[originally downloaded in ASCII.zip from 

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


Second-Level Spells


Acid Water (Alteration)

Range:  20 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One gallon per level
Saving Throw:  None
Author:  Johnny Lydon 

This spell turns water into an acidic substance. If a creature touches
this stuff, it takes 2d4 points of damage. If the acid is drunk, it will
take 4d4 points of damage. The wizard can do anything in or to the
substance without taking any damage. The material component is a drop of
the acidic substance to be created.


Ahrvar's Instant Offensiveness (Enchantment/Charm)

Range:  120 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  One person
Saving Throw:  Negates
Author:  Tim Prestero 

This spell affects any single intelligent being it is cast upon. By
intelligent being, it is meant any creature with a rudimentary form of
spoken language. This includes humans, demi-humans, humanoids,
intelligent monsters, etc.
The victim receives a saving throw versus spell to avoid the effect, with
the appropriate adjustments due to Wisdom. If the victim fails his saving
throw, the victim's speech immediately becomes offensive to all who can
understand the language the victim is using. The victim, however, only
hears what he thinks he is saying, and may become extremely curious as
to why everybody is mad at him. The words of the victim become so
offensive that, in fact, they act as a low-power taunt, with those
hearing and comprehending the victim's speech making a saving throw
versus death magic at +4, or else be consumed with a mindless desire to
bash the victim's head in. Each person within hearing of the victim will
hear whatever would be considered most offensive by them. The wizard is
the only one able to hear what is actually spoken by the victim, and is
thereby immune to the taunt effect.
The components of this spell are the command word, and a subtle pointing
motion by the wizard, at the target.


Ahshay's Mystic Mutable Aura (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 round
Area of Effect:  Object or person touched
Saving Throw:  Special
Author:  Ahshay

This spell creates a magic aura around an object similar to the one from
Nystul's magical aura. However, it hides not the magic property, but the
alignment of the target. The wizard can specify which alignment he wants
the object to radiate as well as the strength of the radiation. The
higher the level of the wizard the more radical alignment he could place
on the object or person. Note that this aura does not change the
alignment (if present) of a person or object.
This spell foils such spells as detect good or detect evil, a paladin's
detect evil ability and know alignment. It does not change the effect of
the protection from good or protection from evil. Note that the priest's
version of true seeing or a gem of seeing will see through this spell.
If the object or person acts in a different way than is indicated by the
aura, other people will get a disbelieve check. A wizard with true seeing
will now get a true reading from a detect evil.
The material component of this spell is a sheet of thin silk in an
appropriate colour to the alignment being cast. It is consumed
completely.


Alkira's Fanfare (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  6 hours per level
Casting Time:  Special
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Coyd D. Watters 

When cast upon the target, the spell seems to have no immediate effect.
When a simple condition is met (no ands/ors), a fanfare of no more than
40 beats is suddenly heard around the target. This fanfare can be as
simple as a single trumpet blast, or as complex as an orchestral
arrangement, depending on the components. The spell then "resets", and
the next time the condition is met, the music will play, resetting to the
duration of the spell.
The condition must be a simple one, and when the condition is met, the
fanfare plays. The condition must be a simple "true or false" condition,
and must deal with the target, such as "passes through door", "falls
down", or "draws weapon". Subjective conditions, such as "when a good
blow has been given", won't work since the spell cannot determine the
relative value.
This spell may be layered, but the conditions must all be different,
reusing a condition dispels the previous casting. Other magic may not be
used as a trigger, so this spell cannot be triggered directly by a spell
(i.e. "hit with fireball" won't work, but "catches fire" will).
The material components are a cylinder made of wax, a needle, and a copy
of the music, in the caster's race' standard musical notation. All are
destroyed in the casting. This copy of the music is the key to the
complexity of the fanfare. Up to 100 instruments may play at once, but
the caster must use a separate sheet for each instrument. The caster
states which instrument plays each part as the spell is cast.
If the sheet music is not available, the caster may hum or whistle the
fanfare when casting, but the fanfare is then limited to one instrument,
which replays the caster's notes.
The more complex the fanfare, the longer the casting time. The base
casting time is 2, plus 1 for each instrument that will sound. Thus, a
single instrument will have a casting time of 3, while a full 100 piece
arrangement will require 102 (about 10 rounds).
If the target is unwilling, then they may attempt a savings throw. If the
throw is successful, the fanfare sounds once around the wizard, and the
magic dissipates. Once cast, the sound will definitely be heard by those
within hearing range.


Alpha's Moonlight (Evocation)

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

This spell creates an area of soft blue-grey light, apparently coming
downwards from above. This light effectively washes out all colour, but
clear vision is certainly possible within the area of effect. Vision is
also possible out to 10 yards beyond the spell's radius, but such vision
is dim and shadowy at best. The moonlight does not interfere in any way
with infravision, but the nature of the light is such that creatures
adversely affected by bright light suffer only half the normal penalties
when within the moonlight and none when within its shadowy fringes.
Moonlight may be centred on the wizard, in which case it moves with him.
Otherwise, the spell must be cast on an area and is stationary. The
material component of this spell is a moonstone that has been exposed to
actual moonlight for a full night.


Alpha's Rainbow Beam (Evocation)

Range:  10 feet + 5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Jason Nelson 

This spell draws upon the power of the quasi-elemental plane of radiance
and brings forth a beam of pure light. The colour of the light making up
the beam is normally randomly determined by a roll of a 1d8. However, the
wizard has a chance equal to 5% per level of being able to select the
colour of the beam (the wizard may not select a multi-hued beam. Such
occurs only as the result of an aberration in the magic). The colours of
the beams are as follows:

         D8 Roll          Colour of Beam
            1             red (cold)
            2             orange (heat)
            3             yellow (acid)
            4             green (poison)
            5             blue (electrical)
            6             indigo (holy water)
            7             violet (force)
            8             multi-hued beam - roll twice, ignoring eights

The beam does a base of 2d6, plus an additional hit point of damage for
each level of the wizard (eg., a 7th-level wizard would inflict 2d6+7
points of damage). Any creature resistant to the attack form indicated
by the colour of the beam takes no damage, while a creature vulnerable
to the specific attack form (such as heat versus a yeti) will suffer
double damage. A saving throw indicates that the beam has missed and the
intended victim is unaffected. Note that the beam may hit a target other
than the one intended. Once the beam hits a solid object, it stops, even
if that object is transparent. Any creature suffering damage from the
spell must make item saving throws if appropriate. The material component
of the spell is a small clear gem or crystal prism worth at least 50 gp.


Alpha's Spark Shower (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round
Casting Time:  2
Area of Effect:  20 feet long, 5 feet at base, 10 feet at end wedge
shape
Saving Throw:  1/2
Author:  Jason Nelson 

The wizard extends his arms and speaks the spell, and a sheet of sizzling
purple sparks shoots forth from the wizard's hands. These sparks cause
1d4 points of electrical damage per three levels of the wizard, rounded
up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or
wearing partially metal armour (ring, scale, chain) save at -2 and suffer
+1 point of damage per die. Those wearing full metal armour (splint,
banded, plate, etc.) save at -4 and suffer double damage. The material
component is a bit of fur, glass, and copper.


Alpha's Star Gaze (Evocation)

Range:  60 yards
Components:  V
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature per 2 levels
Saving Throw:  Special
Author:  Jason Nelson 

This spell causes a blazing white sheet of light to issue from the
wizard's eyes. This sheet will envelop a number of creatures based on the
wizard's level. Those who fail a saving throw versus petrification will
be blinded for a full turn. Those who do save are merely dazzled (-2
to-hit bonus and +2 to Armour Class) for 1 round, having looked away just
in time. Dark dependent creatures such as drow and grey dwarves save at
-4, and the duration of its effects are doubled.


Alpha's Starblades (Conjuration)

Range:  10 feet + 10 feet per level
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  2
Area of Effect:  One creature per 3 levels maximum
Saving Throw:  None
Author:  Jason Nelson 

This spell creates one magical star-shaped bladed weapon for each three
levels of the wizard, up to a maximum of seven. The wizard may then throw
these as weapons, out to the spell's maximum range. They are treated as
slashing weapons with respect to effectiveness versus armour, and the
wizard's to-hit rolls with them are at +3, in addition to any bonus for
high Dexterity. Each starblade that strikes causes 2d4 points of damage,
+2 versus creatures with powers drawing on the negative material plane
or plane of shadow. The material component is a small silver star.


Ambient Light (Alteration)

Range:  60 yards
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  20-yard radius globe
Saving Throw:  None
Author:  Brian Dawson

This spell is in many ways similar to the 1st-level light spell (q.v.).
With an ambient light, while there is a centre for its sphere of effect,
there is no point of light at this centre - the intensity of the light
is consistent throughout the entire globe. The light is even behind
objects or walls, in a closed chest, in fact, everywhere in the area of
effect. Therefore, absolutely no shadows exist. The spell has a number
of interesting effects because of this; for example, if cast in a
hallway, the light would extend through a door or wall into an adjacent
room (or even into secret tunnels below the hall) up to the full area of
effect. Just beyond the 20-yard radius globe, reflected light from the
actual area of effect lights up 5 feet further. This is much dimmer than
the globe, is very shadowy (if there is something to cast one), and fades
off into complete darkness (assuming, of course, the area would be dark
without this spell). One obvious advantage of the spell is to make hiding
in shadows impossible within the area of effect. The material component
of this spell is a live firefly.


Anaemia (Alteration, Necromancy)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  7
Area of Effect:  Creature touched (up to 1 HD per level)
Saving Throw:  Negates
Author:  Al Singleton 

By means of this spell a wizard can cause the target creature to lose the
majority of its blood, putting on the borderline of having bled to death.
The creature immediately begins to feel incredibly cold and, if
warm-blooded, lose three points of Dexterity due to shivering and general
lack of energy. If cold-blooded, it will go catatonic as its body
temperature sinks to room temperature (60 degrees F or 16 degrees C or
less); the time this takes should be logically assigned by the DM given
the prevailing conditions (windy, underground, etc.).
In addition, the long term effects are that the target creature will
suffer the loss of one point of Strength and Constitution for up to a
full week after recovery (any Strength 18 score will drop to 17).
Recovery will begin with the commencement of eating high iron, high
protein foods. Recovery itself will take at least a week. Thus the
effects of the blood loss will hang on for at least two weeks.
Other immediate effects will be that all piercing and slashing damage
taken will be at 1.5 times the value, this being due to the fact that
these attacks cause the victim to lose more of what they don't have,
blood.
There is a minor difference between the necromantic and transmuter
versions of this spell. Transmuters require a vampire tooth that they
must touch to the spell's target. This tooth will only work for as many
tries (not necessarily successful castings or attacks) as the level of
the wizard when he acquired the tooth. Necromancers do not need a
material component for this spell. Only necromancer specialists can learn
the necromancer version.


Annoyance (Illusion)

Range:  5 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Special
Author:  Martin Ott 

This is a more powerful version of the 1st-level spell minor annoyance
(q.v.), in that it creates the illusion of a bumblebee flying into the
victim's ear. The victim only gets one saving throw; if successful, the
annoyance lasts for only one round. The spell's effects start at the
beginning of the next round, just like minor annoyance.
The material component of this spell is a dead insect. If an actual dead
bumblebee is used, the victim's saving throw is made at -2.


Anti "Anti Magic" Magic Shell (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 round
Area of Effect:  Creature or item touched
Saving Throw:  Special
Author:  Rapheal Goots 

By means of this spell, an invisible shell of magic is created around a
creature or item. The shell is easily detected or dispelled. In fact, it
is there to be dispelled. If an item entreated with this spell is the
recipient of a dispel magic, passes through a dispel magic zone, passes
through an anti magic shell, etc., the anti "anti magic" magic shell is
destroyed immediately. The item inside the shell, in essence, got a free
saving throw. Any further attempts to dispel the item are treated
normally.
The spell will create one shell per 3 levels of casting ability, and up
to 5 shells may be placed on any one item or creature, but only from the
same casting. I.e., Melvin the mage, who is 6th-level and has 2 spells
to cast, can place one shell on each of 4 items, or 2 shells on each of
2 items, but not 4 shells on one item.
A shell placed on a magical creature protects that creature but not its
possessions. In the event of an item or creature with multiple shells
caught inside an anti magic shell, dispel magic zone or similar; each
shell is stripped off at the very beginning of each round. Unwilling
creatures or intelligent items are allowed a saving throw versus spell
to negate the shell. The material component is a down feather inside as
many small silk pouches as the caster can cast shells. A pouch disappears
for each shell destroyed.


Anvil Fall (Alteration)

Range:  10 yards per level
Components:  V
Duration:  1 round per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  Negates
Author:  Unknown

When this spell is cast, the creatures or objects affected immediately
assume the mass of solid lead. A falling or flying object or creature
affected starts to plummet, and damage taken from falling is doubled,
i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a height of 100
feet. Anvil fall affects one or more objects or creatures in a 10-foot
cube, as long as the maximum original weight of the creatures or objects
does not exceed a combined total of 200 pounds plus 200 pounds per level
of the wizard.
A feather fall cast upon a creature or object under the influence of an
anvil fall will only negate the latter, and the creature then receives
only normal falling damage. An additional feather fall would be needed
to achieve the normal effect of that spell, and two such spells could
probably not be cast in time by a single wizard.
Like a feather fall, anvil fall works only upon free-falling, flying, or
propelled objects, and cannot affect a sword blow or a charging creature.


Arcane Bolt (Necromancy)

Range:  60 feet
Components:  S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Jim Vassilakos 

This spell causes a bolt of magical energy to fly from the hands of the
wizard and strike an opponent doing a damage of 1d6 HP + 1 HP per level.
The material component for this spell is a drop of poison.


Azalldam's Fabricated Boat (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Azalldam

This spell is similar to Azalldam's fabricated bridge, except that it
shapes a boat from the conjured shadows instead of a bridge. The wizard
may create a boat of 50 square feet per level (up to a maximum of 1000
square feet). The boat will support 100 pounds per level of the wizard;
any additional weight will cause the boat to capsize. The spell will last
1 turn for each level of the wizard, or until the wizard ends it.
Similar to fabricated bridge, the boat may cannot be disbelieved, but may
be dispelled.
The material component for this spell is a small wooden carving of a
boat; this carving is not consumed when the spell is cast.


Bands of Mist (Abjuration)

Range:  20 feet
Components:  V, S, M
Duration:  1 turn
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  None
Author:  Thomas Weigel 

This spell calls into existence misty rings around a single target of
size M or smaller. These rings exert 640 pounds of force to keep the
target still, including short range movements such as swinging a sword.
Every time the target attempts to do something not requiring moving from
her original position (walking is out) he must make a Dexterity check
(roll under Dexterity on 1d20) in order to have a chance of success. In
order to move from his original position, the target will have a harder
time of it. If his Strength totals higher than 23, he can do it easily.
Otherwise he must make a Strength check against opening magical doors in
order to break out of the bonds. The caster tosses a looped copper wire
at the victim while muttering the appropriate verbal components.
This is a weakened version of hold person, which exerts physical force
to hold the target rather than paralysing her.


Bigby's Groping Fingers (Conjuration)

Range:  30 yards
Components:  S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  None
Author:  Unknown

This spell allows the wizard to "grope" his target. This spell is usually
used by mischievous apprentices in bars and such... Have fun (gee, I
don't know if I'm hitting a copyright problem by using the name Bigby in
here, but it just seems the most appropriate name to use, and for all I
care, if TSR wishes to claim this silly spell as their own, so be it)!


Bigby's Tickling Fingers (Evocation)

Range:  1 yard + 1 yard per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Special
Author:  Max Becherer 

When cast, this spell creates a pair of disembodied hands which proceed
to tickle a victim of the wizard's choosing. Each round, the victim must
save versus spell or suffer a -4 penalty to all rolls. If the saving
throw is failed, the victim may cast no spells that round. The wizard may
select a new victim each round. If the wizard's concentration is broken
while the spell is in effect, the spell is terminated.
The hands cannot be physically attacked, only dispel magic type attacks
or breaking the wizard's concentration will destroy the hands. The
material components are a pair of gloves and a feather.


Bleeding Wounds (Necromancy)

Range:  30 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Robert A. Howard 

This spell causes any existing wounds (as in painful wounds) to start to
bleed badly. Wizards do not need to strike their intended foe. If the
victim fails a saving throw versus death magic, he will suffer 1 point
of damage per round, not including any damage he may take in combat. The
DM may choose to have the blood get in his eyes, make it difficult to
keep a hold on a weapon, or possibly make the ground slippery, if he so
chooses. The material component for this spell is a 10 or more gold
pieces worth diamond.


Blood Burn (Alteration)

Range:  40 yards
Components:  V, M
Duration:  4 rounds
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Bret Mikeal O'Neal 

By means of a blood burn spell the caster is able to make a creature's
blood boil. Creatures without blood are immune to this effect.
On the first round of the spell, the blood becomes warm and the creature
feels uncomfortable and feverish. During the second through fourth
rounds, the blood increases temperature until it is burning internal
organs. Note this is treated as fire for resistance and regeneration
purposes.
Damage is as follows:
round 1: no damage;
round 2: 1d4 HP damage;
round 3: 2d4 HP damage;
round 4: 4d4 HP damage.
The material components for this spell are a drop of blood and a pinch
of sulphur.


Boiling Globe (Evocation)

Range:  5 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  2
Area of Effect:  20-foot radius
Saving Throw:  1/2
Author:  Steve Bartell 

This spell forces a 20-foot diameter circular area of water into an
extreme boil. All creatures in the area of effect take 1d4 points of
damage per level of the caster (maximum of 12d4 points). A saving throw
indicates half damage. The water in the globe will drop to a tolerable
level on the next round, and then slowly cool down to normal water
temperature. Creatures not affected by heat or fire are immune to the
effects. Ice will instantly boil under the effects of this spell, as
well. The globe can be created anywhere within range of the caster.
The material component of this spell is a piece of volcanic rock.


Bolt's Background Bustle (Alteration)

Range:  0
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  2
Area of Effect:  Special area around creature touched
Saving Throw:  None
Author:  Phill Hatch 

This spell is an offshoot of the silence concept. Instead of creating a
specific zone of silence, this spell alters the sounds created within its
area of effect to match the volume and types of sounds already present.
Instead of clashing swords, dying screams and spell recitation, the
sounds of wind, a passing wagon, a barking dog or whatever other ambient
noise appropriate to the location is heard. By not silencing the area
closely around the recipient, spells can be cast and conversations
carried out as long as the people are within each other's zone and both
have the spell cast on them.
The area of effect is one person or person sized object plus the space
within one foot of the target. A person or animal passing within the
spell's zone would hear the noises truly associated with what is
happening. For example, a guard leaning against a door would hear the
efforts of a thief picking the lock on the other side of the door because
the guard is within the thief's area of effect. The material component
of this spell is a small paper cone, held to the ear.


Bubble Screen (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  30-foot sphere
Saving Throw:  None
Author:  Steve Bartell 

Upon casting this spell, the wizard fills the area with bubbles. The
sphere of bubbles is so thick and active that it seriously restricts
vision, giving all within it a -4 to-hit. The action of the bubbles will
also disrupt spellcasting unless the caster makes a Constitution check.
The caster is not immune to the effects of the spell, and will suffer the
same restrictions. Most sea life will avoid the sphere of bubbles when
possible.
The material component of this spell is a small tube, which the caster
blows bubbles through while casting.


Bucca's Noxious Exhalation (Alteration)

Range:  25 feet
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  One 10-foot radius cloud
Saving Throw:  Special
Author:  Andrew Grichting


As a wizard who enjoyed fermenting his own brews, Bucca was totally
unaware of the odour of his own creations. Sam, as he was known to his
friends, grew tired of complaints from his friends about the rank smell
of his breath after taste testing his own brews. He designed this spell
(popularly known as Bucca's Beery Breath) to make use of his foul
exhalations, in the hope that his friends would stop complaining.
In the casting of this spell, the wizard must consume at least 100
millilitres of an alcoholic beverage (the material component), the
potency of which determines the efficiency of the spell (see below).
In addition to drinking the alcohol, the caster leans forward and belches
loudly and from his mouth issues a stream of putrid breath, which expands
to fill a cloud of a 10-foot radius. All within the cloud must make a
saving throw versus breath weapon or suffer 2d4 points of damage (1d4 if
a successful saving throw is made) and the special effects listed below
(or none, if a successful saving throw is made). The cloud swiftly
dissipates, and is gone within ž round of its creation. All effects of
the spell including drunkenness pass within 1 hour.

 Potency                        Saving
  Level    Type                 Throw   Special Effects
    1      diluted beers, etc.    +5    stinging eyes, coughing
    2      ales, white wines      +1    retching
    3      red wines, cocktails    0    disorientation for 1d3 rounds
    4      spirits                -1    slight drunkenness
    5      liquors                -2    sickness, mild drunkenness
    6      magical brews          -4    severe drunkenness, comatose state

Stinging eyes, coughing has little effect beyond a -3 penalty to missile
fire. Retching means that any characters affected are delayed in
attacking for half a round. Disorientation indicates the onset of
drunkenness, if the character is left alone at the end of the period of
drunkenness he will resume previous activities, if attacked, the
character may respond in kind, with a -1 to attack rolls. Slight
drunkenness means that the character is confused, no dextrous activities
allowed, and a -2 to attack rolls. Sickness and mild drunkenness
indicates that the character does not want to eat or drink for 1d12
hours, has a -2 to attack rolls, and inflicts -1 damage (with a minimum
of 1). Severe drunkenness denotes that the character is totally
befuddled, has a -5 to attack rolls, inflicts -3 damage (again, with a
minimum of 1), and can barely walk in a straight line.
Note that the effects of drunkenness are different then those in the Net
Alcohol Guide. Because the effects are caused by magic, they are based
on the Bucca's interpretation of alcohol and what he wanted the spell to
accomplish.


Byen's Arrow (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  6 turns per level
Casting Time:  1 round per arrow
Area of Effect:  One arrow touched per 2 levels
Saving Throw:  None
Author:  Brian Dawson

Several decades past, Byen, the famed assassin/illusionist of the City
of Yorkad, created this spell so as to be able to execute certain
"assassinations" which would seem completely real but in which the victim
would (hopefully) not be killed. Byen's arrow creates a very powerful
illusion that is modelled exactly after an actual arrow. The wizard must
take a real arrow (the material component of the spell), of fine quality,
and spend one entire round chanting and weaving his hands along the edge
of the arrow. To complete the casting, the wizard must prick his finger
with a splinter of wood and smear it upon the arrowhead. The arrow is
then actually replaced by an illusion, that has full visual, audible,
tactile, thermal, and olfactory components. An attempt to disbelieve can
be made, but the saving throw is made at -2 (or +2 if informed of the
illusion); however, in most circumstances, there will be no reason to
suspect anything is amiss. The wizard can "enchant" up to 1 arrow for
every two levels he possesses, each arrow taking one round of
preparation.
The arrows must be shot in a normal manner (i.e., the wizard must have
someone of a class able to make use make use of a bow to shoot them).
Such a user will in no way suspect that the arrows are illusionary from
just examining them. If these arrows hit a target, the illusion continues
so that the target will bleed illusionary blood, an will feel illusionary
pain. Unless the victim for some reason attempted to disbelieve and this
attempt was successful, the victim will take the full 1d6 points of
damage from the arrow, plus any applicable bonuses for Strength,
specialisation, a magic bow, etc. Only 25% of this damage is actual, but
even after the illusion fades (which happens in 5 rounds + 1 round per
level after being hit) the victim will still suffer from shock and a loss
in confidence and composure. Hit points lost because of these arrows that
were not part of actual damage will be recovered at a rate of 1 HP per
round of rest or 1 HP per turn of mild activity, but not at all for
strenuous activity. Creatures brought below zero hit point because of
this illusionary damage will be unconscious and must make a system shock
survival roll of else die of shock, losing 1 HP per round until reaching
-10, unless they receive aid. Even creatures that can be hit by only by
silver, iron or magical weapons will suffer from all the above effects
unless they have some special resistance to illusions (or have reason to
be suspicious and disbelieve).
Note that Byen's arrow will work on light and heavy quarrels of high
quality as well as on arrows.


Carrion's Foul Stench (Evocation)

Range:  30 yards
Components:  S, M
Duration:  1 round per level above first
Casting Time:  3
Area of Effect:  20-foot cube
Saving Throw:  Negates
Author:  Garinthrall 

This spell in many respects duplicates the effects of the 2nd-level
stinking cloud. Except where noted, this spell duplicates the effects of
stinking cloud.
It has a slightly longer casting time and a duration which is shorter by
one round, but it has the advantage of lacking a verbal component: the
material components are waved in the air and the spell's gestures made,
but otherwise the spell is utterly silent. It produces a thin grey cloud
of vapour which reeks of rotting flesh and the odours of the tomb.
The material component for this spell is a bit of zombie or ghoul flesh
or a small strip of carrion crawler hide. If ghast flesh is substituted,
saving throws versus this spell are at -1.


Cause of Death (Divination, Necromancy)

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

With this spell, the wizard can determine if the corpse has received
damage from any of the causes listed in the table below, and which cause
actually reduced him to zero hit points. This spell involves dissection
of the corpse, and the material components are a magnifying glass and a
set of scalpels. These are not expended by the casting.

Cause               Notes and Secondary Information
Exposure            exposure to cold, fire, heat, or lightning; drowning
Falling or hanging  height fallen from
Disease or old age  organs affected, parasites involved
Magic               applies only to magic missile or necromantic effects
Wound               wound inflicted by bludgeoning, piercing, or slashing

The DM may introduce a chance of failure if the body is greatly
decomposed, and he might give false information based on nature of the
trauma. A corpse swatted by a dragon's tail, for example, might show the
same indications as one which fell from a great height, and a poisoned
corpse usually looks like one which died of disease. The prudent wizard
always detects poison just to be sure.


Centipede Call (Conjuration/Summoning)

Range:  40 yards
Components:  V, S
Duration:  2 rounds per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell summons a number of centipedes to fight for the wizard. The
centipede can only be used in combat; they will resist doing anything
else. The wizard can summon 1 HD of centipedes per level, selected from
the following list:

 Wizard's Level           Centipedes Summoned
       3-4                   huge (.5 HD)
       5-8                   giant (1 HD)
       9+                   megalo- (4 HD)

The wizard can always select centipedes from a lower level. Only one type
of centipede can be summoned, all remainders are dropped. A maximum of
12 centipedes can be summoned.


Chameleon (Illusion/Phantasm)

Range:  0
Components:  V, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Jim Vassilakos 

This spell alters the coloration of the recipient's skin, clothes, and
gear to match that of the surrounding background, so that he is difficult
to spot and attack. The affected creature cannot normally be spotted at
distances of further than 100 feet, and at closer distances, he is 20%
unlikely to be seen when moving, and thieves are given a 20% bonus to
hide in shadows if remaining still (even in sunlight). Further, missile
weapons suffer a -4 penalty to-hit. The material component for this spell
is some chameleon skin.


Charm of Healing (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

Charm of healing allows a wizard to convince the recipient of the spell
that they have been cured of some damage. The spell "heals" 1d4 points
of damage plus an additional point for every three levels of the wizard,
this curing is in fact illusionary and only lasts for the duration of the
spell. Note where the recipient of this spell has suffered illusionary
damage then the hit points recovered are permanent (i.e., equivalent to
priestly cure spells).
The material components for this spell are a piece of coral, a bandage
and a few drops of pure spring water.


Chastity (Abjuration)
Reversible

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

This spell compels the affected creature to abstain completely from any
and all forms of sexual activity, including looking appreciatively but
with sexual undertones, going to whatever lengths necessary to avoid
anything which might lead to lust. The reverse, promiscuity, compels the
subjects to attempt to engage in their most preferred sexual activities
as much and as quickly as possible. The material component of this spell
is a small silver key.


Cheffield's Major Feast (Alteration)

Range:  30 yards
Components:  V, S
Duration:  Permanent
Casting Time:  5 rounds
Area of Effect:  Four people fed per level
Saving Throw:  None
Author:  Paul D. Walker 

When this spell is cast into a large pot or onto an appropriate number
of plates it brings into being enough food to feed four per level of the
wizard for one meal. The food is nourishing and filling, the drink is
cool and refreshing. The food may not taste the best in the world but it
certainly fills the cracks. It also makes, when chilled and rewarmed,
exceptional leftovers.
This spell requires a handful of rice which is cooked over a low boil
while the wizard mutters "cooks in just 5 minutes".
The spell was created by a wizard whose abilities as a chef far surpassed
those of his spell casting. He is known far and wide as a chef of great
skill.


Circle of Power (Evocation)

Range:  Special
Components:  V, S
Duration:  Special
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None
Author:  William T. South 

This powerful spell allows a group of wizards to work in conjunction to
create a special area of effect (the circle) into which one wizard (or
possibly two) may enter and have their working level of experience
increased. A minimum of four wizards is required to initiate the spell,
and the spell must be cast by the wizards of the circle, not read or used
from any device.
First, the wizards form a circle and begin casting the spell. The spells
from each wizard must then synchronise into a rhythmic chanting effect.
This means that it will take as many rounds as the highest-level member
of the circle to make the circle synchronise and become operative. From
that point on, a wizard may enter the circle and have his working level
of experience increased by the total combined levels of the circle
wizards minus one level for each member of the circle. Once entered, the
central wizard may rest and study as a higher level wizard, but may not
use new spell levels, just the higher memorisation capabilities, spell
range, duration increases, etc. If the total number of levels bestowed
reaches 20, another wizard may step into the circle and divide the
increased level benefits between himself and the first wizard with all
odd remaining levels becoming useless and therefore ignored.
Any members of the circle who are injured immediately fall away from the
circle's synchronisation and the central wizard(s) lose(s) the benefits
of that member's levels one turn later. New wizards may join into the
circle at any time (taking an equal number of rounds as their experience
level to synchronise with the circle), though, and since the effects of
being in a circle will not wear off for one full turn other circles may
be formed which the wizard may enter to retain his current working level
(or increase of decrease it according to the levels of the new circle).
Members of the circle may chant (from the synchronisation point) for a
period of turns equal to the combination of their Intelligence and
Constitution scores divided by two and then added to their current
experience level. The circle members (but not the central wizards) gain
a magic resistance to any attacks against the circle which would silence
the spell equal to the total experience levels of the circle members.
The source of this spell is the Telnorne Mageocrat.


Claws (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  None
Author:  Max Becherer 

When cast, this spell causes a vicious set of serrated claws to grow on
the hands of the recipient. The recipient must be willing, and a being
not already possessing claws. These claws vanish in one round per level
of the wizard. They double the number of attacks normally afforded, and
damage is 1d6 plus any Strength bonuses.
The recipient can use no other weapons, nor cast spells with somatic
components. The material component is the claw of a griffin.


Cloud Walk (Alteration)

Range:  0
Components:  V, S, M
Duration:  1d6 turns + 1 turn per level
Casting Time:  3
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

This spell allows the recipient to walk on any form of fog, cloud, or
smoke as if it were solid. The recipient may move at normal movement
rate, plus the movement rate of the smoke (thus a rising column of smoke
from a fire might carry the recipient up at 12 movement rate). The smoke
must be reasonably thick, reducing visibility significantly. This spell
will not allow walking on fine mist. The material component is a hair
from a nightmare.


Coin Toss (Alteration)

Range:  30 feet
Components:  S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One metal coin (preferably gold)
Saving Throw:  None
Author:  Joseph Delisle 

Coin Toss gives an electrical charge to a single metallic coin, which is
then thrown at the target. The casting of the spell appears to be rather
innocuous, but a bit theatrical (i.e., taking approximately 10 seconds
to take a coin out of a purse). Only a wizard who has this spell, someone
actively using the spellcraft proficiency, or someone who has fallen
victim to this spell before will recognize that coin toss is being cast.
Upon completing the spell, the wizard throws the coin at the intended
victim, requiring an attack roll. Treat metal armour as AC 10, but allow
for any magical or Dexterity bonuses. If the victim is actively trying
to catch the coin, consider it an automatic hit ("Take my last gold
piece, thief!"). If the attack is successful, the victim takes 1 point
of damage per wizard level (up to a maximum of 16 HP). If the coin is
gold or another good conductor, add 1 to the damage roll. If the victim
is wearing metal armour, add 1d4 to the damage roll.
The material component is the coin being throw, which is consumed in the
casting.


Conjure Drink II (Conjuration/Summoning)

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

This spell conjures beer or wine, the quantity being determined by the
quality desired by the caster. If beer or ale is to be conjured, one keg
per 5 levels appears. If wine is to be conjured, one mug per 5 levels
appears. The components are only the desire to have the desired drink in
the container in hand and a snap of the fingers of the other hand.


Constant Orgasm (Evocation)

Range:  0
Components:  S
Duration:  1 turn + 1 round per level
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Mario R. Borelli 

This spell causes the recipient to begin to orgasm, repeatedly, and with
great enjoyment, until the subject's body is no longer capable of
sustaining orgasm. The duration is based on level, but medically
speaking, it could end when the body collapses from exhaustion, or (for
males) when the body can produce no more seminal fluid. The DM may wish
to add possible negative modifiers for combat, movement, etc. because of
the victim's excited state. A successful saving throw results in a single
orgasm of normal duration.


Constitution (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 turn
Area of Effect:  Person touched
Saving Throw:  None
Author:  Benjamin C. Ford 

Application of this spell increases the Constitution of the character by
a number of points. Benefits of constitution last for the duration of the
magic. The amount of added Constitution depends upon the spell
recipient's group and is subject to all restrictions on Constitution due
to race and class. Multi-class characters use the best die.

          Class          Constitution Gain
          Priest             1d6 points
          Rogue              1d4 points
          Warrior            1d8 points
          Wizard             1d6 points

The spell cannot confer a Constitution of 19 or more, nor is it
cumulative with other magic that adds to Constitution. All hit points
gained are illusory hit points that disappear when the spell ends. Damage
is taken from these illosory hit points first, and this damage is not
transferred to the normal hit point total when the spell ends. Beings
without Constitution scores gain one such extra hit point for each Hit
Die.
The material component of this spell is a few hairs, or a pinch of dung
from an animal known for its stanima.


Continual Drunkenness (Alteration, Enchantment/Charm)

Range:  10 yards
Components:  V, S, M
Duration:  Permanent (until dispelled)
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Keith Taylor 

This spell can be directed at any creature who looks the caster in the
eyes. The caster's eyes look watery and swirly at the completion of the
casting, at which time the gaze can be used. The creature gets a saving
throw versus poison at -3 to escape the effects (if so, the spell is not
dissipated, rather, it remains active until one creature is affected).
A creature failing its saving throw is made mystically drunk, and will
remain so indefinitely; an analysis of the being's aura or any magic
designed to detect charms reveals the spell's existence.
The priest spell cure drunkenness negates it for as many turns as the
casting priest has levels, but after this time, the effect returns. The
creature's level of inebriation is determined by the caster's level (see
the Net Alcohol Guide for more information):

     Wizard's Level       Degree of Drunkenness
           3-5                   Slight
           6-9                  Moderate
           10+                   Great

Gaze reflection or a mirror may be able to make the spell backfire on the
caster. In this case, the degree of mystical drunkenness is one less than
normal. For example, if the 10th-level wizard Farsharn has the spell
reflected upon himself by Rath's nimble application of a mirror, then
Farsharn won't be greatly drunk, but only moderately so. If this would
reduce it below slight, then do not reduce it; it always has at least
slight effects. To rid oneself of these effects, a successful dispel
magic or remove curse is enough.
The material component is a handful of hops and a chip of glass.


Continual Sparks (Alteration)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  2
Area of Effect:  One small object or area
Saving Throw:  None
Author:  Max Becherer 

A modified form of the continual light spell, continual sparks causes an
object or area not greater than a few square inches to continuously emit
electrical sparks. These do no damage, but are a tremendous source of
ignition around flammable substances.
A variant of the spell causes a spark to strike anything coming within
1 inch of the area affected. A small metal ball with both continual
sparks and continual light cast upon it is a highly effective device for
eliminating bothersome insects.


Create Alcohol (Alteration, Conjuration)
Reversible

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  One pint per level
Saving Throw:  None
Author:  Philippe Goujard 

This spell alters the taste of and creates alcohol in any liquid. The
caster chooses the flavour of the alcohol to be created. With this spell,
the wizard also chooses the alcohol content of the liquid (equal to beer,
ale, wine, mead, or liquor). There is always a 100% - 10% per level
chance of the spell screwing up. In this case, the DM chooses the taste.
Since create alcohol really creates the drinks, at least partially, the
transformed liquid will appear somewhat the same as the original.
Changing beer to wine looks more like wine, but it may still be a little
bit frothy.
The reverse of this spell, destroy alcohol, removes or lowers the
quantity of alcohol and its taste in the drink.


Create Dressing Room (Conjuration/Summoning)

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

This spell creates the interior furnishings of a small dressing room. It
cannot be used to create drinkable or consumable material unless it is
used for the exact purpose it is intended for. Water or other material
vanishes instantly if it is not used for the required purposes (tidying
oneself up). This spell creates only the interior of the room; it doesn't
normally create the walls, floors, or ceilings.
If cast for women, it contains a mirror, a wardrobe, a small cushioned
stool, a tooth brush, tooth paste (take your favourite bland), powder,
lipstick, rouge, perfume of the desired type, soap, body lotion, oil,
nail polish, a set of nail files and scissors, combs, brushes, wads of
cotton, small towels, a small bowl of water (warm or cold as desired),
cloths stands, a moveable Spanish wall, and some other small necessities
normally used in a dressing room.
If cast for men, it contains a mirror, a shaving mirror, a large bowl of
warm water, a small bowl of water (warm or cold), a shaving razor,
shaving cream, small towels, a brush, skin relaxant, eau de toilette,
deodorant, a comb, a hair brush, a tooth brush, tooth paste (pick your
favourite bland), a finger nail cleaner, a nail clipper, and some other
small necessities normally used in a dressing room.
The room stays only for 5 rounds per level while the effects of having
groomed oneself (or someone else) with the kit from this room last for
one hour per caster level (even in the worst weather or after the most
horrible mud fight, one always comes out looking as one did after
grooming in this dressing room). This effect does not offer any
protection from any harm at all. The items cannot be used to harm anyone
(not even the wielder). Thus, it would be impossible to cut oneself with
the razor, the scissors or clip off someone's ear lobe with the nail
clipper. If tried the item causes no damage at all (not even reducing
stoneskins nor causing a caster to falter). The items cannot be sold: if
tried, they vanish in a puff of smoke immediately. They can only be used
for what they are intended (you could use them on your pets if you truly
want to - DM's decision). They cannot be used for combat reasons: an
archer could not hide behind the Spanish wall for soft cover, the wall
would vanish instantly.
The material component is either a tiny bottle of perfume for the
"female", or a tiny razor for the "male" version (costing no less than
50 gp each). They can be used during the casting time (causing a casting
time of 1 turn) or during the preparation, causing this time to increase
to 45 minutes instead of 30 minutes. If used during preparation, the
spell can later be brought up with a snap of the caster's fingers and
nothing more.


Cyril's Attempted Surge Mastery (Invocation/Evocation)

Range:  Special
Components:  V, S
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Craig Allen Campbell 

This spell allows the wild wizard to call forth a burst of energy which
automatically results in a wild surge. However, the wizard has a chance
of controlling the surge to a limited degree. After the spell is cast,
roll on the wild surge table. The wild surge will happen, but the wizard
has a 33% chance of controlling some part of the spell. First, determine
what the wild surge will be. The player (or the DM) then rolls 1d6. On
a roll of 1-4, the wild surge results as per the description of the
surge. On a roll of 5-6, the wizard may control one part of the wild
surge's effects. He may change the centring of the spell, the duration,
the damage, etc. Exactly what can be controlled is left up to the DM
(have fun with this). For example, if the wild surge resulted in a
fireball centred on the caster, and the attempt to control the surge was
successful, the wizard could move the centring of the fireball, he could
decrease the damage, or cause it to be a delayed blast (again, this is
up to the DM). If the wild surge is not detrimental to the caster, he may
still attempt to alter the effects. He could move the flowers pouring
from his mouth to pour from the mouth of someone else. An aside for the
DM: have fun with this, but watch out. You'd be amazed how much a player
can do with a single wild surge when he can control it a bit.


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

Range:  Special
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Craig Allen Campbell 

This spell is similar to the 1st-level Nahal's reckless dweomer, in that
it releases the power of a wild surge, in the attempt to create a useful
effect. Unlike Nahal's reckless dweomer however, this spell does not
allow the caster to name an "attempted" spell. To balance this drawback,
the caster has a 33% chance of controlling some aspect of the surge
created. Since no spell is named as "attempted", there is no other effect
than the surge.
When this spell is cast, the caster should name a target. The DM then
rolls up a surge, adding the caster's level as a modifier, and rolls 1d6.
If the die rolled is 3-6, the surge proceeds as rolled. However, if a 1
or a 2 is rolled, the DM should announce the surge to the caster, and
give the caster an opportunity to control some aspect of the surge.
For example, if the surge "a fireball explodes, centred on the caster"
is rolled, the caster could choose to exercise control by saying "the
damage from the fireball is the minimum possible". Another example would
be to set the duration of the surge "the target is slowed" to the maximum
possible. Aspects that can be controlled include damage, duration, area
of effect, range, and a +2 or -2 modifier to saving throw. Aspects that
are given in random ranges (such as "2d6" or "1d6 + 1 round per level")
can be altered to at best the maximum or minimum of the possible range.
Aspects that are given in absolute numbers can be halved or doubled.
If the surge rolled states that the "attempted" spell succeeds in some
way, the DM should re-roll the surge, as there is no attempted spell with
Cyril's surge mastery.


Dallonous' Memorise Surge Actions (Alteration, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  2 hours per level
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Mark Layne 

If a wild mage casts a spell resulting in a wild surge during the
duration of this spell he is given a 10% chance per level up to 90%
change to memorise the actions that resulted in the wild surge. Once a
wild surge effect is memorized the wild mage can them try to recreate the
surge through the use of any reckless dweomer. Since the wizard is
attempting to recreate a wild surge with the dweomer, he gets two rolls
on the wild surge table with the addition of the wild mage's levels to
the rolled surge. If neither surge rolled is an accomplishment of the
spell it is the DM's discretion on which surge occurs.
The material component of the spell is a sheet of paper and one vile of
ink.


Dancing Fire Light (Alteration, Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  1/2
Author:  Unknown

This spell - except as noted - is the same as dancing lights (from the
Player's Handbook). The lights are orange-like in colour and give off
heat. If the wizard concentrates on the balls, he can have them attack
doing 1d3 points of damage per ball (4 balls maximum). All the balls must
attack the same target in any given round. Optionally, the wizard can
form a mass that looks like a fire elemental and can attack once per
round doing 3d3 points of damage. The heat can set fire to flammables.
The material components needed are a piece of flint and either a bit of
phosphorus or witchwood.


Dardan's Dryness (Evocation)

Range:  30 yards
Components:  V, S, M
Duration:  1 hour + 1 turn per level
Casting Time:  2
Area of Effect:  One cubic foot + 1 cubic foot per 3 levels
Saving Throw:  None
Author:  Craig Singsank 

This spell keeps one to several cubic feet of material (organic or
inorganic) impervious to water and related liquids. The spell forms a
minute film of air around the desired object that slowly denatures and
collapses allowing water to seep in as the spell ends. This spell is
useful in protecting valuable items like spellbooks and bows from liquids
that could ruin them.
This spell also reduces the amount of damage a character sustains from
water elementals and water-based attacks.
The film of air surrounding the character acts as a buffer protecting
them from the full impact of the creature's blows. A character protected
with Dardan's dryness receives a +1 on all saving throws (per 5 levels
of the caster) from such attacks for the duration of the spell.
The material component of this spell is a beetle's carapace.


Darklight's Bending Bolt (Alteration, Metamagic)

Range:  Special
Components:  V, S
Duration:  Instantaneous
Casting Time:  2 (but see below)
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This Metamagic spell can be used in conjunction with any one bolt- or
ray-class spell of less than seventh level, such as lightning bolt. It
allows the wizard to specify "pivot points" at which the beam will change
direction. Up to 1 pivot per 5 levels of the caster can be specified, and
at each pivot, the bolt or ray can be made to alter its path up to 120
degrees. The casting time of the secondary spell is included in the
"middle" of the bend bolt spell, so use the casting time of the affected
spell plus 2 for the two halves of this Metamagic spell. It is possible
to deceive targets as to the bolt's intended direction in this way, and
many other such tricks are possible. Up to a -3 penalty can be inflicted
on a deceived target's saving throw. It is also possible to hit multiple
targets in this fashion. DM's option: it is entirely valid to require
some sort of ability check to see how well the caster aims the beam's
turning. Not every wizard is an automatic pool shark.


Darklight's Fishing Rod (Conjuration, Evocation)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This amusing spell calls into being a 4-foot long, faintly glowing rod
of force, with a slim strand of energy hanging off the thin end. On the
handle end is a crank-type apparatus, also constructed of this glowing
energy. Typically, the line is cast into waters where one suspects
interesting or valuable objects might be found. The caster then patiently
waits for a "bite". Every turn spent fishing gives the caster a number
of "bites" equal to one-third his level (or two, whichever is higher);
roll 1d10 for each bite. If a "7" comes up, it is something along the
vague lines of what the caster was seeking, based on what the DM decides
is actually underwater. Note that the line does not have to be
particularly near the object (thus the conjuration element), and that the
line can lift objects as if it had an 18/00 Strength, regardless of the
wizard's prowess. In especially treasure-thick water, there may be
bonuses to the roll, left to the discretion of the DM. Objects sought for
must actually exist and lie within a few thousand feet of the casting
site. An alternate use of the Rod is for actual fishing, with chances as
if the wizard possessed the fishing proficiency, with an additional 25%
bonus if he actually does. No bait is needed for this use of the spell.


Darklight's Gossiping Pen (Divination, Enchantment)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  6
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

To use this spell, the wizard needs an ordinary quill pen and a piece of
new parchment. When the spell is cast, the pen will rise up and hover for
a few seconds, then begin writing in a compact, neat script. No actual
ink is needed, as the marks are magically inscribed. The script repeats
one local rumour (usually one which the caster has not heard, there is
a 1-in-10 chance the caster has actually heard the tale). The pen relates
one rumour for every two levels the caster possesses. The rumours are
ones that are actually told locally, either openly or not-so-openly, and
their veracity is not at all guaranteed. The pen will not respond to
detect lies or such, as it is merely relating ambient bits of story, not
solid facts. The rumours usually only consist of a couple of sentences,
but these tell the main points of the story. The material component is
the quill pen used.


Darkray's Enhanced Daggers (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None
Author:  Dimitris Xanthakis 

With this spell the caster can turn ordinary daggers or knives or dirks
into energy bolts. Each of them can then be thrown, to inflict 1d6 HP,
plus one hit point per two levels. If not proficient in the dagger, he
suffers the appropriate penalty. Strength bonuses do not apply to the
damage roll but do apply in the attack roll. The substance of the weapon
is consumed by the spell the round after the throw, regardless of
success. The caster can turn into bolts a number of daggers equal to his
level, up to ten. The casting time of the spell is three plus 1 for each
dagger. The weapons can be made from wood, bone, obsidian or steel and
after the casting are considered magical (no plusses) to determine what
they can hit.
The caster touches all the weapons, one after the other. Thereafter, if
they are thrown at a target, they are transformed into white energy
balls. The weapons can be thrown by the caster or any who can put a hand
on them, for a period of time equal to the caster's level in rounds.
After this time, the weapons melt with a sudden emission of heat.
The casting of permanency or similar magics on the weapons, just after
this spell, stabilizes the magic until they are thrown. Permanency can
affect the whole result of an enhanced daggers spell.
The material components of the spell are the weapons themselves, which
are consumed at the end of the spell's duration or when thrown.


Darksight (Alteration)

Range:  0
Components:  V, S
Duration:  5 rounds per level
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Nathan Sugioka 

This spell allows the creature touched to see clearly in any form of
darkness, magical or not. It does not allow detection of invisible, out
of phase, ethereal or astral creatures, nor does it compensate for any
blindness due to natural or magical causes.


Death Mask (Necromancy)

Range:  0
Components:  S, M
Duration:  1 round
Casting Time:  2
Area of Effect:  30-foot cube
Saving Throw:  Negates
Author:  Bret Mikeal O'Neal 

When this spell is cast, the caster's face momentarily bloats and rots.
This putrid visage is not an illusion. Those within the area can smell
the rotting flesh and hear the squirming grubs crawling from various
orifices. Just as quickly as the face rotted, it repairs itself, grubs
falling to the ground and skin growing back. Victims must be in front of
the caster in order to be affected.
This ephemeral spectacle is so horrifying that those seeing it must save
or stand in shock for 1d3+1 rounds. Non-intelligent creatures those
unable to see, undead, and opponents with more Hit Dice than the caster
are immune.
The material component is a live caterpillar.


Death Star (Necromancy)

Range:  60 yards
Components:  V, S, M
Duration:  3 rounds + 1 round per level
Casting Time:  2
Area of Effect:  10-foot radius
Saving Throw:  None
Author:  Bret Mikeal O'Neal 

This spell creates a pulsating ball of light floating 5 feet off the
ground that slowly drains the life from all within 10 feet. Those in the
area of effect take 1d4 dam a round. The star will drain life from
anything within its area of effect including plants, animals, even the
spellcaster. This spell cannot damage creatures without life such as
undead and automatons.
The star cannot be damaged. It will only leave if dismissed by the caster
or dispelled. Note it does not move.
The material components are a drop of swamp water and a pinch of dirt
form a fresh grave.


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

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  1 round + 1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Special
Author:  Garinthrall 

This spell is a variant of Maximillian's earthen grasp from the Tome of
Magic. Except where noted, this spell duplicates the effects of
Maximillian's earthen grasp.
When this spell is cast, rather than producing an earthen hand, this
spell causes many undead arms to spring from the ground underneath the
target's feet. If the target's saving throw is successful, then the arms
sink into the earth and the spell progresses as per the spell
description. If the target fails his saving throw, undead forms
resembling zombies burst up from the ground, lashing out at the target
to grasp and hold him with unyielding strength.
The Armour Class of the arms or creatures is 6 (as opposed to the AC 5
in Maximillian's earthen grasp). The hit points of the undead forms
created are equal to twice the wizard's normal hit points up to a maximum
of 40 HP. The undead forms created are unturnable, and at the end of the
spell's duration will sink down into the earth from whence they came.
If this spell is cast in a graveyard, the soil of the graveyard will be
more likely to produce the undead forms in a quick, unexpected manner.
Thus, saving throws against this spell would be at -1 and the chance that
the undead hands or forms reappear under the target's feet after a
successful saving throw is 10% per level of the wizard rather than 5% per
level which is the usual chance for this occurrence if cast in other
environments.


Decastave (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round + 1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Perry Horner 

By means of a piece of wood and the gestures and phrases of casting, a
magic-user can create a temporary "ten-foot pole" of force with this
spell. The material component is instantly consumed, and from the
caster's forefinger a two-inch radius, ten-foot long, faintly glowing
beam of force springs into being. It moves as the finger is pointed, and
lasts as long as the caster wills (or until the spell expires, whichever
occurs first),or until the spellcaster casts another spell. The pole
cannot be cut - any metal which passes through it will cause it to
harmlessly wink out of existence - or bent, but will support any weight.
It also cannot be shortened; if it strikes an obstacle, the caster must
move it, or the obstacle, or will it out of existence, to proceed. It
cannot be removed from the end of the caster's finger, although the
caster (and other creatures) can grasp it.
The staff can be used as a weapon, for 1d6 damage, by sweeping it from
side to side, or jabbing it forwards, by movements of the caster's
guiding finger. Normal to-hit rolls apply; it is considered a magical
weapon with no plusses. Note that no shock or blow felt by the magical
staff is felt by the finger. A creature grasping the staff must exert a
total of 18 Strength to hamper its movements. Once only, if the caster
wishes, a decastave can be used to rob a target of 1d4 HP and transfer
them to the wielder of the staff. The target must be touched by the end
of the staff (to-hit roll required) and the caster must will the staff
to drain energy. It will vanish in a pulse of force, draining 1d4 HP (no
saving throw) and transferring them instantly to the caster. If the
caster is uninjured, excess hit points are lost after 1 turn. Any damage
incurred by the caster during that time is first taken from these phantom
hit points; if the caster is at less than full hit points at the end of
the turn and phantom hit points remain, all remaining points are absorbed
at that time as healing, any excess being lost. The excess hit points can
never be transferred to any other creature. Such phantom hit points do
not confer any higher-level or hit-dice saving throw bonuses on the
caster.


Detect Chaos (Divination)
Reversible

Range:  60 yards
Components:  V, S
Duration:  5 rounds per level
Casting Time:  2
Area of Effect:  10-yard wide path
Saving Throw:  None
Author:  Unknown

This spell is similar in all respects to the 2nd-level wizard spell
detect evil (q.v.), except that the wizard is detecting for chaos (or
law, if the reverse, detect law, is being cast).


Detect Component (Divination)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  1-yard radius sphere
Saving Throw:  None
Author:  Joe Colleran 

This spell enables the spellcaster to recognize useful components for
spells, spell research, and creation of magical items, potions and
scrolls. These components may be natural ingredients for spells, parts
of monsters useful for potions or other magical items, and so forth. If
the spellcaster is able to cast the spell the components are necessary
for, or has created the magical items that incorporate the components,
or has similar specific information of what the components are used for,
then the exact part needed will be illuminated and the spellcaster will
recall the exact purpose of the component and proper methods needed to
preserve and prepare it. Otherwise, vague feelings will be given about
what parts are generally useful and whether a certain method of
transporting them is bad or good. A sage or some other such person will
have to be consulted for more specific knowledge.


Detect Illusion (Divination, Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  3 rounds + 2 rounds per level
Casting Time:  1
Area of Effect:  Range of senses
Saving Throw:  None
Author:  Jim Vassilakos 

The wizard can see what is illusion and what is not, and can pass this
ability to others by a joining of hands. The material component for this
spell is a feather-duster, which is consumed in the casting.


Detect Magic II (Divination)

Range:  0
Components:  V, S
Duration:  3 rounds per level
Casting Time:  2
Area of Effect:  60-yard + 20-yard per level long path, 20 yards wide
Saving Throw:  None
Author:  Unknown

This spell is just like detect magic except that it is more sensitive,
has a longer area of effect (60 yards for detect magic), and that the
wizard is be able to determine accurately what kind of magic (alteration,
divination, conjuration, etc.) is in effect if the magic is within 60
yards + 10 yards per level. This spell will not blind, hurt, etc.,
anyone. If in an area of extreme magic, the wizard will simply know that
stronger magic is in effect.


Detect Phase (Divination)

Range:  5 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  None
Author:  Scott Neilly

When this spell is cast, the wizard can see and perceive any creature
that is out of or in a different phase than that of the wizard. This
means that the wizard will see clearly such creatures with special
defenses as displacement, blinking, duo-dimension, astralness or
etherealness, and those who can shift out of phase, such as a phase
spider. Furthermore, if the wizard has means to attack such creatures,
he will suffer none of the ill effects that normally occur when trying
to attack (i.e., the wizard would know the exact location of a displacer
beast, or where the phase spider is etc.). The information cannot be
communicated to his fellows by words.
The material component of this spell requires a lens of calcite crystal
which must be viewed through for the spell to have effect. It does not
disappear at the end of the spell. Some wizards have made spectacles of
calcite crystal so they would have there hands free to do other things
after casting the spell.


Detect Spirit (Divination)
Reversible

Range:  20 yards + 5 yards per level
Components:  V, S
Duration:  Special
Casting Time:  5
Area of Effect:  One creature or object
Saving Throw:  None
Author:  Unknown

Detects the presence of a soul spirit or mentality in any body or object
(enchanted swords and the like), and whether or not the mind controlling
the body is its "native". Thus, it will not detect charming or hypnosis
but will detect possession. Only the fact of a mind is detected, not its
nature. If it is cast on a normally invisible spirit (such as an
invisible stalker or unseen servant), the wizard can see the creature as
a visible force for one turn per level. The reverse, obscure spirit, has
a range of 0 and conceals a single mind or spirit from detection by this
spell for 24 hours.


Dexterity (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  1 turn
Area of Effect:  Person touched
Saving Throw:  None
Author:  Benjamin C. Ford 

Application of this spell increases the Dexterity of the character by a
number of points. Benefits of dexterity last for the duration of the
magic. The amount of added Dexterity depends upon the spell recipient's
group and is subject to all restrictions on Dexterity due to race and
class. Multi-class characters use the best die.

          Class              Dexterity Gain
          Priest               1d4 points
          Rogue                1d8 points
          Warrior              1d6 points
          Wizard               1d6 points

The spell cannot confer a Dexterity of 19 or more, nor is it cumulative
with other magic that adds to Dexterity. Beings without Dexterity scores
receive a +1 bonus to Armour Class and to missile attack rolls.
The material of this spell is a few hairs, or a pinch of dung from a
particularly agile or quick animal.


Disease (Illusion/Phantasm)

Range:  30 yards
Components:  V, S
Duration:  Special
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Brian Dawson

Similar to spells such as blindness and deafness, a disease spell will
cause its target to believe that he has contracted a real (natural)
disease. Even though the spell affects the mind, the victim believes so
strongly in the disease that boils, pains and any other symptoms normally
associated with the affliction will be imagined, putting the individual's
health under considerable stress.
If the target has recently been in a situation where contracting a
disease is quite likely (such as living in filthy surroundings, falling
into sewage or garbage heaps, attacks from giant rats or otyughs, etc.),
a saving throw is made at a penalty of -4; on the other hand, if a
character has recently had a cure disease cast upon himself, is immune
to normal diseases, or has some other strong reason to believe that he
could not possibly have contracted a disease, then a saving throw at +4
or higher (probably +8 if normally immune) is allowed.
Once the spell takes effect, it is permanent until the victim receives
a dispel illusion. The disease is determined randomly from the table in
the Dungeon Master's Guide (q.v.), with the full effects described
affecting the target.


Dispel Silence (Abjuration)

Range:  10 yards per level
Components:  S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  15-foot radius sphere
Saving Throw:  None
Author:  Jason Nelson 

When cast, this spell automatically dispels any magical silence within
its area of effect. Furthermore, no silence spell will have effect within
the area of effect for the duration of the spell.
The casting of this spell requires a small silver bell, chime, or gong,
which must be struck twice, at the end of the casting. The device must
be worth at least 50 gp, and is consumed in the casting.


Disposal (Alteration, Evocation)

Range:  0
Components:  V, S
Duration:  1 day per level
Casting Time:  2
Area of Effect:  12-inch circle
Saving Throw:  Special
Author:  Thomas Watson 

The casting of this spell evokes a hole, 12-inch in diameter, in the
wizard's hand. The hole may be placed on any surface; anything
subsequently dropped into it (an item must be smaller than the hole's
diameter; since this is neither an extra-dimensional space nor a sphere
of annihilation, items larger than that are not "sucked" into it)
vanishes and is teleported to the bottom of the nearest sewage system
(moat, sewer, large body of water, etc.). It is especially effective for
disposing of garbage, kitchen waste, body wastes, etc., and may be used
in the garderobe of an area otherwise devoid of plumbing. Magical and
living items (of at least animal Intelligence; normal insects and
non-sentient plant life are therefore not considered "living" for this
purpose) receive a saving throw to resist the teleportation (there was
no plumbing in Kestrel's tower, hence this spell saves on traipsing up
and down all those stairs with a chamberpot).


Dive (Alteration, Evocation)
Reversible

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One person
Saving Throw:  Negates
Author:  Steve Bartell 

This spell forces the recipient to sink to the bottom of a body of water
at the rate of 20 yards per round unless they make a saving throw versus
spell. No amount of swimming or struggling will stop the victims descent.
However, a rope or other secured object that can hold the weight of the
victim will stop the sinking.
The spell recipient will sink for a number of rounds equal to the
caster's spell level. If they touchdown at the bottom of the water before
the spell duration expires, they will simply be unable to leave the
ground until the spell wears off. When this spell is cast in the
elemental plane of water, the victim will sink in whatever direction
their feet were facing at the time of casting. This spell will also
affect those that are swimming on the surface of a body of water.
The reverse of this spell, surface, will force the recipient to float to
the surface of the water for the duration of the spell.
The material component of this spell is a small ball of lead.


Dream Control (Enchantment/Charm, Phantasm)

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

This spell causes the victim to have dreams exactly as the wizard lays
them out. Nightmares, messages, fantasies are all possible actions in the
dreams. These dreams will seem real. If the person finds out about the
source of the dreams it is likely that he will not take kindly to them.
The chance of success is 5% per level of the wizard minus 10% per level
of victim (less 5% per degree of extremeness of the dreams as determined
by the DM). This spell can deprive the victim of a good night's sleep
with the same chance of success, thus preventing him from regaining
spells overnight. The victim must have been touched at some time by the
wizard to use this spell. If the spell is negated, the wizard cannot try
to control the dreams of the same victim again until he has gained a
level. The material component for this spell is an ornamental cushion,
arduously decorated, of at least 20 gp value.


Dreamoore's Explosive Missile (Alteration/Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  2
Area of Effect:  Special
Saving Throw:  Special
Author:  Jonathon Salazar (The Adept's Spellbook)

This spell actually has two variations. The first produces a special dart
which the wizard hurls toward its target. The dart has a +3 to-hit bonus
at 10 feet or less, +2 at 20 feet, and +1 at 30 feet. A successful hit
does 1d4+2 points of damage + 1 HP per wizard's level. The second version
enchants an ordinary arrow or quarrel, making it magical for hitting
purposes, and delivering double normal damage + 1 HP per wizard's level.
Both versions also have a residual blast radius, inflicting 2d4 points
of damage, or 1d4 on a saving throw versus death magic. Any item struck
directly by an explosive missile must save versus crushing blow to avoid
damage. The material components are sulphur, diamond dust, and the
appropriate missile being enchanted. The first version requires a 10 gp
silver dart as its missile. The explosive missile must be used within
three rounds of creation, otherwise it detonates and does damage to those
immediately around it.


Dreamoore's War Disk (Evocation)

Range:  60 yards
Components:  V, S
Duration:  Special
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

The war disk is a small, hand-hurled missile which the wizard throws
toward its target. Its to-hit bonus is +3 at less than 20 yards, +2 from
20 yards to 40 yards, and +1 from 40 yards to 60 yards. The wizard must
declare which version he is casting prior to the throw. The first type
hits only once for 1d4 points of damage + 1 HP per level of the wizard.
The second may be thrown once per round for 1d4+1 points of damage per
successful hit and automatically returns at the end of the round. Its
duration is one round per level.


Duck! (Enchantment/Charm)

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

By this spell, the wizard helps the defence out on himself or another
creature. If the wizard sees an attack coming, the wizard can cause the
creature to be suddenly moved out of the way so as to cause the attack
to miss. This will only work against body (claws, bite, etc.) or
hand-held weapons. The creature that has been moved must then take 30
seconds readjusting his position before it can attack again.
The wizard must prepare for this spell, and must declare at the end of
the previous round that he is casting this spell. The wizard then waits
until the monster attacks, and throws the spell. Creatures that have
never had this done to them before must make a saving throw versus
petrification or be stunned for 2 rounds.


Dumbness (Illusion/Phantasm)

Range:  30 yards
Components:  V, S
Duration:  Special
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Brian Dawson

This spell causes the recipient creature to become completely dumb,
believing that he is unable to speak by means of voice in any way (cf.
blindness, deafness). This effect can only be removed by dispel illusion,
or by the will of the wizard, and is permanent until such time. The
victim does get a saving throw versus spell to avoid the effect. Note:
this spell could be very effective against creatures such as
androsphinxes, dragonnes and harpies.


Dust Warriors (Conjuration/Summoning, Necromancy)

Range:  5 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  20-yard long square
Saving Throw:  None
Author:  Unknown

The material component for this spell is a full set of teeth from a
man-sized or larger carnivore which must be cast on an area of earth,
rock, raw stone, sand or gravel as the spell is cast. The spell generates
1 skeleton + 1 per 2 levels which rise from the area. They will fight for
the wizard until they are turned or destroyed, the wizard is slain,
rendered unconscious or moves out of spell range of the group, or the
magic is dispelled. They last only while there is someone to attack
(including each other, if necessary) - any round in which there are no
targets available the skeletons will fade back into dust.
If dragon's teeth are used as the material component, each skeleton will
have bonus hit points equal to the age category of the dragon (count 4 HP
= 1 HD for turning and attack purposes). Furthermore, they will be immune
to the attack type of the dragon's breath weapon.


Elemental Burst [2] (Alteration)

Range:  60 feet
Components:  S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  10-foot cube
Saving Throw:  None
Author:  Jim Vassilakos 

This spell causes wood or stone to burst violently, fire to flare, or
small volumes of water or air to become turbulent, possibly knocking
people and objects over within a radius of twenty feet. Wood and stone
will do 1d8 and 1d10 points of damage respectively to victims within ten
feet of the burst. Fire will do 1d6 points of damage to victims within
ten feet of the fire and 2d6 to those within three feet. When the fire
version is used, there is a 50% chance of flammable objects within 10
feet of catching fire. The material component of this spell is a bit of
sulphur.


Euclarke's Cantankerous Clothing (Enchantment)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  4
Area of Effect:  One creature
Saving Throw:  Negates
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


By use of this spell, the caster causes the target creature's clothing
to animate and inhibit the creature's actions. Any clothing worn by the
character will swirl, untuck, unbutton, unclasp, twist, fold, chafe or
any other action that could disrupt the character's activity. A saving
throw versus death magic negates the spell.
In game terms, the target creature is at a -2 penalty on attack, defense,
saving throws and initiative. Spellcasting is not ruined by this spell,
but all casting gets an initiative modifier of 2, since the caster must
slow down to avoid mistakes. Note that the target creature must be
wearing some form of clothing for the spell to be effective. The spell
lasts for one level for every two levels of the wizard casting the spell,
up to a maximum duration of 10 rounds (1 turn). The material component
for Euclarke's cantankerous clothing is a small square of cloth, which
must be twisted, stretched and pulled during the casting of the spell.


Expose Magic (Divination)

Range:  10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell will inform the wizard of all the details of a single spell
cast within one round per level - including the destination of a
teleport, the target of a charm, the name of a spell without obvious
effect, etc. The spell does not invalidate illusion magic - the spell
will return an answer consistent with the illusion (i.e., a fireball was
cast rather than a spectral force), unless the wizard had already
disbelieved successfully.


Exterminate II (Abjuration)

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

Exterminate II negates call insect, protects one person against insect
plague, and gives +6 on saving throws versus summon insects. Dispel magic
requires a wizard of twice the wizard's level. Magic resistance applies
only to the creature touched. To negate this spell, both victim and
insects have to make their saving throws. The material component of this
spell is a bit of fly-paper.


Fellstar's Flamehand (Invocation/Evocation)

Range:  0
Components:  V
Duration:  Special
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  1/2
Author:  Fellstar

When cast, this spell causes the wizard's hands to glow with a soft red
light; if the wizard scores a hit in combat, his hand will discharge a
sheet of flames that will engulf the target. The victim suffers damage
equal to 1d10 HP + 1 HP per level of the wizard (a successful saving
throw versus spell reduces the damage by one half). This spell may be
used twice per casting (once for each hand); both charges must be used
within 5 rounds plus 1 round per two levels of the wizard; after this
time, any remaining charges are lost. Two attacks may not be made in the
same round unless the wizard is normally capable of doing so; in this
case, two separate to-hit rolls must be made, and each suffers a -2
penalty.
The flames from this spell will ignite any combustible material; these
flames may be extinguished the following round, if no other action is
taken.


Fiery Eyes (Enchantment/Charm)

Range:  0
Components:  V, S
Duration:  3 rounds + 1 round per 3 levels
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  None
Author:  Jim Vassilakos 

By means of this spell, the wizard causes his eyes to glow with an
unnatural light, causing beams to shoot forth up to thirty feet, causing
a single creature or object 1d4 points of fire damage per round when he
focuses his eyes on it for more than three rounds. Further, all creatures
in area of affect must save versus spell or be distracted and lose
initiative for the first round. If cast in conjunction with hypnosis,
hypnotic pattern, or mass suggestion, victims suffer a -1 penalty on
saving throws if they are looking at the wizard. After the spell is
effectuated, the wizard does not need to concentrate to maintain its
effect.


Fire Dart (Elemental (Fire), Invocation/Evocation)

Range:  10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Nathan Sugioka 

Similar to magic missile, this spell produces one missile per 2 caster
levels, rounded up, with a maximum of 5. The difference is that these
missiles are made of flames; thus, they can be directed against
non-living targets, and also set any flammable materials they hit on
fire.


Flask of Light (Enchantment)

Range:  0
Components:  V, S, M
Duration:  Until released
Casting Time:  2 rounds
Area of Effect:  Flask touched
Saving Throw:  None
Author:  The tiger 

This enables the caster to imbue a flask with an illumination spell. The
first round of casting involves preparing the flask, the second round is
for casting the illumination spell wished for into the flask. Thus the
illumination spell must have a casting time of one round or less. This
spell may only be cast on any given flask once; a second casting will
result only in causing the same effect as if a dispel magic had been cast
on the flask, which has a 100% chance of removing the casters current or
previous enchantments. The material component is the flask into which the
spell is cast.


Flying Fist (Evocation)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Perry Horner 

Invented by the wizard Alcimer (and once known as Alcimer's flying fist,
ere he died and his apprentices all made use of it), this spell enables
the caster to create a "fist" of force. Forming at the end of the round
in which the spell is cast, the hand is invisible to all but the caster.
It can move 12 yards per round, but cannot pass beyond 10 yards per level
of the caster away from the caster. The fist can hover in mid-air, swoop,
swerve, and dart through openings as the caster directs, but it will
disappear if the caster casts another spell or is rendered unconscious.
Physical combat, speech, climbing, movement, and other activities on the
caster's part will not destroy the fist. Although the fist can exist for
one round per level of the caster, it can perform only three things. It
can grab falling, floating, or levitating objects of hand-size or less,
any 10 gp weight or less and carry them about for up to 2 rounds ere it
drops them. Such objects (keys, ioun stones, etc.) may be in the
possession of another creature, but the fist does not have the strength
to tear weapons free of fastenings, material components or scrolls out
of a being's grasp, etc. It can overcome magnetic pulls, but can only
hold its own against a gust of wind or other severe opposing air
disturbance. It can push or slap a single creature sufficient to cause
a missile attack to be at -1 to-hit, a catching attempt by the being to
be 20% more likely to fail than otherwise, and to delay (not ruin)
spellcasting for one round. It can also attack, striking as a blow (not
a missile, and hence unstoppable by a shield or any protection from
missiles magic), as though it was the caster (but at +2 to-hit), and
doing 1d2 points of damage. A successful punching attack by the fist
ruins spellcasting during the round it strikes. A flying fist can be
readily dispelled by a dispel magic cast on the fist or on its caster,
and cannot penetrate walls of force, anti-magic shells, or more powerful
magical barriers. It is AC 4 (AC 7 to opponents who can see invisible as
an ability or by means of temporary magic), and can be destroyed by any
attack that deals it 5 or more points of damage, or any combination of
attacks dealing it at least 5 hit points of damage in a single round
(cumulative damage does not apply to the fist).


Fog Phantom (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  August Neverman 

This spell creates a vaguely human shaped pillar of fog. The fog phantom
can do no damage, but it can be controlled remotely by the wizard. The
fog phantom moves at 1 foot + 1 foot per level of the wizard. The wizard
can "see" and "hear" through the fog phantom. This spell requires
complete concentration: disturbances will cause the termination of the
spell before the end of its duration. The fog phantom cannot pass through
cracks or the like. Strong winds and intense heat or cold will cause the
fog phantom to disintegrate. The material component for this spell is
some smoke.


Furball (Alteration, Evocation)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  Negates
Author:  Brendan Knox 

Supposedly designed by a wizard by the name of Rakmos Shearlight for his
friend's wool business, this spell causes fur or hair to grow on a living
creature at a rate of 1 inch per round. It even affects creatures that
do not normally have fur or hair (eg., one could create fur on an
alligator). A saving throw is allowed and those that successfully save
will not be affected by the fur or hair growth. Otherwise, the fur or
hair will continue for the duration of the spell. The fur or hair will
remain, even after the spell's duration expires, and it is not magical.
A dispel magic will only halt the fur or hair growth. Partial areas of
large creatures have been known to be affected by this spell (the face
of the red dragon Scorch, for example).
In itself, this spell is relatively harmless. The effects on the other
hand can be quite interesting. Tight armour has been known to break and
fall off, the fur or hair could catch fire (since hair is highly
flammable), the fur can serve as extra insulation in cold climate,
instant fur is provided for the lightning bolt spell, etc.
The material component for this spell is a bit of fur.


Garinthrall's Hideous Leech (Conjuration/Summoning)

Range:  150 yards
Components:  V, S, M
Duration:  Special
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Garinthrall 

This is a variant of Melf's acid arrow. Unless otherwise noted, this
spell mimics many of the properties of Melf's acid arrow (q.v.).
When this spell is cast, a small black sphere a few inches across appears
in the wizard's hand. The wizard then proceeds to hurl this sphere at the
target of the spell. If it does not strike the target or is not thrown
immediately after its creation the sphere fades into nothingness.
If it hits successfully, on the spot which the sphere struck appears a
huge, black, shiny leech-like creature which bites into the target and
begins to drink the target's blood. This leech can even bite into
creatures hit only by +1 or better magical weapons. The creature cannot
be removed by anything short of a dispel magic or the wizard's own hand
until it has had its fill of the target's blood and is sated, at which
time the creature falls to the ground. The number of rounds this takes
and the damage inflicted due to the blood drain are as per Melf's acid
arrow.
The creature's bite carries an anaesthesia which makes the target
oblivious to its presence if it is struck by surprise. The target will,
however, notice that it is growing progressively weaker and may make a
Wisdom check every round to spot the creature.
As previously mentioned, when the creature is satiated (or if the wizard
removes it before this occurs), it will fall from its target where it may
be collected later by the wizard. The creature will survive for up to one
hour after being removed from the target during which time it retains its
immunity to all attacks save dispel magic and the wizard's hand. After
one hour it will dissolve into a small puddle of blood. Before the end
of this hour, the wizard may force the leech to dissolve itself at any
time or alternately bleed it slowly if he has a dagger or similar weapon
on hand (again, only a weapon wielded by the wizard will be effective
against this creature). The blood may be collected in whatever receptacle
the wizard has available, for later use in poisons, potions, other
spells, sympathetic magics, etc.
If the target of the leech is not a creature of flesh and blood that
would be harmed by the leech's blood drain, then the bite of the leech
will inflict only 1d4 points of damage before the leech falls off the
target.
Although it should be obvious, it is worthy of note that this spell does
not damage the target's items as it does not shower the target in acid
as does Melf's acid arrow. Also, note the shorter range of this spell.
The material component for this spell is a leech which has fed upon the
wizard's own blood and has afterwards been lanced with a hot needle and
killed.


Ghost Stories (Enchantment, Illusion/Phantasm)
Reversible

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

The wizard casts this spell upon one speaker or storyteller before the
creature touched begins telling a frightening story to an audience within
hearing range and can hear the tale clearly. When the storyteller begins,
the individual audience members must make a saving throw versus spell at
-4. If they fail, they become caught up in the story and listen
attentively, even "oooo"ing and "aahhh"ing with genuine feeling, while
the storyteller's voice and movements direct the spell's effects,
enhancing lighting and sound in the immediate area. Those who save wander
off, disinterested. Those who cannot understand the speaker automatically
save.
After the story's conclusion, those who failed their saving throw are
heartened by the exhilarating performance and receive a +2 initiative
versus undead and +2 to save versus fear for the next 24 hours. Those who
saved are unaffected and receive no such bonuses.
The reverse of the spell, dishearten, causes those who failed their
saving throw become depressed and receive a -2 initiative versus undead
and -2 to save versus fear for the next 24 hours. Audience members must
sit through the entire story to receive the bonuses or penalties. They
do not wish to be interrupted, but attack or similar interruptions can
break the spell. The same applies if the speaker stops for longer than
one round. If the spell is cast on a bard, he has the conscious decision
to allow or disallow the spell to occur.
The caster performs only a small portion of the verbal and somatic
components. The storyteller actually performs the rest through his voice
and movements, thereby directing the spell effects himself.


Ghoul Touch (Necromancy)

Range:  0
Components:  V, S
Duration:  2 rounds + 1 round per level
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  Negates
Author:  Bret Mikeal O'Neal 

Casting this spell changes the casters hands into ghastly clawed
terminals, much like a ghouls. The wizard may then attack with these
decayed hands. The damage is 1d3 per claw + Strength bonus. A saving
throw versus paralysation must be rolled by the creature hit. Those
failing the saving throw are paralysed for 1d4 rounds. Note that the
caster can attack with both hands with appropriate penalties.
Elves, slimes, undead, and automatons are immune to this spell.
Spellcasters may cast other spells while this spell is going, but any
other touch spell will negate the ghoul hands.


Gold to Gems (Alteration)
Reversible

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  200 gp touched per level
Saving Throw:  None
Author:  Thomas Watson 

By means of this spell, the wizard converts a number of gold pieces,
minus some random percentage, into a single gem of equal value. The
wizard places the gold pieces in the left pan of an ordinary balance,
speaks a command word, and the coins vanish. A single gem appears in the
right pan, equal in value to the amount of coins minus 1d10%. This extra
amount is the material component. The wizard can convert up to 200 gold
pieces per level per use of the spell. Thus, a 5th-level wizard could
convert up to 1000 gold pieces into a single gem.
The reverse of the spell, gems to gold, converts a single gem (subject
to level limits), placed in the right pan of the balance, into gold coins
of equal worth, minus 1d10% of the value of the gem. If too many coins,
or a gem of greater value than the wizard can convert at his current
level, are placed on the balance, the spell is lost but nothing is
expended materially. The type of gem obtained cannot be specified by the
wizard.


Greysky's Improved Missile (Evocation)

Range:  20 yards per level
Components:  V, S
Duration:  Special
Casting Time:  2
Area of Effect:  One or more creatures
Saving Throw:  None
Author:  Paul D. Walker 

This spell is exactly the same as the 1st-level wizard spell magic
missile except for two changes: (1) the area of effect - everyone in
spell range could possibly be hit with 1 or more missiles - and (2) the
number of missiles that can be fired by the wizard - for every 3 levels
of experience, the wizard can fire two magic missiles (i.e., level 1-3:
2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles, etc.).


Grimly's Prehensile Feet (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 hour + 1 turn per level
Casting Time:  3
Area of Effect:  Humanoid touched
Saving Throw:  None
Author:  Joshua Rosenfeld 

This spell alters one person's feet so that they are able to grasp as
well as his hands can. The recipient of this spell must not be wearing
shoes, or 1d3 points of damage will be taken due to the lengthening of
the feet in a cramped space (soft leather boots must save or rip apart).
The recipient must also be human or humanoid for the spell to take
effect, and unwilling victims are allowed a saving throw. The prehensile
feet will add +30% to climbing rolls. If in a position to use feet to
attack with weapons, this is also possible, though at a non-proficiency
penalty if the attacker is proficient with the weapon, and double that
penalty if the attacker is not proficient. Somatic components of spells
of third level or lower may be performed with prehensile feet. The
material component for this spell is a bit of monkey fur.


Guilda's Sneakabout Light (Alteration)

Range:  5 feet
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  2
Area of Effect:  5-foot radius sphere
Saving Throw:  None
Author:  Colin Roald 

This spell creates a dim, floating light of variable intensity that
follows the wizard. At its brightest, it is enough to read with good
eyesight, and it can be extinguished and restored at will during the
duration. No light produced by the spell escapes the 5-foot radius,
preventing the wizard from being given away by his light, so this spell
is ideal for thieves. Note that background light penetrates the area of
effect freely, so the wizard is in no way concealed by this spell. The
material component for the spell is a silk black blindfold.


Hailstones (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  5-foot per level radius (maximum 60 feet)
Saving Throw:  None
Author:  Peter Gourlay 

This spell summons a rain of stones in the area of effect. The spell
causes 1d3 points of damage per level of the wizard to all within the
area, to a maximum of 15d3. However, the wizard must make a normal to-hit
roll versus each creature in the area to see if they are hit by the
stones. If the to-hit roll is unsuccessful, the creature takes no damage.
The material component is a handful of small stones.


Hair Growth (Evocation)
Reversible

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

This spell causes hair to grow (the reverse eliminates all hair) on the
victim. The victim's hair will grow at a rate of one inch per turn for
the duration of the spell. The material component for the spell is a
hair, and a pair of scissors or a sharp knife for the reverse, hair razor
(which belongs to the alteration school).


Hand of Ithiqua (Illusion/Phantasm)

Range:  30 yards
Components:  V, S
Duration:  3 rounds per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Brian Dawson

A target of the hand of Ithiqua, failing to save versus paralysation will
be pinned to the ground by an invisible force. The force is illusionary,
but will seem completely real to the victim, so that he will be unable
to move. The victim will be pinned to the ground at a location of the
wizard's choice, and despite any struggling will have a movement of 0
regardless of Strength. The subject will be very prone, +4 to be hit
(with no Armour Class adjustment for Dexterity) and -4 to attack.


Heat Feet (Alteration)

Range:  20 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One creature per level
Saving Throw:  Special
Author:  Rob van Riel 

This spell causes the affected creatures' footgear to become very hot,
blistering the victims' feet. Because of this, the target fights with a
+2 bonus to-hit, a +2 penalty to its Armour Class, loses any Dexterity
bonuses, and moves at 5/6 of its normal speed. The reduction in movement
rate lasts until the blisters have healed. Creatures that are immune to
fire don't suffer any of these effects. Flammable footgear must save
versus normal fire or be ruined; footgear that saves is merely a bit
charred.
Alternatively, this spell can be used to counter the effects of natural
cold. In this mode, the spell will keep the affected creatures' feet
comfortably warm for 1 turn per level of the wizard, even in snow or ice.
The material components for this spell are 2 leaves of stinging nettle. 


Heethem's Hydromorph (Alteration, Enchantment)

Range:  10 feet
Components:  V, S
Duration:  2 turns per level
Casting Time:  2
Area of Effect:  One cubic foot per level
Saving Throw:  Special
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


This somewhat frivolous spell allows the caster to create spectacular
fountains and wondrous sculptures out of water (or water-like
substances). For example, the caster can make a portion of a lake into
a flowing fleur-de-lis or a courtyard pool into a shimmering fountain.
There are no restrictions on what shape or form the water may take, save
the artistic talent of the caster.
This spell may only be cast upon still, or nearly still portions of
water. Any attempt to use this spell on turbulent waters will fail.
Heethem's hydromorph can be cast upon a creature from the elemental plane
of water, but the creature is allowed a saving throw versus death magic
(at +4) in order to avoid being reshaped by this spell. In any event, the
creature is still allowed all of its normal attacks and may resume its
natural shape at the beginning of the next round.
If desired, a permanency or semi-permanency (see the Dragon Kings
supplement) may be placed on Heethem's Hydromorph, although complete
evaporation of the liquid will break the spell.
This spell will not function on the elemental plane of water or its
adjacent plane of ooze, but operates normally on any other plane that can
contain a liquid.


Homophobia (Abjuration)
Reversible

Range:  20 yards
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  3
Area of Effect:  One person
Saving Throw:  Negates
Author:  Mario R. Borelli 

Homophobia causes a person, regardless of orientation, to become angry
and nauseous at the concept or sight of any person or behaviour which
might be construed as homosexual. The subject will attempt to evade and
void any such thing and, if evasion proves impossible, hostile and even
violent.
Homosexuals affected by this spell will be constantly ill at ease. The
reverse, heterophobia, has exactly the same effects, except that the
aversion is towards heterosexuals and heterosexuality. The material
component is a lump of mouldy cheese shaped like a triangle (or a square,
for the reverse).


Horizontal Rope Trick (Alteration)

Range:  0
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Jim Vassilakos 

When cast on the end of a length of rope, that end may be tossed away
from the wizard (being subject to gravity), where it will remain hanging
in midair at its furthest point from the wizard for the spell's duration.
Five persons may climb the rope and hide at its end (in extra-dimensional
space), unseen, drawing the slack with them as they go. Also, the spell
may be used as a make-shift grappling hook when there is nothing for a
hook to catch onto. The rope may be thrown upwards up to 3xStrength feet
at most and generally less if accuracy is desired. Horizontal throws may
be twice this number if there is a ten foot radius of swing room. The
material components for this spell are a paper Moebius ring and a string
of yarn.


Imitation (Illusion/Phantasm)

Range:  0
Components:  V, S
Duration:  2 turns + 1 turn per level
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  Special
Author:  Brian Dawson

This spell is similar in nature to change self (q.v.), but allows the
wizard to assume the form of a specific creature. There is, however, a
chance that the form will not be accurately imitated, with some
inconsistency or fault being noticed by the observers. The chance of an
observer detecting this ruse is as follows:

Observer's Familiarity   Base Chance of         Modifier for
With Assumed Form         Detection*         Wizard's Familiarity
Very well known              25%                     -5%
Seen often                   15%                     +0%
Seen occasionally            10%                    +10%
Seen once                     5%                    +20%
Never seen                    0%               Not applicable
* This is also the chance of a creature recognising a non-specific form
as a false one.

Additional Modifiers:
*  +5% per level of the viewer
*  -5% per level of the wizard
*  +20% if listener attempts to determine authenticity
*  +10% if only seen occasionally
*  +5% if seen once or never seen
*  -1% per one foot of distance
The chance of detection should be rolled upon initial contact, once for
every three turns of exposure or one turn of direct conversation, and
once for an attempt to determine authenticity. The spell may not be
immediately recognised as an illusion, even if a fault is detected, for
it could be seen as a disguise or a physical change (as with a
doppleganger). Note that strong physical contact could reveal the spell,
as the illusion is only visual. Also, unless a voice spell is also used,
observers could become very suspicious. The size of the alteration can
be 50% of actual. Note that the change is entirely illusionary (unlike
alter self) - no actual physical properties are gained whatsoever and
special abilities (gaze attacks, horror effects, etc.) cannot be
reproduced so as to have these special effects.


Improved Audible Glamour (Illusion/Phantasm)

Range:  10 feet per level
Components:  V, S, M
Duration:  Concentration or 2 rounds per level
Casting Time:  2
Area of Effect:  1 foot x 5 feet per level x 1 foot per level cone of
sound
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell is an improved version of the usual audible glamour. It can
be used to create understandable speech, but only those languages that
the caster can speak. The volume of sound is the same as the normal
version but it can reach the volume of up to 10 dragons roaring at the
same time at the maximum of sixtieth level (not that many characters
would reach that level, though). Reminder: a dragon roaring equals 24 men
shouting at their loudest and a wizard gains the power to create sounds
equal to four men per level. If the sound volume reaches 2 dragons, this
spell starts to cause damage to characters: 12 hit points at 48 men
volumes plus one hit point per 4 men volumes above that per round in the
sound area. The cone extends directly from the point of origin which has
to be within range. It causes structural damage in the following
relation: 1 structural point per 10 hit points of character damage.
The material components are a small silver horn plus a paper describing
the sound in the most minute detail (it has to be understood by character
who can read musical notes).


Improved Detect Magic (Divination)

Range:  0
Components:  V, S
Duration:  2 rounds per level
Casting Time:  2
Area of Effect:  10-foot wide path, 300 yards long
Saving Throw:  None
Author:  Unknown

This spell acts like detect magic except it works out to hundreds of
yards range.


Improved Find Familiar (Summoning)
Reversible

Range:  1 mile per level
Components:  V, S, M
Duration:  Special
Casting Time:  1 up to 24 hours
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Unknown

This spell attracts a familiar to act for the wizard. The wizard may
attract a familiar of up to half his Hit Dice. The wizard may specify the
type of creature preferred but not the specific creature. Hence he could
specify "a cat" but not "Mrs Pike's Ginger Tom".
Furthermore, the wizard gains the ability to communicate mentally with
his familiar and to use the senses of the familiar while this is being
concentrated on. Hence, he can "see" through his familiar's eyes,
"listen" with its ears, etc. No other actions are possible during this
concentration. The range for this communication is 5 miles per level of
the wizard.
The wizard gains the hit points of the familiar when it is within 12
feet, and on its death (if not released beforehand), will permanently
lose double the amount of these hit points (regardless of the distance
to the familiar). If a familiar is in range, it must be of the same
alignment as the wizard and will then willingly serve its master or
mistress as long as it does not involve a threat to its life and as long
as suitable rewards are given to the familiar at regular intervals (mice
for cats, treasure or souls for more powerful creatures). Failure to
provide such suitable rewards allows the familiar an additional saving
throw versus spell (at +1 for each time rewards have been ignored).
The DM determines the likelihood of the preferred creature being within
range and determines all results including the type, size, Hit Dice and
abilities of the attracted familiar. The range of the spell is one mile
per level of the wizard.
The material components of this spell include feathers, fur or skin etc.
of the creature preferred and a total of 100 gp worth of incense and
herbs per Hit Die of the summoned familiar. The familiar so attracted
receives a saving throw versus spell to ignore the summons. The spell may
be attempted only once every 6 months.
This spell is a specialised version of charm person or mammal, and
rewarding the familiar gives a strong chance of an individual offering
his services to, for example, a wizard or dragon for quite a period. Both
stand to benefit from the co-existence.
By introducing this spell to a campaign, familiars should be more common
to all wizards including dragons, drow, etc. It would be quite beneficial
for a dragon to have a human familiar. The familiar is able to arrange
delivery of suitable bribes, slaves, information, treasure or whatever
else the dragon would require. It can always be useful to have such a spy
in an enemy camp. On the same basis, it also means that a powerful witch
is able to have a troll or doppleganger act as her familiar for several
years. In return, the familiar gains treasure, knowledge or power or just
food and security.
The reverse of this spell, release familiar, has a range of 0, since the
wizard must be able to touch his familiar to release it. This version of
the spell has no material component and is permanent. Its casting time
is 0, and the familiar is not entitled to a saving throw.


Improved Identify (Divination)

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

This spell is the same as identify except that the wizard gets a 20% per
level chance of identifying the item and gets a +2 on any saving throws
versus a cursed item.


Improved Magic Missile (Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One or more creatures in a 10-foot cube
Saving Throw:  None
Author:  Kenneth C. Jenks 

This spell is similar to the 1st-level magic missile spell, except as
noted above and for the fact that each missile inflicts 1d6+1 points of
damage.


Improved Magic Missiles (Evocation)

Range:  6 yards + 1 yard per level (see below)
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Max Becherer 

Improved magic missiles is actually a family of at least three discrete
variants, each optimised to enhance one characteristic of the spell:
number of missiles, damage, or range. If an improved magic missiles spell
is found, roll 1d100 on the following table:

 D100 Roll  Result
   01-10    Range
   11-55    Numbers
   56-99    Damage
    00      Two spells, roll again

Range: this rare spell doubles the range of magic missile to well over
120 yards. Ideal for use against flying enemies. One in twenty copies of
this spell inflict 1d6+1 points of damage.
Numbers: range and damage are as per the magic missile. The wizard can
evoke one missile per level, doubling the number of missiles created. A
rare variant (5%) inflicts 1d3 points of damage, but grants the wizard
two missiles per level.
Damage: the spell is identical to magic missile, except that the missiles
inflict 2d4+2 points of damage a piece. 30% of the copies of this spell
are a weaker variant which inflict 1d6+1 points of damage per missile,
but are otherwise identical to the 1st-level spell.


Infected Wounds (Necromancy)

Range:  30 yards
Components:  V, S, M
Duration:  1 day
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Robert A. Howard 

This spell will cause any wounds to become infected, be they scratches
or large wounds. Wizards do not need to hit their intended victims. The
victim must make a saving throw versus death magic, and if he fails, his
wounds will not heal naturally. Healing and herbalism will also fail to
heal these wounds. The use of magical healing will heal the infection,
at the cost of a cure light wounds - no damage will be healed, but the
infected wounds will be negated. The material component for this spell
is a powdered opal of 10 or more gold pieces value.


Jealousy (Alteration)

Range:  6 feet
Components:  V, S
Duration:  2 turns + 1 turn per level
Casting Time:  2
Area of Effect:  1d6 persons
Saving Throw:  Negates
Author:  John Daniel 

The affected people will become jealous of each other to the extent that
they will ignore the wizard or any other source of danger present and
quarrel amongst themselves. There is a chance equal to the wizard's
Intelligence of such an argument leading to blows and, if it does, there
is an additional chance equal to the wizard's Intelligence of the fight
being to the death. If the fight is not to the death, then the combatants
will come out of the spell when hit.


Jet of Steam (Evocation)

Range:  5 feet per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Max Becherer 

This spell causes a jet of superheated steam to shoot from the wizard's
hand, striking one victim up to 5 feet away per level of the wizard. If
a saving throw versus spell is failed, the victim suffers 1d4 HP + 1 HP
per level of damage. Since the jet is quite narrow, a successful saving
throw indicates that it missed, inflicting no damage.


Kaldane's Drowse (Enchantment/Charm)

Range:  30 yards
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None
Author:  Joshua Rosenfeld 

The victims of this spell must be within 30 feet of each other, with a
centre determined by the caster. This spell affects 2d6 HD of creatures,
affecting lower level creatures first, with partial effects ignored.
Creatures of 6+3 HD or more are unaffected. The result of the spell is
to make its victims feel sleepy, giving them a +2 penalty to their Armour
Class, and a -2 penalty on their to-hit rolls, with all Dexterity bonuses
for combat negated. If a creature that has been subject to the drowse has
more than 4+3 HD, it can be subject to sleep (q.v.), although it is
allowed a saving throw at -4). The material component of this spell is
a pinch of fine sand.


Kasegott's Neon Hit Points (Divination, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  2
Area of Effect:  60-foot radius circle
Saving Throw:  None
Author:  Marc Sherman 

This spell affects a number of creatures within the area of effect equal
to half the casters level, rounded up. The creatures affected are
randomly determined from all creatures in the area of effect, excluding
the caster. Note that the spell does not discriminate between the
caster's friends and foes.
The spell causes the targets' hit points to flash in a bright neon colour
above the targets' head. This number will appear in the native language
of the caster; anyone who can read this language can read the hit point
number as well.
Creatures who are held, petrified, asleep, unconscious, or otherwise
inactive are not included in the random determination. Creatures who are
invisible, hiding in shadows, or otherwise unknown to the caster, are
likewise not included. A creature under the effects of an illusion which
the caster has not disbelieved will have the illusory hit points flash,
rather than their actual hit point values.
The above restrictions only apply to the initial random determination of
targets. If a creature affected by the spell becomes unconscious,
petrified, invisible, etc., the hit points continue to flash over their
head. If one of the targets was under the effects of an illusion and the
caster subsequently disbelieves it (or its duration expires), the neon
hit points will update to show the new perceived value.
Note that while the concept of hit points is one of game mechanics, and
in actuality has no meaning the player characters observing this spell's
effects, the number shown can be interpreted by the characters as a
relative measure of strength and health of the creatures affected.
The material component of this spell is a small piece of coloured glass.


Kasemadchen's Improved Reckless Dweomer (Invocation/Evocation, Wild
Magic)

Range:  Special
Components:  None
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  Special
Author:  Marc Sherman 

This spell is identical to the 1st-level Nahal's reckless dweomer, except
that it has no verbal or somatic components. A wild mage creates a surge
with this spell from the sheer force of his will. Because no time is
spent gesticulating and chanting, as with the 1st-level spell, this
version is quicker to cast, as well. This spell is very useful as a last
resort in situations where the caster is bound and gagged, or otherwise
unable to take any useful action.
DMs might want to disallow this spell, since it upsets game balance by
crossing the fine line between psionics, based upon one's inner force,
and wizardry, which draws upon external forces.


Katrine's Correspondence (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  1 month
Casting Time:  2
Area of Effect:  20-foot long square touched
Saving Throw:  None
Author:  Thomas Weigel 

This spell is a delayed reaction spell which, under preset conditions of
relatively simple nature (two dwarves and an elf enter room), generates
an illusory skull head which delivers a message of up to 125 words. The
spell can last up to a month before the message is lost. The spell
requires a pinch of bone dust from a skull (the type of skull determines
what skull the illusion looks like), which is consumed after the spell.
The wizard casts the spell by first uttering several arcane phrases, and
then saying the message while moving her left hand open and shut as the
skulls jaw will do when the message is given. If the caster is hit while
delivering the message, the spell is lost.
This spell is another version of magic mouth with a longer message
possible, but a more limiting time span. Katrine researched it because
she didn't have access to the original magic mouth spell.


Katrine's Fragile Egg (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  2 days per level
Casting Time:  1 round
Area of Effect:  Egg touched
Saving Throw:  None
Author:  Thomas Weigel 

This spell creates a pocket dimension inside a hollowed out egg which can
hold up to 250 pounds or 20 cubic feet. For conversion purposes, 12.5
pounds equals one cubic feet, so a wizard could put something that took
up 125 pounds and took up 10 cubic feet in thee (a small human being or
typical elf). The caster must place the items desired into the egg at the
time of the casting, and may not take them out until everything is taken
out. When the spell duration runs out, or the egg is shattered (a hard
tap will do it), everything that was stored in the egg appears again
(placing the egg in a small container and then leaving it for several
days somewhere can be fun). The wizard casts the spell by moving the
hollowed out egg over her head in a complex pattern while chanting
slowly.


Kestrel's Voice of the Bat (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  None
Author:  Thomas Watson 

This spell grants the wizard the ability to use sonar to "see" and move
safely at a normal rate in the dark, even in magical darkness. The wizard
can tell size and general shape of objects up to 10 yards away in any
direction he faces. The wizard must actively concentrate to "see" his
surroundings, but merely ceasing concentration does not end the spell,
and the wizard may resume the sonar again within the spell's duration.
The material component is a bit of bat guano.


Kiri's Curse Detection (Divination)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  20 feet + 10 feet per level long, 45 degree cone
Saving Throw:  None
Author:  David Kelk 

When a wizard casts this spell, he can detect the magical radiation given
off by cursed objects. The wizard can detect objects in a 45 degree cone
in the direction he is facing, pivoting up to 45 degrees per round to look
in a different direction.
The material component for this spell is a gem of at least 100 gp in
value. It is destroyed upon the completion of the spell.
Double the duration of the spell if the gem was blessed prior to the
casting.


Kiri's Mystical Photographer (Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1 round
Area of Effect:  Piece of paper touched
Saving Throw:  None
Author:  David Kelk 

This spell is an improvement over the copy spell in the Complete Wizard's
Handbook. The spell enchants one piece of paper or parchment with the
ability to "take a picture". The caster upon casting the spell merely
concentrates upon the area to be captured on parchment and speaks the
trigger word. Both close-up's and distance pictures are possible.
The material components for the spell are a set of coloured inks, oils
or pigments.


Kiss of Weakness (Conjuration/Summoning)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  Person 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). This kiss
causes the victim to lose 2d4 points of Strength for 24 hours. After
receiving such a kiss, the victim will be completely helpless for 1d10
turns.


Klaus' Konvincing Kounterfeit Kustard Kwasi-Kurrency (Alteration)

Range:  0
Components:  S, M
Duration:  2 hours + 1 hour per level
Casting Time:  2
Area of Effect:  Lump of custard touched
Saving Throw:  None
Author:  Iain Clarke 

The spell turns an equivalent volume of custard into 50 gold pieces per
caster level. The gold created is perfect in all respects, other than the
suspicious taste of custard. Note the spell's duration, though.


Klaus' Kunningly Krafted Kustard Pie (Conjuration)

Range:  200 yards
Components:  V, S, M
Duration:  10 rounds
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Iain Clarke 

This spell is similar to Klaus' krazy kustard pie (q.v.), but it is
capable of homing unerringly on its target's visual apparatus, even
rounding obstacles, however far the target flees. It flies at speed 30,
attacks with the caster's THAC0 and can turn back for one attack every
round until it hits, is destroyed or the spell expires. It has AC 7 and
will disintegrate on taking 4 points of damage. Naturally, trying to
evade the pie disrupts spellcasting.


Klaus' Kustard Koloured Kollage (Alteration)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One 5x15x30 foot wedge
Saving Throw:  Special
Author:  Iain Clarke 

The material component of this spell is a blob of custard in each hand.
When cast, 1d6 + 1 per level curling, intertwining layers of custard
burst forth from the caster's fingertips. The streams can first be aimed
at multiple targets if desired. Any creature hit by the custard must save
versus spell or suffer the effects of Klaus' krazy kustard pie, and in
any case is knocked down if hit by enough custard (tiny sized creatures
will always be knocked down by one stream, small by two, medium by four,
large by eight, giant by sixteen). Subtract 20% chance per stream below
the required number, and 10% for each extra leg beyond two possessed by
the target creature.


Korel's Death Aura (Illusion/Phantasm, Necromancy)

Range:  0
Components:  V, S
Duration:  2 hours per level
Casting Time:  2
Area of Effect:  10-foot radius
Saving Throw:  None
Author:  Edward Keyes 

Korel's death aura creates continual small magical effects in its area
of effect, which is mobile with and centred on the caster. These effects
are very subtle and should not be immediately recognized as magical by
the player.
The effects are centred around death and fear. For instance, those
entering the area of effect might notice a slight stuffiness in the air,
making it a little difficult to breathe. Slight movements seen out of the
corner of the eye with no visible source should keep people on edge and
maybe a bit paranoid. A slight cold breeze seems to blow across the back
of one's neck, for instance. The manipulation of shadows is a favourite,
as well.
Once per round, the caster may concentrate and direct these effects - for
instance, sending a shiver down someone's spine while staring at them,
or cause a shadow to move out of the corner of that person's eye to
distract him for a second.
In no way will these effects cause damage or distract spellcasting,
unless, of course, the spellcaster voluntarily stops to see what just
moved "over there in the corner". By concentrating, more explicit effects
can also be generated: the caster's eyes glow red, etc.
The caster may, with minor concentration, temporarily negate the effects.
At the caster's option, auditory phantasms may also be created: a slight
scuffling or scraping sound off in the corner where the shadow seemed to
move, a distant scream so faint you're not sure whether you heard it or
not, the whistling wind seeming to be calling your name, etc. The option
for auditory elements is set at casting time.


Last Experience (Divination, Necromancy)

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

With this spell, the wizard re-lives the last minute of the recipient's
life. If the victim was conscious during this minute, the wizard must
make a system shock check or be knocked out for 1d4 hours. The material
components are a convex lens and a scalpel.


Layla's Good Morning Kiss (Enchantment/Charm)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  A.C. 

This spell wakes up a normally sleeping creature and causes it to be
favourably disposed toward the caster for 1d6 turns. It also removes any
natural hangovers.


Lesser Light Control (Alteration)

Range:  60 yards
Components:  V, S
Duration:  Concentration
Casting Time:  2
Area of Effect:  10-foot radius globe
Saving Throw:  None
Author:  Francois Menneteau 

The caster can control the intensity of light within the area of effect:
the intensity can vary from daylight to natural darkness, and it can be
different in different parts of the radius.


Lightning Blast (Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Benjamin C. Ford 

When the wizard casts this spell, he develops a powerful electric charge
that he blasts to any target or point within range. It deals 1d8 points
of damage, plus 1d8 for every 2 levels of the wizard beyond first, up to
a maximum of 5d8 at ninth level. The material components are a bit of fur
and a piece of glass.


Lightservant (Alteration, Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  2
Area of Effect:  30-yard radius around wizard
Saving Throw:  None
Author:  Jay 

This spell is a variation of the 1st-level wizard spell unseen servant
(q.v.). The servant created by this spell is visible as a vaguely manlike
form of glowing light, and is slightly stronger, being able to lift
3000 gp weight and taking 8 points of magical damage to destroy. The
light provided by the servant is enough to allow normal vision in a
10-yard radius around the servant. Except as noted above, and that the
material components of this spell are a live firefly and a piece of
thread, this spell behaves as unseen servant.


Lohocla's Drunken Memory Teleport (Alteration, Wild Magic)

Range:  5 feet per level
Components:  V
Duration:  Permanent
Casting Time:  2
Area of Effect:  Special
Saving Throw:  Special
Author:  Reid Bluebaugh 

Another of Lohocla's gifts to strange wizards this is the low-level
sister spell to Lohocla's tipsy turvey teleport. Although it may seem
quite powerful, it is not. The consequences of casting this spell are
quite dangerous, which will be mentioned later. Many 1st-level spells
would be a much better pick, but some half-crazed wizards add this spell
to their collection for a little random spontaneity.
When this spell is used, the wizard is able to teleport a maximum weight
of 250 pounds, plus additional 150 pounds for each level of experience
above tenth (a 13th-level wizard can teleport up to 700 pounds), to a
randomly selected place. The place must have an alcohol theme (inns,
taverns, bars, wineries, breweries, distilleries, vineyards, etc.) and
be a location visited by the wizard after receiving the spell. Thus, a
wizard who just copied the spell into his spell book would have a
non-functioning spell until he visited an alcohol related location. The
player should make a table of all the locations and once the spell is
cast, roll on the table to see where the teleportees go to. The DM may
opt to make the locations on the table be weighted thus making the more
frequently visited places become the target of the spell more often. The
spell functions by scanning the character's subconscious for those places
in memory where alcohol or alcohol themes were present.
Every living being or magic item gets a saving throw, if desired (a
person who wants himself and his belongings teleported doesn't need
making a saving throw). If the saving throw is successful, the wizard and
any comrades and friends (the spell scans the wizard's mind to see who
should accompany the spell) are teleported instead as long as everybody's
weight is under the maximum weight able to be teleported. It is the DM's
decision who gets teleported with the wizard if everybody can't be
teleported because of the weight restriction.
Because the spell's effects can be reversed and the spell uses the
wizard's memories, it can be very dangerous for the wizard if he uses it
against enemies. Mainly, the spell sends the enemies to the
establishments that the wizard visited and if the wizard ever returns to
these places, the people there will probably be quite upset. The best use
of the spell is to cast it on oneself and your comrades so you will be
teleported to the places. Of course, if there are hostile places that you
can be teleported to, then you could be in an even worse situation. Also,
not too many adventuring parties will want to chance leaving in the
middle of an adventure because of this spell.
Unlike its sister spell, Lohocla's tipsy turvey teleport, this spell
permanently teleports the teleportees to the location.


Lohocla's Monster Summoning Half Pint (Conjuration/Summoning)

Range:  20 yards
Components:  V, S, M
Duration:  1 rounds + 1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Reid Bluebaugh 

This chaotic spell is respectfully named for the Guardian of Alcohol,
Lohocla. Actually the spell was created by a wizard, with a fondness for
booze, who wanted to pay tribute to the "King" with a powerful low-level
spell. When Lohocla found out about this tribute, the wizard was lavishly
rewarded with many bottles, barrels, and jugs of excellent wine, beer,
ale, and mead. They became quick bar buddies with a hefty tab. Anyhow,
the spell isn't as grand and powerful as it may seem. Although the spell
can give great rewards, it can equally cause as much trouble. Thus, it
is a low-level spell that few wizards would add to their collection. Only
the most foolish of wizards take such an unpredictable spell. Luckily
most adventurers are foolish.
Within one round of casting this spell, the wizard magically conjures
monsters that have a relationship to alcohol (no matter how minute). Roll
on Table A to see what monsters are summoned. When a wizard reaches ninth
level, he may, at his option, modify the die roll by 1 (up or down), thus
giving him a choice of three monsters. Say a 9th-level wizard rolls a 2.
He can now decide to summon a throat leach, a Saint-Bernard dog, or a
Clydesdale horse.
Every four levels, the wizard gets an extra roll on the table if he
wants. Thus, at fifth level, the wizard gets two rolls, at ninth level
he gets three rolls, at thirteenth level he gets four rolls, etc.

Table A: Monsters summoned (1d30).

Roll  Monsters Appearing           Found in         Freq.     HD
  1   1d6 throat leaches           FF 88            comm      1 HP
  2   1 dog, Saint-Bernard         Alcohol Guide    comm      2+2
  3   1 horse, Clydesdale          Alcohol Guide    comm      3+3
  4   1d20 leprechauns             MC2              unco      2-5 HP
  5   2d4 satyrs                   MC1              unco      5
  6   1d2 boozeworms               Alcohol Guide    rare      2 HP
  7   10d10 sprites                MC1              rare      1 HP
  8   1d2 oozes, crystal           MC1              rare      4
  9   1d8 centaurs, sylvan         MC1              rare      4
 10   1 milwaukee                  Alcohol Guide    rare      5
 11   1 succubus                   MC Outer Planes  rare      6
 12   1 patch of mould, brown      MC2              very      -
 13   1 hummingbird, alcohol       Alcohol Guide    very      2 HP
 14   1 alchemy plant              MC9              very      1
 15   3d10 skeletons, yo-ho-ho     Alcohol Guide    very      1+2
 16   1d100 ants, red alcohol      Alcohol Guide    very      2-3
 17   1d100 ants, black alcohol    Alcohol Guide    very      2-3
 18   1d4 gremlin, fremlin         MC Greyhawk      very      3+6
 19   5d10 horses, volatilis Cly.  Alcohol Guide    very      4
 20   1d20 horses, pravus Cly.     Alcohol Guide    very      5
 21   1 dragon, kodragon           MC Dragonlance   very      5
 22   1d4 korreds                  MC1              very      6+1
 23   1d12 elephants, pink         Alcohol Guide    very      11
 24   1 luch                       Alcohol Guide    very      11+
 25   1 dragon, alcohol            Alcohol Guide    very      13+
 26   Reroll on Table A with a cumulative -1 to the die roll
 27   Reroll on Table A with a cumulative -3 to the die roll
 28   Roll twice on Table A ignoring rolls greater than 25
 29   Roll thrice on Table A ignoring rolls greater than 25
 30   Special: roll on Table B
Any modified rolls less than 1 are treated as a 1.

Table B: Special I (1d100).

 Roll    Monsters Appearing            See...      Freq.  HD
 1-15    1d2 Malus Succubus (avatars)  Malus       very   6
 16-30   The Wines (avatar)            Vinumus     very
 31-45   1d12 Boozies (avatars)        Ebrietas    very   15
 46-60   6 Swissyries (avatars)        Excitarus   very   15
 61-70   4 Excitarus' dogs (minions)   Excitarus   uniq   10
 71-75   2 Berry & Grape (minions)     Vinumus     uniq   15
 76-80   1 Seltzer (human)             Ebrietas    uniq   7
 81-90   The Guardian Of Alcohol                   uniq
 91-95   Bartles & James (gods)        Vinumus     uniq
  96     Ebrietas (god)                            uniq
  97     Malus Temulentia (god)                    uniq
  98     Vinumus (god)                             uniq
  99     Excitarus (god)                           uniq
  00     Special: roll on Table C
All creatures and gods mentioned above can be found in the Net Alcohol Guide.

Table C: Special II (1d30).

 Roll Result
  1-5  Reroll on Table B with a cumulative -10 to the die roll
  6-10 Reroll on Table B with a cumulative -20 to the die roll
 11-15 Reroll on Table B with a cumulative -30 to the die roll
 16-20 Reroll on Table B with a cumulative -40 to the die roll
 21-22 Roll on Table B, twice
 23-24 Roll on Table B, thrice
 25-26 Roll on Table B, four times
  27   Roll on Table B, five times
  28   The wizard may choose from Table A
  29   The wizard may choose from Table B (1-80: no gods)
  30   The DM should reward such great dice rolling with a wish or some
       great item of alcohol nature.
Any modified rolls less than 1 are treated as a 1.

The monsters appear anywhere within the spell's range, as desired by the
wizard. If the monster is from Table A, roll on Table D to see how the
monster or monsters will react.

Table D: Monster Reactions (1d12).

 D12 Roll Reaction
    1-6   They attack the spell caster's opponents to the best of their
          ability until either he commands that the attacks cease, the spell
          duration expires, or the monsters are slain. If no opponent exists
          to fight, summoned monsters can, if a wizard can communicate with
          them and if they are physically able, perform other services for
          the summoning wizard.
   7-10   They attack the spell caster and his comrades to the best of their
          ability until the spell duration expires, or the monsters are
          slain.
   11-12  They act independently of the caster and will act according to
          intelligence, alignment, morale, and the DM's wishes.

The creatures vanish when slain. Creatures summoned through tables B or
C do not check morale.
The material components of this spell are a tiny bag, a small candle (not
necessarily lit), and half a pint of pure grain alcohol.


Magic Eye (Alteration)

Range:  0
Components:  V, S, M
Duration:  special
Casting Time:  20 minutes
Area of Effect:  One specific location
Saving Throw:  None
Author:  August Neverman 

By means of this spell, the wizard creates a "third eye", much like the
spell wizard eye, except that it remains in a specific location once
cast. It can be triggered in two ways, the first being a predefined event
occurring, such as some creature passing in front of it. The second can
be done from anywhere on the same plane, by willing it to activate. Once
activated the eye lasts 2 rounds per level; however, the magic eye can
be reactivated (each activation uses a minimum of 2 rounds). The magic
eye sees as well as the wizard: if the wizard can normally see invisible
so can the eye. Magic enhancements, such as spectacles or see invisible,
do not work through the magic eye. The material component for this spell
is an eye of some sort.


Magic Flask (Enchantment)

Range:  0
Components:  V, S, M
Duration:  12 hours + 1 hour per level
Casting Time:  1 turn
Area of Effect:  One flask touched per 3 levels
Saving Throw:  None
Author:  The tiger 

The flask, or any other drinking vessel, is enchanted so as to hold 5
times its normal capacity. The spell is not cumulative in any way and the
wizard can enchant one flask per round, making an total of 10 flasks with
one spell.
If the wizard attempts multiple castings of this spell on the flask, the
flask will explode, shattering everywhere. This ruins the spell
completely. The material component are the flasks to be enchanted.
Note: other, different enchantment spells may be cast on the flask, if
allowed.


Magic Mike's Projection (Conjuration)

Range:  0
Components:  V, M
Duration:  One half-hour per level maximum
Casting Time:  2
Area of Effect:  One 100 feet high, 100-foot radius cylinder
Saving Throw:  None
Author:  Magic Mike

For this spell to take effect, the wizard makes a cone out of a sheet of
parchment and places inside it one copper coin for each 5 minutes of
spell effect. The magic words are chanted and the parchment cone crumpled
and released. When the parchment cone is crumpled, it is replaced by a
4-inch diameter black sphere which remains at its location of creation
for the duration of the spell.
The black sphere is the centre of a cylinder 10 feet high with a 10-foot
radius. Any sound within the cylinder is projected into a surrounding
cylinder which is 100 feet high and has a 100-foot radius. The black
sphere is also the centre of this cylinder.
Anyone within the 100 foot cylinder hears sounds as if they were in a
corresponding location within the 10 foot cylinder.
This spell was created my Michael Verilait, a wizard who was usually
frustrated at not being able to hear what was happening on stage.


Malta's Pattern Creation (Alteration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None
Author:  Dean Dretske 

With this spell, the wizard can create a pattern for use with the spell
Malta's pattern transport. The pattern can be any image with any colours,
but it must include a circle which forms the outer edge. The pattern may
be of any size, but the cost of making the pattern is dependent on the
materials used - so bigger patterns cost more. The pattern can be woven
into cloth, painted onto cloth or a hard surface, or inlaid into a hard
surface. The pattern must be at least one yard in diameter with no
maximum size. The cost to make a pattern is equal to the square yards of
the pattern times the amount below:

Material           Cost       Time    Saving Throw
Painted on Cloth  5 Silver   1 hour        15
Woven into Cloth  1 Gold    10 hours       12
Woven into Rug    2 Gold    15 hours       10
Painted on Wood   1 Gold     3 hours       10
Painted on Stone  2 Gold     4 hours        8
Inlaid in Wood    3 Gold    12 hours        5
Inlaid in Stone   5 Gold    16 hours        2

Patterns cannot be repaired, they must be remade completely. Patterns can
be moved (assuming the material can be moved as one unit) without damage.
The saving throw listed is the saving throw the pattern must make when
used for transport (see Malta's pattern transport for details) - the
material saves normally for any other damaging situation.


Malta's Pattern Image (Alteration)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1 hour
Area of Effect:  One Pattern
Saving Throw:  None
Author:  Dean Dretske 

With this spell, the wizard can imprint the size and image of an
undamaged pattern. This imprinted image can later be used by the wizard
to create a matching pattern of his own. The imprinted image can be
recalled by the wizard for up to one month per wizard's level (at casting
time). If this time is exceeded, or the wizard creates a matching pattern
(even if different size), then the imprinted image is dispelled. This
spell is necessary to create an exact size matching pattern if the
original pattern is not present for the creation of the matching pattern.
The wizard can have up to one imprinted image per size per level at a
time.


Mangar's Bloodfire (Evocation, Necromancy)

Range:  40 yards
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  1/2 (check each round)
Author:  Mangar

This spell engulfs a creature with blue fire that burns for 1d4 points
of damage per 3 wizard levels (or fraction thereof) on round 1, then
loses 1d4 points of damage per round until it goes out. The flames do not
ignite flammable objects, they just hurt creatures. The material
component of this spell is a drop of blood, not originating from the
caster.


Memorise Song (Enchantment/Charm)

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

This spell enables the caster to memorise the next song he hears. From
then on, the caster can sing and play the song exactly as he heard it,
without worrying about forgetting verses or notes later on in life.
This is especially useful for travelling minstrels, who must remember
someone else' songs for a long time in order to sing them (in other
words, "spread the news") in faraway lands.


Mikkis' Awesome Disarm (Alteration)

Range:  30 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Special
Author:  Samuli Mattila 

This causes an opponents weapon or other item he is holding to burst into
flames. This is merely an explosion and the creature holding the item
receives 1d4 points of damage +1 per level of the caster and must roll
a saving throw versus spell with a -4 penalty to the check whether the
item is to be dropped. If the creature holds the item with two hands, the
penalty is negated. Creatures immune to fire receive no damage, but must
still save versus spell (with no penalty, however). Magical weapons have
a 10% chance per magical plus to resist this spell. The material
component is a bit of sulphur.


Mimicry (Illusion/Phantasm)

Range:  0
Components:  V, S
Duration:  3 rounds per level
Casting Time:  2
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Brian Dawson

This spell is similar to the 1st-level wizard spell minor mimicry (q.v.).
However, the spell continues even after a form is dispelled by movement,
and once the spell recipient again becomes stationary, he can be
concealed by a new form (again chosen by the wizard). Therefore, the only
ways the spell would end are an end to the wizard's concentration, or the
spell's recipient passing beyond a 10-yard range per level. If the
wizard's concentration is ended, any illusionary form will last 5 rounds
+ 1 round per level.


Minor Spell Invulnerability (Abjuration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  None
Author:  Benjamin C. Ford 

This spell creates either an immobile, faintly shimmering magical sphere
around the caster that prevents any 1st-level spell effects from
penetrating or a mobile, faintly shimmering field around the caster that
prevents any 1st- and 50% of all 2nd-level spell effects from
penetrating. This includes innate abilities and effects from devices.
However, any type of spell can be cast out of the magical sphere or
field, and these pass from the caster to the subject without affecting
the globe or field. The caster can enter and leave the globe version
without penalty: the field disappears when the caster leaves it. Note
that spell effects are not disrupted by the globe or field unless cast
directly into it. Area effect spells, however, are disrupted within the
globe or field only as long as the caster is inside the globe or field.
The material component of the spell is a glass or crystal bead that
shatters at the expiration of the spell.


Momentary Lapse of Reason (Enchantment/Charm)

Range:  60 yards
Components:  V, S, M
Duration:  1 round
Casting Time:  2
Area of Effect:  1d4 creatures in a 20-foot cube
Saving Throw:  Negates
Author:  Brian J. Toleno 

This spell causes 1d4 creatures in a 20-foot cube to momentarily become
disoriented, enough to add +4 to their initiative roll in the next round.
If only one creature is in the area of effect, it gets a -3 to its saving
throw, two targets each have a -2, if three are in range, they have a -1.
The wizard casts this spell by holding his arm straight out, his wrist
bent up at 90 degrees, saying "Hungh!". The material component for this
spell is a piece of slug.


Neville's Wandering Hand (Enchantment)

Range:  20 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Mario R. Borelli 

Neville's wandering hand is named not after its inventor, but its first
victim: Neville, high priest of Torm, who suddenly found himself unable
to keep from groping and otherwise feeling up the young nubile acolyte
he was initiating into the order. We hear that his latest missionary
assignment to the Icewind Dale is going nicely. The material component
is a leaf of poison ivy.


Noise Filter (Illusion)

Range:  10 yards per level
Components:  S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  5-foot per level radius
Saving Throw:  Special
Author:  Unknown

All creatures within the area effect at the time of casting will have
their hearing muted - they will not hear anything unless they have some
other confirmation of its existence. Thus, you can only hear people speak
if you can see their face or know precisely what they will say;
background noise will continue if you know it should be there but sudden
noises from the next room will not be heard, etc. Once a creature notices
or becomes suspicious of the effect (by turning around and seeing a large
pile of broken crockery they did not hear break, for example), it will
automatically be dispelled with respect to that creature. The material
component is a pair of blinders.


Noska Trades' Blackfire (Evocation, Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  1-foot radius sphere
Saving Throw:  None
Author:  Noska Trades

When this spell is cast, a cold, black fire appears in the wizard's hand,
shedding violet coloured light equivalent to torchlight. The wizard can
hold the blackfire without taking damage or throw it at an opponent.
Throwing it at an opponent requires a roll to hit. If the sphere hits,
the target ignites the creature's life force doing 1d6 points of damage
the first round and 1d3 the following rounds until extinguished. The
flames can be extinguished by padding them out, but water has no effect.
The flames only consume living matter (creatures and plants) and have no
effect on non-living material or undead. The end product of blackfire
combustion is oxygen and a grey-blue ash.
The material components are human fat and powdered magnesium.


Orko's Eternal Indestructible Everflavourful Non-stick Bubblegum
(Conjuration)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  Orko

This spell creates 1d20 pieces of bubble gum that will never lose their
substance or flavour. The gum will always be juicy and flavourful, and
never sticky, no matter how long it has been chewed. The gum is meant to
be permanent so it cannot be thrown away or swallowed. It can be
rewrapped and saved, but never discarded.
The material component for this spell is a piece of fruit to represent
the flavour.


Paldeggeron's Accurate Arrow (Enchantment)

Range:  Special
Components:  V, S
Duration:  1d6 turns + 1 turn per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Adam Dickson 

When cast, Paldeggeron's accurate arrow enchants one missile weapon
(i.e., sling stone, arrow, quarrel, etc.) to automatically hit any target
normally within the weapon's range. Effective with "called shots", and
situations of that nature. The missile's enchantment does normal damage
as it were an unaided hit of the same nature. The enchantment instantly
wears off upon the arrival at the missile's destination.


Petition (Conjuration/Summoning)

Range:  Special
Components:  V
Duration:  Instantaneous
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  Special
Author:  Unknown

This spell is used to alert an extra-planar being that the wizard wishes
to contact it. The spell does not allow further communication (though the
extra-planar being may then contact the wizard through other magic).


Photocopy (Evocation)

Range:  Sight
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell, a variation of the 1st-level copy spell, allows the wizard
to create a permanent image, on a piece of parchment, canvas, or the
like, of whatever he sees and concentrates upon at the time of casting,
to the range of his vision. Detail in the final picture depends on
distance, field of vision, and level of the wizard. For every level of
the wizard, he may choose that the final image will appear on the
parchment as if he were 10 yards closer to the subject; eg., the picture
created by a 5th-level wizard standing 60 yards away from a creature
could contain detail he would normally notice at a distance of 10 yards.
Material components are a piece of parchment, paper or canvas - which is
not expended and upon which the image appears - and a silver coin and a
pinch of salt (which are expended).


Plane Source (Divination)
Reversible

Range:  5 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature or item
Saving Throw:  Negates
Author:  Unknown

Reveals the plane of origin of any one creature, object or magical
phenomenon in spell range, or the plane reachable by the closest gate or
dimensional nexus point. Hostile or unwilling creatures save versus spell
to avoid their origins being divined. The reverse, obscure plane source,
obscures detection by this spell for 24 hours. The material component for
this spell is a lodestone, which is consumed in the casting.


Pobithakor's Pacifier (Alteration)

Range:  0
Components:  V
Duration:  Instantaneous
Casting Time:  1 second
Area of Effect:  The caster
Saving Throw:  None
Author:  Paul D. Walker 

This spell is used when the wizard is the subject of Pobithakor's placer.
What this spell does is disrupts the energies and allows the wizard a
saving throw versus spell to avoid the effect. There is enough time when
the wizard is being pulled through to cast this spell.
The verbal component varies, but usually sounds something like "not
tonight, I have a headache" or "not on the first date".


Pointdexter's Dex Points (Alteration)

Range:  0
Components:  V, S, M
Duration:  6 turns per level
Casting Time:  1 turn
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kenneth C. Jenks 

Similar to a strength spell, this spell causes an increase of a
character's Dexterity for a limited duration. The spell will never
increase a Dexterity rating score beyond the maximum values set by race
and sex. The amount of increase depends on the class of the character
affected:

            Class           Dexterity gain
            Fighter               1d6
            Priest                1d4
            Thief                 1d8
            Wizard                1d6

For multi-class characters and characters with two classes, roll the die
for whichever class is most favourable. The material component of this
spell is a set of three small balls.


Pornographic Glamour (Illusion/Phantasm)

Range:  10 yards
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  10x10-foot vertical square
Saving Throw:  Negates
Author:  Mario R. Borelli 

This spell creates a very convincing, erotic illusion with the phantasmal
effect of an Arousal cantrip. All those viewing the illusion are affected
that would normally be sexually excited by engaging in the behaviour or
by the objects or people being viewed. The illusion includes visual and
auditory effects only. The material component is a small white linen
square.


Power Bolt (Invocation/Evocation)

Range:  60 feet
Components:  S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature or object
Saving Throw:  None
Author:  Jim Vassilakos 

This spell sends a magical bolt of electricity which causes 1d8 points
of damage to the affected creature or object. The material component for
this spell is a piece of cat skin.


Power Word, Awaken (Enchantment/Charm)

Range:  1d3 feet + 5 feet per level
Components:  V
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  Special
Author:  Coyd D. Watters 

This spell was designed as a counter-spell to the 1st-level sleep spell.
A DM with whom I played ruled that sleep's targets had to be kicked or
somehow given at least a point of damage to be woken from the slumber.
The wizard must pick a living creature within the area of effect (see
below) for the spell. When the power word is spoken, that target will be
subject to the effects of the power word as listed below. In addition,
twice the wizard's level of Hit Dice of creatures within 1d3 feet + 5
feet per level, will also be affected, starting with the closest
creature. These creatures may be either asleep or awake, since the
spell's effects are not limited to sleeping creatures.
The spell causes an effect like a sudden rush of adrenaline to the
creatures.
If the creatures are asleep, either magically or normally, the Power Word
will wake them from their slumber. The sleeping creatures will be up and
ready for action half a round later. There is no saving throw, and the
creatures will awaken even if they wish to remain asleep. Note that this
completely ruins a wizard's or priest's resting, forcing them to begin
again. They have normal to hit ratios and Armour Class. Sleeping
creatures have no indication of why they wake up, their unconscious mind
just receives the power word and wakes them.
When the creatures are awake, they automatically gain initiative for the
round, as well as a +1 to-hit and a bonus -1 Armour Class for that round.
Any creature performing an action that requires extreme concentration
(such as casting a spell, scaling a wall, picking a lock, etc.) must save
versus spell or automatically fail the action. Likewise, affected
creatures attempting missile fire must save versus spell. Failure
indicates the shot will miss, success means they must roll with a -1
to-hit. The awoke creatures will know the general location of the wizard,
since they heard the power word consciously.
This spell is not effective within a magical silence, nor will vocalize
make the spell castable. Since this spell does not cause damage, it will
not disrupt an invisibility spell.


Power Word, Slow (Alteration)

Range:  60 yards + 5 yards per level
Components:  V
Duration:  5 rounds + 1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Special
Author:  Peter Gourlay 

This spell slows one creature within range, otherwise it is the same as
the 3rd-level slow. There is a -2 penalty to the saving throw.


Powerful Blast of the Red Wizard (Elemental (Fire), Evocation)

Range:  Special
Components:  V, S, M
Duration:  1 round
Casting Time:  2
Area of Effect:  10-foot radius
Saving Throw:  Special
Author:  C.D. Hershberger 

Casting of this spell calls into existence an egg shaped ball which
smoulders, giving off sparks, and wisps of smoke which smell strongly of
sulphur. The egg appears in the casters hand, and can then be thrown,
treated as a grenade-like missile. The egg must be thrown within the
round of its creation or it will self detonate. Once thrown, the egg will
explode against the first object it hits. A creature directly hit by the
egg suffers 1 point of fire damage for every 2 levels of experience of
the spellcaster, and 1 point of concussion damage for every 2 levels of
experience of the spellcaster. Flammable items directly hit by the egg
are scorched, but the fire is put out by the blast. Those creatures
caught in the explosion radius suffer 1 point of concussion damage for
every 2 levels of experience of the spellcaster. A successful saving
throw versus breath weapon reduces the damage by half. To summarize, the
damage is 1 HP per level for a direct hit, 1 HP per 2 levels if caught
in the blast radius. Save for half damage.
2d6 creatures within the blast radius are also affected (in order of
increasing distance from the centre) by one of the effects on the table
below. To determine the nature of the effect add the modifiers
appropriate for the affected creature, and the effect that matches the
total is applied. Modifiers are as follows:
*  Creature saves versus breath weapon: +1
*  Creature not directly hit by the egg: +1
*  Creature has more than 6 Hit Dice: +1
*  Creature has more Hit Dice than caster: +1 per 2 Hit Dice over caster
*  Creature is larger than size M: +1 per size category over M
*  Creature is smaller than size M: -1 per size category under M
Undead are not affected by the blast (except for the damage they take).

  Modifier   Effect
   up to 0   Knocked unconscious for 2d4 rounds
      1      Stunned for one round and deaf for 2d4 rounds
     2-4     Stunned for one round
      4+     No effect

Fragile items within the blast radius must save versus crushing blow or
be shattered (normal rules on saving throws for items in a character's
possession apply).
Additionally, the egg can be thrown at an object such as a door or a
chest. There is a chance of destroying this object, equal to the chance
that a fighter of Strength 15 plus the caster's level would have. If the
Strength value exceeds 18, then percentile Strength is used (1 category
per level). The maximum blast Strength achievable by this spell is 21.
The material component of this spell is a normal, unbroken egg.


Prosthesis (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  John M. Martz 

Prosthesis allows the caster to fashion a relatively functional
prosthetic limb. The limb may be as small as a single digit, or it may
be any amount up to an entire arm or leg.
In order to cast this spell, the wizard must obtain a matching limb (of
about the same size and species as the missing limb). While the limb is
usually taken from a dead body, the caster can use the target's own limb
if it is available. If the stump has healed (if it is not a fresh
amputation), the wizard must cut all living flesh from the end of the
stump before casting this spell - this spell provides no pain relief.
After the stump has been prepared, the caster touches the prosthetic limb
to the stump and casts prosthesis. The new limb fuses with the target's
skeleton, and he can begin to use it as soon as the casting is finished.
Unfortunately, the target does not regain full function of his limb. The
new limb, while functional, has no sense of touch and provides only 25%
of normal functioning. With each passing week, the character gains
another 5% functionality up to a maximum of 75% of normal. It is up to
the DM as to the exact impact this decreased functionality has on the
character - examples included worsened movement rates, Armour Class,
THAC0, reaction adjustments, etc. Furthermore, only the bone within the
limb is affected by this spell - the remainder of the limb continues to
rot until nothing remains but the bone. The material component is a bit
of glue.
This spell can only be used on characters with missing limbs (it can't
be used to give a two-legged character a third leg, for example). The
limb may be in any state of decomposition as long as the bones are
intact.


Protection from Charm (Abjuration)

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

This spell gives the recipient a +1 bonus for every two levels of the
wizard to save versus all charm magic. It is effective against spells and
spell-like effects, but not the effect of high Charisma (either normal
or magically enhanced). The material component is a lock of hair from a
person with a Charisma of at least 17.


Protection from Enchantment (Abjuration)

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

The recipient of this spell is partially immune to magical forms of
sleep, charm, and fear. He automatically receives a saving throw even if
one is not ordinarily permitted, and if one is permitted, he saves at +4.
Note that this spell will not free the recipient from any enchantment
already in force, nor will it protect him from natural drowsiness or
feminine guile, for example. Also note that protection extends only to
actual charm spells, such as charm person or charm monster, not to
enchantment/charm spells as a class. The material component is a lapis
lazuli or more potent stone.


Protection from Housework (Abjuration)
Reversible

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 round
Area of Effect:  One up to 10x10 feet per level room
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


Although the title of this spell may seem strange, its use is common
throughout the lands - particularly those of the gentry or nobility. What
protection from housework does is prevent air-borne dust from settling
on surfaces and keep common spores and molds from growing within the area
of effect, essentially eliminating the need to perform everyday dusting
and cleaning. This spell does not, however, clean up dirt and muck that
is accidentally or deliberately brought into the area, thus it is wise
to prevent muddy children or recently returned adventurers into the
protected area.
The reverse of this spell, continual housework, causes dust and dirt to
accumulate much more rapidly than normal. Normally, within a few hours
after casting the spell, the area will covered in a fine layer of dust.
The material components for the normal version of this spell is a small
clump of bird feathers tied together, whereas the reverse requires a bit
of an old cobweb.


Protection from Intoxication (Abjuration)

Range:  0
Components:  V, S
Duration:  1 hour per level
Casting Time:  1
Area of Effect:  Person touched
Saving Throw:  None
Author:  A.C. 

This spell causes the recipient to be immune to the effects of any kind
of alcohol. It also grants immunity to the houri spell kiss of
intoxication.


Protection from Light (Abjuration)

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

The recipient of a protection from light is granted a total immunity to
all light, natural or magical, for the duration of the spell. Light
spells cast against anyone protected by this spell will automatically
fail. Any creature adversely affected by light can ignore magical light
while under this spell. This spell is often used by drow wizards. It is
not effective for creatures that are actually harmed by sunlight, such
as vampires.


Quiz's Interposing Shield (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3 rounds
Area of Effect:  The caster
Saving Throw:  None
Author:  Brian A. Weibel 

This spell can only be used in conjunction with armour: the armour spell
must be cast first and this should immediately be followed by casting
this spell.
Quiz's interposing shield performs in much the same way as armour. It is
an invisible barrier the size of a medium shield. The barrier acts as a
medium shield and lowers the caster's Armour Class by 1 in regard to
attacks that it can impose itself upon. The caster does not need to
concentrate in order to use the shield.
The shield adds one point to the amount of damage that armour can take
before being dispelled. When the armour has been dispelled, the shield
vanishes as well.
The material component for the spell is a medium sized metal shield. It
is consumed in the casting.
This magic was developed by Quiz, practitioner of the art of illusion.
"Rumour has it that I often found myself too encumbered in combat to use
anything other than party members for my shields. This did not fare well
with certain people, so I created this spell".


Quiz's Speedy Sprint (Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  The caster
Saving Throw:  None
Author:  Brian A. Weibel 

This spell allows a caster to store a burst of energy in a crystal worth
50 gp, the material component of this spell. This crystal is consumed
only upon use of the spell. The caster must keep it with him until the
spell is activated.
When activated, the caster can increase his movement rate by 6 for up to
1 round per level. This spell must be used upon starting movement or
while moving. Premature destruction of the crystal results in an
uncontrollable burst of speed. The caster must make a Dexterity check at
-4 to avoid tripping. Those who trip are assumed to have moved a random
distance (DM's discretion) and then fallen. They are then stunned for the
rest of the round.
Note that any caster can only have one crystal at any given time.
This spell was created by Quiz, practitioner of the art of illusion.
"Being a short-legged gnome, I found it quite necessary to find a method
to overcome my reduced running speed. One who runs today fights another
day!".


Raztak's Target Spell (Divination, Wild Magic)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  2
Area of Effect:  30-foot radius
Saving Throw:  Negates
Author:  Kris 

When this spell is cast, every wizard in the area of effect has to save
versus spell. Those who fail have a big glowing, flashing, neon sign
saying "I'm a wizard, hit me!" and an arrow pointing at them pop up.
A normal wizard has a sign that changes colours, but a specialist has one
of a specific colour. The colours are:

        Specialist Type          Colour
        Abjurer                  Purple
        Conjurer                 Green
        Diviner                  Yellow
        Enchanter                Violet
        Illusionist              Blue
        Invoker                  Red
        Necromancer              Black
        Transmuter               Orange

The sign of an elementalist is surrounded by his element. The sign of a
wild mage is most spectacular. It has light bulbs of all colours flashing
around it. It turns around, spinning on its axis as it shrinks and
enlarges at random and bobs up and down.
The spell was first cast by Raztak at a wizard academy, with a
spectacular result: his tutor almost strangled him for it.


Refresh (Alteration)
Reversible

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

This spell has an initial effect exactly like that of the 1st-level spell
clean (q.v.). In addition, refresh keeps the recipient in that condition
for the full duration of the spell. Thus, any dirt or odour would simply
not find a hold upon the person. One could survive downpours of rain,
wading through mud, and walk through a sand storm with one's clothes
clean, skin fragrant, and hair in place (after a pass or two of the
comb).
The spell also prevents the recipient from contracting any of the common
non-magical contagious diseases, keeps wounds from infecting, and blocks
the sun's ultraviolet rays.
The reverse of the spell, dirty, has all the effects one would expect:
attract dirt and filth, etc.
The spell components are a piece of soap, a small sheet of silk, and a
fairly freshly plucked rose or similar flower.


Resist Cold (Abjuration)

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

Except as noted above, this spell is identical to the 1st-level priest
spell resist cold (q.v.).


Resist Paralysis (Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, hold spells and
dragon-induced fear. The spell does not remove paralysis already in
effect, it just prevents the recipient from being paralysed in the
future.
The material component is a feather and an infusion of tea and ginger (to
be consumed by the recipient).


Resist Poison (Abjuration)

Range:  0
Components:  V, S
Duration:  3 rounds per level
Casting Time:  2
Area of Effect:  Person touched
Saving Throw:  None
Author:  Peter Gourlay 

This spell grants a willing recipient the ability to better resist
poison. The spell grants a +1 saving throw bonus versus poison for every
three levels of the wizard (round up). If the bonus is +4 or more, then
the recipient gains a normal saving throw versus any poison that would
not normally grant one.


Restore Circle (Necromancy)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Jim Vassilakos 

This spell restores the magic of a neutralized circle of protection and
merged inscriptions as the wizard inscribes out the break with the proper
magical material, usually a ball of magical chalk.


Reveal Owner (Divination)

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

The caster of this spell receives a mental impression of the most recent
owner or owners of the recipient object. An "owner" is defined as an
intelligent entity who was in direct physical contact (i.e., no gloves)
with the object one hour, or who had the object upon his person for 24
hours. These time requirements may be divided by the wizard's level, and
for every 4 levels of the wizard, one previous owner can be identified.
Thus, an 8th-level wizard, for example, could determine the last two
owners who carried the object for at least 3 hours each.
The information gained is sufficient that the wizard will recognise the
owner on sight, and he can uniquely specify the owner for the purpose of
such spells as legend lore. The material component of this spell is a
handful of dust.


Reveal Spectra (Divination)

Range:  10 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  One chromatic wizard
Saving Throw:  Negates
Author:  Christopher Brian Pound 

This spell gives the caster complete knowledge of the target's skin
spectra, which the caster can communicate without error (via telepathy
or with some visible illusion for a number of rounds following the
casting equal to the caster's Intelligence). The caster must remain
stationary and concentrate on the subject for a full two rounds in order
to reveal each and every individual spectral line; if the caster
concentrates for only one round, he will learn only the actual number of
spells of each spell level that the target has prepared. The target is
allowed a saving throw versus spell, which, if successful hides all
special spectral information from the caster.
This spell was originally written as a spell to be used in conjunction
with the "chromatic wizard" character class.



Runetrue (Abjuration, Invocation)

Range:  Special
Components:  V, M
Duration:  1 turn per level
Casting Time:  5 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This is a spell that allows wizards to infuse the magical symbols they
draw (see below) with the power needed to repel summoned or extraplanar
creatures. The maximum Hit Die creature that may be fenced in or out is
equal to the wizard's level plus four.
Note: as the above implies, it is possible to fence out summoned or
extraplanar creatures of less than 4 HD by using the symbols without
runetrue.
The only symbols that this spell empowers are listed below:

Symbol                     Protects from
Pentacle                   Demons, demodands
Pentagram                  Devils, daemons
Magic circle               Spirits of good
Magic (protection) circle  Undead
Thaumaturgic circle        Spirits of nature and neutrality
Thaumaturgic triangle      Elementals

The wizard must still create the symbol manually, using anything from a
stick to gold inlay.


Sanh's Improved Ray of Light (Evocation)

Range:  6 yards + 1 yard per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Max Becherer 

This spell is a more powerful version of Sanh's ray of light. If a saving
throw versus death magic is failed, the victim suffers 1d4 points of
damage per level of the wizard. A fumbled saving throw results in the
victim being permanently blinded in one eye and dazzled for 2d6 rounds
(-2 on all rolls).
As per the 1st-level version, Sanh's improved 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.


Sarius' Golden Squares of Protection (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  2
Area of Effect:  One floating 2-foot long square plate per level
Saving Throw:  None
Author:  William T. South 

This spell creates golden, shimmering square plates of force which move
around the wizard in a constant motion, attempting to deflect missile,
hand, or weapon attacks directed at the wizard. The Armour Class of the
wizard is not altered by the spell, but any successful physical attack
(other than boulders, ballista, or attacks similar to a dragon's
belly-flop manoeuvre) will be deflected if the wizard successfully saves
versus breath weapons. Non-missile attacks by creatures with an effective
Strength of 19 or greater require a saving throw versus spell to deflect.
Each plate is able to sustain 4 points of damage before disrupting, so
if a deflected attack does not cause enough damage to disrupt a square
(chosen randomly) the square will remain active. For every 5 squares
active, the effects of breath weapons directed at the wizard will be
reduced by 1 HP per damage die, with 1 point of damage per die being the
maximum reduction allowable. However, unless the breath weapon causes
less damage than the current hit points of a square it will assuredly
disrupt the entire field of squares in the process.
While the squares orbit the wizard he is at a -1 to-hit penalty for every
square active whenever a to-hit roll is needed, including spells. The
wizard may create fewer squares than the maximum possible. The material
component of this spell is a single gold piece for every square created.
All pieces are thrown into the air where they disappear and are replaced
by the floating squares.
The source of this spell is Sarius Mendlekine.


Secret Light (Alteration)
Reversible

Range:  60 yards
Components:  V, M
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  20-foot radius globe
Saving Throw:  Special
Author:  Niels Ull Jacobson 

This spell is in all respects the same as the 1st-level light, except
that only the wizard can see the light. This of course means that it can
in no way be used as an attack (blinding people, harming certain undead,
etc.). It will cancel magical darkness, as it is cancelled by magical
darkness, just like light. The material components are the same as for
Light plus two drops of blood and a tear from the wizard.
The spell can be reversed to secret darkness, although this normally
isn't very useful. Perhaps if in presence of a blinding light you could
cast secret darkness at the light source, so that you wouldn't be
blinded. Of course, you'd better have another source of illumination
handy. Also, it wouldn't save a vampire from the effects of direct
sunlight - the light is still hitting his body, he just can't see it.


Secret Torch (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  6 turns
Casting Time:  1 round per torch
Area of Effect:  One torch touched per 2 levels
Saving Throw:  None
Author:  Unknown

This spell lights one or more ordinary torches. The flames will, however,
be cold and dark, shedding no ordinary light. The wielder of the torch
will however be able to see by the torch, as if it was an ordinary torch,
as long as he has it in his hand. Only one person can benefit from the
torch at a given time: if two or more persons touch it, no-one will
benefit. The wielder must hold it in his bare hand if he wants to see by
it, and the flames will seem warm to him. The torch can be put aside or
handed over, as an ordinary torch would be, but cannot set fire to
anything. It can be extinguished by any normal means, for example water
or very strong winds. The torch will slowly smoulder and burn out, as an
ordinary torch would.
The material components are the torches to be lit, and a small portion
of oil with rare herbs, which the torches are rubbed with (3 gp worth of
herbs per torch). In addition, the wizard must have access to a source
of fire.


Seduction (Enchantment/Charm)

Range:  Special
Components:  V, S, M
Duration:  Permanent
Casting Time:  One hour
Area of Effect:  One person
Saving Throw:  Special
Author:  Jim Vassilakos 

The wizard may affect one individual of the opposite sexual orientation
to become enamoured with the wizard and willingly subject to all his or
her commands. That the victim has been seduced (magically or otherwise)
will be readily apparent to all on a Wisdom check. In order to cast the
spell, the enchanter 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 victim is
allowed a special saving throw on a 1d20 based his highest class.

Class                      Saving Throw
Fighter                         13
Barbarian                       15
Cavalier                        10
Paladin                         10
Wizard                           9
Priest                           8
Monk                             8
Specialist Priest           DM's option
Rogue                           12

The roll is modified by adding the victim's Wisdom and level and
subtracting the wizard's apparent Comeliness and enchantment level. The
spell is effective until dispelled. While under the enchantment, the
victim will take as gospel everything the enchanter says, and will strive
to protect and defend the wizard 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. The material
component for this spell is a flask of perfume or after-shave that must
be shattered.


Self Aura (Illusion)

Range:  0
Components:  V
Duration:  1 round per level
Casting Time:  5
Area of Effect:  The caster
Saving Throw:  None
Author:  Vegard Hamar (Elothinel Silverstar)


This spell surrounds the caster with a glowing aura that makes him appear
more powerful. Opponents get a -1 to-hit per 3 levels of the caster.


Sexify (Enchantment/Charm, Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Person touched
Saving Throw:  Negates
Author:  Jim Vassilakos 

The recipient of this spell undergoes a transformation in appearance to
become more sexually attractive to members of the opposite gender no
matter what the recipient's initial Comeliness. Looks, smell, smoothness,
and even taste of the outer skin are all affected. The recipient's
Comeliness is effected as follows (note that Comeliness will not decrease
by casting this spell):

Wizard's Level   Comeliness        Duration
       3             13           10 minutes
       4             13           20 minutes
       5             14           30 minutes
       6             14             1 hours
       7             15             2 hours
       8             15             4 hours
       9             16             8 hours
      10             16            16 hours
      11             17             1 day
      12             17             2 days
      13             18             3 days
      14             18             4 days
      15             19             5 days
      16             19             6 days
      17+            20             1 week

Note that if two specialised wizards, an enchanter and an illusionist,
work this magic in conjunction, then their levels may be added together
to achieve a stronger magic. Furthermore, this spell has the effect of
negating any curse magic which degrades the recipient's natural beauty.
The material component of this spell is a cosmetic and perfume kit,
magically prepared by a thaumaturge.


Sexual Imagination (Enchantment/Charm)
Reversible

Range:  1 foot per level
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Neil Rabideau 

By means of this spell, the victim is caused to become terribly horny for
the duration of the spell. The victim has a saving throw as for a charm
spell (q.v.). This spell causes the victim to actively seek sex (or in
case of the reverse, abhor it) for the duration of the spell. The
material component for this spell is a straight, non-magical rod. That
for the reverse, sexual lethargy, is a small, supple twig.


Shadetree (Alteration, Illusion)

Range:  0
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  5 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


When this spell is cast, the caster creates one or more shadetrees, each
shading (as a tree would) an area of approximately 12 foot radius. One
such tree can be created for every 4 levels of experience of the wizard.
Beneath such a shadetree, the temperature will be 5 degrees F per level
cooler than the surrounding temperature (no cooler than 75 degrees F in
any case). If the air temperature is less than 75 degrees F, no cooling
will occur. Shadetrees created by this spell cannot be scaled in any
manner. The caster is required to use a leaf, twig, small feather fan and
a drop of water during the casting of the spell.


Shadowbolt (Illusion/Phantasm)

Range:  Special
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  One creature
Saving Throw:  None
Author:  Aaron Wigley 

This spell creates arrows from wisps from the plane of shadows, when the
wizard performs the somatic action of drawing a physical, unloaded bow,
and mutters the word "shadowbolt". The arrow is then fired as normal,
requiring an attack roll to hit the target, doing 1d8 points of damage.
Obviously, the wizard should know how to use a bow.
After the spell is initially cast, up to 2 arrows per level of the wizard
can be fired within the next hour. Only the wizard can use the arrows,
and they disappear both whether they hit the target or not.


Shield II (Abjuration)

Range:  10 yards
Components:  V, S
Duration:  5 rounds per level
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  None
Author:  Unknown

This spell creates an invisible barrier in a hemisphere around the
wizard. This barrier provides the equivalent protection of:
*  AC 0 versus hand thrown objects (daggers, dart, throwing axes, etc.);
*  AC 1 versus device propelled (arrows, bolts, etc.);
*  AC 2 versus everything else.
Against magic the wizard gains +1 to saving throws versus things that are
physically damaging, negates magic missiles, and decreases spell damage
by 1 point per level.


Shocksphere (Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  2-inch diameter sphere
Saving Throw:  1/2
Author:  Paul D. Walker 

This spell creates a small ball of crackly blue light which expands
outwards when it contacts a solid object, hits its target, reaches its
maximum range or it reaches the point where the wizard wishes it to
expand. When it does expand, a large amount of electrical energy is given
off, small lightning bolts arc from object to object inside the sphere
and blue light is given off in a 6-inch diameter sphere. All creatures
within the area of effect must make a saving throw versus spell or take
1d3 points of damage per level of the wizard (a successful saving throw
means damage is halved). If a particular creature was targeted for the
spell then they take 1d4 points of damage per level of the wizard and
their saving throw is made at a -2.
If the area in which the shocksphere expands is not circular then the
sphere will expand an conform to the volume it can occupy. The
shocksphere encompasses a volume of 4200 cubic feet. If a creature fails
its saving throw versus spell then all of his items must make a saving
throw versus lightning or be destroyed. The material component for the
spell is a small chunk of dried flesh from an electric eel or any other
creature that uses electricity for an attack.
Otherwise, this spell is similar to a fireball spell in all respects.


Sidney's Excellent Alcohol (Conjuration)

Range:  10 feet
Components:  V, S, M
Duration:  Permanent
Casting Time:  2
Area of Effect:  One half pint per level
Saving Throw:  None
Author:  Brother Tyrus Hellbane  

This spell allows the caster to magically summon alcohol of any sort,
within the caster's tasting experience (the caster must have sampled the
alcohol beverage previously in his life). The tankard or whatever
container is used becomes full of the desired beverage.
One material component of the spell is the container which must be of a
value of no less than 10 gp (it is not consumed in the casting). The
other material component is pinch of hops or a few grapes.
Sidney was a particularly alcoholic wizard who unfortunately could no
longer cast the spell because of the verbal components that were
impossible to speak in his constant drunken state.


Sidney's Flash Fermentation (Alteration)

Range:  15 feet
Components:  V, S, M
Duration:  Permanent
Casting Time:  5
Area of Effect:  One half pint per level
Saving Throw:  None
Author:  Brother Tyrus Hellbane 

This spell is a simple spell which speeds up the normal fermentation
times for alcohol manufacture. The wizard can speed up fermentation by
a maximum of 3 years per level of the caster, and thus instantly have a
truly fine aged wine. Of course, the wizard must be of fairly high level.
If the wizard knows how long fermentation normally takes (through
research or just being an alcoholic), he can cast this spell with
automatic success: the alcohol is ready to be consumed. If the wizard
doesn't know how long it should ferment, it is guesswork. The DM then
decides whether the brew is underdone (juice) or overdone (vinegar). The
material component is a sprinkle of hops.
This spell was originally researched by an alcoholic wizard who was sick
of having to wait years to produce a fine wine. A more powerful version
of the spell is currently being researched in order to make wines of the
magnitude of thousands of years fermentation, but Sidney is having
trouble with some of the material components (a wine mug and pitcher from
the Halls of Valhalla).


Sillvatar's Silver Lining (Enchantment/Charm)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  Melee weapon, 2 arrows or 2 bolts touched
Saving Throw:  None
Author:  Allan J. Mikkola (Sillvatar) 

This spell is used to temporarily enchant a weapon to give it the
properties of a silver weapon. In order for this spell to work, the
wizard must have 1 silver piece per pound of the weapon to be enchanted.
When the spell is cast, the weapon is held in one hand, and the silver
pieces in the other; the two are then touched together, and the blade
absorbs the silver pieces. For the duration of the spell, or until it is
dispelled, the weapon will have all the properties of a silver weapon
(i.e., it may be used to hit creatures who are normally harmed only by
silver weapons). If one looks closely at the weapon, a silver glint will
be seen upon its edge.
This spell will only enchant slashing or piercing weapons; blunt weapons
are not affected by this spell. One melee weapon, or up to two arrows or
bolts may be enchanted per casting of this spell.
The only component for this spell are the silver pieces.


Skeletal Scribe (Enchantment, Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  4
Area of Effect:  Skeleton touched
Saving Throw:  None
Author:  The Warlord of Heaven 

This spell creates an undead scribe for the wizard. It is not permanent,
but is much safer to use for reading new tomes and writing down words of
great power. It is able to take dissertation as well. The material
components of this spell are a skeleton, a hawk feather, and a red robe.
The skeleton is only consumed at the end of the duration.


Skip Self (Alteration)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  3
Area of Effect:  The caster
Saving Throw:  None
Author:  Joshua Rosenfeld 

This is a variation on the 1st-level skip object, only this spell affects
the caster, including any non-living object he is wearing or holding at
the time of casting (except for artifacts and relics, which may not be
skipped with this spell). The caster can skip himself forward in time a
number of rounds equal to the factorial of his level plus three (a
5th-level wizard, for example, can skip himself forward 5+4+3+2+1+3=18
rounds). He can decide to skip a lesser amount of time, but this must be
stated when the spell is cast, for while he is "skipping", for all
intents and purposes, he does not exist. When the duration has expired,
if something or someone occupies the space previously occupied by the
spell caster, he will reappear instead in the nearest open space.


Somaticize (Alteration)

Range:  0
Components:  V
Duration:  Special
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Nathan Sugioka 

With this spell, the caster may cast another spell without somatic
components. Somaticize is cast; the round afterwards, the other spell
must be cast, or all benefits are lost. This spell has obvious uses for
a bound or otherwise restricted wizard.


Sonic Barrier (Abjuration)

Range:  0
Components:  S, M
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  10-foot radius sphere
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

This spell creates an invisible, spherical barrier through which sound
cannot pass. The barrier remains centred on the wizard, enabling an
assault group to move in absolute silence without giving up
inter-communication. However, sound cannot pass into the barrier either,
making the party deaf for the duration. The material component is a glass
globe.


Sonoric's Lodestone (Divination)

Range:  Special
Components:  V, S, M
Duration:  1d4 rounds + 1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Tim Prestero 

Using this spell, the wizard is able to determine the general direction
of a creature within one mile plus one mile per three levels of the
wizard above first (two-mile range at fourth level, three at seventh,
etc.). This direction sense lasts for the duration of the spell,
regardless of the movement of the wizard, or the creature. If the
distance between the wizard and the target should exceed the maximum
range (target teleports, etc.), the spell is broken.
If the wizard comes within three feet of the object of the spell, he gets
a sharp headache. If the wizard actually touches the object of the spell,
the spell is broken.
The material component of this spell is some item which was in contact
with the creature, up to the wizard's level in turns previously.


Sound Bit (Alteration)

Range:  0
Components:  V, M
Duration:  Special
Casting Time:  Special
Area of Effect:  As far as the sound carries
Saving Throw:  None
Author:  Unknown

To cast the spell, the wizard places a number of currant seeds (the
material components) near the sound source. Half way through the spell
the wizard ceases his chanting. All of the sounds created between this
point and the time the wizard resumes chanting become the sound pattern
to repeat. The maximum duration of the sound pattern is up to 1 second
per level of the wizard. The actual duration is the length of the pattern
times the number of currant seeds, provided this is less than the maximum
time. The sound need not be created by the wizard.
When the spell casting has ended, the sound pattern is repeated
continuously until all the currant seeds are used. It is repeated at the
same decibel level as the original sound.

Spell Tell (Alteration)

Range:  Line of sight
Components:  V
Duration:  1d6 rounds + 1 round per level
Casting Time:  1
Area of Effect:  The wizard's eyes
Saving Throw:  None
Author:  Health Man 

When the wizard casts this spell he is able to use the non-weapon
proficiency spell craft with 100% accuracy. He is able to tell exactly
what spell a wizard or priest is casting, no matter what level the spell,
type of spell, or nature of the spell. He is also able to discern the
intended effects of the spell. A wizard that has cast spell tell and
wishes to determine spells other wizards are casting is penalised in the
initiative roll. He may freely view one wizard and take whatever other
action he wishes, but for each wizard over one that he observes, the
wizard is at another +1 to his initiative. For example, the wizard rolls
a 5 for initiative, he views 3 wizards to determine what spells they are
casting, then his modified initiative roll is an 8.


Spellcrystal II (Conjuration, Invocation)

Range:  0
Components:  V, S
Duration:  2 months + 2 months per level
Casting Time:  2 rounds
Area of Effect:  One crystal, worth at least 200 gp
Saving Throw:  Special
Author:  Kris 

Except as noted above, this spell is the same as the 1st-level wizard
spell spellcrystal I (q.v.).


Spider Climb II (Alteration)

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

By this spell, the creature can walk on any surface and not slip. The
creature can walk on walls, ceilings, ice, etc., and not slip or slide
(feet are like suction cups to the surface). The creature can also have
one jump like the jump spell (this is only one jump, not three like the
1st-level spell gives).
The jump does not include a safe landing, but by using this spell, the
creature can jump up on a wall and start climbing, or climb up some wall
and jump to a different wall.
The material components needed are: a piece of gum (tree sap, or some
type of sticky substance) and a small jumping spider (a grass hopper leg
and a piece of spider webbing can be used as a substitute).


Spirit Command (Enchantment/Charm)

Range:  30 yards
Components:  V
Duration:  1 round
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Phill Hatch 

This spell enables the wizard to command a spirit or extra-planar
creature with a single word. The command must be uttered in a language
the creature can understand (or a language its creator would understand,
if the spirit was summoned). Spirits and creatures with 6 or more Hit
Dice receive a saving throw versus spell. Summoned creatures save at the
summoning wizard's level (if the wizard is of at least sixth level).


Spitfire (Evocation)

Range:  3 yards
Components:  V, S, M
Duration:  1 round + 1 round per 5 levels
Casting Time:  3
Area of Effect:  One creature
Saving Throw:  None
Author:  Roger Terrell 

The casting of this spell causes the victim to be surrounded by a swarm
of small, popping, firecracker-like bursts of fire. While these bursts
do little damage (only 1 point of damage per round) and only 1 points of
damage per turn to anyone wearing armour other than a shield - they make
it impossible to concentrate to the degree necessary to cast any spell.
This spell will do no damage at all to anyone who is thoroughly soaked
in water, but the concentration breaking effects of the spell still
function. The material component of this spell is a pinch of sulphur.


Stealth Missile (Evocation)

Range:  10 yards + 5 yards per level
Components:  S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One or more creatures in a 10 foot-long square
Saving Throw:  None
Author:  Joseph Delisle 

This spell is the same as a magic missile spell, except that it can be
cast in absolute silence, and its missiles are extremely hard to see (5%
chance per observer's level). It is perfect for those who need quiet,
mage/thieves for example.


Strengthen (Alteration)

Range:  0
Components:  V, S, M
Duration:  10 years per level (or see below)
Casting Time:  1 week
Area of Effect:  Stone touched
Saving Throw:  None
Author:  Unknown

This enables the wizard to carve a special rune on some structure, a
wall, well, or other stone design, that will keep it sturdy and strong
for the duration specified. About 250 cubic feet of stone per level can
be affected. Earthquakes will not damage the structure.
After tenth level, the spell becomes permanent (until dispelled). The
material components for this spell are a piece of chalk, and a set of
arches constructed of steel. The wizard must analyze the structure
beforehand, to place the spell appropriately.


Strengthen Illusions (Alteration, Metamagic, Illusion)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  2 rounds
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell strengthens illusions to the point that even undead or
successful disbelievers still believe in them. The spell gives one spell
level per caster level. With these spell levels, illusions of any level
may be strengthened. Undead or successful disbelievers have to save
versus spell (in addition to the normal saving throws, if applicable) at
a -1 per caster level and +1 for each of their own levels or Hit Dice.
If successful, the illusion vanishes like any normal illusion; if it
fails, the illusion affects them normally. The saving throw may be
modified further by the caster if he gives up additional spell levels.
Every time an additional amount to the normal amount of spell levels is
used, the saving throw is adjusted by -2. Thus, it may be even more
likely that the illusion affects the targets normally. The casting times
for these illusion spells are increased by one unit per spell level given
up for them (an improved phantasmal force with a casting time of 2 is
strengthened by this spell with 6 spell levels; while this reduces the
saving throw versus spell by -4, the casting time increases to 8).
This spell may be cast multiple times on one person by the same caster.
It has to be the same caster who uses the same spell on the same person
multiple times. This is called stacking or layering. The stacking or
layering effect will be used quite often in many of the following spells.
The effect of stacking or layering will be given in a form something like
the following: "the spell strengthen illusions may be layered for a
maximum effect of 3 spell levels per caster level". This means that the
target creature can store a maximum of one spell level of effect in its
person at once.
The material component is a mithril coin of at least 10 gp worth for
every spell level gained.


Summon Undead (Necromancy)

Range:  30 yards
Components:  V, S
Duration:  1 turn + 1 turn per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

The spell causes 3 HD of undead per 2 levels of the wizard to appear
within range. They will obey his commands until slain, dispelled, or the
spell ends. The wizard may mix and match types as long as he does not
exceed his Hit Dice allotment.
The necromancer cannot summon a creature of more Hit Dice than his level.
Treat a +3 or better bonus to Hit Dice as the next die up, so a wight is
worth 5 HD, a wraith is 6, a mummy 7, a spectre 8, and a vampire (the
toughest undead that can be summoned) is worth 9 HD.


Sunscreen (Invocation/Evocation)

Range:  0
Components:  S, M
Duration:  3 turns per level
Casting Time:  1 turn
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Ally's Spellbook 

Through the use of special oils applied to the skin, this spell negates
the effects of sunlight on the affected creature. Aside from blocking
ultraviolet rays, it also dims the brightness of the light to an
acceptable level (by drow standards). The material components of this
spell are exotic oils costing 100 gold pieces (more for larger
creatures).


Talking Mist (Alteration)

Range:  30 yards
Components:  V, S, M
Duration:  Special
Casting Time:  2
Area of Effect:  20-foot + 10-foot cube per level of mist or fog
Saving Throw:  None
Author:  Unknown

The talking mist is similar in many aspects to a magic mouth and an
animate mist spell. When a trigger occurs (as per magic mouth), a mist
is created and subsequently animated. The animation is simple on lower
wizard levels, but the message which the mist can speak is always under
25 words.
All other effects are detailed under animate mist and magic mouth. The
component of this spell is the smoke from a burning paper which has the
message written on it.


Target Selector (Alteration, Enchantment/Charm, Metamagic)

Range:  20 feet per level
Components:  V, S, M
Duration:  Special
Casting Time:  2 rounds or 2
Area of Effect:  10 feet per level radius sphere
Saving Throw:  None or Negates
Author:  Kai Rottenbacher 

This spell is actually two spells. The first version is used for spells,
the second for affecting creatures directly.
The first version has a casting time of two rounds. After this time the
caster can choose up to one creature per 3 levels or up to 1 object per
level (or a respective mixture of objects and creatures). There are two
possible effects of this selection:
1) These creatures and objects can be completely unaffected by
area-of-effect spells of fifth level or lower within the sphere of this
spell, as long as these spells are cast by the caster of this spell.
Thus, the wizard could cast this spell into an area (let's say in the
throne room of his king) and protect his king from the area of effect of
a fireball he is going to hurl at the opponents of the king without
affecting the king at all.
2) These creatures could be affected first despite any contradicting
reasons of Hit Dice, size, etc. which are given in the additionally cast
spell. Thus, the caster could choose to use sleep and if he specifies the
ogre captain first, then he would drop first (if the caster rolls good
enough) and then his underling kobolds would go to sleep after him. This
would still not allow a wizard to affect a creature with more than 4+3 HD
with a normal sleep spell.
This spell is not mobile and it cannot be made permanent. Anyone not
protected nor selected by this spell is affected normally by any spells
cast by the caster of this spell.
The second version of this spell has a casting time of 2. It ensures that
any non-magical missiles fired into the area of effect only hit their
intended targets or they miss completely - but even if a missile is fired
into the most chaotic melee, it still only hits its intended target or
absolutely no-one, unless the caster cannot protect enough creatures with
this spell. The number of creatures the caster can affect is one creature
per 3 level. This version of the spell is mobile. If desired the caster
can carry the spell around with him to protect his fellow fighters from
being hit by stray shots or throws from his darts or daggers (those
wizards are notoriously known for fumbling at the worst of times, which
means, exactly then when our courageous fighter just starts to buckle
under the onslaught of the opposing masses and he just has the necessary
hit points to survive - barely - but then that stray fumble of 1 rerolls
a critical backstab damage or something of that kind! So, wizards, carry
this spell around active with you and be protected from the rage of your
soon to be resurrected fighter companion...).
The material component is a lodestone of the size of a coin painted with
red-and-gold target circles on it (one per creature or ten objects to be
protected) costing approximately 10 gp per lodestone.


Thrasne's Magical Mire (Abjuration)

Range:  20 yards
Components:  V, S, M
Duration:  1 turn
Casting Time:  2
Area of Effect:  10-foot square
Saving Throw:  Special
Author:  The Death Quasit 

This spell creates an invisible force that is 3 feet deep over the area
of effect. This forces simulates thick mud. Creatures wading through the
area that is mired must save versus spell or be stuck for the duration
of the spell. A successful saving throw means that the creature can move
through the area at half the normal rate and loses half its Dexterity
bonuses while doing so.
Those stuck simply can't move their legs and lose all Dexterity bonuses
to Armour Class, but they can still move their bodies above the 3-foot
high area. So, the force will not stop an elven archer using his bow, but
will stop a halfling swinging his sword.
Obviously, very large creatures are not affected nor are flying creatures
in most cases. The material component is a small clay tile that was laced
with spider webs when made. It can be reused.


Transcribe Song (Alteration, Evocation)

Range:  0
Components:  S, M
Duration:  1 round
Casting Time:  2
Area of Effect:  One piece of paper
Saving Throw:  None
Author:  Martin Ott 

This spell converts sound waves from a song currently being played within
hearing range of the bard to musical notation onto a piece of paper the
bard has in his possession. It will transcribe up to one round worth of
music into the musical notation most familiar to the bard.
This spell is useful for keeping records of new songs, or for keeping
track of songs the bard is worried about forgetting. It does not work
well for conversations, since it does not transcribe the words of songs,
only the noted of the song itself.
The material components for this spell are a piece of paper or parchment,
two ounces of good ink, and a grain of diamond dust.


Transfer Charm (Alteration, Enchantment)

Range:  10 feet
Components:  V, S
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One person
Saving Throw:  None
Author:  A.C. 

This spell allows a caster of higher level to subvert previous magical
charms to his own purposes. An example: Erin, a second level wizard casts
charm person on a Bryce, who becomes charmed. Anna, a third level wizard
casts transfer charm onto Bryce, whereupon Bryce becomes charmed to Anna.
Deneira, another third level wizard, can now no longer transfer the charm
to herself, as she is of the same level as Anna.


Tread of the Corpse (Alteration)

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

The creature affected by this dweomer will find that their movements have
become utterly silent. So long as the creature does not exceed its normal
base movement rate for the environment it is in (i.e., measured in tens
of feet indoors and tens of yards outdoors), then it will make no
perceptible sound as it moves about, regardless of the mode of transport
be it flight, swimming, climbing, walking, etc. If the subject of the
spell is willing to take no other actions besides movement in a given
round, then inanimate objects may be handled silently as well, meaning
that a sword may be unsheathed without being heard, or a door opened that
is not jammed in its frame. Any object that requires great force to move
or open will not allow for this silent action.
Environmental factors will not normally affect the subject's ability to
move silently, and thus squeaky doors, floors, water, and mud offer no
resistance: squeaky doors will not squeak when opened by the subject of
the spell, squeaky floors will not give enough to creak under the
subject's weight (although unsound flooring will, of course, not remain
silent if the floor cannot support the subject at all and breaks out from
underneath him), water will not splash with the subject's passing, and
mud will not slosh. Traps or other items which react in a noisy manner
by snapping shut violently or trip wires strung with bells must be
avoided normally as they will hinder the subject's passage and make noise
as usual.
Any sudden action on the subject's part will make the expected amount of
noise, but cautious, slow actions will make no sound at all. This spell
does not actually mask sounds that the subject intends on making, and
thus speech, spell casting, and forcefully opened doors will all be heard
normally. The subject of this spell may, of course, alternate between
making noise and moving unheard for the spell's duration.
Note that this spell is not an illusion, and actually alters the amount
of sound a creature makes when interacting with its environment.
The material component for this spell is a bit of zombie flesh.


Trosli's Spontaneous Defenestration (Illusion/Phantasm)

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

This spell creates an illusion of a window in a wall near the subject.
The subject must save versus spell or be seized by an irresistible
compulsion to leap through the supposed window, hitting his head on the
wall and taking 1d4 points of damage per level of the wizard and being
stunned for one round. Non-intelligent creatures are immune to this
spell, and creatures immune to blunt weapons, or unable to perform
leaping actions, take no damage. The material component is a small pane
of glass, which is consumed in casting.
This spell was researched by the gnomish illusionist/thief Trosli
Kenderkin, a notorious trickster who once took out five gnolls (at first
level) with a bag of marbles and a dagger.


Turn Lesser Quasi-Elemental (Abjuration)

Range:  30 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Francois Menneteau 

This spell causes a lesser radiance, lightning or mineral quasi-elemental
to flee at its faster rate for a number of round equal to the level of
the caster. The material component is a miniature golden shield, worth
at least 10 gp.


Twilight's Slumber (Enchantment/Charm)

Range:  10 yards per level
Components:  S, M
Duration:  5 rounds per level
Casting Time:  3
Area of Effect:  20-yard radius
Saving Throw:  Negates
Author:  Robert A. Howard 

Twilight's Slumber is an improved version of the sleep spell. It affects
2d6 levels of up to 6 Hit Dice creatures. The caster can decide who is
and who is not affected by this spell. The component for this spell is
either a pinch of fine sand or a fresh rosebud petal.


Ty's Blades (Invocation/Evocation)

Range:  40 yards
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None
Author:  The Wizard 

With this spell, the caster creates a number of magical knife-like blades
of energy, which speed from the casters hand at the target, as if thrown
by a fighter of a level equal to the level of the caster, with the
caster's Dexterity bonus applicable. The missiles cannot affect astral,
ethereal, or out of phase targets, nor does it affect non-corporeal
targets. Invisible targets can be struck, however, if their location is
known to the caster. The caster can create two missiles plus one
additional missile for every two levels above third that the caster has
obtained, to a maximum of five missiles at ninth level or higher. Each
missile that successfully strikes its target inflicts 1d6 HP of damage.
Attack rolls must be made for each missile, and more then one creature
may be targeted.
In addition, at the caster's option, one missile may be forfeited to gain
a +2 bonus to hit and damage with all other missiles created. This does
not enable the caster to strike the above noted creatures, however. The
material component is a finely crafted miniature dagger of at least
500 gp in value which is not consumed by the casting.


Valdor's Vindicating Ladder (Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Special
Author:  Brian A. Weibel 

This spell is used by a wizard who truly appreciates the many uses of one
of man's greatest creations, the ladder. In this spell, a ladder of pure
energy is emitted from the caster's fingertips. The ladder consists of
as many rungs as the caster has levels. When the ladder hits the target,
the rungs progressively burst on the target for 1d4 points of damage per
rung, to a maximum of 10d4. A successful saving throw indicates the
target has managed to dodge some part of the ladder, and damage is
reduced to 1 point per rung.
The material component of the spell is a one inch diameter by a section
of a ladder rung, half an inch long. On one side is written "Spell Use
Only - Evocation Department". On the other is a large "V" with the
letters "I.G.A.F." below it.


Vampiric Kiss (Necromancy)

Range:  0
Components:  S
Duration:  1 round per level
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 on the
neck and the victim must be able to receive a kiss (cannot be in combat).
After the kiss, the victim will lose 2 hit points per round. The caster
will receive one of those hit points per round if he is not at maximum
hit points already.


Vanquil's Tent (Alteration)

Range:  0
Components:  V
Duration:  4 hours + 1 hour per level
Casting Time:  2
Area of Effect:  11-foot radius sphere
Saving Throw:  None
Author:  Joseph Delisle 

This spell is a lesser version of Leomund's tiny hut. It will keep out
winds of up to 50 miles per hour, as well as any one type of
precipitation (rain, snow, sleet, hail, etc.) that is named at casting
time and cannot be changed. For example, if the spell was cast to keep
out rain, but the weather changed to hail, the hail would be able to
enter the tent. As with Leomund's tiny hut, the wizard cannot leave the
tent without ending the spell. Temperatures inside the tent are the same
as those outside the tent, but there is enough room inside for a small
fire.
Vanquil developed this spell as a lower-level alternative to the tiny
hut, since he typically used all of his 3rd-level spells in combat.


Veschiul's Shadowbolt (Evocation)

Range:  120 feet
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Aaron Sher 

Veschiul's shadowbolt allows the wizard to mould a bolt of shadow from
the plane of shadow, and fire it up to 120 feet range. A to-hit roll is
required, but is made as a fighter at a level of 1.5 times the wizard's
level, rounded up. The shadowbolt does damage by impact: at ranges under
40 feet, the damage taken is 1d4 points per level, at ranges between 40
feet and 80 feet the damage taken is 1d4 points per 2 levels, and at
greater ranges the damage is 1d4 points per 4 levels. The number of dice
should be rounded down in all cases (thus, a 5th-level wizard at 50 feet
does 2d4 points of damage, but a 6th-level wizard does 3d4). The creature
must make a Dexterity check to remain standing, adjusted by a -1 for
every two levels of the wizard (again, rounded down), as well as by mass:

                       Dexterity
   Mass (pounds)      Adjustment      Distance
       1-30               -8           25 feet
       31-60              -6           20 feet
       61-90              -4           15 feet
      91-120              -3           10 feet
      121-150             -2           5 feet
      151-180             -1              -
      181-210              0              -
      211-240             +1              -
      241-270             +2              -
      271-300             +3              -
       300+               +4              -

The distance column indicates how far the target has been knocked away
from the wizard if a modified Dexterity check was failed.


Veschiul's Shadowcurse (Alteration)

Range:  30 yards
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  Special
Saving Throw:  Negates
Author:  Aaron Sher 

The shadowcurse can affect any creature of the world of light. The area
of effect is one creature for every two levels of the wizard above first;
i.e., a 3rd-level wizard can affect one creature, a fifth can affect two,
and so on. The effect of the shadowcurse is to afflict the victims with
some of the vulnerabilities of a shade. The effects depend on the light
conditions, as shown on the following table:
      Light     Abilities   Move      Max. HP
     Bright        -2        .5         .5
     Average       -1         -          -
    Twilight        -         -          -
     Shadowy        -         -          -
      Night         -         -          -
    Darkness       -1         -          -

See the description of the shade in the Monster Manual II for exact
descriptions of these light conditions. The material component is a piece
of pitch.


Vibration (Alteration)

Range:  10 feet per level
Components:  V, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  One object of 2 pounds per level
Saving Throw:  Special
Author:  Vegard Hamar (Elothinel Silverstar)


This spell makes an object vibrate rapidly. Intelligent objects get
saving throw versus spell. A vibrating object (for example, a sword)
becomes almost impossible to hold: there is a 15% per level chance to
fumble the object each round, else there is a -1 to-hit. Objects with a
mass of 1 pound per level or less must make a saving throw versus spell
or disintegrate. The material component is a rattlesnake's tail.


Vicarious Touch (Enchantment)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  The Ghost 

The creature upon whom this spell is cast is empowered to make any touch
attacks from spells cast by the wizard during the duration of this spell.
Note that the wizard loses the ability to make such attacks, and spells
such as vampiric touch confer their benefits on the person who delivers
the touch, not upon the caster. The caster must prepare the recipient of
a vicarious touch spell for 10 minutes prior to casting the spell, but
this preparation can take place up to 24 hours before the spell is cast.
The material components of this spell are pure water and a specially
prepared oil used to wash and anoint the hand of the recipient.


Voice Mimicry (Illusion/Phantasm)

Range:  0
Components:  V
Duration:  1d6 rounds + 3 rounds per level
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  Special
Author:  S. W. Marshall 

By means of this spell, the caster is able to mimic the voices and sounds
of others. This automatically allows him to duplicate any accent he has
heard. Thus, an orcish accent or one from a far off country could be
mimicked convincingly. Animal sounds can also be mimicked, though druids
and rangers may save versus spell to uncover the ruse. The volume of the
mimicked voice can range anywhere from a whisper to a shout.
The spell can also be used to mimic a specific individuals voice, though
this allows those hearing the voice a saving throw versus spell, modified
by the following table. These modifiers are cumulative.

Caster...                                      Modifier
has heard voice once                            +4
has heard voice occasionally                    +2
has heard voice often                           +0
studied desired voice                           -2
looks approximately like the mimicked person    -2
looks exactly like the mimicked person          -4
looks radically different from mimicked person  +6

Victim...                                 Modifier
has heard voice once                            -2
has heard voice occasionally                    +0
has heard voice often                           +2

The caster can attempt to mimic one voice or animal for every two levels
he possesses per casting of the spell. Once voice mimicry has been cast,
concentration is not required to maintain it and the caster may switch
between available voices (including his own) as he wills.
The caster cannot duplicate sounds he himself has not heard. The effects
of ventriloquism can also be created by the spell so that the mimicked
voice can be made to come from another source. Using the spell in this
manner reduces the number of available voices to one half (one per four
levels).
This spell is particularity effective if the caster is disguised to look
like the person he is mimicking. It can very effective for causing
political problems.


Voyeur (Alteration)

Range:  20 feet
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  2
Area of Effect:  One person
Saving Throw:  None
Author:  Morgan Blackheart of the Chaotic Realm


A voyeur is a person who derives sexual gratification from observing
other's sex organs, especially in secret. Thus, this spell allows the
wizard to see through a person's clothing and examine sexual organs. Of
course the gratification part must be achieved solely by the wizard. The
material component of the spell is a small piece of cloth and a small
piece of glass.


Waterproof (Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  1 hour + 1 turn per level
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Thomas Watson 

This spell creates an invisible, thin membrane around the recipient and
any objects in his possession, through which water cannot pass, except
at the mouth (water breathing, for example, is not hindered if it is in
effect, but it is not otherwise provided by this spell). Its purpose is
to protect and keep dry objects that could otherwise be damaged or
destroyed by water (spellbooks, torches, tinderboxes, etc.), since
precipitation merely beads and rolls off the recipient and bodies of
water do not penetrate the barrier. The spell does not confer any special
abilities to survive or breathe underwater, but it will keep the wizard
and his possessions dry while there.
If used against a creature native to the elemental plane of water, the
spell inflicts 1d4 points of damage on a successful attack roll.
The wizard may affect an additional man-sized creature for every extra
level of experience. The material component of the spell is a duck
feather or a small square of oilcloth.


Weave Knots (Enchantment)

Range:  5 yards
Components:  V, S
Duration:  Special
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Aaron Wigley 

This spell causes a short length of rope, hair, ribbon, twine or thread
(up to 1 foot per level of the wizard long) to weave and knot itself
around or into anything the wizard wishes (even itself). The knot is
usually quite intricate, and can be extremely difficult to untie by hand.
It can be used to join two ends of rope together. Given enough raw
material, it could even be used to weave 1 square foot per level of the
wizard of cloth or tapestry.
The caster of the spell can command the knot to untie at any time, and
also to retie itself. All other creatures cannot untie the lock, although
they may be able to cut or break the string or rope the knot is on. This
effect is permanent, and the knot will detect as magical. In the case of
cloth or tapestry made from this spell, it will not unravel. However, it
may be torn, ripped, or cut.
Alternatively, the wizard can opt for the knot to be inextricable by
anyone else. This is not permanent, and the knot will not detect as
magical.


Whisper's Darkstaff (Necromancy)

Range:  0
Components:  V
Duration:  2 rounds per level
Casting Time:  2
Area of Effect:  One staff
Saving Throw:  None
Author:  Robert Johan Enters 

The ultimate spell for the wizard who does not want to bother carrying
a staff, but might want to fight some nasty creatures with one since he
has the proficiency anyway. This spell calls into being a 7-foot staff
of pure blackness. This is actually a piece of the negative material
plane, and its powers therefore depend greatly on the control a wizard
can exert over the arcane matter, hence on his level. The effects and
powers of the staff are listed as follows (make a saving throw versus
death magic):

Wizard's
  Level   Staff  Special Powers
   1-3     +1    no powers
   4-6     +2    drains 1d6 if the saving throw failed
   7-9     +3    drains an additional 1d6 if the saving throw failed
  10-12    +4    stunned for 1d4 rounds if the saving throw failed
  13-15    +5    can be used to shoot globes of negative material for 3d6
                 points of damage up to 1 yard per level
  14-16    +5    can be used to absorb a spell cast specifically at the
                 caster (physical only)
   17+     +5    drains one level per Hit Die if the saving throw failed

The powers listed in the rightmost column are cumulative. Thus, if an
archmage hits with the staff, the victim must make four saving throws
versus death magic, and if the target fails all saving throws, he would
take regular staff damage plus 5 (bonus) plus 2d6 (first two powers), be
stunned for 1d4 rounds, and lose one level of experience.
Note: this spell might be seen by some as too powerful as second level
spell, but was put there because of the lack of good offensive 2nd-level
spells in the original TSR lists.


Whisper's Deadly Darts (Conjuration)

Range:  60 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Robert Johan Enters 

When this spell is cast, two normal darts per level of the caster come
into existence, streaking towards their appointed target(s). The fact
that these darts, once created, are normal, makes them unaffected by
shield, globe of invulnerability, or anti-magic shell type spells.
However, each dart must be rolled for to hit, at the caster's level as
though he were a fighter. The material component for the spell is a
single golden dart of at least 500 gp, which is consumed in the casting
of the spell.


Whisper's Mana Bolt (Evocation)

Range:  60 feet + 10 feet per level
Components:  V
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  None
Author:  Robert Johan Enters 

This bolt of "mana" energy attacks the target's psyche rather than body.
The target adds his Wisdom and Intelligence scores to his level in order
to figure out his "strength". This spell takes two points per level of
the caster from this source. Should this reduce the "strength" of the
target to or below zero, the target passes out. Otherwise, the target is
temporarily deprived of that much "strength" but not otherwise affected.
However, multiple spells might still take out the person. The "strength"
returns at two points per round. When losing points, the highest of
Intelligence, Wisdom, or level is affected first. In case of a tie, the
target's Intelligence is affected first, then his Wisdom.


Whisper's Minor Lightning Bolt (Evocation)

Range:  10 yards + 1 yard per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  1/2
Author:  Robert Johan Enters 

This spell is an attempt to furnish low-level wizards with some
destructive power. This spell can only affect one creature at a time, and
is of reduced range. The damage is still 1d6 per level of the caster
however. As per regular lightning bolt, if the target saves, it receives
only half damage. The bolt is of weak power, in that it will not rebound,
nor be powerful enough to hit multiple targets. Once striking a target,
all its charge is used up in that singular event.


Whisper's Wings (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  None
Author:  Robert Johan Enters 

This simple, but useful spell, when cast, grows wings onto the casters
shoulders. These wings are not powerful enough to allow flight, however,
in combination with levitation, it essentially does give the user flight.
The wings can be used to steer the caster sideways at a rate of up to 12.
To achieve this speed takes time, however. The wings give an acceleration
of 3 per round. Thus, if the caster is starting out, at the end of the
first round he will have a move of 3, at the end of the second round 6,
etc. If the caster wishes to reverse course, the same rules apply. The
first round slows down by 3, etc. The material component of the spell is
a wing-feather from a falcon or similar hunting bird (note that the spell
was developed by a drow wizard to augment his natural levitate ability).


Wings (Alteration)

Range:  0
Components:  V, S, M
Duration:  3 rounds + 2 rounds per level
Casting Time:  3 rounds to cast, 3 more for wings to grow
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Unknown

By this spell, the wizard causes "wings" to appear out of the affected
creature's back. The wings are magically attached to the back area, but
are not attached in the sense that the person can be wearing clothing or
armour. They are not part of the creature. The wings need a +1 magical
weapon to hit, have AC 7 and have 2d6 HP before being destroyed. The
spell has no effect on creatures that already have wings. If there is no
room for the wings to grow, for example because of clothing, the spell
is lost.
The wings can support a total of 200 pounds + 20 pounds per level. They
give an aerial manoeuvre rating of C, and fly at a rate of 12.
The material component of this spell is a bird's feather. The wings
appear to be the same colour as that of the bird feather used in the
spell.


Winthrop's Undead Summoning I (Conjuration/Summoning, Necromancy)

Range:  30 yards
Components:  V, S, M
Duration:  5 rounds + 1 round per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None
Author:  Al Singleton (Isaac Winthrop) 

This spell is like monster summoning, except that the spell is forgotten
when the caster learns a higher-powered version of the spell. This causes
the caster to lose the ability to cast this lower-level version and it
even disappears from his spellbook (this spell is normally transcribed
from a scroll). Either 2d6 skeletons or 2d4 zombies may be summoned.
The undead appear at the end of the casting and fight to the best of
their ability until slain, the duration expires, they are released, or
they are further than 30 yards from the caster (the caster may not
intentionally move out of range, nor may the undead for they are not
free-willed while under the spell). At such time, they return to their
point of origination.
The material component is a lit candle inside a small bag.


Wizard's Voice (Alteration, Evocation)

Range:  50 yards per level
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  30-foot radius sphere
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


Wizard's voice is an old spell, dating back to the earliest days of
magic. When cast, a loud, booming representation of the wizard's voice
is projected to any point within range. The wizard may speak anything
desired, up to 2 words per level of the caster. Spells may not be cast
through wizard's voice, but command words for previously placed magic are
allowed, at the discretion of the DM. Normally, however, wizard's voice
is used to warn intruders of their lack of Wisdom, or to call apprentices
to their presence for additional chores.
The material component for wizard's voice is a small glass jar, into
which the caster must speak, seal and immediately smash underfoot.


Word of Power (Invocation/Evocation)

Range:  100 feet
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature
Saving Throw:  None
Author:  Jim Vassilakos 

This spell sends a magical bolt of energy (treat as electrical) into the
target doing 1d6 points of damage plus an additional hit point per level
of the wizard above one. The material components for this spell are a
gold piece and a silver piece.


Wound Closure (Necromancy)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

This spell closes the wounds of the recipient to prevent bleeding and
infection, incidentally curing 1d4 points of damage. All of the victim's
wounds will be closed by a single casting, but further application is
possible to increase the healing effect. The spell can be used on corpses
to disguise the cause of death, but it does not work on non-corporeal or
extra-planar entities.
Note: a recent posting suggested that wizards should be able to cast
healing spells using 1d6 instead of 1d8. I believe the above spell
description shows my opposition to that approach (see also the Dungeon
Master's Guide, page 43), unless you intend to do away with priests as
a PC class. From a game mechanics standpoint, such an approach would
destroy the balance between priest and wizard, but there is a campaign
background reason as well: pseudo-medieval medical knowledge would be
atrocious. A priest's healing is a gift from God or the gods, relatively
omniscient and omnipotent fellows, but magical curing would depend upon
the wizard's understanding of the body and its functions. Thus you might
find a wizard who can pull the edges of a wound back together, as
described above, but you could not find one who could stimulate the
replication of tissue of various injured organs, insure an increased
blood supply to the affected regions, metabolise fat and increase
respiration to enrich said blood, etc. You certainly could not find a
wizard to cure diseases before any microbes are discovered.


Xaviar's Leaf Filter (Alteration, Divination)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  2
Area of Effect:  The caster
Saving Throw:  Special
Author:  Brian A. Weibel 

The casting of this spell allows the wizard to filter any leaves out of
his vision for the spells duration. The leaves are treated as if they
weren't present only for vision purposes. Spells that require a line of
sight will work for the caster.
This spell was developed after one too many forest ambushes. Note that
it will not detect invisible creatures, only those using natural cover.


Zhaida's Instant Stoneskin Remover (Conjuration, Evocation)

Range:  2 yards + 1 yard per level
Components:  V, S, M
Duration:  3 rounds
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Special
Author:  ¸dne Brunborg 

This spell creates 1d4 pebbles, plus 1 pebble per level, up to a maximum
of 1d4+12 at twelfth level. Each pebble counts as one attack regarding
stoneskin spells. To be successful, the wizard must simultaneously hurl
the pebbles at the target, and roll a successful attack roll against
AC 10 with a +4 added to the die roll for this to have effect. No
modifiers for range, magical protection or Dexterity are applicable. Each
pebble will remove one stoneskin, and no saving throw is allowed.
If used against an opponent without a stoneskin cast on him, an
unmodified attack roll against the target's Armour Class is required. If
successful, each pebble will inflict but one hit point of damage, and a
successful saving throw versus spell reduces this to half damage, the
total rounded down.
If the spell creates more pebbles than the target has stoneskins, the
extra pebbles are lost, not inflicting any damage.
The material components are a pebble or sling stone to be multiplied and
hurled towards the target.


Zoe's Psionic Enhancement (Alteration)
Reversible

Range:  0
Components:  V
Duration:  Special
Casting Time:  2
Area of Effect:  One psionic creature touched
Saving Throw:  Negates
Author:  Ryan Biggs (the Net Psionics Handbook) 

This is an unusual spell for the simple reason that wizards don't like
psionicists (they would however, like the reverse: Zodiac's psionic
restriction). This wizard spell can boost (or reduce) PSPs. The total can
be raised above the normal maximum. At any rate, the bestowed PSPs
disperse at 1 PSP per 2 rounds. Therefore, the bonus is short lived, so
use it fast. It starts to drain away the round after casting. This spell
involves great concentration and is a drain on the wizard. 3 PSPs are
given for each hit point the spellcaster is willing to "cannibalize".
The reverse, zodiac's psionic restriction, drains PSPs at the rate of 3
PSPs per level per round. The duration is 1 round per 2 levels. A saving
throw (adjusted for Wisdom) may be made each round the effect is applied.
The caster can do very little while this spell is in effect. No
spellcasting is possible. The caster may move at half his movement rate
while this spell is in effect. A 20 Wisdom gives immunity to this spell.
This spell was created by Zodiac. Zoe was an astrologer who later became
a psionicist. After a near-death experience (involving illithids), she
devoted her life to her god. As an ascetic, she still used her psionic
talents. She researched this spell to allow herself to enhance her
previous abilities.


Zombie (Necromancy)

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

This spell is identical to skeleton in most respects. Instead of creating
a skeleton, it creates a zombie. The wizard may control a number of
zombies made by this spell equal to half his level, round down. The
material component is a salve that costs 100 gp and 48 hours of
uninterrupted time.


Zombie Dust (Necromancy)

Range:  10 yards
Components:  V, S, M
Duration:  2 rounds + 1 round per level
Casting Time:  1
Area of Effect:  20-foot cube
Saving Throw:  Negates
Author:  Al Singleton (Isaac Winthrop) 

Blowing dust into the 20-foot cubic area causes all creatures in area to
save versus spell or automatically lose initiative rolls for the duration
of the spell. If individual initiative is used treat this as a +20 on
initiative. The material component is zombie dust: the dust of zombies
that have turned dead once again. The ability to breath has no effect on
this spell: it operates by magic, not by inhalation.
	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