the roll is 16 or more, the
victim may also retrieve a shield or helmet. Rolls may be
repeated each round until successful, as long as the victim
stays within grasping range of the weapon or other object to be
recovered.
The saving throws is a throw versus spell, modified by Wisdom
only (no magical protection devices apply). Furthermore, the
victim must save at -1 for every two points of Charisma of the
caster above 12, rounded up (-1 at Charisma 13 or 14, -2 at 15
or 16, etc.).


Shadows (Illusion/Phantasm)

Range:  0 or 6 yards (see below)
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Brian Dawson

This spell has three different potential functions, the choice
of which may be made at the time of casting:
Hide. The wizard may cast shadows upon himself, with this
covering giving him a chance of hiding in shadows as that for a
thief of equal level. The wizard can take advantage of (or is
penalised by) Dexterity and racial adjustments. This form of the
spell is only shadow enhancing, so an effort must still be made
to hide. It can be cast only on the wizard's person (a range of
0 for this function), and the wizard must remain still and
concentrate faintly to maintain the shadows. This can only be of
use where shadows already exist. If the wizard is also a thief,
this spell can be used to either give the chance of hiding as
described above or add a 2% per level (wizard's level) to the
character's normal thief chances of hiding in shadows.
Distract. This version causes a number of shadowy forms to dart
about up to 6 yards distant in a 2-yard square area, until the
spell expires. This could be most distracting, for it appears as
though there are humanoid and possibly animal forms moving
about. These shadows cannot exist in sunlight or a continual
light, but could still be seen jumping between areas of cover.
Scare. This version creates the illusion of a number of humanoid
forms, appearing exactly as the undead shadow. Up to 1 form per
level can be made, appearing in a 10 feet + 1 foot per level
square area. The wizard has control over each form's actions.
While they may look like shadows, they are completely powerless
(with the exception, perhaps, of causing fear or uncertainty -
a normal reaction for one confronted with this situation). The
wizard must maintain concentration, and even then the maximum
duration of 3 rounds per level still applies. If he breaks
concentration, the shadows will last 1d2 rounds longer before
fading away.


Sharpen (Alteration)

Range:  0
Components:  V, S, M
Duration:  3 months per level
Casting Time:  1 turn
Area of Effect:  One weapon
Saving Throw:  None
Author:  Unknown

This keeps a sharp edge on any one weapon for at least the time
period specified, provided the weapon is used normally only
(i.e., in combat).


Shrapnel Shot (Alteration, Evocation)

Range:  120 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  One-half
Author:  Benjamin C. Ford 

This spell fires a burst of shrapnel at the target. The shrapnel
travels in a straight line towards the target. Any intervening
creatures must save versus dragon breath or be the spell's new
target.
The target is hit by 1d8 pieces of shrapnel, plus one piece of
shrapnel per level of the caster. Each piece causes 1 HP of
damage and counts as a separate attack (great for reducing
spells such as stoneskin). A saving throw versus spell reduces
the number of hits by half. The maximum number of hits is 1d8+8
at eighth level. The hits from the rocks themselves cannot be
countered by magic resistance, as they are natural rocks.
However, the enhancement that allows the rocks to damage magical
creatures is affected by magic resistance.
The material component of this spell is a stone that weighs at
least one pound.


Sigil (Conjuration/Summoning)

Range:  0
Components:  S, M
Duration:  Permanent
Casting Time:  1
Area of Effect:  Object touched
Saving Throw:  None
Author:  Jim Vassilakos 

The wizard may inscribe or write his personal sigil, emblem, or
seal over any non-magical item. The sigil will prevent the
opening of any door, chest, or lock until dispelled, and any
person touching the item inscribed with the sigil (other than
the wizard) will receive 1d4 points of damage. If a knock is
used to open the item inscribed, the item will open normally,
but the damage is still inflicted. The material component of
this spell is a key, which is consumed in the casting.


Simple Distillation (Alteration)

Range:  0
Components:  V
Duration:  Permanent
Casting Time:  1
Area of Effect:  5 gallons per level
Saving Throw:  None
Author:  Christopher A. Snyder Jr. 

No material components. No gestures. Just a complicated guttural
verbal component. Many wizards have tried to reduce this spell
to a cantrip. However, it doesn't seem to be possible to reduce
the verbal component enough to do this. Perhaps adding a small
somatic gesture?
Each casting halves the volume and effectively doubles the
percent alcohol in the liquid it is cast upon. The catch is that
the water goes first. Thus, if beer containing 10% alcohol is
placed in the pot, then it will lose half its volume, but will
now contain 20% alcohol. When all the water is gone, some other
liquid (juice, etc.) has to go next (DM's choice).
Effects are similar to Darkblood's travel size distillery (see
the Net Alcohol Guide for more information on this item). In
fact, this is one of the spells Darkblood used in creating his
distillery.
This spell has no effect on any living being, except (perhaps)
water elementals. This is up to the DM. For example, the water
elemental must save versus spell or lose half its remaining hit
points when struck by this spell. A successful saving throw
indicates half damage or loss of fourth of the remaining hit
points. This is clearly a very powerful spell against water
elementals, but how many times does one see water elementals? If
this is a problem than simply rule it doesn't affect water
elementals either, or lower the damage it causes.


Skank (Enchantment/Charm)

Range:  0
Components:  V, S
Duration:  5 rounds per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  James A. Hooper 

This spell turns an innocent, sweet person into a wild and crazy
nymphomaniac. The affected person will be struck by nymphomanic
insanity for the duration of the spell. This spell is very
popular with apprentices at school who like to cast it on
haughty, preppy girls.


Skeleton (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 hour
Area of Effect:  Corpse touched
Saving Throw:  None
Author:  Jeff Vogel 

With this spell, a necromancer can turn one humanoid corpse into
a skeleton. The skeleton may then be controlled as per animate
dead. A wizard may have only one skeleton per level in existence
through use of this spell. The material component of this spell
is a salve that requires 50 gp and 24 uninterrupted hours to
create.
Hit points of the skeleton are determined randomly. Disposing of
skeletons with insufficient hit points is possible, if
expensive. When a skeleton created by this spell is damaged, the
damage cannot be repaired.


Skip Object (Alteration)

Range:  60 feet
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  Special
Author:  Joshua Rosenfeld 

This spell can be cast on any non-living object with a volume no
greater than 1 cubic foot per level of the caster. Magical items
and those items held or worn by an unwilling creature receive a
saving throw of 12. Magical items with plusses or minuses
receive a bonus to their saving throw equal to this modifier
(which means that a cursed -2 sword would receive the same bonus
as a +2 sword). Other magic items receive bonuses corresponding
to the strength of their magic (as determined by the DM): +1 for
weak magic, +2 to +3 for moderate magic, and +4 (or more) for
strong magic. Artifacts and relics are not affected by this
spell. For every third level of the caster, this saving throw is
further modified by a -1 (-1 at third level, -2 at sixth, etc.).
The effect of this spell is to cause the object in question to
be skipped forward in time a number of rounds equal to the
factorial of the caster's level, plus one (a 5th-level wizard,
for example, can skip an object forward 5+4+3+2+1+1=16 rounds).
During the time the object is being skipped, it ceases to exist,
and there is no way to affect it in any way. When it reappears,
if something has moved to occupy the space it previously was in,
it will move to the nearest open space. The caster can choose to
bring the object back any time before the expiration of the
spell, at which time the spell ends.


Skulkskin (Illusion/Phantasm)

Range:  0
Components:  S, M
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Brian Dawson

Similar to the effect of the skulk's renowned ability, this
spell enables the recipient to change colour so as to blend with
his background; however, unlike the skulk's ability, it changes
not only the skin colour, but the colour of any items worn or
carried also. The chance of successfully hiding depends on the
activity of the recipient, as shown on the following table:

      Movement Rate         Chance of Success
     0 (stationary)        80% + 2% per level
         Up to 1           60% + 2% per level
         Up to 3           40% + 2% per level
         Up to 6           20% + 2% per level
         Faster               2% per level

The recipient may attack without ruining the spell, and will
surprise on a 1-4 in 6 if successfully hidden from view. Once
seen, a creature cannot successfully hide from an observer until
first moving out of its line of sight. Note that chances to
detect invisibility (see the Dungeon Master's Guide, page 60)
apply against this spell. The material component is a bit of
skin from a colour changing creature (such as a chameleon,
troglodyte, skulk, pseudo-dragon, etc.).


Slivers of Stone (Invocation/Evocation)

Range:  30 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Peter Gourlay 

This spell creates a stream of sharp stone shards that
unerringly hit their target. The stones inflict 1d4 + 1 points
of damage. For every three levels gained, the wizard inflicts
another 1d4 + 1 points of damage. This spell is the earth
elementalist version of the magic missile spell, and protections
against that spell are also useful against slivers of stone.
Slivers of stone has the same limitations as magic missile. The
material component of this spell is a handful of stones, which
must be thrown at the target.


Small Fire Ball (Evocation)

Range:  5 yards + 5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One target
Saving Throw:  One-half
Author:  Unknown

This is similar to a normal fireball with the following
exceptions: only one target is affected (the wizard chooses the
target and the fireball expands until the target is engulfed),
damage is 1d4 HP per wizard's level (up to a maximum of 10d4),
and exposed items receive a +2 on their saving throws. The
material components for this spell are a bit of burning incense,
and a gem worth at least 5 gp; both are consumed with the
casting.


Smelt (Alteration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  2 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Keith C. McCormic (Darktooth)


This spell reduces a quantity of metal ore to the pure metal it
represents. No slag is left, as it is consumed to provide energy
for the spell.
A wizard may reduce an amount of metal, per level, as shown by
the table below:

   Ore             Amount          Metal Resulting
  Lead            80 pounds           60 pounds
 Copper           50 pounds           30 pounds
 Bronze     40 pounds of copper +     30 pounds
              10 pounds of tin
  Brass     40 pounds of copper +     30 pounds
              10 pounds of zinc
   Tin            50 pounds           30 pounds
  Iron            20 pounds           10 pounds
  Steel     10 pounds of steel +      5 pounds
             1 pound of charcoal
 Silver           30 pounds           20 pounds
  Gold            50 pounds           4 ounces
 Mithril           1 pound             1 ounce
 Mercury           1 pound             1 ounce

By this method, low-level wizards should be able to smelt the
daily products of a small mine. DMs should assign values to
other metals based on their rarity, value, and usefulness as
above.
When the spell is cast, the caster must place a small amount (a
coin, drop, or small bar) of refined metal of the appropriate
type on top the pile of ore. Then, as he speaks the words and
makes motions of pumping a bellows or hammering, a bright light
surrounds the ore, blinding all who look at it and fail to save
versus paralysation for 1d6 rounds. No heat is produced by this.
When the light fades, a block of the pure metal of the indicated
weight is seen resting on the same surface the ore was on. In
the case of mercury, the caster must place the ore in a bowl
before casting, or the fluid runs off.


Smiley (Alteration, Evocation)

Range:  10 feet per level
Components:  S
Duration:  Permanent
Casting Time:  1
Area of Effect:  One object
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell creates a smiley face which appears on the object to
be affected. This smiley is created from the same material as
the object on which it appears: if cast on a cloak it appears as
an ironed-on smiley, if cast on a shield it appears as a
painting, etc. The smiley face cannot be removed without the use
of dispel magic - and if this is tried it always works at one
hundred percent, but with the vanishing of the smiley the
material it was on also vanishes - so that you get a smiley
shaped hole in the object, which does not destroy the object nor
does it render it unusable, but you have a hole in it
nonetheless. Even a mug which had smiley cast on its bottom
which was removed by dispel magic will have hole in its bottom
but it can still be filled with liquid without the liquid
running out of the bottom.


Snapshot (Invocation/Evocation)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  0
Area of Effect:  One page
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

With this spell, the wizard causes an image of whatever he sees,
even thermal images and magical auras, to appear on a sheet of
parchment or vellum.


Spellcrystal I (Conjuration, Invocation)

Range:  0
Components:  V, S
Duration:  1 month + 2 months per level
Casting Time:  1 round
Area of Effect:  One crystal
Saving Throw:  Special
Author:  Kris 

With this spell, a wizard can harness and store the energy used
to cast spells for later use - to enhance other spells. This
requires a crystal of at least 100 gp worth. This crystal, once
forged, is far from stable, and if not handled carefully, it
will detonate in a wild surge. To determine whether a crystal
detonates, roll an item saving throw as for rock (crystal) with
a -4 and a +1 per two levels of the caster. If magic is released
(either by a casting or by another crystal that detonates), roll
a saving throw versus crushing blow for everything and everyone
within a 1-foot radius of the crystal.
If such a crystal is placed within the area of a stabilize spell
it gets a +4 on every saving throw. Also, if a crystal does
detonate it doesn't release a surge. Instead, the magic just
fizzles away (this is really handy because now a chain reaction
cannot be caused). Thirdly, the time spent within a stabilized
area doesn't count against the duration of the spell.
In a dead magic area the energy just fizzles away. When entering
the area, the crystal must save versus disintegration or be
rendered normal again. Detonating crystals just fizzle in this
area. Upon entering a wild area, a saving throw versus
disintegration must also be made or the crystal will detonate.
All saving throws within this area are at -4 (except the saving
throw made when entering the area).


Starshine (Illusion/Phantasm)

Range:  0
Components:  S, M
Duration:  1 turn per level
Casting Time:  5
Area of Effect:  30-foot radius
Saving Throw:  None
Author:  Jim Vassilakos 

This spell causes the immediate area around the wizard to become
dimly illuminated as if by starlight, enabling clear vision of
up to thirty feet, with indistinct vision at up to sixty feet.
The spell will only work in near to total darkness, and will
cause the ceiling of indoor caverns to appear as a
constellation, taken conveniently from the wizard's memory. The
material component for this spell is a silver piece.


Static Charge (Alteration)

Range:  0
Components:  V, S, M
Duration:  4 rounds per level
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  August Neverman 

This spell causes the victim to have a serious static charge for
the duration of the spell. The static charge causes the affected
creature to be very edgy and irritable. The saving throw is at
+1 per level (or Hit Die) of the victim - but at -1 per level of
the wizard. The material components are a glass rod and wool.


Streams of Fire (Evocation)

Range:  10 yards + 5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  One-half
Author:  Peter Gourlay 

This spell causes a thin stream of fire to strike one creature
within range. The fire inflicts 1d2 + 1 points of damage per
level, with a saving throw allowed for half damage. The maximum
damage is 10d2 + 10.
The material component of this spell is either a burning torch
which the wizard holds, or a pinch of sulphur.


Swim [1] (Alteration)

Range:  0
Components:  V, S, M
Duration:  1d6 turns + 1 turn per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Max Becherer 

When cast on a willing creature who cannot swim, that being is
granted the ability to swim tirelessly for the duration of the
spell. If the recipient can swim, he tirelessly swims at double
his normal swimming speed for the duration of the spell. Note
however, that this spell does not grant the ability to breathe
underwater. The material component is the fin of any fish, or
the leg of any amphibian.


Swim [2] (Alteration)
Reversible

Range:  30 yards
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  Peter Gourlay 

This spell gives the recipient the ability to swim with ease.
The character has a swimming rate of 12 and can carry his normal
load of equipment with no difficulty. A normally outfitted
character cannot drown while this spell is in effect. This spell
does not impart the ability to breath underwater.
The reverse of the spell, sinking, reduces the swimming ability
of the target by one class if it fails its saving throw versus
death magic. Thus natural swimming creatures are treated as land
creatures trained in swimming, characters with swimming
proficiency are treated as if they didn't have this ability, and
non-proficient characters sink like stones.
The material component of this spell is a scale from any fish
(and a stone for the reverse).


Targon's Accuracy (Enchantment)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  One weapon
Saving Throw:  None
Author:  Jeffrey William Carlson <5252@ef.gc.maricopa.edu>

When cast upon a missile weapon, the weapon becomes more
accurate. It gains a +1 bonus to-hit, and an additional +1 for
every 4 levels of the caster. For example, a 4th-level wizard
confers a +2 bonus. The maximum bonus is +5. It may only be used
on normal missile weapons. In the case of fired weapons, it is
cast on a single piece of ammunition. If the weapon can be used
as a melee weapon, it confers no bonus in melee combat. The
weapon gains no bonus to damage, speed factor, or ability to hit
creatures only hit by enchanted weapons. Once the weapon has
been shot, the bonus is lost, thus ending the spell.


Telltale Feet (Alteration)

Range:  Throwing distance
Components:  V, S, M
Duration:  1 turn per 2 levels
Casting Time:  1
Area of Effect:  One person
Saving Throw:  None
Author:  Eric Wayne Swett <4962@ef.gc.maricopa.edu>

This spell creates a glowing footprint to appear wherever the
victim steps. The footprints can only be seen by the caster
(there is also a fifty percent chance that creatures with
infravision may see them as well). The footprints will last for
the full spell duration (changing shoes doesn't help). A dispel
magic will remove the footprints.
The material component for this spell is a single berry. The
berry must be thrown at the victim immediately following the
vocal component for this spell. The berry must strike the victim
for the spell to work.


Time of Death (Divination, Necromancy)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  9
Area of Effect:  Corpse touched
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

This spell allows the wizard to estimate the time of death of
the recipient's corpse to within 5% if the corpse has been dead
no more than one day per level of the wizard, to within 20%
otherwise.


Tree Swipe (Alteration)

Range:  3 yards + 1 yard per level
Components:  V, S, M
Duration:  1 round + 1 round per 3 levels
Casting Time:  1
Area of Effect:  One fully grown tree
Saving Throw:  None
Author:  Unknown

By use of this spell, the wizard can control a tree branch for
the duration of the spell. The wizard can make the branch wave,
attack, fan a small breeze, etc. If the branch attacks, it does
so as a fighter of the same level as the wizard and inflicts 2d6
points of damage. This spell works only on full size trees.
The material components needed are a handful of leaves, a verbal
"smack" and a swing of the arm.


Tricks (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  10-foot radius
Saving Throw:  Special
Author:  Jim Vassilakos 

The wizard creates a number of various minor illusions such as
coloured sparkles, puffs of smoke, or small floating objects
equal to his level. Creatures of low intelligence and
semi-intelligence (Intelligence scores of 2-7) must save versus
spell or become involuntarily fascinated for 1d6 rounds or until
attacked (whichever comes first). Even creatures of higher or
lower Intelligence may become distracted. Tricks is most
commonly used for the purpose of entertaining an audience. The
material components are some pebbles.


Turn Undead [1] (Necromancy)

Range:  0
Components:  V, S
Duration:  1d4 turns + 1 turn per level
Casting Time:  1
Area of Effect:  2d6 undead
Saving Throw:  Negates
Author:  Al Singleton (Isaac Winthrop) 

By means of this spell, a necromancer (and no other wizard) can
turn undead as a priest of equal level. If the caster uses holy
or unholy water, the undead are not allowed saving throws,
otherwise the turned creatures are allowed saving throws versus
spell to resist the urge to turn. Disintegration is also
possible, but an evil wizard cannot gain control over the undead
as an evil priest could: this spell always turns.


Twilight's Gag (Alteration)

Range:  20 yards per level
Components:  S, M
Duration:  3 rounds per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Robert A. Howard 

Twilight's gag is a specialized spell, similar to the priest
spell silence, 15-foot radius. Twilight's gag, however, affects
only one creature. The creature is unable to make any sounds,
although items around him can still be heard. Twilight's gag
also blocks out any sound to the victim, protecting him from
sound-based attacks. For every four levels the caster is at, the
victim receives a -1 penalty to his saving throw (so a victim of
a 17th-level gag would save at -4). The component for this spell
is a length of cotton cloth, in the form of a gag.


Undeath Friendship (Necromancy)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Peter Gourlay 

This spell creates an empathetic link with undead, allowing a
normal reaction roll to determine interaction between the undead
and the wizard. Obviously, if the wizard is hostile or a threat,
then the reaction roll is meaningless. The wizard receives
normal Charisma bonuses, plus an additional 5%. Generally, a
friendly reaction roll just means a wary acceptance.


Unguided Missile (Evocation)

Range:  6 yards + 1 yard per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  Special
Saving Throw:  Negates
Author:  Max Becherer 

This is a modified magic missile which flies in a perfectly
straight path from the wizard's fingertips. It does not home in
on its target, and therefore a saving throw versus spell is
permitted to avoid the effects of the spell (note: a separate
saving throw is required for each missile). In exchange for this
reduced effectiveness, the missiles are more damaging than
normal magic missiles, inflicting 1d6+2 points of damage per
missile. In every other way, this spell is identical to magic
missile.


Urlic's Unwholesome Meal (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 turn per level
Casting Time:  5
Area of Effect:  Two portions + one portion per level
Saving Throw:  Negates
Author:  Brian Dawson

This spell is used to disguise existing food or to create a
completely illusionary meal. The illusion will have full visual,
thermal, touch and smell components.
With the former usage, a bland meal can be made to appear in all
respects as a royal feast (or vice versa), and even spoiled food
or poison can seem irresistible. The serving vessels and
utensils can also be disguised. Spoiled foods will often cause
nausea, and as a general rule, if a saving throw versus poison
is failed, a character will be incapacitated for 3d6 rounds
following a 2d8 round onset time. Allow a 25% or greater chance
(depending upon what was eaten) for more serious poisoning
lasting 4d12 hours. Both slow poison and neutralise poison would
be effective in countering these symptoms). A saving throw
versus spell is not given until the creature actually begins to
consume the affected meal, and it is made at -4 unless a close
examination of the food is made. If failed, the diner will
believe the illusion to be real, and will have no cause for
alarm. If the saving throw is successful, the creature will see
the meal's true form, and will be aware of the presence of an
illusion.
If a complete illusionary meal is consumed, a victim will
believe that his hunger and thirst have been satiated, but only
for as long as the spell's duration. A saving throw is allowed,
being the same as that of the former application of the spell.
The spell requires the wizard to sprinkle a pinch of gold dust
over the food (or air) where the illusion is to be created.


Vanquil's Clinging Pockets I (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour + 1 turn per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Joseph Delisle 

By casting this spell, the caster causes the objects inside a
small soft container carried by him (like a backpack or the
pockets in a piece of clothing) to stick together and to the
inside of the container. The caster is not affected by this
"clinging" (there is no resistance for him), but others must
give a strong pull to remove the items. The result is that a
thief's chance to pick pockets decreases by 5% per level of the
caster, but the caster's chance of noticing a pick pockets
attempt doubles (whether it was successful or not).
The material component is a bit of glue and some lint.


Weasel Wire (Enchantment)

Range:  0
Components:  S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  One wire
Saving Throw:  None
Author:  Phill Hatch 

Weasel wire allows a character to surreptitiously open a lock
without having to vocalize a command. Anybody may use the
enchanted wire, not just the wizard. The base chance to open a
lock is 10% per level until tenth level. At tenth level and
above, the best chance to succeed can't exceed 99%. This can be
modified up or down by the quality or subtlety of the lock. This
spell won't find traps or tricks, nor disarm them. But if
performed successfully the traps won't be triggered, just as if
the actual key had been used and used properly. A failed roll
indicates the trap was sprung and the lock unopened. Only one
attempt per lock may be made. Failure means the character can't
open the lock with this spell. Weasel wire has no effect on
barred, bolted, or jammed objects, only on key-activated
systems.
To cast the spell, the caster holds a piece of brass wire, no
more than 6 inches in length and somatically gestures. This wire
can be used by others or even be moved by telekinesis to its
point of use. The wire is inserted in the lock and wiggled.
Note that transport or sale of an effective item is limited by
the spell's duration. It is also worth considering how legal
this spell is. While beneficial to locksmiths, its misuses are
obvious. If this spell is widely known, there is likely to be
government restrictions on weasel wire.


Web Strand (Conjuration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Ally's Spellbook 

This spell creates a single strand of web that enwraps the
target creature much like a spider wraps its prey. A successful
saving throw means the victim has dodged the web and is
unaffected. Enwrapped creatures may break free if they make a
successful bend bars roll (substract the caster's level),
otherwise they are held immobile. The material component of this
spell is a piece of spider web.


Werp's Unseen Escape (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Brian Dawson

This spell is a weakened version of the 2nd-level wizard spell
invisibility (q.v.). For the chance to detect invisibility (see
the Dungeon Master's Guide, page 60), an observer is treated as
five levels higher than actual. In all other aspects, this spell
is the same as invisibility.


Whisper's Hands of Darkness (Necromancy)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Robert Johan Enters 

This spell is similar to a burning hands, save that it spurts
negative material instead of fire.


Whisper's Icicle Assault (Conjuration/Summoning)

Range:  20 yards + 5 yards per level
Components:  V
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Robert Johan Enters 

This is a different form of magic missile. Instead of firing
magic missiles, the spell conjures up non-magical icicles, which
are then directed to fly at the targeted opponents. The amount
of missiles summoned is the same as per magic missile. The
missiles can be targeted at multiple opponents (if the wizard
has two missiles, he can shoot at two opponents, one missile at
each). The icicles themselves are non-magical, thus magic
resistance and other protections against magical effects or
missiles are ineffective, though protection from normal missiles
will protect the shielded target. The icicles do damage for 1d4
per missile against normal opponents, but 1d6 per missile on
targets especially vulnerable to cold based attacks, such as
fire elementals etc.


Whisper's Magic Sacrifice (Necromancy)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Robert Johan Enters 

This spell can be extremely useful, but also extremely dangerous
to use. This spell opens up a link between the wizard's
lifeforce and his magic energy. Through the use of this spell,
the wizard can cast another spell without losing that spell from
memory. In stead, the energies for the spell are directly drawn
from the wizard himself. The wizard thus gets drained for an
amount of hit points equal to the square of the spell level of
the spell the wizard casts subsequent to the magic sacrifice.
This drain is irrevocable, and being drained directly from the
wizard's life force, there is no manner to shield the wizard
from this damage, magical nor mundane.
Also, the damage thus sustained cannot be healed in any other
way than by natural healing, thus the wizard will regain only
1 HP per day of rest. Note that if the caster so wishes, he
could cast a spell whose draining would kill him, in which case
only a resurrect, wish, or the like would bring him back to
life.
The spell opens this link until the next spell is cast, or until
an amount of turns has elapsed equal to the caster's level of
experience.


Whisper's Rune of Armouring (Alteration)

Range:  0
Components:  V, S
Duration:  1 week per level
Casting Time:  1 turn
Area of Effect:  Garment touched
Saving Throw:  None
Author:  Robert Johan Enters 

This spell is cast on a cloak or similar garment which is
embroidered with the personal rune of the wizard. This spell
transmutes the rune and garment in such a way as to bestow upon
the garment an Armour Class increase of one, provided the
garment was non-magical before. Thus a simple cloak would now
provide an AC 9. This is compatible with other magic items,
provided it is not the garment itself, nor may more than one of
the same garment be worn at the same time: wearing a cloak of
protection, and adding a cloak with the rune will not help, but
a rune-enspelled cloak would help if the wearer also wore rings
of protection and bracers of protection.
This spell can be cast on most cloth worn items, such as sashes,
robes, vests, tunics, pants, cloaks, mantles etc. It will not
work on shoes, boots, belts, gloves etc., even if made from
cloth. Furthermore, the magic is such that using the spell in
conjunction with more than three items at the same time does not
further increase the Armour Class of the wizard.


Wimbly's Wonderful Web (Conjuration, Evocation)

Range:  1 yard per level
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Paul D. Walker 

This spell, when cast, creates one strand of a very sticky web
material similar to the kind spiders use to wrap up their
captured prey. When the strand hits a creature, the creature is
immobilised for the duration of the spell. When the spell wears
off, the web-like material ceases to be sticky and the creature
can easily escape.
During the spell, the webs require at least a 21 Strength or
better to break free, or an edged weapon doing at least 2 points
of damage per level of the wizard. If this is not done carefully
then the entangled creature takes  full damage if the would be
helper misses the webs or half damage if he does not. The webs
would take quarter or half damage respectively. The webs could
be more easily burned off but the entrapped creature would take
1d6+1 points of damage from the burning webs. For this case, the
strands are considered AC 0.
In order for the target creature to be hit, the wizard attacks
as a monster of equal Hit Dice. Dexterity bonuses are added to
the wizard's roll, if any.
If the spell misses the target creature, then an other creature
behind the target may be hit (the spell travels in a straight
line out to its maximum range or until it hits something).
The material components for this spell are some spider webs
which disappear when the spell is cast.


Wither (Necromancy)

Range:  30 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  100 square feet per level
Saving Throw:  Special
Author:  Geoffrey Edward Fagan 

This spell kills all normal vegetation within an area of 100
square feet per level of the wizard, who determines the shape of
that area at the time of casting. Trees receive a saving throw
of 11, and special plants such as treants suffer but 1d6 points
of damage. The material component is acid, sprinkled over the
whole area of effect. Casting time is exclusive of this
administration.


Wizard Glue (Enchantment)

Range:  0
Components:  S, M
Duration:  Permanent
Casting Time:  1
Area of Effect:  Surfaces touched, 20 square feet per level
Saving Throw:  None
Author:  Phill Hatch 

Wizard glue will hold one relatively flat surface to another,
such as a mirror to a wall. The strength of the bond is 10
pounds per level of the caster. Removing two objects separated
by this spell requires a dispel magic, or a Strength that,
multiplied by ten, is equal to or greater than the bond
strength. The material component of this spell is some honey
mixed together will tree sap (wizards call this mixture an
epoxy-resin).
	Table of Contents:

	Prologue
	Cantrips (Zero-Level)
	First-Level
	Second-Level
	Third-Level
	Fourth-Level
	Fifth-Level
	Sixth-Level
	Seventh-Level
	Eighth-Level
	Ninth-Level
	Tenth-Level
	Epilogue