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Fifth-Level Spells


5-Mile Carrier (Alteration)

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

This spell extends the range of any other spell by up to 5 miles. It can
shoot around corners, but not in a zig-zag shape, eg., you could cast it
with lightning bolt to start the bolt on the other side of a hill, 2
miles away, but the size of the bolt is still the same.


Ability Suppressor (Alteration)

Range:  10 yards per level
Components:  V, S
Duration:  1d4 rounds + 1 round per level
Casting Time:  5
Area of Effect:  One creature or object
Saving Throw:  Negates
Author:  Peter Gourlay 

This spell can suppress an ability of any creature or object. For
example, the regenerating power of a troll, breath weapon of a dragon,
petrifying gaze of a medusa, or level draining ability of a spectre can
be suppressed if the creature fails its saving throw. The spell can also
be cast on an object to remove one of its powers, such as the sharpness
ability of a sword of sharpness or the wall of fire power of a wand of
fire. An object in the possession of a creature gains that creature's
saving throw; other objects must save versus disintegration to avoid the
spell.
The ability or power to be suppressed must be known in some detail. For
example, the wizard could suppress the fiery breath weapon of a dragon,
as long as the breath weapon was in some way fiery or fire based. Purely
natural effects, such as normal damage from a sword, cannot be
suppressed.


Absorb Level Drain (Abjuration)

Range:  0
Components:  V, S, M
Duration:  3 turns per level or until dispelled
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Unknown

When cast on a subject, this spell absorbs the next level drain attack
on the subject and is then used up. Eg., if the spell were cast on a
target who was then later hit by two spectres in the same round, the
first hit would only do damage and not drain levels but the second hit
would drain levels as normal. The material component of this spell is a
bit of sponge.


Absorb Spell (Abjuration, Metamagic)

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

This spell allows the wizard to use hostile magic to recall previously
cast spells. Any time that the wizard successfully saves versus a spell,
he can use the magic to remember spells. The level of the spell saved
against is the number of levels that can be remembered (if the wizard
saves against a 6th-level spell, he can remember a 6th-level spell, or
two 3rd-level spells, etc.). This ability only recalls previously cast
spells; absorbed points cannot be saved for future use. Area effect
spells, innate spell-like abilities, spells that do not have a saving
throw, and non-hostile (DM's discretion) spells are not affected by
absorb spell.


Alpha's Aurora Borealis (Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  3
Area of Effect:  1-foot per level radius ring
Saving Throw:  Special
Author:  Jason Nelson 

This spell causes a sheet of dancing, shifting light to spring up around
the wizard, encompassing any area up to the maximum indicated by the
wizard's level. The aurora borealis will last as long as the wizard
concentrates on it (concentration can be maintained while moving at half
speed, but the wizard cannot fight or cast other spells, though speech
is allowed), and for an additional 1 round per level after he ceases
concentration.
Any intelligent creature which views the shifting, dancing patterns of
light must save versus spell or stand fascinated, watching the interplay
of colours and lights (cf. hypnotic pattern). A maximum of 2 HD of
creatures per level of the wizard can be so affected.
Any creature actually touching the Aurora will suffer 2d6 points of
damage, +1 point per level of the wizard. Fungoid monsters, undead, and
creatures native to the plane of shadow suffer 2d6 + 2 points per level
of the caster of damage from the effects of this spell.
The material component of this spell is a clear gemstone or crystal
prism worth not less than 100 gp, a glowworm, and a pinch of phosphorus.


Alpha's Balefire (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  5x30x15 feet cone
Saving Throw:  Special
Author:  Jason Nelson 

This spell draws upon a nearly colourless arcane effluvium from the
plane of shadow. This mystical stuff burns very hot and is extremely
viscous, but rapidly dissolves in the thick substance of the prime
material plane. Those in the area of effect may attempt a saving throw
versus breath weapon to avoid being covered in the stuff. If this saving
throw is successful, they are merely splashed with it. Even this small
amount, however, is sufficient to cause half damage for the initial
round, but it burns out in that single round. Those that fail to save
and are struck fully by this ghastly stuff suffer 1d6 fire damage per
two levels of the wizard (rounded up), up to a maximum of 12d6. The
balefire clings to these poor victims and continues to inflict damage.
The damage is reduced by 2d6 each round, and the it burns until all
damage potential is exhausted.
This shadow-stuff burns with a colourless fire that can only be
extinguished by magical means (eg., wand of flame extinguishing, fire
quench, dispel magic, or a magical cold spell such as ice storm, cone of
cold, wall of ice, or Otiluke's freezing sphere, although spells
involving ice may also cause impact damage to the would-be rescuee);
even total immersion in water will have no effect on it. This flame is
so hostile to natural (i.e., prime material) matter that it will burn
through one inch of wood or soft metal, one quarter inch of hard metal,
or one eighth inch of stone per die of damage that it would inflict to
living targets each round it is active.
Any individual who is struck fully (i.e., fails to save) must make item
saving throws versus magical fire for all exposed equipment in each
round that the balefire clings to him, though these saving throws are at
+1 cumulative for each round after the first. Occasional dark green or
red flickerings can be observed in an active balefire. The material
component is a standard opal (not a black or fire opal) worth at least
500 gp and a bit of pitch.


Alpha's Blue Blaze (Conjuration, Evocation)

Range:  0
Components:  V, S
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  50-foot long, 20-foot wide at end cone
Saving Throw:  Special
Author:  Jason Nelson 

By extending either arm, the wizard causes a fan-like sheet of heated,
purplish, acidic vapours and blue flames to leap forth from his
outstretched hand. Any creature in the area of effect must save twice
(once versus fire, once versus acid) or suffer 1d6 per 2 levels of the
wizard (rounding up) from each effect.
All exposed items must save versus acid, regardless of the result of the
saving throw. Item saving throws versus magical fire are only necessary
if the a victim fails his saving throw versus that effect.


Alpha's Incantation of Elemental Domination (Abjuration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  3 turns per level
Casting Time:  1 turn
Area of Effect:  The caster
Saving Throw:  None
Author:  Jason Nelson 

In the casting of this spell, the wizard must choose one element to have
dominance over. Elementals of this plane cannot approach within 5 feet
of the wizard or attack the wizard in any way. The wizard can forego
this protection if desired, and attempt to charm the elemental (cf.
charm monster), applying a -2 penalty to the saving throw. If this is
attempted, than this total ward against elementals is lost.
In any event, any elemental creature (water weird, xorn, etc.) is at -1
to-hit and -1 per die of damage when attacking the wizard. The wizard
makes all saving throws versus their attacks at +2. The wizards own
attacks are at +4 to-hit (or -4 to the target's saving throw) and +6 to
damage. He can further affect any elemental creature with any weapon,
regardless of its level of enchantment.
The wizard may converse with creatures of the chosen element, and they
will respect him if alignments are similar, or fear (if the wizard
appears strong) or hate and desire to slay (if the wizard appears weak)
if alignments are dissimilar.
The spell's association with one element results in a saving throw
penalty to the wizard while the spell is in effect, depending on which
element is chosen:

         Element       Saving Throw Penalty
           Air            -2 versus fire
          Earth       -2 versus petrification
          Fire        -2 versus water or cold
          Water        -2 versus electricity

The material component is a substantial amount (at least 1 cubic foot)
of the element in opposition to the element the wizard desires to
dominate.


Alpha's Lightningarmour (Abjuration, Evocation)

Range:  0
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Jason Nelson 

The subject of this spell cannot be wearing metal armour of any sort,
nor carrying a metallic weapon larger than a shortsword. Bracers are
permissible. The creature touched is completely protected from
electrical damage of any sort so long as the spell is in effect. This
protection is not absolute, having a maximum absorption of 10 points of
electrical damage per level of the wizard. Damage is absorbed by the
lightningarmour after saving throws and any other protections have been
taken into account.
A creature under the effects of this spell carries a negative electrical
charge, and skin-to-skin contact with another creature will cause 1d4
electrical damage with no saving throw, as will contact through a
conductor. Anyone striking the protected creature with a conductive
object must save versus paralysation at +1 or drop the object due to
temporary numbness in the member holding the weapon. Those within 5 feet
of a character with this spell in effect may catch a faint scent of
ozone and feel their hair standing a bit on end. The material component
of this spell is a bit of copper wire and glass thread wrapped in clay.


Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  2 rounds
Area of Effect:  Special
Saving Throw:  None
Author:  Jason Nelson 

By the use of this spell, the wizard calls upon the magical influences
of the other-dimensional moons of Munnopoor. The wizard can call upon
the power of one, two, or all three of the moons. This spell always
creates an area of light equal to the moonlight spell, centred on the
wizard and moving with him. However, the area of effect is only 50% that
of the normal moonlight if one moon's power is invoked, 100% normal is
two moons are called upon, and 150% normal if all three moons are
utilised. This moonlight has all of the effects of actual moonlight
under a full moon, including effects on lycanthropes. The duration of
this spell is also determined by the number of moons called upon: if one
moon, the duration is 2 rounds per level of the wizard; if two, it's 1
round per level; and, if all three, it's 1 round per 2 levels of the
wizard. Besides the light produced by the images of the appropriate
moons appearing above the wizard, each moon provides a specific
magic-enhancing effect as follows:
Blue moon. All water-related (including fog-, ice-, and steam-related)
spells used by the wizard gain a bonus of +1 per die of damage (though
not exceeding the normal maximum - eg., an ice storm spell would inflict
3d10+3 damage, up to a maximum of 30) if the spell causes physical
damage, including the damage caused by summoned water elemental
creatures; applies a penalty of -4 to saving throws and -20% to magic
resistance to targets of spells which cause no hit point damage but do
affect an unwilling target in some way; or increases the duration of
other spells of this genre which do not fall into the above categories
(eg.: water breathing, wall of fog), doubling duration if it is a 1st-
up to 3rd-level spell, increasing by 50% if the spell is fourth up to
sixth level.
Bright moon. All spells relating to stars, moons, and other astronomical
phenomena are affected in the same way that water-related spells are
affected by the blue moon.
Silvery moon. All mind-controlling and influencing spells used by the
wizard apply a -4 penalty to saving throws and a -20% penalty to magic
resistance checks by targets of such spells.
The material components for this spell are a white pearl or sapphire to
invoke the blue moon, a diamond for the bright moon, and a silver pearl
or moonstone for the silvery moon. Whatever the combination of moons
invoked, the spell also requires a piece of black velvet along with a
crushed pearl and a crushed moonstone, and a pinch of diamond dust.


Alpha's Saint Elmo's Fire (Evocation)

Range:  5 yards per level
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  5
Area of Effect:  Special
Saving Throw:  Special
Author:  Jason Nelson 

This spell ionises the air around the target of the spell, surrounding
him with a blue-white, glowing nimbus of electrically charged air in a
5-foot radius. The target of the spell may save versus breath weapon at
-2 to avoid the spell. This saving throw is at an additional -2 if the
target is carrying large, mostly metallic weapons (eg.: swords, battle
axes) or wearing partially metallic armour (eg.: studded leather, ring
mail), and at -4 if wearing full metal armour (scale mail or heavier).
If successful, the target will suffer only 3d6 electrical damage as he
dodges out of the area of effect, and the spell will then dissipate that
round without a focus to coalesce about. If the saving throw is failed,
the victim will suffer 5d6 damage every round until a saving throw
versus breath weapon (with modifiers as for the initial saving throw,
but with a +1 cumulative per round bonus) is successful, at which point
the spell will dissipate.
Any creature entering the 5-foot radius nimbus suffers 1d6 electrical
damage with no saving throw. Any creature that touches or is touched by
the victim of the spell will suffer 3d6 damage with no saving throw if
the contact was skin-to-skin, or 2d6 if it was through a conductor. If
the target is in water, the electricity will inflict 3d6 damage with any
contact, 2d6 within 5 feet, and 1d6 within 15 feet. The target of this
spell may, if desired, intentionally try to use the nimbus of
electricity and the personal electrical charge as a weapon. The wizard
may end this spell at any point, if desired. The material components are
phosphorus, a bit of fur, amber, and a bit of cold iron.


Alpha's Shooting Stars (Conjuration/Summoning)

Range:  5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  Special
Author:  Jason Nelson 

This spell creates glowing missiles with flaming trails, one for each
six levels of the wizard (dropping all fractions). The victim of the
spell receives no saving throw, and suffers 4d6 damage from the impact
and 8d6 from the fiery blast that accompanies the impact. All within 5
feet of the impact point are also in the blast radius, but they may save
for half damage. The originally intended target may attempt to save
versus petrification to avoid being struck, this saving throw being at
-4 if within 20 feet and at -2 if within 40 feet. If this saving throw
fails, he suffers as above. If he succeeds, however, the shooting
star(s) directed at him continue on in a straight line to the extent of
their range, at which point they explode in a fiery burst as above.
Anyone else in the path of the shooting star(s) must save as for the
original intended target, or become the victim of the spell.
If the wizard has more than one missile, he may direct them at one or
several targets as desired. Anyone within 5 feet of the path of the
missile will suffer 2d6 (save for half) fire damage simply from the heat
of the passage of the shooting star. The material component is a bit of
meteoric iron and a piece of igneous rock.


Alpha's Spectral Hound (Conjuration, Phantasm)

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

This spell brings into being a quasi-real beast appearing as a war dog
with black fur, grey ruff and tail, milky grey eyes, and insubstantial
paws which make no sound. The creature will have average (8-10)
Intelligence and can converse with the wizard in the common tongue. The
creature can fight, attacking as a 2+2 HD monster and inflicting 2d4
points of damage per hit. It can, however, affect creatures struck only
by magical weapons. The beast itself is AC 0, and can take up to half
the wizard's full hit points (rounding up) before being dispelled.
The spectral hound can track any creature known to the wizard, provided
the wizard concentrates on a mental picture of the figure for 2 full
rounds. The hound can follow the trail of such a creature with 100%
certainty, -5% per hour the trail is old. The hound also has infravision
to 90 feet, can spot hidden (such as in shadows) things 80% of the time,
invisible objects 65% of the time, and astral, ethereal, or out-of-phase
things 50% of the time. The hound normally moves at 12, though it can
run at 24 for 3 rounds each hour. Further, the hound may cross muddy or
swampy ground, or even water, as if were solid, dry ground. The hound
leaves no tracks.
By concentrating for one full round, the wizard can make use of the
hound's sensory abilities for as long as desired, though this does not
allow communication beyond normal vocal range.
The hound is unaffected by any spells which alter its form (flesh to
stone, polymorph, etc.) or restrict or affect its movement (haste, slow,
hold monster, etc.). If a mind control spell is cast upon the creature
and it fails its saving throw (saving throws of the hound are as for the
wizard), then it wills itself out of existence. It is further immune to
poison and death magics. The hound will speak only to the wizard, and,
if the wizard is killed, feebleminded, charmed, or otherwise mentally
incapacitated, then the hound will immediately cease to exist.
The material components of this spell are three canine statuettes; one
of ivory or alabaster, one of silver or platinum, and one of jet, onyx,
obsidian, or ebony. These statuettes must be worth at least 200 gp each,
and, in the course of the spell, the three merge to become the spectral
hound. When the spell ends, the hound simply fades slowly out of
existence.


Alpha's Star-Powered Magery (Invocation)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  Special
Area of Effect:  The caster
Saving Throw:  None
Author:  Jason Nelson 

This spell can only be cast outdoors under a night sky where stars are
visible. The spell requires 2 turns to cast for each level of spells the
wizard is able to cast (eg., a 12th-level wizard can cast 6 levels of
spells, and so would require 12 turns). Upon completion of the spell,
the wizard's mind and body are refreshed and restored as though the
wizard had rested a full day. 1d3 HP, plus the wizard's Constitution
bonus, if any, are restored if the wizard is at less than full health.
The power of the spell also allows the wizard to memorise spells in half
the usual time, save for 1st-level spells, which may be memorised in a
single round. During the lengthy casting of this spell, the wizard is
suffused with a pale white glow, and is fully aware of things going on
nearby. If the spell is interrupted, either by being struck by an attack
or voluntarily by the wizard, then the effect is wasted and the wizard
must sleep for spells as usual. The material component is a diamond
worth at least 1000 gp.


Alpha's Starshield (Abjuration, Alteration)

Range:  0
Components:  V, S, M
Duration:  4 rounds + 1 round per level
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None
Author:  Jason Nelson 

When this spell is cast, the wizard's body is sheathed in a nearly
skin-tight magical screen. This screen has the appearance of a black
night sky filled with stars. Whenever a light-related spell of any sort
is cast at the creature using the starshield, the spell will be
harmlessly absorbed and redirected back at the caster of the spell. This
includes such spells as light (if cast so as to blind), colour spray,
sunray, and prismatic spray. An area effect spell where the wizard is
the sole target will automatically be reflected in this way. Area effect
light spells in which others are also targeted have a chance of being
intercepted and redirected by the wizard as above equal to the wizard's
chance to negate the spell with a dispel magic spell.
The protected wizard will be unaffected by the spell in any event, and
if the spell is successfully absorbed, those behind the wizard who would
have been in the area of effect are spared the effects of the spell. By
making a successful check as if to dispel magic, the wizard may attempt
to pass through a prismatic sphere or a prismatic wall. Darkness spells
(eg. darkness, 15-foot radius, Nystul's blackmote, or the priest's
continual darkness) will also be reflected, just as light spells are,
and the wizard may attempt a saving throw versus death magic each round
to attempt to see through any area of magical darkness within normal
vision range. If outdoors under the night sky, the wizard can see as if
in broad daylight, even through magical areas of darkness; and he will
also absorbs stellar radiation, regenerating 1 HP per round that the
spell is in effect. The material component for this spell is a black
sapphire and a star sapphire, both of which must be worth not less than
1000 gp.


Alpha's Wizard Light (Alteration, Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  30-foot radius sphere
Saving Throw:  None
Author:  Jason Nelson 

This spell creates a pearly-white globe of light equivalent to continual
light (q.v.). Within the area of effect, all shadow and darkness (even
of magical origin) is dispelled, and all hidden or invisible creatures
or objects are outlined in a pale blue radiance which lasts as long as
the wizard light itself, even if the object or creature so outlined
moves out of the area of effect. Further, all glyphs of warding,
symbols, and other magical writings and wards are revealed, glowing a
luminous blue, and the area of effect of such wards is similarly
outlined.
This spell does not reveal astral, ethereal, or out-of-phase creatures,
nor does it reveal purely mechanical traps and secret doors, although
traps or secret doors disguised by or utilising magic will be revealed.
A wizard using duo-dimension (q.v.) would appear as a thin line of blue
radiance in mid air. This spell does not reveal what an illusion is
hiding nor the appearance of an invisible creature (except for its
outline), but merely reveals its presence and location. Hence, a cloak
of displacement is useless within the wizard light. The light does not
set off magical guards, but it does reveal the form of glyphs and such
things for possible identification and deactivation. The material
component for this spell is a diamond worth at least 500 gp.


And One for Jenny and the Wimp (Abjuration)

Range:  10 yards
Components:  V, S
Duration:  1 round per level
Casting Time:  5
Area of Effect:  3 creatures
Saving Throw:  None
Author:  Unknown

This spell is the same as boot-to-the-head (q.v.) except that the target
creature, and the two creatures nearest to it (that are within the spell
range) each have boots kicking them in the head. Invocation is the same,
except that the foot is kicked three times and the caster must say:
"boot to the head... and one for Jenny and the wimp".


Animate Ghoul (Necromancy)

Range:  10 yards
Components:  V, S
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell creates a higher form of undead, a ghoul, from the body of
any humanoid smaller than an ogre. The body must be reasonably intact,
and must have obtained at least fifth level in any class before death.
The ghoul usually obeys the commands of its animator, though it is free
willed. If the wizard appears weak or vulnerable, the ghoul will turn on
him. This is not a common occurrence, as ghouls tend to be cowards. They
will not carry out suicidal requests.


Animate Skeletal Warrior (Necromancy)

Range:  10 yards
Components:  V, S, M
Duration:  1d4 rounds + 1 round per level
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell animates one or more skeletons to serve the wizard as
powerful warriors. A wizard can animate one skeleton warrior per five
levels of experience (round all fractions down). These skeletons have
the following statistics: MV 12, AC 3, 8 HD, THAC0 13, Number of
Attacks 2/1, Damage per attack 1d8 + chill (-1 to-hit, to damage and to
saving throws for 1d4 turns, no saving throw, multiple hits are
cumulative), they have a magic resistance of 10%, they receive only half
damage from slashing or piercing weapons, holy water inflicts 3d4 damage
on them, they are immune to sleep, charm, fear, hold, and paralysis;
they receive only half damage from cold and fire; they regenerate 1 hit
point per round (even if "killed": only fire and acid damage is
permanent), their gaze causes paralysis (saving throw to avoid; duration
2d4 rounds; this ability can be used every three rounds, starting on the
third round of combat).
The material components of this spell are human (only) skeletons that
are reasonably intact and a drop of blood from the wizard. When the
spell's duration ends, the skeletons crumble into dust. Only evil
wizards use this spell frequently; others may suffer alignment changes.


Anti-Anti-Magic Shell (Evocation)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  1
Area of Effect:  1-foot per level diameter
Saving Throw:  None
Author:  Kenneth C. Jenks 

This spell prevents the effects of an anti-magic shell within its area
of effect, provided that this spell is cast prior to the anti-magic
shell.
This spell was researched by Grimbor.


Area Effect Non-Detection (Abjuration, Metamagic)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  5
Area of Effect:  3-foot per level radius sphere
Saving Throw:  Special
Author:  Kai Rottenbacher 

This spell is similar to the 3rd-level non-detection, but it affects an
area (see above). It can be linked to a creature so that the area of
effect moves with the creature. As it is a higher-powered version of
non-detection, it can be used to protect even from true seeing (in a
very limited form: if a user of any form of true seeing tries to
penetrate this form of non-detection, the caster of this spell gets a
saving throw modified by a -1 for every level of the opposing caster
above his own, but he does not gain any bonuses if he is above the
opposing caster's level). If this non-detection is linked to a creature,
it gains the saving throw instead of the caster. If the creature has a
magic resistance, it can be used at one quarter (round down) of its
usual chance to help protect the linked creature and any others within
the sphere from detection of any kind.
The material component is a complete and previously unopened nutshell,
which has been completely filled with fool's gold created by the fool's
gold spell (don't use iron spar). This nutshell has to be coated in a
layer of platinum so that it gives a perfect sphere with no indication
as to what it contains. This has to cost no less than 5000 gp. On this
sphere, one non-detection spell is cast. At this stage it can be used as
a material component for this spell.


Auralon's Deflective Plates (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  5
Area of Effect:  The caster
Saving Throw:  None
Author:  Mark A. Robinson 

Casting of this spell creates up to five glowing, circular plates of
force which hang in the air in a 3-foot radius around the wizard. These
plates move to deflect magical energies aimed at the wizard of which the
latter is aware. The plates are effective against magical rays, beams,
bolts and missiles from both spells and magic items. The target of these
offensive spells has only a cumulative 15% chance per plate to be
protected against totally accurate spells (such as magic missile), but
a 19% chance per plate of avoiding magic requiring a to-hit roll (such
as lightning bolt).
Upon impact with the plates, the offensive magic is deflected at full
strength in a random direction away from the target (roll 1d4 for
height: 1 or 2: same height, 3 or 4: up; roll 1d6 for direction relative
to the defender: 1: left, 2: left and front, 3: up in front or back at
rival wizard, 4: right and front, 5: right, 6: either straight up or is
absorbed and destroys a plate). The plates can be brought down by
disintegrate or dispel magic, impact with a rod of cancellation or
shatter (destroys one plate), or a limited wish or wish. The plates do
not protect against non-magical attacks or magical attacks of a type not
listed above.
At the end of the spell's duration, the plates disappear two per round
until all are gone. The material components for this spell are tiny
disks cut from 50 gp gems, one for each plate to be invoked; the disks
are used up in the casting.
Auralon's deflective plates is a spell Auralon devised in his spare time
while serving under the Mageoclave, and before becoming a member of that
group.


Avian Call (Conjuration/Summoning)

Range:  120 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  Peter Gourlay 

This spell is basically similar to dog call. The wizard summons 1 HD per
level of avians. The creatures summoned can only be used in combat. Only
one type of creature can be summoned per casting of this spell: all
remainders are lost. None of these creatures can be used as a mount, not
even in combat.

Wizard's Level              Summoned Avians
     9-11         blood hawk (1 HD), hippogriff (4 HD)
    12-14              giant owl, giant eagle
    15-17                      griffon
     18+            wyvern (9 HD), dragonne (9 HD)

The wizard may always choose to summon avians from a lower level. The
material component of this spell is a feather.


Azura's Death Shadow (Conjuration/Summoning, Necromancy)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 round
Area of Effect:  Person touched
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

Upon casting a death shadow, the wizard brings forth a special creature
from the elemental plane of shadow. The recipient of the death shadow
feels a chilling sensation followed by warmth as it merges with his
actual shadow. Thereafter, once a situation occurs where the recipient
takes a death stroke of any sort (failing to save versus poison, taking
damage from an attack which causes death etc.) the shadow pushes him to
a place of safety and takes the death stroke itself, disappearing in a
black puff of smoke. The spell may last up to one day per spell level of
the wizard before the shadow departs.
Note that the death shadow does not provide an instant escape route from
certain death (being immersed in acid, falling off a cliff, etc.). It
merely takes one death blow which would have normally killed the
character, and there must be an immediate place of safety within 10 feet
for the shadow to place its host. The material components for this spell
are coal, special incense (value 200 gp), and a drop of blood, all of
which are burned at the start of casting.


Azura's Soul Whip (Evocation, Necromancy)

Range:  20 yards
Components:  V, S, M
Duration:  1 round per 2 levels
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

When the wizard casts the soul whip, he creates a shimmering ebony
tendril which lashes out at one specific creature within 20 feet. A
to-hit roll is necessary, but the whip strikes once per round as a
monster of the wizard's Hit Dice, and on an unmodified roll of 20, the
whip entangles its victim for 1d4+1 rounds (no to-hit needed during that
time). Whenever the weapon touches its target, it inflicts 1d8+3 damage
points, and these points are immediately gained by the spell wizard and
heals any damage previously incurred. If the wizard's hit points rise
above maximum normal hit points, then the extra points will remain for
only 1 turn. The material component is a small leather whip.


Ball of Iron (Evocation)

Range:  5 yards per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  5
Area of Effect:  1-foot radius per level sphere
Saving Throw:  1/2
Author:  Joe Colleran 

Ball of iron is a special form of the spell wall of iron, useful for
offensive combat. Any spellcaster who has wall of iron can cast ball of
iron and vice versa. The spell does 1d10 points of damage for every two
levels of the spellcaster, rounded down, to anything hit by it (i.e.:
5d10 at tenth, 6d10 at thirteenth, etc.). Further, if the saving throw
is failed, there is a percentage chance equal to 10 plus the Armour
Class of the target that a limb (i.e.: an  arm or leg, not the head) is
crushed under the ball and rendered useless. Huge and gargantuan
creatures (12 feet or higher) are immune to limb crushing. For purposes
of breaking down portals, the ball strikes with a force equal to 25
Strength. Moving the ball (not lifting it) also requires 25 Strength.
The ball does siege damage (see the AD&D Battlesystem) equal to a heavy
catapult or a boulder thrown by a storm giant, whichever is greater.


Blade Dance (Enchantment)

Range:  30 yards
Components:  V, S, M
Duration:  1 round
Casting Time:  4
Area of Effect:  One weapon
Saving Throw:  None
Author:  Jason Riek (Karaieth) 

The caster can enchant one weapon, which will attack by itself on the
round following the casting. The weapon will attack once for every level
of the caster, using attack rolls of a fighter of half his level, doing
normal damage, attacking whomever the wizard chooses. The weapon attacks
once on initiative 0, once on initiative 1, etc. until it has used up
all of its attacks. The wizard can act normally on the round the weapon
is attacking. The material component of this spell is a small platinum
dagger of at least 500 gp value.


Blades of Fury (Illusion/Phantasm)

Range:  30 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  6
Area of Effect:  Special
Saving Throw:  Special
Author:  Ally's Spellbook 

This spell brings into being illusionary longswords that strike
creatures designated by the caster. One sword per three levels is
created and may be divided among targets as the caster wishes. Note that
it takes a round of concentration to redirect swords to a new target but
any or all swords may be redirected in that single round.
Each sword does damage as a magic missile. Every current target creature
is allowed a saving throw, and if the saving throw succeeds, it takes no
damage from the sword. Creatures believing the illusion cannot
successfully cast spells requiring semantic components. The material
component of this spell is a 2 foot long, finely crafted longsword.


Blizzard (Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  5-foot per level radius area (100-foot maximum)
Saving Throw:  Special
Author:  Unknown

This spell causes a blizzard to hit the area of effect, resulting in the
following: movement rate is cut in half due to drifts and wind, no
missile fire or flying due to wind, and all normal flames are
extinguished. This will negate a heat metal spell, and affects magical
fires as if they had been hit with a dispel magic. There are no saving
throws versus these effects.
In addition, great chunks of ice and snow fall within the area of
effect, causing 3d12 points of damage per round to anyone caught inside.
A successful saving throw versus spell reduces this damage to half the
normal amount. The material components required for this spell are five
acorns and any semi-precious gem worth at least 100 gp.


Bone Splinter (Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per 5 levels
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  Special
Author:  Allan J. Mikkola 

Once this spell is cast, it will affect a single target that must be hit
in melee by the wizard. The target will suffer a minor bone fracture
when affected by this spell. If the wizard misses, additional attacks
may be made in following rounds, as long as the spell duration allows.
The spell ends when a hit is scored, or when the duration expires,
whichever comes first.
The wizard uses his normal THAC0 with a +1 to-hit bonus, but must make
a called shot (see the Complete Fighter's Handbook for details) to one
of the hit locations listed below; the appropriate to-hit modifier must
be applied to the combat roll. Normal attacks are not considered
accurate enough to do any real damage with this spell.
The possible hit locations, along with their combat modifier,
restrictions, and effects are as follows:

 Place  To-Hit  Effects
        Modif.
 head     -8    minor skull fracture: 2d8 points of damage (save versus
                spell for half damage).
 arm*     -4    minor broken arm: -2 to Strength and Dexterity when using
                this arm; -2 to-hit, or shield worthless 50% of the time.
 leg*     -4    minor broken leg: -2 to Dexterity when using this leg (i.e.,
                defensive adjustment); movement rate is at three quarters
                normal.
 ribs     -4    cracked rib: loss of 1d4 Constitution points and suffer 1d6
                points of damage (no saving throw).
spine**   -8    cracked vertebrae: save versus spell or become paralysed for
                2d10 rounds.
pelvis    -4    minor hip fracture: -4 to Dexterity when using legs;
                movement rate is at half normal.
* If attacking from the side, only the nearest appendage may be
targeted.
** The spine may only be targeted if attacking from the rear.

Multiple hits inflict cumulative damage. A cure serious wounds will heal
one of these effects, but will not heal any associated hit point loss
(another cure spell is required to do so). A cure critical wounds will
heal two effects, and a heal will fully restore the victim (unless
dead).
The material components for this spell are a bit of bone and a small
metal hammer, both of which are consumed when the spell is cast.
Author's note: the requirement for called shots is simply for
convenience; if the DM wishes to compile a hit location chart, then
normal attacks may be used in addition to called shots.


Cantrip Permanency (All)

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

Unlike the 8th-level permanency, cantrip permanency must be cast on an
object to be effective. The object must be appropriate to the cantrip -
eg. a cloth for polish, a paintbrush for colour, a salt cellar for salt.
When complete, the duration of the cantrip (or the number of times it
may be invoked) is increased dramatically. There are two ways the spell
may be used.
Method 1: 1. cantrip, 2. cantrip permanency.
Method 2: 1. enchant an item, 2. cantrip, 3. cantrip permanency.
If method 1 is used, the duration of the cantrip is increased to 1d8+4
months. In the second case, the cantrip is completely permanent. If the
cantrip is one that does not have a duration per se (eg. clean,
exterminate, polish), then the power of the cantrip may be invoked from
the item a maximum of once per hour.


Chaos Magic (Alteration, Wild Magic)

Range:  5 feet per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  5
Area of Effect:  1-foot per level radius
Saving Throw:  None
Author:  Allan J. Mikkola 

This spell creates a sphere that has all the properties of a Forgotten
Realms wild magic area (see the Forgotten Realms Adventures for
details). The area of chaos magic is permanent until destroyed (it may
only be destroyed as per a wild magic area). The sphere of chaos magic
is non-mobile.
The material component for this spell is a pint of blood from any
chaotic magic using creature. The blood is consumed when the spell is
cast.


Charm Man III (Enchantment/Charm)

Range:  16 feet
Components:  V, S
Duration:  1d8+4 turns
Casting Time:  1
Area of Effect:  1d8 men per level of 5 HD or less
Saving Throw:  Special
Author:  John Daniel 

Except as noted, this spell is the same as the 1st-level spell charm man
I. If a successful saving throw is made by a group's leader, the effects
of this spell are reduced to those of the 3rd-level spell charm man II
(make another saving throw for the leader). If a leader of a group fails
his saving throw, the spell works on him, but all other members of the
group still get to make a personal saving throw to negate the effects.


Chelymber's Improved Non-Detection (Abjuration)

Range:  0
Components:  V, S
Duration:  2 turns + 1 round per 3 levels
Casting Time:  4
Area of Effect:  One 20x20x20 foot cube or one creature
Saving Throw:  None
Author:  Chelymber

This spell will, basically, stop all divination magic below that of true
seeing from working properly. It will also stop all "detect ..."-spells
of lesser level than true seeing from operating properly. This spell
will even stop detection through magical items like a robe of eyes or a
ring of invisibility detection, or through innate abilities that perform
similar magic to that of "detect ..."-spells lower than true seeing, and
the like.


Cloud of Intoxication (Alteration, Evocation)

Range:  10 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  One 16-foot cube
Saving Throw:  None
Author:  Ronald Jones (Greymoon) 

This spell is similar to the spell cloudkill of the same level. This
spell will create a large rose and white flowing and churning cloud. The
cloud will move away from the caster at a rate of 10 feet per round,
rolling along the ground in the direction originally dictated by the
caster. A wind might change the direction of the cloud. A strong wind
will disperse the cloud in two or three rounds. A very strong wind will
disperse the cloud immediately. Heavy vegetation will slow the cloud to
one half speed and cause it to disperse after two rounds.
All creatures enveloped by the cloud must be compared with the caster
according to their Hit Dice or level to determine the effect the cloud
has on the creature or character. A creature with 3+1 HD will
immediately become greatly intoxicated. All creatures from 4+1 to 6+1 HD
will become moderately intoxicated and all creatures of 7+1 and greater
Hit Dice will become slightly intoxicated. Any creature over 11+1 HD or
higher must save versus poison to avoid becoming slightly intoxicated.
Each round spent in the cloud increases the chance of high and medium
Hit Dice creatures to become more intoxicated and greatly intoxicated
creatures to become comatose. For each round spent in the cloud a
creature must save versus poison or reach the next higher level of
intoxication. For each round beyond four spent in the cloud, any
creature or character must save at a cumulative -1 per round. There are
no racial or weight modifiers for to this spell (see the Net Alcohol
Guide for more information; it is recommended that DMs use the optional
drunk disposition rule for cases of great intoxication).
The effects of this spell are such that it will extend the time needed
to recover from a state of intoxication. For someone who became comatose
add 5 hours to the recovery time. For great intoxication add 4 hours.
For moderate intoxication add 3 hours and for slight intoxication add 2
hours to the recovery time. Using stimulants to speed recovery is
reduced by one half effectiveness unless magical stimulants are used.
The spell also extends the time needed to recover from a hangover by 1d4
hours.
The material components for this spell are some dried grape skins from
an exceptional vintage or a sprinkling of the best hops.


Cobaltas's Thunderclap (Evocation)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  20-foot radius half circle
Saving Throw:  Special
Author:  Bladehawk 

To cast this spell, the wizard raises his hands above his head, spread
wide. He then brings them down and in to meet with a tremendous clap.
This affects all within 20 feet and in front of his as a thunderflash
(q.v.) but deafens, and does not blind (spellcasters have a 20% chance
to miscast spells with a verbal component), and dispels silence, not
darkness.


Cobaltas's Thunderflash (Evocation)

Range:  0
Components:  S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  20-foot radius half circle
Saving Throw:  Special
Author:  Bladehawk 

To cast this spell, the wizard raises both hands above his head, crossed
at the wrist. He then brings them down and out in a slashing motion. As
his hands part, there is a brilliant flash of light, affecting all
within 20 feet and in front of the wizard.
Those affected must save versus spell. All who make their saving throw
are stunned and reeling for 1 round, unable to attack, move or cast
spells. They are also blinded for 1d6 rounds.
Those who fail must make a second saving throw versus spell. Those who
make this saving throw are stunned for 1d6 rounds and blinded for a
number of rounds equal to the caster's level. Those who fail again are
stunned for a number of rounds equal to the caster's level and
permanently blinded.
Any magical darkness whose area of affect intersects the thunderflash is
instantly dispelled.


Cone of Acid [1] (Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Unknown

This spell is much like cone of cold or cone of fire [1] (q.v.), except
that it causes acid damage. Damage is 1d4 + 1 per level of the wizard.
The material component is one citrus fruit per level of the wizard.


Cone of Acid [2] (Evocation)

Range:  5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Max Becherer 

This rare spell is identical to cone of cold, except that it inflicts
acid damage. The material component is a small cone carved from the
tooth of a black dragon.


Cone of Electricity (Evocation)

Range:  5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to cone of cold, except that it inflicts
electrical damage. The material component is a small cone made of
magnetite.


Cone of Fire [1] (Evocation)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Unknown

When this spell is cast, it causes a cone-shaped area of fire
originating at the wizard's hand and extending outwards in a cone that
is half an inch long per level of the wizard. It causes inflammable
objects to catch on fire, and great heat in nonflammable objects. Damage
is 1d4 + 1 per level of the wizard. For example, a 10th-level wizard
would cast a cone of fire causing 10d4+10 points of damage. Its material
component is a red garnet worth at least 100 gp (cf. cone of cold).


Cone of Fire [2] (Evocation)

Range:  5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to cone of cold, except that it creates a cone
of magical fire. The material component is a small cone made of coal or
brimstone.


Cone of Force (Evocation)

Range:  5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to cone of cold, except that it inflicts damage
with a magic missile-like force. The material component is a small cone
made of diamond (it need not be of premium quality, i.e., 10d4 gp apiece
is typical).


Cone of Heat (Evocation)

Range:  5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Max Becherer 

This spell is a variant of cone of fire. Instead of creating fire, the
cone consists of raw heat. The material component is a small cone made
of coal or brimstone.


Cone of Steam (Evocation)

Range:  5 feet per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Max Becherer 

This spell is identical to cone of cold, except that it inflicts damage
with superheated steam. The material component is a small cone made of
salt from boiled seawater.


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


Conjure Fire Ball (Conjuration)

Range:  10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  7
Area of Effect:  20-foot radius sphere
Saving Throw:  1/2
Author:  Todd O. Howard 

In effect, this spell is very similar to the 3rd-level fireball.
However, this spell produces the flames by opening a direct channel to
the plane of fire, allowing the flames from that plane to intrude upon
the plane that the caster is on and restricting them to a spherical
area. The damage done by this spell is 1d6 per caster level, up to 10d6.
For level of the caster above tenth, two points of damage are added. The
conjured nature of this fire negates any magic resistance for creatures
within the area of effect, since the flames aren't magical. The material
component for this spell is a bit of volcanic rock.


Conjure Greater Radiance Quasi-Elemental (Conjuration/Summoning)

Range:  30 yards
Components:  V, S
Duration:  1 turn + 1 round per level
Casting Time:  5 rounds
Area of Effect:  Special
Saving Throw:  Special
Author:  Francois Menneteau 

This spell is similar to the 3th-level conjure lesser radiance
quasi-elemental, except that a greater quasi-elemental is summoned (see
the table below), and the caster does not need to control it.

D100 Roll      Creature
  1-65         One 8 HD greater quasi-elemental
  66-85        One 12 HD greater quasi-elemental
  86-95        One 8 HD xag-ya (see the Monster Manual II)
  96-00        One 16 HD greater quasi-elemental

Greater Quasi-Elemental

Intelligence: low (5-7)
Alignment: neutral
Armour Class: 2
Movement: flight, 24 (A)
Hit Dice: 8, 12 or 16
THAC0: 13, 10 or 8
Number of attacks: 1
Damage per attack: 4d6
Special attacks: see below
Special defence: needs +2 or better weapon to hit
Magic resistance: nil
Size: M (3-foot sphere)
Moral: champion (15-16)
XP value: 2000, 6000 or 10,000

A greater radiance quasi-elemental inflicts 4d6 points of energy damage
(double damage to creatures directly affected by sunlight), and all
within 10 feet must save versus petrification or be -2 to hit from the
blinding light. Light and energy attacks do not harm them. Fire and heat
do only half normal damage. Cold and water attacks do double damage.
Continual darkness keeps them at bay.


Continual Fly (Enchantment)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Unknown

This spell functions as the 3rd-level fly except that the duration
applies to time actually spent flying, not time elapsed since the
casting of the spell. Eg., you can use half the duration today and the
other half tomorrow.


Continual Invisibility (Illusion)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  Negates
Author:  Unknown

This spell causes the subject to become invisible, as per the 2nd-level
invisibility, except that instead of having a duration of 24 hours, it
has a duration of 1 turn per level of the wizard of actual use. Eg., if
cast at tenth level, the subject could decide to use 50 minutes worth
today and the other 50 minutes worth tomorrow. Note that this is not
improved invisibility, i.e., as soon as the subject makes an attack he
becomes visible again. While he can become invisible next round if there
is still unused duration in the spell, his opponent can make an attack
on him; thus the spell confers no combat advantage after the first
round.


Continual Secret Light (Alteration)

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

This spell acts the same compared to continual light, as secret light
does compared to light. Preliminary research seems to indicate the spell
requires at least an ounce of blood from the wizard.
It also seems that it would be possible to make a magical lantern, whose
light would only be visible to the person holding it. The exact process
of its manufacture is not very clear, however, and the spell has been
reported to fail regularly.


Create Dining Room (Conjuration/Summoning)

Range:  10 feet
Components:  V, S, M
Duration:  2 hours per level
Casting Time:  1 turn
Area of Effect:  50 square feet per level
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell (like the other room spells) creates the interior and
supplies of a room (in this case a dining room). It contains a large
hardwood table (30 feet square per level), one soft chair per level, one
soft header chair for each end of the table, a complete set of tableware
per seat (including 6 forks, 6 knives, 6 spoons, a desert spoon, a bread
knife, 6 plates, 8 glasses (or mugs), a cloth napkin), one silver
covering bowl fitting for each plate, one candlestick per 3 levels
(including lit candles burning for the duration of the spell), one
flower arrangement per three levels, a white damask table cloth fitting
the table perfectly, name cards for each seat (holding names if
desired), and some other minor necessities. It does not include food.
This spell creates only the interior of the room; it doesn't create the
walls, floors, or ceilings.
The material components are a tiny piece of cloth, a tiny piece of
silver, a tiny piece of glass (or crockery if mugs are desired), and a
tiny piece of wood. As with all other room spells, the spell can be cast
with a one turn casting time or with a snap of the fingers; the second
version requiring the caster to use the material components during
memorisation, adding a full 15 minutes to the normal memorisation time.
Again, as with the other room spells, this one cannot be used for combat
purposes, nor can anything from it be sold from it.


Dardan's Siccating Parchment (Evocation)

Range:  0
Components:  V, S, M
Duration:  7 rounds
Casting Time:  Special
Area of Effect:  30-foot radius
Saving Throw:  Special
Author:  Craig Singsank 

Dardan's siccating parchment is identical to Dardan's dehydration except
as noted below. This spell is highly unusual in that it must always be
cast from a specially prepared parchment scroll. To begin the process
the parchment must be cured by immersion in a vat of alcohol and salt
for three days. While the parchment is curing, the wizard must prepare
a special ink of dried blood, saliva, and diamond dust (500 gp). When
the wizard has completed these two tasks, he may then inscribe the spell
onto the scroll in a rite requiring two full days without interruption.
Finally, the scroll must be sealed with a paste made of vinegar, clay,
and lye.
Anytime after the sealing of the scroll the magic held within can be
released by breaking the fragile and brittle seal. When the seal is
broken a wave of rapidly expanding concentric rings of chalky beige
particles will emanate from the scroll. All creatures in the area of
effect except the bearer of the scroll will be effected as if Dardan's
dehydration were cast upon them.
The rite and components used in casting this spell make the parchment
very frail and delicate. Special care must be taken in storing the
scroll to prevent the magic from being released accidentally.


Darklight's Concentrated Fire (Alteration, Metamagic)

Range:  20 feet
Components:  S
Duration:  Special
Casting Time:  1 (but see below)
Area of Effect:  One creature
Saving Throw:  Special
Author:  Keith Taylor 

This Metamagic spell only adds 1 to the previous spell's casting time,
with the somatic component consisting of the caster pointing directly at
the intended target. This spell brings the full force of an area effect
spell to bear upon a single target. Any area effect spell of up to
fourth level can be used with this magic. Offensive spells require a
saving throw versus breath weapon by the target, and, if successful, the
spell does 2 HP of extra damage per die with all ones rerolled. If they
fail this saving throw, they take the maximum damage for the spell (as
cast at the level of the caster). If the spell is not a mere damage
spell, but inflicts some other effect, then the target's saving throw
versus the effect is lowered by 1 for each equivalent extra target that
the spell would normally affect. In no event can this spell be used with
a spell that normally affects only a single target, or with an area
affect spell over fourth level.


Darklight's Mental Stabilizer (Enchantment)

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

This spell can help those afflicted with either natural or magical
insanity. The spell will cure one specific insanity if the recipient
fails a saving throw versus paralysation (the reason they must fail is
that an insane person tends not to want to be sane). If a being is
suffering from multiple forms of insanity, it requires multiple
castings. However, only one casting can be attempted each week for a
specific individual.


Darklight's Mystical Fortitude (Enchantment)

Range:  10 yards
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This spell is designed to help magical effects resist a hostile dispel
magic spell. The fortifying effect will last as long as the magical
effect it is cast upon. The material component is a diamond, the size of
which determines the potency of the spell, as per the table below:

           GP Value            Resistance
              100                  +5%
              250                 +10%
              500                 +15%
             1,000                +20%
             2,500                +25%
             5,000                +30%
            10,000                +35%
            25,000                +40%
            50,000                +45%
            100,000               +50%

+50% is the maximum effect that can be achieved.


Darklight's Personal Dispel Shield (Abjuration, Metamagic)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  One spell
Saving Throw:  None
Author:  Keith Taylor 

This spell can be emplaced upon any other spell with an area of effect
stated as "The caster" (a "personal" spell). It acts to protect the
magical effect from hostile or accidental dispel magic spells. It adds
+50% to the chances of it resisting a dispel magic. Note that this does
not affect any area effect spell: it only affects those spells which
affect the caster only. The shield only lasts as long as the personal
spell's normal duration lasts, and can only protect a single personal
spell per casting. The material component is a 500 gp diamond.


Darklight's Rubbery Aura (Alteration)

Range:  0
Components:  V, S, M
Duration:  3 rounds per level
Casting Time:  6
Area of Effect:  Object or creature touched
Saving Throw:  None
Author:  Keith Taylor 

This spell causes the wizard to be surrounded by an invisible field of
alteration magic, which causes anything he touches to become unnaturally
resilient and rubbery. In effect, anything which comes in contact with
the wizard becomes as bouncy, stretchable, and rubbery as detailed in
the lesser spell Darklight's rubbery transformation. However, these
things return to normal when they are outside of the wizard's contact.
Large objects are only rubbery in a local area around the wizard's touch
(a 3-foot radius).
This allows the wizard to bend bars open, bounce on the ground like it
was a trampoline, and ignore all purely physical damage. A sword blow
flexes into uselessness when it hits the wizard, and is "sproinged"
right off his body. See rubbery transformation for details.
The material component is the sap of a strange tropical tree.


Darklight's Silent Invisible Spell (Alteration, Metamagic)

Range:  0
Components:  V, S
Duration:  1 round
Casting Time:  1 round
Area of Effect:  One spell
Saving Throw:  Negates
Author:  Keith Taylor 

This metamagic spell can affect any one spell of fifth level or lower.
It functions to cloak all visible and audible effects of the spell,
making it invisible and silent. This has the effect of reducing its
damage by 2 per die (but not below 1 point per die), but making it more
conducive to stealth. For example, a fireball modified by silent
invisible spell would explode with normal heat, impact, and such, but
would be invisible and silent. Note that this does not conceal either
the caster or the spell's victims or any sound made by them, only the
visible and audible portions of the spell. It adds 5 to the casting time
of the other spell, but requires no extra material components. The
casting of the other spell must be started within the duration of this
spell.


Darklight's Stapling Spikes (Evocation)

Range:  10 yards
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Keith Taylor 

This spell conjures several bolts of force to be directed at one large
size creature or smaller within range. The victim receives a saving
throw versus spell at -2 to escape its effects. Otherwise, they are
knocked against the floor by a blast of force (or against a wall if more
convenient) and nailed to it by glowing force spikes.
The initial bolt knocks a creature into the best possible surface, but
causes no actual damage. The other bolts impale the creature's various
limbs (or body, if no limbs are available) to the surface in question,
causing 1d3 points per limb. This serves to (painfully) immobilize the
target creature, and typically cannot kill it due to the nature of the
damage.
The spell lasts for 24 hours or until one of the spikes is removed. A
creature may attempt to remove the spikes by itself, but each attempt (a
bend bars roll at -25%) causes 2d4 damage to the limb in question
regardless of success.
The material component is a small, rusty iron spike.


Darklight's Summoning Hook (Conjuration)

Range:  60 yards
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  One creature
Saving Throw:  Negates
Author:  Keith Taylor 

This spell is based on the concept that summoning spells reach across
planes to grab likely creatures: it simply targets a creature with an
energy that makes that creature lots more likely to be summoned for a
short time. The spell's energy only works for 4 rounds, and each round
of the spell, the creature targeted has a 3% chance (per level of the
caster) to be yanked away by a summoning spell from somewhere else.
Typically, summoning spells which are seeking on the plane of the caster
are originating from other, parallel dimensions.
The creature remains gone for a number of rounds determined by its level
or Hit Dice: the method is to consult the monster summoning spell which
corresponds to its power level. The duration listed for that spell is
the duration for which they should be gone. There is also a base 5%
chance that the creature will never return to that location. If the
creature is more powerful than the creatures that can be summoned under
the 9th-level monster summoning VII, the summoning hook fails.
This spell can also be used as a bizarre way to go adventuring. If the
wizard casts the summoning hook on himself, he has the listed chance to
be yanked into a strange dimension for a period of time equal to one day
per level of the wizard. The reason that the duration functions
differently for the caster is that he is voluntarily being summoned.
Also, the caster is not summoned strictly by the relevant monster
summoning spell, but can show up at the beckoning of any summoning-type
spell, and his power level may be wildly greater or less than that
desired by the otherdimensional wizard doing the summoning. The table
below should be consulted for the nature of the summoning which calls
the caster if he is picked up by the hook:

D100 Roll   Nature of Summoning
  01-05     Monster summoning I-III: this will astonish the other wizard
            and likely prove more than a match for intended opponents.
  06-15     Monster summoning IV-VII: possibly weaker than intended and
            may cause the wizard to be in a bad situation...
  16-25     The wizard shows up in response to a "demon summoning" type of
            spell and is suspected to be a disguised demon.
  26-40     The wizard steps through a newly-opened gate.
  41-55     Monster summoning appropriate for the wizard's level, if at
            all possible.
  56-65     Summoned by a psionicist's psychoportation power.
  66-75     Appears in the lab of an experimenting otherdimensional
            wizard.
  76-85     Steps from the surge of an otherdimensional wild mage.
  86-99     Falls through a dimensional rift - who knows where?
   00       Intentionally summoned ("But who would summon me?").

The material component is a golden grappling hook, no more than 3 inches
long, affixed to a bit of phase spider web.


Darklight's Tattoo Item (Alteration)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  2 turns
Area of Effect:  Object touched
Saving Throw:  None
Author:  Keith Taylor 

This spell will cause an inanimate object to be transformed into a
tattoo on the caster's skin. The object must be touched only at the end
of the casting, enabling lit torches or campfires to be tattooed. Large
objects will shrink to no more than a 1x1 foot square area. The
transformed items remain until the caster "peels" it off and throws it
to the ground. While in tattoo form, they appear as full-colour,
intricate representations of the item contained within. A dispel magic
upon the caster will require each to make a saving throw versus
polymorph at the level of the caster. Each one which fails will spring
back into original form instantaneously. A caster may have as many
tattoos on his body as could reasonably fit. If the caster dies, all the
items are immediately released.


Darklight's Weapons Warp (Alteration)

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  Keith Taylor 

This spell is used to protect the caster from stabbing, slashing, or
piercing from hand to hand weapons. It acts by warping space locally so
that any hit which would pierce the skin of the wizard is warped to the
body of the attacker. Any damage which would have affected the wizard is
instead inflicted upon his opponent. This is not at all effective
against missile weapons (in this case, the warp has no close opponent to
target) or blunt weapons (they do not penetrate the skin sufficiently if
at all).
A wizard with this spell often exposes himself to deadly strikes and
stands confident as his foes kill themselves. A foe who strikes for the
kill at a wizard with this protection automatically takes maximum damage
from the weapon, and if they rolled 5 or more than required to hit the
wizard, receive a critical hit upon themselves.
The material component is a miniature lead sword which has been bent in
half.


Darkray's Blade of Light (Evocation)

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

Upon casting this spell, the invoker must join his two hands in front of
him, as if he was holding a two-handed sword. He then channels magical
energy to form a four feet pole of blue-white light, which springs out
of his grasped hands. He can use it silently and he is immune to its
effects.
The pole can perform as a magical sword. The caster suffers penalties if
not proficient in any sword. Damage is 1d6/1d8. The blade hits with a +3
bonus to attack and +n to damage, where n equals the number of
experience levels beyond fifth. A 10th-level wizard, for example, hits
large creatures for 1d8+5 HP plus any Strength bonuses he might have.
The blade cannot cut through solid metal or stone. It has the following
abilities, at the caster's mental command:
*  Fear, once. All within 10 yards must save versus spell or flee for 1d4
   rounds. The caster usually employs this as his first action with the
   blade.
*  Lightning bolt, once. A lightning bolt effect is created but, unlike the
   spell, the victim must make a Dexterity check to avoid it. Large, huge
   and gigantic creatures have a penalty of -2, -3, -5. Immobile targets
   make no check. The bolt inflicts 6d6 HP. The target can be at most 30yd
   away and in direct visual contact with the caster. The bolt cannot harm
   any other.
*  Swing, once. The caster can swing the blade and thus have a chance to
   hit every opponent in melee with him. A separate attack roll is required
   for each one. If fighting a single large creature, the caster can use
   swing to gain a second attack on it at that round.
*  Drain life, once. The caster must announce this before the attack. If he
   makes a successful roll and in addition to the damage inflicted, the
   victim is drained for a further 3d4 HP, gained by the caster.
*  Vorpal action, twice. The caster must announce this before making the
   attack roll. If he rolls a 17 or more, the blade acts as vorpal blade,
   slaying a humanoid, human sized, opponent. The two attacks need not be
   consecutive. On a larger creature this attack gives +2 to the attack and
   damage.
Undead take half damage from the blade and are not affected by drain
life and fear effects. All special powers can be used simultaneously
with a normal attack, except for lightning bolt.
The caster can combine the drain or vorpal attacks with the swing
action. A vorpal action can only be used once during the whole spell if
combined with swing. If the caster is hastened, he can double the number
of his attacks but each special power lasts for a single attack.
The main disadvantage of this spell is that the wizard cannot cast
spells that require somatic or material components, as the two hands are
firmly grasped to each other. Another problem is that each time the
caster uses a special power of the blade, he temporarily loses 1 HP,
needed to feed the blade (a combined action needs 2 HP). This damage
occurs at the end of the round and can be healed normally.
Because the caster cannot loose his hands and deform the blade, he gains
the following benefit: if he is caught in a bear hug or similar attack
from any creature, he gains a free attack with the blade at the time of
the hug. Furthermore, if the attacker is in front of him, the caster can
attack and succeed automatically, inflicting double damage every round.
The wizard can still use any remaining special powers of the blade,
except swing.
The spell ends if the wizard loses control of his hands (including
charm, possession etc.), a successful dispel magic is cast upon him, if
he casts a limited wish or similar magic or if he enters a dead magic
area (for example, an anti-magic shell, a dispelling screen, etc.). Note
that the caster cannot end the spell at will. He is free to cast it as
if he were in a lower level than he actually is, though, with the
appropriate THAC0, damage, etc.
The material component is a hair of the caster.


Darkray's Confirmed Pact (Divination)

Range:  Special
Components:  V, S, M
Duration:  2 weeks per level
Casting Time:  1 turn
Area of Effect:  2 creatures on the same plane
Saving Throw:  None
Author:  Dimitris Xanthakis 

This spell is cast on two creatures that have just reached an agreement
of any sort. The wizard may be one of them. Both subjects must be
willing to be affected by the spell or else it fails in an obvious way.
The casting requires the donation of a personal item, worth about 1 gp,
from each of the subjects. The items do not vanish and the subjects may
get them back after the spell ends. The spell also requires a gem of any
sort, the core gem, of at least 500 gp value. This lasts until the spell
ends and then turns to ash.
The items and the core gem must be placed in a small obsidian case. This
is sealed during the casting with 3 HP of blood from each of the
subjects; these can only be healed naturally. The case can have other
protections.
For the duration of the spell the wizard will be instantly aware if
either member of the pact breaks it, that is, if one or both subjects
have acted against the agreement they have made. The caster also learns
if this action was made willingly or not (i.e.: if under a charm or the
like).
The spell deals with the spirit and not the letter of the agreement. For
example, the wizard will be informed if one of the subjects coats his
weapon with poison in order to strike his partner, even though no actual
attack takes place.
The spell does not in any way hinder the actions of the subjects.
Further, the wizard only learns if the pact is broken, and nothing more.
The spell does not in any way give him the ability to communicate with
the subjects or inform them, for example.
The spell normally lasts for two weeks per level of the caster. During
that time, the wizard will be informed every time a subject acts against
the pact. If both subjects decide willingly to break their pact, the
spell ends and the wizard is informed about it. It is possible to cast
more of such spells for the same pact but each requires a new core gem
and a new blood sacrifice.
Dispel magic must be successfully cast on the core gem to end the spell.


Darkray's Defiler Tracer (Divination)

Range:  60 yards
Components:  V, S, M
Duration:  1 day per level
Casting Time:  1 turn
Area of Effect:  One-mile radius
Saving Throw:  Special
Author:  Dimitris Xanthakis 

To cast this spell, the wizard needs to have some defiler ash. As long
as the spell remains in effect, the caster will be automatically warned
whenever that particular defiler is within a radius of one mile.
Furthermore, if the defiler is closer than 300 yards, the caster can
receive a mental image of his location, if the defiler fails a saving
throw versus spell. Even if the saving throw succeeds, the caster will
know the exact direction and distance if the defiler remains within 300
yards.
This spell can be blocked by lead or other divination-protective means.
The material component is some defiler ash, which vanishes at the end of
the casting. One can cast this spell many times to track a specific
defiler, as long as one has some ash available.


Darkray's Draining Tendrils (Evocation, Necromancy)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  5-foot per level radius
Saving Throw:  Special
Author:  Dimitris Xanthakis 

Upon casting this spell, the staff of the wizard is covered with a
number of bright energy tendrils. These can then arc to any creatures in
the area of effect, draining their life energy throughout the caster and
emitting it as visible light from the staff.
Any creature within range is subject to attack from the tendrils and
must save versus spell to avoid being hit. Once a tendril hits, it
remains wrapped until the spell expires or the target dies. The spell
creates one tendril per level above 8th.
If the target saves, he can act freely that round but is subject to
attack the next round if within range. In any case, he can be wrapped by
a single tendril only. The caster chooses the creatures to attack but
can only make one attack per target per round.
The drain begins the round following a successful wrap. For each of the
caster's levels of experience, one hit point is drained from every
creature wrapped and emitted as light from the staff. The more hit
points drained the more intense is the light. A victim can act with no
penalties except that it is unable to leave the area of effect.
The caster can let the spell last for as long as he wishes, but he must
touch the staff and concentrate during all this time, and cannot even
talk. The process is very tiresome and at the end of the spell the
caster loses two points of Constitution and one point of Strength. One
day of complete, shaded rest restores one point of each ability. If the
wizard casts the spell more than once per day, he suffers a cumulative -
3 Constitution, -2 Strength each time.
The material component of the spell is the staff. This must have a
number of steel nails on it, at least one nail per tendril to be
released. Such a nail costs about one gold piece. On the head of each
nail a miniature skull must be engraved. The staff is not consumed in
the casting.


Darkray's Hiding Mantle (Abjuration, Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  The caster
Saving Throw:  None
Author:  Dimitris Xanthakis 

Upon casting this spell, a special aura surrounds the caster. The aura
can change colours and patterns, completely matching those of the
environment. The match is automatic for as long as the caster wishes.
When surrounded by this aura he is 95% undetectable in all but the
brightest of areas. He makes no noise and has no smell.
If the caster attacks or casts an offensive spell, he becomes visible
for an instant; creatures that watch carefully can see him but in the
next round he becomes hidden once again. He can make almost any other
action and remain hidden inside the protective aura. Powder, sand and
other similar materials thrown onto the caster while his aura is active
makes his shape visible for that round. In the next round he becomes
hidden once again. Note that the aura is considered "on" during all this
time.
The caster can switch the aura on and off any number of times within the
spell's duration, each change requiring but a moment. With each change,
small, harmless arcs of lightning engulf his body.
The duration of the aura remaining active is five rounds per level of
the caster. This is not the duration of the spell. The wizard can turn
off the aura, go to sleep and use the remaining time next morning. Seven
days is the absolute maximum, however. Beyond this, any remaining time
is lost.
The caster is subject to magical or psionic detection. Detect
invisibility and true seeing, as well as the psionic devotion life
detection, can locate the actual position of the caster.
The material component of this spell is a 100 gp gem.


Darkray's Mail of Power (Abjuration, Evocation)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Dimitris Xanthakis 

With this spell a wizard can lower the Armour Class of a creature to 3.
The effects are not cumulative with other protection (one cannot improve
his Armour Class to better than 3 through the use of this spell), but
Dexterity bonuses still apply.
For each level of the caster, the mail absorbs 2 points of damage that
would normally hit AC 3 but with no protection against magical weapons
or attacks. When it has absorbed the maximum damage, it vanishes. It
does not hinder movement, it is weightless and does not interfere with
spellcasting. The material component is a piece of rock. Note: this
spell is a better version of invisible mail (3rd).


Darkray's Minor Wish (Conjuration, Invocation)

Range:  Special
Components:  V
Duration:  Special
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  Special
Author:  Dimitris Xanthakis 

This is a weak version of the wish spell. It is used to alter reality in
minor ways. The general rules for wishes apply to this spell as well. As
it is significantly weaker than actual wishes, the exact terminology
during the casting is not very important. The DM, of course, can
interpret it as he sees fit.
A list of what the spell can do follows. In braces are some of the side
effects that may occur:
*Restore to life any creature that died in the previous hour. The subject
is restored at exactly 1 HP, with a system shock roll required. This
revival lasts for one turn plus 1d4rd. At the end of this period the
subject "dies" again. The revival does not count as an actual one, since
there is no way to keep the creature alive after the duration expires
(without more powerful magic, that is). So, no system shock or
Constitution change follow. If another dead creature exists around, it
is animated and attacks the caster.
*  Create items for the caster but these are not permanent; they last for
   a variable amount of time, depending on the substance. Items could be
   easily identified as fakes, if they were especially precious or of good
   quality.
*  Heal 1d8+4 points of damage on the caster or others (caster loses
   1d2 HP).
*  Inflict 1d4+8 points of damage to a creature (save for half) (as above).
*  Raise an ability for 1d4+1 rounds (another is diminished).
*  Destroy a creature of 4 HD or less, if it fails a saving throw versus
   death magic; the creature must be within eyeshot from the caster (caster
   loses 1d4 HP).
*  Duplicate the effects of any spell of fifth level or less that the
   wizard can normally cast. For example, an invoker cannot use this spell
   to cast a spell belonging to the Conjuration/Summoning school. The
   wizard must know of the spell, however, even if he does not have it in
   his spellbooks (the decision is left to the DM as to whether the caster
   knows of a spell or not; 1st- and 2nd-level spells are considered common
   knowledge). The spell does not function as would normally be expected;
   range, duration, etc., may be different.
The casting of a minor wish does not normally age the character as the
stronger wishes do. However, if it is cast more than once per day, there
is a base chance of 60% plus 10% for each additional minor wish that one
of the following happens:

 D6 Roll  Result
    1     Caster suffers 3d4 points of damage which can only be healed by
          resting
    2     Caster cannot use magic of any sort for a whole day
    3     Caster's Strength reduced to 6, one week of complete bed rest
          required
    4     Caster ages one year
    5     Caster's Strength, Dexterity, and Constitution drop to 6,
          recovering one point per hour resting
    6     Caster loses one Constitution point permanently

The wizard still states a full wish, when casting this spell. In line
with the limited wish, only the result indicates that the spell was
actually a minor wish, instead of a normal one.


Darkray's Preserving Box (Alteration)

Range:  10 feet
Components:  V, S, M
Duration:  1 week per level
Casting Time:  1 turn
Area of Effect:  One up to 2x1x1 feet box
Saving Throw:  None
Author:  Dimitris Xanthakis 

With this spell, the wizard can preserve an amount of non-living
material for the duration of the spell. It must lie within a normal,
non-magical box that fits entirely within the area of effect. The box
has no special resistance but magical or normal wards or traps can be
freely placed on it.
After the casting, the contents will enter a state of suspended
animation and time will not affect them: fruits never rot, food remains
fresh, etc. The box becomes sealed and outside conditions do not affect
the interior.
Even the caster cannot open the box without ending the spell. The box
will hold its contents intact for one week per level of the caster. The
contents can then be placed into another box and the spell cast again or
the wizard can cast the spell again before the duration ends,
practically preserving the contents for an undefined period of time.
The material component is a normal box, which is not consumed, and a
gold coin that melts and seals the box, vanishing after the duration
expires.


Darkray's Strength of Life (Necromancy)

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

With this spell, the caster can alter his Strength to any value between
6 and 25 inclusive, but greater than his current Strength. In order to
do so, he must sacrifice (at the beginning of the casting) a number of
hit points equal to difference between his current Strength and the
Strength he wants.
While under the influence of the spell, the caster gains almost all
benefits from the altered Strength. He does not gain any extra attacks,
though.


Darkray's Transformation (Alteration, Evocation)

Range:  0
Components:  V, S
Duration:  3d6 hours
Casting Time:  1
Area of Effect:  The caster
Saving Throw:  None
Author:  Dimitris Xanthakis 

When the caster utters this spell, his whole body and gear explode in a
mass of bluish sparks. These disperse in all directions, touching items
or even living creatures, without causing any harm. They jump from one
thing to another in a mad dance for 1d4 rounds, seemingly fleeing in all
directions. During this time it is possible to dispel the magic; success
indicates the wizard reappears again near the position of a random
spark. The sparks then flee. They occasionally pop up here and there but
dispelling some of them does not affect the spell. The consciousness of
the wizard lives inside them and he can even pick up images from where
they travel.
After 3d6 hours, the sparks will all gather together in a random
position within a mile from the place of the casting. This second place
will be as safe as possible, that is it will not be in the middle of a
lake or a hostile camp. If no such place exists, for example when in the
middle of the Sea of Silt, the sparks will reunite in the original spot,
safe or not. The reunion of the sparks will cause the wizard to reform,
in the same condition as that he was in during the casting. The DM may
give the player some images his character popped up during the spell,
always from within a one-mile radius from the original casting place.
After the initial 1d4 rounds, the sparks can only be reunited when the
spell expires or with a limited wish or similar magic.


Deflect Normal Weapon Attacks (Abjuration)

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

When cast, this spell creates an invisible, mobile forcefield around the
recipient. This barrier has an Armour Class of 4 and a number of hit
points equal to 5 times the wizard's level. All non-magical melee and
missile attacks made on the recipient, are directed against the shell
instead. Damage from such attacks will not harm the recipient until the
wall is destroyed. This spell has no effect on any magical attacks,
which inflict full damage on the barrier and the recipient.
If an attack hits the barrier, the protected creature must make a saving
throw versus spell. If this saving throw fails, damage is rolled
normally against the forcefield (if the damage inflicted equals or
exceeds the remaining hit point total of the wall, it is destroyed, but
any excess damage does not affect the recipient at this time). If the
saving throw is successful, the attack is deflected away harmlessly.
If an attack fails to score a hit on the barrier (i.e., misses AC 4),
the attack is reflected back at the attacker; the attacker must then
make normal attack and damage rolls against himself. The material
component for this spell is a powdered black opal which is consumed with
the casting.


Detect Spell (Divination)

Range:  0
Components:  V, S
Duration:  1 round per level
Casting Time:  1 turn
Area of Effect:  30-yard radius
Saving Throw:  None
Author:  Geoffrey Edward Fagan 

Spell casting leaves a magical residue in the surrounding area which
this spell is designed to detect. When the spell is cast, the wizard can
examine any spell that was cast in this area up to a limit of one week
in the past per level of the wizard.
One spell can be examined per round, with the spells being detected in
reverse chronological order. The information obtained about the spell is
as follows:
 *  When cast
 *  School of magic
 *  Location and area of effect
 *  Relative level of the spell
 *  Casting time and duration
 *  Relative level of the wizard
 *  Means of casting
Possible means of casting include from memory, from a scroll, and from
a natural power.
If the wizard needs to examine spells farther back in the past, then the
spell can be repeated within one day, and the wizard can pick up where
he left off.


Dheryth's Stone Integrity (Abjuration)
Reversible

Range:  10 yards per level
Components:  V, S
Duration:  1 year
Casting Time:  1 turn
Area of Effect:  One 20-foot cube per level
Saving Throw:  None
Author:  Jim Gitzlaff 

This spell, cast upon a volume of rock, prevents the correct operation
of transmute rock to mud spell in the following way:
1. If the caster of stone integrity is of higher level than the caster
   of transmute rock to mud, the latter spell automatically fails.
2. If the caster of transmute rock to mud is of a level equal to or
   higher than the caster of stone integrity, the former spell has a chance
   of correctly operating equal to 10% plus 10% per level that the former
   wizard is higher than the latter. Even if transmute rock to mud works,
   its area of effect is reduced to a percentage equal to its chance of
   working. For instance, if transmute rock to mud has only a 30% chance to
   work (and does), its area of effect is only 30% of what it should have
   been.
Stone integrity grants no other bonuses to the rock and may be
dispelled. The reverse of this spell is earth integrity, and prevents
the operation of transmute mud to rock in a manner like above.


Dimmable Continual Light (Invocation/Evocation)

Range:  20 feet per level
Components:  V, S
Duration:  Permanent
Casting Time:  5
Area of Effect:  90-foot radius sphere
Saving Throw:  Negates
Author:  Kai Rottenbacher 

This spell has the same effects as the 4th-level dimmable light spell
with the exceptions noted above.


Displacement [2] (Illusion/Phantasm)

Range:  0
Components:  V, S, M
Duration:  1 turn + 2 rounds per level
Casting Time:  6
Area of Effect:  The caster
Saving Throw:  None
Author:  Patrick P. Weeks 

This spell causes the casters image to be "displaced" so that the next
level/3 attacks miss him entirely. Because of the sheer power of this
spell, if the casting is interrupted, the caster must roll his level or
lower on 1d20 or be sent to the ethereal plane. The material component
for this spell is hide from a displacer beast or the tail of a
chameleon.


Double Fly (Alteration)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  None
Author:  Kenneth C. Jenks 

This spell is identical to the 3rd-level fly, except as noted above and
for the fact that movement is at a rate of 24. See the Dungeon Master's
Guide, page 77, for notes on aerial combat.


Doubled Magic Missile (Evocation)

Range:  60 yards + 10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  5
Area of Effect:  One creature
Saving Throw:  None
Author:  Kenneth C. Jenks 

This spell is identical to the 1st-level magic missile, except as noted
above and that one missile is cast per level of the wizard, with no
maximum number of missiles imposed on the wizard.


Dreamoore's Greater Eldritch Sphere (Evocation)

Range:  20 yards + 10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  5
Area of Effect:  1-foot diameter sphere
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

This spell is a similar but superior version of the eldritch sphere,
inflicting 2d6 base damage + 3 points per level of the wizard, up to a
2d6+30 maximum (eg., a greater eldritch sphere cast at tenth level of
experience does 32-42 damage points).


Dreamoore's Spellblade (Evocation)

Range:  50 yards
Components:  V, S
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Jonathon Salazar (The Adept's Spellbook)

The spellblade is a 1-foot up to 5-foot variable diameter rotating
circular blade of force which the wizard mentally commands, and he must
concentrate to maintain it (thus any successful attack against the
wizard ends the spellblade).
There are actually two variants for the spell, and the type must be
selected at the start of casting. The first strikes with a +1 to +5
to-hit bonus (corresponding to the blade's diameter) and attacks
everything within the designated area of effect. It inflicts 1d10 base
damage + 1 damage point per wizard's level. The second version directly
attacks walls of force, having a 1% cumulative chance per damage point
inflicted of bringing down a barrier. It has no effect upon other
creatures.


Dust Devil (Alteration)

Range:  30 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None
Author:  Jim Vassilakos 

This spell enables the wizard to conjure a dust devil, a weak air
elemental, (AC 2, 2d8 HP, MV 18, damage 1d4, magic weapons inflict
double damage). The dust devil appears as a small whirlwind, fifteen
feet tall, five feet in diameter at its base and twice that at its top.
It will move as ordered by the wizard but vanishes if ordered more than
30 feet from the wizard or if ordered to attack an native of the plane
of elemental air or a creature with magic resistance. It can hold a
gaseous cloud at bay, and its winds are sufficient to put out small
fires. While skimming along the ground, it will pick up loose particles
(if any) and create a dust cloud 30 feet in diameter in which normal
vision is obscured, and a wizard caught within the cloud must make a
saving throw versus death magic or have their concentration broken. The
material component of this spell is a small fan.


Dwarf Golem (Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  4 turns
Area of Effect:  Special
Saving Throw:  None
Author:  Unknown

This spell enables the wizard to bring to life a dwarf sized stone golem
- which has to be constructed first - with the following statistics:

Stone Dwarf Golem

AC: 2
Move: 6
HD: 10
Hit Points: 45
Number of Attacks: 2
Damage: 4-10/4-10
Special Attacks: Hurl Rocks for 2d4 points damage
Special Defense: None
Magic resistance: Special
Alignment: N
Size: S

This golem is immune to all spells that other stone golems are. It can
produce rocks from its body and throw them up to a 30-foot range. It
cannot take any other actions in any round in which it decides to do so,
however.
The construction time for the golem is 3 months. The golem costs 8000 gp
to make, and after casting, the wizard must make a 1d20 roll and add 2
to it. If the score is above his level, the spell fails and a new golem
must be constructed. If it is less or equal, the spell succeeds.


Dwarkanath's Limitator (Alteration, Enchantment)

Range:  0
Components:  V, S, M
Duration:  Until dispelled
Casting Time:  1 turn
Area of Effect:  The caster
Saving Throw:  None
Author:  David E. Brooks Jr. and Elizabeth H. Brooks


Dwarkanath's limitator is a highly atypical spell for magic-users as it
causes the spell caster to function as a lower level wizard. All magical
abilities are affected by this spell: number of spells usable,
effectiveness of spells cast, and so forth. Non-magical skills and
abilities such as weapon or non-weapon proficiencies, languages spoken
and combat abilities are not affected by Dwarkanath's limitator.
After the spell is cast, the character immediately begins to function as
a lower level spellcaster. All spells previously memorised are not lost,
but become inaccessible (except as noted below). For example, if a
10th-level wizard casts this spell to effectively become a 4th-level
wizard, he does not forget his 4th- and 5th-level spells, nor the extra
1st-, 2nd- and 3rd-level spells memorised. At the time of casting, the
character must announce which spells he is retaining for use and which
are being made inaccessible.
In order for the wizard to regain his former abilities, the material
component (a diamond of at least 2,000 gp in worth) must be crushed. The
diamond need not be in possession of the caster during the course of the
spell, but this is generally recommended.
During the course of the spell, experience points are accumulated
normally. But, the wizard has the option of applying them to his
effective level instead of his true level (this must be determined at
the time of casting the spell - it cannot be changed mid-stream). If the
caster's effective level experience points match or exceed the actual
level, Dwarkanath's limitator will automatically terminate.
Dwarkanath's limitator has one side effect: If the caster is under the
effect of a polymorph self before casting the spell, it will last until
the termination of Dwarkanath's limitator. This can be useful when the
magic-user is disguising himself as a lower level character.
The true level of the caster cannot be determined via determine prowess
(q.v.) or through any divination magic of less than fourth level. Dispel
magic will not reverse the effects of Dwarkanath's limitator, but may
cancel the effects of any polymorph self in effect. Restoration has a 3%
chance per level of the priest of terminating Dwarkanath's limitator.
Also, wish can restore the character's actual level, but not a limited
wish. A limited wish can be used, however, to cause the caster to
accumulate experience points against the current level if such was not
the case originally.


Dwarkanath's Morphous Bolt (Alteration, Evocation)

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


Dwarkanath's morphous bolt is designed for the adventurous wizard that
may face any number of unknowns. Specifically, this spell creates a bolt
of some material (see below) that is projected at the target creature
unerringly. The damage caused by this spell is always the same,
regardless of the physical composition of the bolt: 1d8 for every 2
levels of the caster, up to a maximum of 12d8. A saving throw versus
death magic reduces the damage by half.
Dwarkanath's morphous bolt can be created with any variety of materials,
such as fire, ice, water, acid, stone or any other physical substance
allowed by the DM. All that is required by the spell caster is that a
sample of the material desired be used as a material component. Note
that this must be a physical material, i.e., bolts cannot be created out
of magical energy (eg., magic missile).
Creatures hit by Dwarkanath's morphous bolt suffer advantages and
disadvantages as appropriate for their nature. For instance, a fire
giant hit by a bolt of acid would take normal damage, but additional
damage from a bolt of ice. Likewise, a red dragon would take reduced
damage from a bolt of fire.


Dweomervessel (Alteration, Enchantment)

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

This spell must be cast on a container of some sort, no larger than a
wine cask, which has a lid or some other means of being closed up. It
takes one turn to cast the spell, preparing the container to receive
another spell, of any level below seventh, which must be cast in the
following round. If a second spell is not cast immediately, the magic of
dweomervessel will dissipate. Once the second spell has been cast, the
container must be closed immediately, or the second spell will be
activated. If the vessel is closed properly, it will effectively trap
the magic for a period of time equal to 1 hour per level of the caster.
While the vessel is closed, there is a 5% chance per hour (not
cumulative) that the magic contained therein will burst the lid or seal
of the container and be activated; otherwise, the magic will remain
trapped for the duration of the spell or until somebody opens the
container. There is a 3% chance per spell level that the magic will not
work properly, usually fizzling or causing some minor effect. Spells
requiring contact with the spell recipient will only work properly if
someone is holding the container when the spell is activated.
Area-of-effect spells will be centred on the vessel. Only one
dweomervessel spell may be cast on a single container at any one time.
If two or more such vessels are within 10 feet of each other for an
extended amount of time, the magics of the containers will start to
clash, and the chance that it will be spontaneously released is
increased to 5% per turn. The material components of this spell are a
pint of wine, a bar of soap, a powdered emerald of at least 50 gp value,
and the container itself.


Elemental Join (Alteration, Elemental, Enchantment/Charm)

Range:  5 yards per level
Components:  V, S
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  One elemental
Saving Throw:  Special
Author:  Nathan Sugioka 

With this spell, the wizard physically joins his body with an elemental.
A saving throw is possible only if the elemental is not one the wizard
has conjured. Once the wizard's body has joined with the elemental, the
wizard can use all the abilities of the elemental's body as his own,
including Hit Dice, THAC0, damage, movement and invulnerability to
non-magic weapons. However, as the wizard's body and any equipment on it
are transformed into the appropriate element and joined with the
elemental's body, this equipment cannot be used in any way while inside
the elemental's body. The only spells that can be cast are those not
requiring material components (those components are stuck inside the
elemental's body), and even then the elemental must be able to speak (I
don't think most can).
The wizard may end the spell at any time. The wizard's body appears
anywhere within 10 feet of the elemental. If the elemental is one the
wizard has conjured, he may dismiss it at the same time; if not, the
elemental is likely to be furious, so the wise wizard will be cautious.
Note that both caster and elemental will be confused and disoriented (no
action) for 1 round after the separation. The maximum duration in any
case is 1 turn per level of the caster.
There are several important things to note about this spell. First, if
the elemental's body is slain with the wizard inside, the wizard dies.
Second, if the spellcaster is attempting to take over an elemental
conjured by another wizard, the elemental gets the saving throw of its
conjuring wizard or its own (whichever is better); in either case, there
is a +2 bonus (representing the prior claim of control by the conjurer).
Third, the new body takes some getting used to; the caster is at -2
to-hit for the first 2 strikes he takes against an opponent.


Elemental Square (Abjuration)

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

By means of this spell, the elementalist inscribes a square into a
circle. Within the square, the wizard is protected from elementals and
elemental forces, though it is impossible to cast spells of an elemental
nature in order to attack outside the square or bring elemental forces
inside the square. The material components for this spell are a vial of
water, some dust, and burning incense, that must be placed in three of
the four corners of the square. The wizard must blow in the fourth
corner to complete the spell.


Embarrassing Fetish (Enchantment)

Range:  10 yards
Components:  V, S, M
Duration:  Special
Casting Time:  8
Area of Effect:  One creature
Saving Throw:  Special
Author:  Mario R. Borelli 

Sage's note: this spell leaves much room for creative spellcasting, but
is also very restricted and narrowly defined. Please read with care.
With this spell, the caster can instill in one intelligent creature an
erotic fascination with a single kind of object, behaviour (such that
the sight, smell, sound, etc.). A sample of that designated kind of
object or behaviour arouses the subject uncontrollably, and such that
erotic pleasure or orgasm is impossible without the presence of the
fetish object or behaviour.
Some representative examples of fetish objects are red hair, spiked
heels, whips, jewelled short swords, oak leaves, artificial limbs or
amputees, green tunics, tuna, cheese, sheep, gnomes, gnolls, red
dragons' tongues, royal guards in uniform, children, octogenarians,
members of one's immediate family, psionicists, rangers, mermaids,
lawful neutrals, and Red Wizards of Thay. Some representative examples
of fetish behaviours are having small insects and snails crawl all over
one's body, inflicting pain on another person, inflicting pain on
oneself, being strangled, strangling another person, being bound,
binding another person, being charmed or commanded, staging one's own
mock execution, and innkeepers' daughters pouring beer down one's chest.
This spell is extremely versatile and may be made as detailed and kinky
as desired. Extremely detailed or nearly impossible fetishes, however,
may occur so rarely or be so beyond the capacity of the subject to
locate or bring about that the spell has little effect on the subject's
life than to create enormous sexual frustration. Danger, pride, and
personal cost are not, however, enough to dissuade the subject from the
fetish once it has been made available.
This spell cannot create a fetish for an individual person or object
(Carolyn Greycloak or the Great Ruby of al-Ghasar, for example). Nor can
it, without the aid of another spell, create homosexual desires in a
heterosexual, or vice versa.
There is no saving throw per se against the fetish. Rather, upon
discovering the fetish, the subject, if strenuously disapproving, is
allowed a Wisdom check at -4. A successful check leaves the subject
humiliated but thereafter free from the fetish. A new Wisdom check may
be attempted once per day, but since fetishes gain strength over time,
the check suffers a cumulative penalty of -1 per day. A Wisdom check of
1 is always successful.
The material component of this spell is a sample, highly representative
object of the fetish, or an enactment of the fetish behaviour on the
part of the spellcaster.


Eyeray (Alteration, Metamagic)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn per 4 levels
Area of Effect:  The caster
Saving Throw:  None
Author:  Max Becherer 

This metamagic spell enhances the effectiveness of all ray-type spells,
such as ray of enfeeblement, the cold ray version of Otiluke's freezing
sphere, Sanh's Ray spells, disintegrate, prismatic spray, etc. The spell
causes the energies to radiate from the wizard's eyes instead of his
hands (the spell is split into two converging rays). This affords the
wizard better control of the spell, as he hits what he sees. As a
result, all saving throws against ray-type spells are made at -4. If the
wizard has only one eye, the saving throws are at -3.
One ray-type spell can be so affected per 4 levels of the wizard. When
casting a ray spell, the wizard must declare whether or not the eyeray
will be used. The spell is active until all its uses have been
exhausted. Only one casting of eyeray may be active at a time. The
material component is one pair of gems of the same colour as the
wizard's eyes per 4 levels of the wizard, and a few of the wizard's
eyelashes. The gems must be worth at least 100 gp apiece. If the wizard
is missing an eye, only one gem per 4 levels is required.


Falerin's Stolen Ability (Enchantment/Charm)

Range:  0
Components:  V, S, M
Duration:  1 turn
Casting Time:  1
Area of Effect:  The caster and one creature
Saving Throw:  Negates
Author:  The Wizard 

This spell allows the caster to steal one ability or proficiency from
his opponent. Exactly what ability is taken is determined by the DM.
Victims are entitled to saving throw versus spell which negates the
effect of the spell. The material component is a drop of blood, drawn in
active combat.


Fellstar's Flame Cone (Invocation/Evocation)

Range:  Special
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  5
Area of Effect:  Special
Saving Throw:  1/2
Author:  Fellstar

This spell creates a cone of fire that streaks from the wizard's hand
towards the targets; this cone is 2 feet wide at the point of origin, 25
feet wide at the base, and 10 feet long for every level of the wizard,
up to a maximum of 200 feet. Anyone caught inside the cone suffers 4d8
points of damage, plus 1 point per level of the wizard (up to a maximum
of 4d8+20); a successful saving throw versus spell reduces the damage by
half. Combustible objects must save versus magical fire or be consumed.
The material component for this spell is a handful of red dragon scales
that must be tossed in the air when the spell is cast; the scales are
consumed with the casting.


Fire Charm (Enchantment/Charm)

Range:  10 feet
Components:  V, S
Duration:  2 rounds per level
Casting Time:  1
Area of Effect:  30-yard radius
Saving Throw:  Negates
Author:  Jim Vassilakos 

This spell causes a beautiful, gossamer veil of multi-hued flame to
dance around any normal fire larger than a torch flame. All creatures
within 30 yards of the fire must save versus spell or become transfixed
with the spectacle. While so charmed, creatures are subject to
suggestions of twelve or fewer words, saving at -3 for suggestions of
average reasonability and suffering this second charm for a full 1d6
rounds per level of wizard. The fire charm and suggestions are broken by
physical attack. The fire charm is also broken by obscurement of the
dancing flame.


Firestorm (Invocation/Evocation)

Range:  20 metres per level
Components:  V, S, M
Duration:  5 seconds
Casting Time:  5
Area of Effect:  10-metre radius circle
Saving Throw:  1/2
Author:  Unknown

This spell creates a ring of fire which sweeps inwards until within half
a second a lake of fire of radius 10 metres per level of the wizard is
formed, giving a visual effect similar to the napalm bombing scenes from
the Vietnam War. This lasts for a few seconds and does damage as the
3rd-level fireball, but without the damage limit. The material
components for this spell are the same as those for fireball.


Fist of the Element (Elemental (All), Evocation)

Range:  40 feet + 10 feet per level
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  3-foot per level radius sphere
Saving Throw:  None
Author:  The tiger 

This creates a large fist composed of the chosen element of the caster.
The type of element may be any one of the classic four (air, earth,
fire, and water) and is chosen at the moment of casting.
The fist attacks any creature the wizard wishes within the area of
effect. Its THAC0 is that of a fighter of the same level as the wizard.
As long as the wizard is concentrating he may have the fist attack once
every round for as many rounds as he has levels. While concentrating he
may not cast other spells or be in melee. It is up to the DM's
discretion how affected the wizard is by distractions such as arrows and
similar such attacks that miss. A suggestion might be 5% per level of
retaining concentration, with modifiers if, for example, the wizard was
actually struck.
The fist normally inflicts 2d10 points of damage plus a bonus (see the
table below), except against creatures that are composed of the opposite
element, on which they do 4d10 plus bonus (note that a fire-fist would
still do normal damage on a fire-based creature).

           Caster's              Damage
         Intelligence             Bonus
               1                   -4
               2                   -2
              3-5                  -1
              6-15                  0
             16-17                 +1
              18                   +2
             19-20                 +3
              21                   +4
              22                   +5
              23                   +6
              24                   +7
              25                   +8

The fist has AC 0 plus a modifier equal to the caster's Dexterity
adjustment, and it has a total of 40 HP.
The material component is a fairly large area of the appropriate element
and a platinum fist (100 gold) encrusted with gems (200 gold). The fist
is fooled by illusions, invisibility and displacement, for example,
though once the wizard is aware of the creature he may make it attack
with the appropriate penalties.
For example, a 12th-level wizard, Intelligence 16, Dexterity 15, could
cast it 160 feet away, attacking in a 36-foot radius sphere for 12
rounds. The fist attacking with THAC0 9, AC -1, doing 2d10+1 damage.


Flashburn (Alteration, Evocation)

Range:  2 feet + 1 foot per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Special
Author:  Roger Terrell 

This spell causes a stunning burst of fire to explode around the victim.
Such is the suddenness of this burst that any creature so struck must
make a saving throw versus paralysation or be stunned for 2d6 rounds.
While this explosive shock is intense in the extreme, it is also
confined so that others even within a couple of feet of the victim will
receive no damage. All items on the person of (or being touched by) the
victim must save versus spell or be destroyed.
The individual graced by this spell receives 1d6 (counting all ones as
twos) points of damage per level of the wizard. There is no saving throw
against the fire effects of this spell unless the creature struck is
resistant to fire. In this instance, a saving throw for half damage is
applicable. The material component of this spell is a jasper stone worth
at least 50 gp.


Flexible Force Field (Evocation)

Range:  10 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  10 square feet per level
Saving Throw:  Negates
Author:  Unknown

This spell creates an invisible barrier in a space desired by the
caster. It cannot stand by itself - all edges of the flexible force
field have to touch something solid, although if movement later would
cause these edges to expand or contract, the field will expand or
contract to allow for this to its maximum area of effect (further
expansion will dispel the wall). The flexible force field can have a
living being as part of an edge, but if so that being gets a saving
throw versus death magic, success indicating that the field is
dispelled. Failure means only that the being is an edge - it does not
stop that being from moving around, which could soon cause the collapse
of the spell. A flexible force field will allow only the following to
pass: gas of all forms (including air), creatures able to move under
their own volition, objects held or worn by these creatures, and light.
Note that sound will also pass through the field, being transmitted by
air. Hence, animate plants, animals, (virtually all) monsters, undead
and even insects can move through the field, but water, dirt, molten
magma and even spells (except those mentioned below) cannot pass through
unaided. A crossbow bolt would stop dead upon hitting the flexible force
field, whereas a mosquito would fly right through it. The field will
generally last until destroyed by a force that could remove a wall of
force, for example disintegrate, limited wish, wish and the like, as
well as by stretching it too far, as discussed above. Otherwise, it will
last indefinitely. Note that although spells cannot pass through the
field, they might create effects which can. For example, shout or
sunburst will be effective through the field as it transmits sound and
light, and summoned creatures will be able to pass through it.
The exact shape of a flexible force field is not subject to the whims of
the caster - it will form so that the least area is needed to contact
all the outside surfaces - like a soap bubble. Being a form of pure
magic, the field cannot be coloured or painted to disguise its true
form. However, the only clue of its existence is a faint blue glimmer,
which is only 40% detectable unless looking for it (in which case this
rises to 80%, roll once per round for each searcher). These percentages
are halved if the flexible force field is at the boundary of substance
with a blue colour - for example, underwater, separating an air pocket
from the sea. The material component is at least 500 gp worth of
powdered diamond (under standard Player's Handbook or Dungeon Master's
Guide prices - this could be less near a diamond mine, or more in a
forest community, depending upon the DM). This dust must be sprinkled
over at least part of each surface that has to form as an edge for the
flexible force field. For example, if this was a mouth of a tunnel then
dumping the whole lot at the bottom of the mouth would do, whereas the
average constructed doorway would need a dab on both sides as well as
the top and bottom, being made up of four pieces of wood joined
together.


Forcewhip (Evocation)

Range:  10 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  5
Area of Effect:  Special
Saving Throw:  None
Author:  Max Becherer 

This spell calls into existence a whip-like tendril of force which the
wizard grasps and uses to strike foes. The whip inflicts 2d6 HP of
damage on a hit. The wizard's effective Strength when using the whip is
dictated by his level. Consult the following table for the wizard's
effective Strength.

 Level     Strength            Level     Strength
   9           9                20         18/60
  10          10                21         18/90
  11          11                22         18/95
  12          12                23         18/00
  13          13                24          19
  14          14                25          20
  15          15                26          21
  16          16                27          22
  17          17                28          23
  18          18                29          24
  19         18/30              30          25

Beyond thirtieth level, the spell has reached its maximum potential;
neither duration nor effective Strength increase. The wizard is treated
as a fighter of half his level when casting this spell, and the wizard
may cast no other spells while using the whip (though he may prematurely
terminate the spell). The material component is a whip made of braided
gold and mithril fibre worth at least 200 gp.


Gem Write (Alteration, Enchantment/Charm)

Range:  10 feet per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round per page
Area of Effect:  One gem
Saving Throw:  None
Author:  Kai Rottenbacher 

This spell empowers a gem with the ability to store within its structure
written information of any kind - except scroll spells. The gem may
store a maximum of five pages of tightly written notes per level or
three spell levels per caster level. This written information is
strictly non-magically stored within the gem: it is not actually a
language or letters but it is encoded in the structure of the gem. This
code can only be read by someone who has an active gem read spell. This
spell, gem write, cannot be dispelled later by dispel magic nor by an
anti-magic shell nor any other kind of magic destroying power - unless
the structure of the gem is destroyed or significantly altered.
The gem itself is also a limit to how much it can hold. For each 50 gp
worth of gem, one page or one spell level may be stored. That means a
gem's capacity is determined by the caster's level and by its worth. The
material stored inside the gem stays within the gem indefinitely -
unless the gem is destroyed.
If a gem is not filled to capacity, there is a chance that if the gem is
altered (like cut apart or cut into a different shape), the material may
be found within a piece of the gem. The chance is equal to 100% - 1% per
percentage actually used (if a 5000 gp gem (up to 100 pages or 100 spell
levels) is made by a 14th-level caster (a maximum of 70 pages or 42
spell levels), bur filled only to 35 pages or 21 spell levels, then the
wizard would have a 50% chance to find the information in one of the
pieces of the suddenly smashed gem) - 1% per fragment of the gem (the
more fragments, the worse).
The material component is a single gem worth at least 50 gp. This gem
has to be untarnished by any flaws. This gem then has to be rolled into
a single scroll of incomprehendable magic and another scroll of
reduction.


Gifrun's Thunderclap (Evocation)

Range:  40 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  4-inch radius sphere
Saving Throw:  1/2
Author:  Brendan Knox 

This spell opens a small gate to the quasi-elemental plane of vacuum.
Within the area of effect, all the air is suddenly eliminated. This does
not last long enough to cause asyphixiation, but the resulting rushing
of air into the area causes 1d6 damage per level of the caster (up to a
maximum of 10d6), regardless of whether or not the victim(s) require air
(even undead are affected). The rushing air also causes a massive roar,
like a clap of thunder, which will deafen victims for 1d10 rounds. A
saving throw is allowed; if successful, reduce damage to half, and the
victim is only deafened for 1 round.
The material component for this spell is a small lodestone, encased in
a legume.


Globe of Fire (Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  2-foot per level radius or less
Saving Throw:  Negates
Author:  Jim 

Globe of fire is a wizard's last line of defense. When cast, a fireball
goes off, centred on the wizard. However, the caster takes no damage
from this fireball, and can act as if the fire did no exist (i.e., can
see and hear normally). Any creature within 5 foot per level of the
caster takes 1d6 damage per level of the caster.
Notice that the actual area of effect is left up to the caster, though
the maximum size is 2 foot per level. Also, the spell lasts for a short
while, protecting the wizard from physical attacks (i.e., swords,
arrows, claws, etc., miss since the wizard is effectively shielded from
view), spells (fire based spells add an extra round per damage die, cold
base halves the duration, and all other spells are left up to the DM),
breath weapons, and gaze attacks. The material component of this spell
is a pinch of diamond dust, worth at least 400 gp.
As example, Jasper the mage is in way over his head. While travelling,
he was beset by 20 bandits. So, he casts globe of fire to keep the
attackers at bay. Since he is a 10th-level wizard, a globe of fire
springs up that is 20 feet in diameter. Anyone caught in the area of
effect takes 10d6 damage, taking half if saved.
However, note that Jasper's horse is probably dead.


Greater Aura of Protection (Evocation)

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

This spell is a very potent version of lesser aura of protection,
subtracting 4 from all attacks. It also grants a +2 bonus to the
caster's saving throw for any targeting attacks.


Greater Death Star (Necromancy)

Range:  90 yards
Components:  V, S, M
Duration:  3 rounds + 1 round per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None
Author:  Bret Mikeal O'Neal 

A greater death star enables the caster to create one or more death
stars, fist sized balls of negative energy that slowly drain the life
from all around them. This spell can create one large star or many small
immobile ones.