[originally downloaded in ASCII.zip from ftp://ftp.win.tue.nl/pub/games/spells/html/gnsb.html Ninth-Level Spells Animate Dead III (Necromancy) Range: 10 yards per level Components: V, S, M Duration: Permanent Casting Time: 1 round per level Area of Effect: Special Saving Throw: None Author: Max BechererThis more powerful version of animate dead II allows the wizard to create undead up to 1/3 of his level in Hit Dice. Otherwise it is identical to animate dead II. Animate Golem (Alteration, Invocation) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: Inanimate golem touched Saving Throw: None Author: Kris With this spell, a wizard can create one golem. The construction of a golem is a long process and additional spells are required to fully animate the golem, but this spell can replace the wish spell in the process. The component is the golem to be animated and some gorgon blood. Anti-Gravity (Alteration, Enchantment) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 9 hours per 10-foot cube Area of Effect: 10-foot cube per level or special Saving Throw: Negates Author: Kai Rottenbacher This spell reduces the effect of gravity to absolute zero in the area of effect thus causing anything to effectively float with no weight (note the mass still exists (while a vault door weighs nothing it still can crush someone who has the unfortunate luck of being between it and its door frame)). It can be lain on an area without a focusing object but in that case it is limited to the area of effect noted above. If a focusing object is used the casting time changes to 1 hour per 10 feet per level per side cube. The focusing object is not destroyed in the casting but if it is ever moved from its place or even touched by the caster after the enchantment is placed the spell fails immediately. Once the spell is in effect anything within the area of effect of one 10-foot cube per level can be moved almost without effort (unless it is very large). If the spell is focused on an object then the object is within the centre of the cube. This cube then measures 10 feet per level per side (an 18th-level wizard creates a 180-foot cube). The material component (even without the focusing object) is a hollow diamond which has a perfectly round hollow inside without having any hinges. This diamond must have cost a least 10,000 gp before being hollowed out. The focusing object (if it is used) has to be a completely priceless object which is absolutely unique such as the largest gem ever found on the planet, the complete and untarnished set of platinum teeth of the poorest man ever to have lived on the planet or something likewise illogical or (almost) impossible (as the DM desires for that special case). Balefire (Alteration) Range: 30 yards Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: Up to 2 feet wide and 20 feet long cone Saving Throw: None Author: Robert A. Howard Balefire is a very nasty spell. The caster must roll to hit the subject, using only Dexterity-related bonuses to Armour Class - armour does not affect the chances of being hit. A being or object hit ceases to exist. Moreover, the being or object hit, after being hit, didn't even exist before he or it was hit. Thus, actions taken by a person hit by Balefire are reversed - people slain are brought back to life, etc. The area of effect vaguely resembles a sword or broom, and can be swept along to cause even more damage. Bind Helms (Alteration, Invocation) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 10 turns per maximum SR per helm (as per spellcaster) Area of Effect: One helm per five levels Saving Throw: None Author: Kai Rottenbacher This spell binds one spelljamming helm of any kind together with another helm in such a way that they work together on the same ship. This is quite a dangerous process as all helms have to make their saving throws versus magical fire if they are bound together in such a way. If even one fails, they all explode in a 100-foot radius per helm; anything within a distance of 50 feet per exploding helm is destroyed including characters unless they have magic resistance or a scarab of protection; in that case they automatically make their saving throws. Outside those 50 feet per exploding helm everything takes 10d20 per helm and they gain a saving throw versus spell; the damage dealt is fire damage; thus, it would be possible to further reduce the damage with fire resistance. If the spell works, all helms work at once on the same ship and each one can be manned. This allows for some incredible speed for these spelljamming ships or some quite astonishing sizes as all can pull their load of either 50 or 100 tons. This spell is needed for the creation of a Grand Helm as one that is used on a Quad of Thay. The material components are the sacrifice of one person per helm to be linked to be linked per Rary's mindlink with each other (they can be resurrected afterwards) plus one diamond, ruby, sapphire, emerald, and topaz each no less than 10,000 gp worth per helm to be linked plus one chain of no less than one mile length made from mithril (thickness doesn't matter) of no less than 25,000 gp worth to be tied around the helms to be linked. Bone Shatter (Evocation) Range: 0 Components: V, S, M Duration: 1 round per 5 levels Casting Time: 9 Area of Effect: Creature touched Saving Throw: Special Author: Allan J. Mikkola This is a more powerful version of the 5th-level bone splinter. It is identical to that spell except that is has a +3 to-hit bonus and causes a serious compound fracture when a hit is scored in melee, with the following results: Place Modifier Effects head -8 major skull fracture: save versus spell or die; else suffer 4d8 points of damage arm* -4 major broken arm: arm is totally useless; it cannot be used to attack or defend with leg* -4 major broken leg: leg is totally useless; movement is half normal ribs -4 broken rib: loss of 1d6 Constitution points and 2d8 points of damage spine** -8 severed vertebrae: save versus spell or die; else paralysed until healed or cured pelvis -4 major hip fracture: -6 to Dexterity when using legs; movement rate is at one quarter of normal; suffer 3d8 points of damage * If attacking from the side, only the nearest appendage may be targeted. ** The spine may only be targeted if attacking from the rear. Cure critical wounds is required to heal one of these effects (except for paralysis, which must be cured by normal means) as long as the victim is still alive, and a heal spell will fully restore a living victim to full health. The material components for this spell are an intact bone of at least a foot in length, and a large metal hammer which are consumed when the spell is cast. Celestarion's Barrier of Blackwhite (Abjuration, Necromancy) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 2 rounds Area of Effect: 10-foot radius sphere Saving Throw: Special Author: Celestarion This spell was created by Celestarion to be his ultimate form of protection. Whether it is or is not is left up to the individual wizard, but nonetheless it is a powerful spell. When cast, a sphere of swirling black and white light appears to surround the wizard and all those close to him. The barrier has all of the following effects: * It prevents any spells going through it. What happens is that the spell energy is drawn into the top of the sphere. * The lighting effects of the sphere prevent anyone from seeing through it, although those on the inside can see out. This results in a -4 to-hit penalty. * All magic within the sphere is unaffected. Spells cannot be cast out of it, but can be cast within it. * No living being can pass through the sphere unless a saving throw versus spell is made with a -6 penalty. If they fail their saving throw, they are simply unable to pass through. * No magic items of any sort can pass through. * Normal physical objects can pass through, as can psionic attacks. * If the barrier is not hit by a spell or a magic item or any psionic discipline, then the barrier needs energy. It draws 2d4 of the wizard's hit points for every round that it isn't hit. Should the wizard's hit points go below 10% of their maximum, he starts to lose one level per round. The spell continues for as long as his initial level in rounds. When he has lost half his levels, then he starts to lose 1 Intelligence point per round until the spell ends. * The wizard cannot voluntarily end the spell. Hit point and level losses are temporary and return at the rate of one per turn each, but Intelligence losses are permanent. These effects can be avoided if the wizard himself casts a spell at the barrier. He cannot dispel it when he wishes, however. The material components of this spell are one star sapphire, and one black star opal of at least 20,000 gp value each. Both are lost in the casting. Celestarion's Total Blast (Evocation, Necromancy) Range: 240 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: One creature per object Saving Throw: Special Author: Celestarion This spell was designed as a last line of defense by Celestarion for use when all else failed. It is nothing less than a 9th-level blast of totally destructive energy. Upon casting, the following things happen, in the sequence given. 1. A blast of scintillating energy erupts from the wizard's hands and strikes the target. 2. The target has to make a saving throw versus spell at -6. This spell also causes magic resistance rolls to be made at -30%. 3. Failure of the saving throw totally disintegrates the target. 4. Success of the saving throw means the target takes 10d20 points of damage and, if still alive, is stunned for 1d4 turns. 5. The wizard, regardless of spell effects, automatically loses one level permanently, and must make a saving throw versus spell. Failure indicates instant death, with only a wish being able to bring him back. Success results in losing 1d100 of his remaining spell levels, randomly chosen, and being unconscious for 1d4 rounds. The material component of this spell is an ioun stone, which is lost in the casting. Chaos Environment (Alteration, Wild Magic) Range: 10 yards per level Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Unknown This spell is similar to the 4th-level chaos vision. However, rather than producing an illusion as chaos vision does, this spell produces a very real effect. The ground constantly rolls and twists, and objects from the wizard's mind appear and disappear. All creatures and objects in the chaos environment are constantly polymorphing, once each round. Note that creatures polymorphed will need to save versus spell each round to keep their former identity and not take on a new one. All creatures and objects will polymorph back to their original form upon leaving the area of effect. A person entering this environment had best carried nothing with him or risks losing it as he turns into some form which might not be able to carry it. People have to make system shock rolls every turn, for the stresses will tear even the mightiest hero apart, given time. All damage from being crushed, attacked, and otherwise affected by the spell is real, caused by real creatures and environmental changes in the area. A general rule of thumb for damage caused by the constant changes in the environment is 1d6 hit points per round. However, DMs are encouraged to devise specific environmental changes, and apply damage as appropriate. The material component of this spell is a wild magic region, which is consumed by the spell. The area of effect fills the area previously formed by the wild magic area. The duration of the chaos environment is the duration remaining on the wildzone which created the wild magic region used. Charm Man V (Enchantment/Charm) Range: 16 feet Components: V, S Duration: 1d12+4 turns Casting Time: 1 Area of Effect: 1d12 men per level of 8 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 7th-level spell charm man IV (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. Cloud of Great Intoxication (Alteration, Evocation) Range: 100 yards Components: V, S, M Duration: 2 turns per level Casting Time: 1 round Area of Effect: One 60-foot cube Saving Throw: None Author: Ronald Jones (Greymoon) This spell is similar to the 5th-level cloudkill. It will create a large blue and pink billowing and churning cloud. The cloud will move away from the caster at a rate of 10 feet per round. The cloud will move along the ground at the caster's direction. A light wind will not affect the movement of the cloud as long as the wizard is concentrating on the spell. A medium strength wind will slow or change the direction of the cloud no more than one foot per round in any direction as long as the wizard concentrates on the spell. A strong wind will disperse the cloud after 5 rounds, unless the caster makes a successful Intelligence check to keep the cloud together and under control. A very strong wind will disperse the cloud after 2 rounds, but if a saving throw is made, the cloud remains, but the caster cannot control the spell for that round. The caster must be spending all his concentration on keeping the spell active. Heavy vegetation will slow the cloud to one half speed but will not cause it to disperse. All creatures enveloped by the cloud are affected. All such creatures are put into an alcoholic coma unless they make a saving throw versus poison (see the Net Alcohol Guide for more information). A successful saving throw means the creatures become greatly intoxicated. Any creature over 10+1 HD or higher may save versus poison at +2. For each round spent in the cloud, a creature must save versus poison or become comatose. For each round beyond two spent in the cloud any creature or character must save at a cumulative -1 per round, and after four rounds magic resistance is reduced by 5% per round spent enveloped by the cloud. The power of this spell is such that even creatures or persons immune to the effects of alcohol, magical or otherwise, are affected by this spell after five rounds. There are no racial or weight modifiers to this spell (see the Net Alcohol Guide; 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 extends the time needed to recover from a state of intoxication. For someone who became comatose, add 10 hours to the recovery time. Once the state of great intoxication has been reached, it takes an additional 6 hours to recover. Once someone has moved to moderate intoxication, it takes an additional 5 hours to reach a state of slight intoxication. It takes an extra 2 hours to return to normal. Using stimulants to speed recovery is possible, but if the Constitution check is failed, add another thirty minutes to the recover time of to this stage of intoxication. Magical stimulants can be used with no ill effect. The spell also extends the time needed to recover from a hangover by 2d6 hours and makes the effect of the hangover twice as severe. Obviously, this is a potent spell which in the right hands could waylay a small army. The DM must be wary of how this potent magic is used. The material components for this spell are some dried grape skins or a sprinkling of the best hops, which must both come from a once-in-a-century harvest. The third and most important component of this spell is the blue breath of a content alcohol dragon, without which this spell will not work. Coalthirst's Universal Mindbender (Enchantment/Charm) Range: 5 yards Components: V, S, M Duration: Permanent Casting Time: 1 day Area of Effect: One creature Saving Throw: Special Author: Tim Olivas Using this spell, a high-level wizard can rewrite a creature's entire personality. All the subject's memories, mannerisms, preferences, beliefs, allegiances, and behaviour can be changed to fit the wizard's specifications. A rampaging giant could be made into a music loving pacifist, a virtuous knight into a cowardly libertine, a demented killer into a law abiding citizen - and vice versa. There are limits on what the spell can accomplish. It cannot make subjects wiser, more intelligent, or more charismatic, though it can make them act more cautiously, thoughtfully, or pleasantly. It can also make subjects act more foolish, like feeblemind. The spell cannot bestow new skills or improve existing skills: class and level cannot be altered. However, it could make a fighter think like a thief, or make a wizard believe he is a priest. Furthermore, it will not function on creatures immune to enchantment/charm spells, including but not limited to golems, spirits, mindless creatures, and the undead. To cast the spell, the wizard must be alone in a quiet, secure place with the subject, who must be physically restrained, magically held or charmed, or be cooperating with or unaware of the caster's goal in casting the mindbender. The caster burns rare incenses and draws arcane symbols on the subject with alchemical ointments - these components must cost at least 1000 gp, and greater amounts may be required for unusually large subjects, at the DM's discretion. Then the caster enters the subject's mind through a powerful telepathic link, and over the course of 24 hours, edits it. This ritual drains the wizard's energies, and for the next three days he is unable to cast any spells above fifth level. At the completion of the ritual, the subject receives a saving throw versus spell at -4, subject to all other adjustments including Wisdom, specialization, and malisions or mind fog. Magic resistance also applies, as do the racial bonuses and immunities of elves, half-elves, dwarves, gnomes, and halflings. If the saving throw is failed, the subject's alignment and personality are permanently changed, and only a second application of the mindbender is sure to restore the old. A wish or restoration have only a 50% chance of succeeding, and the personality change cannot be dispelled, though subjects do radiate enchantment magic to appropriate detection spells and can be fended off by protection spells. If the saving throw succeeds, the subject may eventually throw off the spell's effect. The spell's effects last as long as a charm monster (Player's Handbook, page 154) automatically. After that, any time the spell would cause the subject to act contrary to his former nature, he immediately receives a new saving throw, without the -4 adjustment, to regain his old personality. Note that once the ritual is over, the wizard cannot again alter the subject's personality. The new personality is set, and if the subject throws off the enchantment, he cannot again be affected by a mindbender from that particular wizard. Within the constraints noted above, the wizard can create whatever new personality he chooses. Amnesia can be induced, new backgrounds invented. The subject's emotional responses, his loves, hates, and fears, can be chosen. The subject can be made fanatically loyal to the wizard, homicidal, suicidal, or genial, contented, and charitable. Because it seems to deprive subjects of their free will, use of mindbender is an ethical dilemma for many good magicians, though most agree it is a humane alternative to imprisonment or death. Less scrupulous magicians find mindbender a most potent tool. Coradon's Conflagration (Invocation/Evocation) Range: 150 yards Components: V, S, M Duration: 4 rounds Casting Time: 9 Area of Effect: Special Saving Throw: 1/2 Author: Allan J. Mikkola This spell causes a fiery explosion similar to that of a fireball, but with a smaller radius (initially a 20-foot radius sphere). However, the flames caused by this spell will continue to burn for 4 rounds (the initial round, plus 3 additional rounds). The damage inflicted on victims inside the area of effect, the bonus to the victim's saving throw, and the radius of the flames vary according to how long the flames have been burning, as follows: Round Damage Radius Saving Throw Bonus 1 8d8 20 foot 0 2 4d8 15 foot +1 3 2d8 10 foot +2 4 1d8 5 foot +3 Damage suffered is cumulative from one round to the next, but the saving throw bonus is not. Anyone who makes a successful saving throw takes only half damage that round, and automatically saves on any subsequent rounds; those who fail their saving throws suffer full damage, and must have all their possessions save versus magical fire to avoid destruction. If anyone leaves the area of effect and returns later, a new saving throw must be made, even if the previous one was successful. The conflagration may, or may not conform to a confined space, at the wizard's discretion. Apart from the changes mentioned above, the conflagration otherwise acts like a fireball. The material components for this spell are the heart of a red dragon, and a powdered diamond worth at least 600 gp. Create Battlement (Conjuration/Summoning) Range: 10 feet per level Components: V, S, M Duration: 1 day per level Casting Time: Special Area of Effect: One 10-foot per 3 levels per side cube in any shape desired Saving Throw: None Author: Kai Rottenbacher This spell is somewhat of an anomaly in the series of create room spells as it also creates the exterior of the room. It creates a complete tower including battlements if desired. This tower is created from a cube with a side length of 10 feet per 3 levels of the caster: an 18th-level wizard could create a tower from a 60-foot cube. Thus, this wizard could, theoretically, create a 180-foot high tower with a base of almost 35 feet square. This would obviously a very unstable tower, thus the normal rule is: the base has to be at least a square of 1/3 the height of the tower. Thus, in our case the wizard could create a tower of approximately 40 feet square up to 120 feet high. The walls of this tower are made from adamantine and require 2 points of structural damage per level to get a breach in a 10x10 feet section and an additional 3 points per level to collapse a 10x10 feet section completely. The walls are up to 1 inch per level thick. The tower can be made to collapse if one levels loses more than 1/3 of its structural points or if more than 3 levels lose more than one tenth of their structural points. Anything in the tower at that time will most certainly be crushed (unless absolutely immune to magical, +5, metal). The tower can have up to one door per 10 full levels of the caster. The number of floors will be determined by the height of the tower with up to a maximum of one floor per 10 (partial) feet height. This is also one of the room spells which are obviously used for combat purposes so they don't vanish if used for combat. The tower still cannot be sold - in that case the whole tower vanishes in a puff of smoke. It contains one full battlement with merlons, one small ballista per 5 full levels, one shot for each ballista per level, one light catapult per 10 full levels, one shot per catapult per 2 levels, one large siege pot of oil or lead including fire for heating and the lifting mechanism, 10 arrow slits per level, up to 1000 square feet of interior walls per level (not including the floor and ceiling area), and up to one iron bound wooden door per level in the interior, whereas the external doors are full adamantine doors with over 20 structural points each. The doors are magically sealed with wizard looks which open either to a special command word or by the caster's desires. In addition, they can be locked normally with the internal locks of masterful quality (- 75% to lockpicking chances). The tower is in itself non-magical. Thus, it cannot be collapsed with the normal use of an anti-magic shell (unless the shell is laid directly on the targeting point of the spell). Mordenkainen's disjunction has either its chance against an artifact to destroy it or its chance to dispel it, whichever is lower. Dispel magic will only work if the caster himself casts it on the targeting point of the spell. The material components are one large solid cube of pure adamantine of 3 inches per level per side length. Into this cube have to be merged (with no space between them) one diamond per floor level desired inside (of no less than 10,000 gp each). The metal should cost no less than 1000 gp per inch side length (an 18th-level caster has a cube with 54 inches per side length (4'6", which is more than a cubic yard of metal weighing a lot more than 20 tons), which makes 54,000 gp for the cube and at least 10,000 gp for at least one floor. This component can be used during preparation, but the spell has to be cast during the following 1 month per level time. If not cast during this time, the material component is used up completely. As this spell is memorised, it can be dropped for another spell, but the material component used in preparation is still lost. If the material component is used during the preparation, the casting time is only 2 rounds, otherwise it is 3 turns. The block of adamantine is the targeting point of the spell. It will always be found at the base in the centre of the created tower. It will be teleported there even if the caster does not know the teleport spell. It will not teleport across planes unless a direct link to the caster exists at the time. Curse of Undeath (Necromancy) Range: 10 feet per level Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: One creature Saving Throw: Negates Author: Kai Rottenbacher This spell causes a creature which fails a saving throw versus death magic to be under a horrible curse. The creature will live a normal life until it dies (whether of natural causes or unnaturally does not matter). Then, the creature is transformed into an undead creature of the caster's specifications (within special limits). This does not happen until the night after the creature's death. The creature can be a creature having up to the maximum of half the caster's Hit Dice and it may be any kind of undead up to and including a ghost (note: it is not possible to create a lich or special undead via this spell). The creature is completely under the caster's control if it fails a saving throw versus spell against each and every one of his controlling attempts. Once the creature has succeeded at one saving throw per caster level, it is completely free from the caster's control and it knows who tried to control it and it bears an everlasting hatred against the caster. The caster can make use of its senses even if he is on another plane (note: this is not possible if the caster is feebleminded, disminded or otherwise not in control of his body or mind). The creature can be cured with a remove curse, an atonement, and a heal before it dies, all cast with the explicit purpose to remove this spell. Once the spell is in effect, and the creature dies, only the immediate blessing of the slain body can prevent the transformation to undeath. Note: a resurrection is possible, but if it is not done before the next nightfall, the creature will transform into an undead being. Once the creature is transformed, it cannot be saved, unless a god reverses the situation directly (not by sending an avatar but by being there personally and laying on hands). The material components are a pinch of bone or a drop of the essence of each type of undead that exists on that planet (or in that sphere if used off-planet). The caster has to have an additional full pound of bone or essence of the type of undead creature he wants to create. Thus, it will take lots of ghost ichor to create the fleeting substance known as ghost's essence in the required amounts. How to get the stuff is the wizard's problem, not mine... Dalen's Mental Resistance (Abjuration) Range: 20 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 9 Area of Effect: One creature per 5 levels Saving Throw: Negates Author: Ryan Biggs (the Net Psionics Handbook) This spell is used to stop all mental and psionic powers from affecting a specific being. This is accomplished by creating a field around the being affected that stops all mental energy from passing through it. This field however stops the mental energy from both entering or leaving. Thus, this could be used to stop a psionicist from using any powers on anyone but himself. It also grants immunity to any psionic attacks, including the dreaded mind flayer mental blast. It provides protection from any spell that deals with the mind of the person protected as well as any psionic power. This spell is quite similar to mind blank, except that it provides full protection against psionics and a few other mental powers. The list of spells that are protected against is too long to list, but if a spell affects the mind of a being, it will not work. The material component of this spell is a diamond shield, worth at least 10,000 gp. Dalen was a Red Wizard of Thay, but was overthrown by another wizard who had a psionicist working for him. Dalen researched a way to stop psionics from working, and partially succeeded. He was hoping that a wall or sphere could be created, but found that this was impossible, because all the research he found pointed to the fact that such a field would have to be in close proximity to a living being, no more than an inch away in fact. Dalen later died when he tried to cast this spell on a psionic lich. Since the spell only affects living beings, which a lich is obviously not, Dalen was reduced to a mental vegetable and subsequently killed. Damian's Mindswap (Enchantment/Charm) Range: 70 yards Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: One creature Saving Throw: Negates Author: Jay When this powerful enchantment is cast, the wizard attempts to rip the target creature's soul from its body and temporarily place it in a gem of not less than 15,000 gp value. At the same time, the wizard's soul is released from his body and also travels through the gem. When, and if, both souls are in the gem, they both proceed to the opposed bodies from which they came. This has two very noticeable effects: * The wizard and victim have essentially swapped minds (or bodies, whichever you prefer). This has the effect that the wizard now takes on the physical attributes of that body (Strength, Constitution, Dexterity and Comeliness). The wizard does retain his own mental capacities and previous knowledge (Intelligence, Wisdom, Charisma), hit points and level. * If the wizard or victim can kill his former body, the other's soul goes to its respective plane. Thus, after completion of the spell, if the wizard kills his old body, he can never be displaced from his new body, for in all intents and purposes it is his body now. If neither the wizard nor the victim is killed, and at some later point in time a priest casts an exorcise spell at either body (both have to be within 70 yards of each other, though), the caster of the original mindswap must save versus death magic or return to his old body. If the saving throw is made, this indicates that this person's body will never accept the wizard's soul and need never fear this spell from the same wizard again. After the transferral has been completed, the gem disappears. Darklight's Poetic Justice (Conjuration, Enchantment) Range: Unlimited Components: V Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None Author: Keith Taylor This spell is similar in some ways to both a wish and a curse. It is cast by the wizard reciting a self-composed poem, directed at a person, place, or thing at which he wishes to direct some sort of vengeance. The target in question must be truly the one which the wizard has reason to hate, so that a framed person may not be affected by the poetic justice. The vengeance may be petty, however, so that innocents might be endangered. However, this is not likely due to the extreme nature of the spell. The duration, range, and area of effect are as per wish. However, the casting time is much greater. The wizard must recite the poem loudly in the presence of the open sky for it to take effect, and depending on the power of the curse, this might take some time. The poem's length and complexity are determined by how powerful the wizard wishes his revenge to be. The degree to which the described vengeance is carried out by the spell is proportional to the craftsmanship of the said poem. Note that this gives DMs some leeway in interpretation. If the poem's target is true and its poetic power is sufficient, then the things described in the poem take place. One specific curse or permanent effect (each considered a "term", as in a contract) can be caused per two levels of the wizard, dependent upon the above factors. Note that this is a maximum effect for a single poem, and that a lesser effect can be visited. The price for casting the spell is dire. For each term set within the poem, the wizard suffers one day of reduced power, being reduced to 1/3 normal casting level with regards to number and level of spells memorised as well as internal spell variables such as range. Darklight's Superior Force Armour (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 3 turns per level Casting Time: 9 Area of Effect: The caster Saving Throw: None Author: Keith Taylor This spell is an enhancement of the already formidable capacities of the 8th-level Darklight's improved force armour. It is the same as the lower level spell, except as noted. Superior force armour enhances the movement capacities of the wizard even more than the improved version. The wizard can run at a maximum speed of MV 24 in a relatively straight line, or in combat, MV 18. The flight capacities function underwater or in vacuum, as well as in atmosphere. Its maximum and cruising speeds are as below: Environment Maximum Speed Cruising Speed Vacuum 128 48 Normal flight 96 36 Fluid environment 48 24 Viscous (ooze, lava) 36 18 The forearm blades are also improved, remaining retractable, but having a base cutting damage of 2d12 each. Three attacks per round are possible with the speed of the armour's movement enhancement. Also, the armour acts to amplify the strength of the wearer, giving the wearer 16 + 2d4 Strength for the duration, giving the blades extra damage potential (Strength bonuses apply here only) as well as giving the armour lifting power to help it out of tight spots. The suit also helps to compensate for the wizard's inability to cast spells, by adding "attack packages". Several options are possible, each being sets of spells with a limited number of charges. These spells can be fired off two per round at the wizard's discretion, and take the place of the suit's blade attacks. They otherwise act as the normal spells in most respects, and are "cast" at the wizard's level. Note that these are simply triggered "charges" implanted in the structure of the armour, and not subject to normal casting restrictions. Attack packages that are available: * 10 magic missiles, 10 flame arrows, 5 rays of enfeeblement * 10 stinking clouds, 5 cloudkills, 5 cones of cold, 2 fireballs * 10 lightning bolts, 10 Melf's minute meteors, 5 chromatic orbs * 5 freezing sphere rays, 5 cones of cold, 10 snowballs * 10 webs, 10 sleep darts, 5 wand of paralysis rays, 5 stinking clouds * 10 flame arrows, 5 fireballs, 20 burning hands Only one of the above may be chosen at the time of casting, and once all charges are spent, the armour cannot trigger more spells unless the entire spell is recast (this must be performed after the duration expires). The armour is a sapphire blue glow in colour, and is brighter at the joints, as well as along the blades and at the structures controlling weapon packages. The force jets emit a bright azure radiance. The material component is a diamond cut to resemble a small person, to which is affixed with golden wire a ruby sword, sapphire wings, and one perfectly cut opal for each five spell charges. Darklight's Ultimate Invisibility (Illusion) Range: 0 Components: V, S, M Duration: 1 day Casting Time: 9 Area of Effect: Creature touched Saving Throw: None Author: Keith Taylor This spell causes a powerful and foolproof veil of undetectability to conceal the target and its carried belongings. The spell name implies a mere visual concealment, but the actual effect of the spell is much more potent. The recipient cannot be seen, either by normal sight, infravision, ultravision, detect magic, detect life, detect invisibility, and even true seeing. Clairvoyance and scrying fail upon the recipient, as do any divinations used upon him or upon an item he carries. The recipient also cannot be heard, smelt, tasted, or felt. He leaves no tracks and makes no sound. His voice cannot be heard by anyone, making most spellcasting (unfortunately) unlikely. No known means of penetrating illusions, aside from a wish or limited wish, can reveal the creature. Dispel magic, anti-magic shell, and related effects cannot touch this enchantment. In short, aside from the close scrutiny of a greater god, a wish, or the death of the creature, no means can locate the being, whether extraplanar, magical, psionic, or otherwise. Even physical contact is rationalized away by those touching the creature (although an attack causes extreme suspicion and the victim of such an attack knows something is up). Thus, a -8 penalty to-hit against such a creature is incurred. The material component is a bottle, inside which is maintained a near perfect vacuum. Death Wind (Conjuration/Summoning, Necromancy) Range: 20 yards per level Components: V, S, M Duration: 1 round + 1 round per 3 levels Casting Time: 1 turn (no reduction possible) Area of Effect: 20 feet per level per side cube Saving Throw: Special Author: Kai Rottenbacher This spell causes a magical black-greyish wind in the area of effect. This wind has a range of 20 yards per level. It has a direct connection to the negative energy plane. For every round in the wind a character has to save twice versus death magic. If they succeed twice, they don't suffer any spell effects; if they save only once, they suffer "only" a 1d3+1 level loss; if they fail twice, they lose 1d6+1 levels. For every level lost, the character suffers 5d4 hit points additional damage (due to the excruciating pain with which these levels are lost), with a saving throw versus spell for half damage. The order in which they lose their hit points is the following: first, you lose any applicable level hit points lost due to energy level loss, then you lose hit points due to the damage accrued by energy level loss. Any people killed by the energy level loss change into juju zombies; those killed by the damage (after they lost their levels) are changed into half-powered juju zombies. Anyone who survives this spell will regain the lost levels slowly (one per hour until the previous maximum is reattained). The damage stays the same, as this was additional to the energy level loss. Negative plane protection or a similar spell or item effect offers full protection against this spell. Anyone within the full effect of dispel evil or a protection from evil, 10-foot radius cast by a priest of fourteenth level or higher is also protected. As the caster needs direct access to the negative energy plane, he is not able to have any protection or other permanent spells going on his person at the time of casting, as this would disrupt the frail link. The only spell he requires is negative plane protection or an item which helps him offset the drain of the negative energy plane. The material component is a sacrificed baby (less than 6 months old), an active phylactery of a lich, and the full dust from a 500 year old vampire. The material components are completely destroyed during the casting. In the first round of casting the lich (whose phylactery is used) knows with a 100% certainty where, by whom, and for what the phylactery is used and, if possible, it will most certainly jump in to prevent the destruction of its phylactery. Demonic Immunity (Abjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Jay Casting this spell requires a demon's amulet of at least a type one demon, which is slowly consumed and will be destroyed when the spell ends. The caster of this spell is rendered invulnerable to all demonic powers, but physical attacks are not affected. The caster cannot be telekinesed or charmed by demons, their unholy words won't affect him, etc. No demonic special powers can harm him at all. The tougher the demon's amulet, the longer the spell lasts: Demon Duration Type 1 4 rounds Type 2 6 rounds Type 3 8 rounds Type 4 12 rounds Type 5 20 rounds Type 6 50 rounds Named 100 rounds The duration can be split between people. Dheryth's Magnificent Mansion (Alteration, Conjuration) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 9 rounds Area of Effect: Special Saving Throw: None Author: Jim Gitzlaff This spell has two different manifestations that may be chosen by the wizard when the spell is cast. Both are essentially improvements on the 7th-level Mordenkainen's magnificent mansion. Version 1: The area of effect is 300 square feet per level of experience of the caster, and the interior can be fully customised. The only changes are as follows: * The duration is extended to 4 hours per level of experience. * The food is safe to eat. Version 2: The duration stays at 1 hour per level of experience, and the food retains its properties from the 7th-level version (whatever those might be). However, the interior is quite different: * The interior floor space is equal to 1200 square feet per level. But, only the 300 square feet per level nearest the entrance can be customized (design, layout, etc.). The remaining 900 square feet per level has an entirely random design and layout. Thus, one room might be a bare storeroom, while the next could be a lavish greenhouse pool. All rooms will be connected via doors of some type to the rest of the complex, but they might be secret doors, doors concealed behind furnishings, or secret doors hidden behind furnishings. The mansion frequently sprawls in three dimensions (occasionally more in areas with chaotic magic), so it is very possible that connections between rooms might be stairwells, ladders, or trapdoors. The caster himself will have no idea whatsoever about the location of these rooms and doors until he explores them. * The only magical servants in this version exist in the 300 square feet per level section nearest the entrance. With either version, there are indications that under environmental conditions manifesting extremely chaotic magic (eg. any of the outer planes that are on the strictly "chaotic" side of the spectrum) the interior layout of the mansion will be exceedingly unpredictable. The material components of this spell are the same as those of Mordenkainen's magnificent mansion (see the Player's Handbook for more information). Ding Shu's Draconian Holocaust (Invocation/Evocation) Range: 200 yards + 10 yards per level Components: V, S, M Duration: 1 round Casting Time: 9 Area of Effect: 2 feet by 10 feet per level rectangle Saving Throw: 1/2 Author: Geoffrey Edward Fagan This spell causes to what appears to be a huge celestial dragon to appear in the air and swoop down spewing forth its fiery breath. The spell affects an area of 2 feet wide by 10 feet long per level of the wizard. All creatures in the area of effect take 1d10+2 points of damage from the fire. It does structural damage to all constructions in the area of effect. The damage is 3 HP, 2 HP, 1 HP, or 1/2 HP to wood, earth, soft stone, or hard stone respectively per level of the wizard. The material component of this spell is a scale from a fire-breathing dragon and a potion of firewater. Ding Shu's Marvellous Chopsticks (Conjuration/Summoning) Range: 120 yards Components: V, S, M Duration: 2 rounds per level Casting Time: 6 Area of Effect: 120-yard radius sphere Saving Throw: None Author: Geoffrey Edward Fagan This spell brings into existence a pair of huge chopsticks, 30 feet long, which attacks all creatures as if they were AC 10 (modified by Dexterity). These giant chopsticks attack with the wizard's THAC0. Victims weighing more than 5 tons are immobilised by the chopsticks, while those of lesser weight will be picked up, and may be deposited, within the same round, at any point in the spell's range. Those who successfully roll to bend bars manage to free themselves, but they may suffer falling damage as a result. The wizard may choose to deposit the victims into a gargantuan mouth which appears above his head. This mouth can hold 2 size L, 4 size M, or 8 size S creatures at one time. Each round, the mouth "chews" its contents for 10d10 damage each. When a creature trapped inside the mouth is reduced to below 0 HP, the creature is "swallowed" into the astral plane, and more room becomes available for creatures to be dropped into the mouth. Normally, persons reduced to such a hit point score would die in a matter of minutes, but in the timelessness of the astral plane, they may remain unconscious but barely alive for thousands of years, provided they had more than -10 HP when they entered the plane. This, of course, is only valid in campaigns which use the optional rule concerning hovering at death's door. If the creature caught by the chopsticks weighs more than 5 tons, then the mouth will move toward the trapped creature and start biting it into little pieces until it is all gone. The spell requires minimal concentration and direction once it has been cast. This allows the wizard to cast other spells, and maintain concentration on them instead. If the wizard is killed before the end of the spell's duration, the mouth and chopsticks will remain, with the chopsticks capturing creatures that were enemies of the wizard and depositing them in the mouth when space allows. Naturally, the material component of this spell is a pair of chopsticks. Ditan's Nullify (Alteration, Necromancy) Range: 30 feet + 10 feet per level Components: V, S, M Duration: 1 week Casting Time: 9 Area of Effect: One creature with his magic items Saving Throw: Negates Author: Ditan This spell is a more powerful version of the 7th-level Ditan's minor nullify. This spell stops the wizard or priest from using their abilities for a week, as well as temporarily disabling any carried magic items to function. Items get a saving throw versus crushing blow, while artifacts are not affected at all. The wizard has a 30% chance of being affected, but if he is affected, he is affected as by minor nullify. The material components for this spell are a 1000 gp worth ball of obsidian and a 1000 gp diamond, that are both consumed in the casting. The victim's saving throw is at -8. Ditan's Portable Dwelling (Alteration, Conjuration) Range: Special Components: V, S, M Duration: 1 day per 10 levels Casting Time: 8 rounds Area of Effect: Special Saving Throw: None Author: Ditan This spell is a more powerful version of the 7th-level Ditan's portable quarters, with the following exceptions. The spell only enchants one doorknob, and it opens up onto a two story home, with 5 bedrooms, two bathrooms, 5 miscellaneous rooms, and a kitchen. The owner may allow up to 16 beings in, as well as himself. In addition, the character may contact the outside world via a call portal that allows the characters inside to view the immediate area where they entered. The additional material component is a ring of spell storing with three enlarge spells held within, that is consumed in casting the spell. Ditan's Power Stripping (Alteration, Necromancy) Range: 100 feet + 10 feet per level Components: V, S, M Duration: Permanent, until dispelled Casting Time: 2 rounds Area of Effect: One creature Saving Throw: Special Author: Ditan When this spell is cast the wizard calls into being two spheres of negative energy, one from the realm of negative magic energy, and one from the quasi-negative material plane. The spheres are then hurled at the victim, and the character gets a saving throw at -6, to avoid being affected. If affected, the character loses all the abilities of his class or classes. Spells will not work, specialisation is lost, and skills are forgotten. The only way to dispel this effect is through a wish or divine intervention. A limited wish will temporarily (1d20 turns) restore abilities. The material component for this spell is a 1-foot cube of obsidian, the eye of a black dragon, and a trapped soul of a demon of at least 16 HD. All spell components are consumed in the casting. There is a 50% chance of the soul of the demon being released, and trying to take over the wizard. If taken over, the wizard is drained of all spell abilities for 1d4 years. Ditan's Resolidification (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: Item touched Saving Throw: None Author: Ditan This spell will resolidify anything effected by crystalbrittle or a breath weapon. It will not mend items that have been broken since the crystalbrittle, though (eg.: Galgor's sword was crystalbrittled, then he dropped it and it shattered, even though he found every piece and placed it back together, when this spell is cast all he will have is many pieces of metal). If the item was magical when crystalbrittle took effect, then there is only a 25% chance that when it is resolidified it will still be magical. The material component for this spell is 1 pint of dragon blood. Dual Casting (Alteration) Range: 0 Components: V, S, M Duration: Until used Casting Time: 1 turn per level Area of Effect: Self Saving Throw: None Author: Max Becherer This rare and powerful spell allows the wizard to cast two spells at once. When cast, the spell remains on standby until the wizard is ready to use it. On the round it is used, the wizard may cast two spells at the same time. The total spell levels cast may not exceed one third the wizard's experience level. It is possible to have multiple castings of this spell active; the wizard is limited to one per nine levels for a maximum of four. The material component is an egg with two yolks, and a perfect crystal sphere composed of spent ioun stones, lesser shiral crystal, and quartz melted together costing 2000 gold pieces per level of the wizard. The egg is eaten (fried or hard boiled) and the sphere vanishes during casting. Eldarr's Major Spell Conversion (Alteration) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 3 turns Area of Effect: The caster Saving Throw: None Author: Eldarr This spell is similar to the two other spell conversion spells (q.v.), except that it may convert any spell of ninth level or less to any known spell of a lower level. The material components for this spell are as per those for improved spell conversion, except that the gem must be worth at least 800 gp. Energy Ball (Evocation) Reversible Range: 60 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: 20-foot radius Saving Throw: 1/2 Author: Max Becherer This fireball-like spell inflicts all of its damage with positive matter. Consequently, it heals 1d6 HP per level of the wizard. Negative matter beings suffer 4d6 HP of damage per level of the wizard. The reverse, negative ball, of this spell also exists. It drains one level per 10 levels the wizard possesses. A successful saving throw halves damage and negates the energy drain. The material component for the positive matter version is a white pearl worth at least 1000 gp. The negative version uses a black pearl of similar value. Energy Bolt [1] (Evocation) Reversible Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Max Becherer This spell is identical to Bigby's besieging bolt in every way, except that it is a bolt of positive energy, and only one bolt is fired. Like energy ball, negative matter creatures take triple damage. It also has a reverse, negative bolt, which drains one level per 10 levels of the wizard. The material components for these spells are a flawless diamond, and a black diamond respectively, each worth at least 1000 gp. Expanded Awareness (Alteration, Divination) Reversible Range: 5 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 9 Area of Effect: One creature Saving Throw: None Author: Paul D. Walker This spell, when used, gives the wizard a great deal of information about the immediate area. The wizard receives the effects of the following spells or spell-like powers: detect charm, detect curse, detect enemies, detect evil, detect good, detect illusion, detect invisibility, detect lie, detect magic, detect phase, detect poison, detect psionics, detect secret doors, detect snares and pits, and detect traps. The spell remains in effect constantly, and the wizard receives all the information at once. There is no problem with assimilating the data. The range of detection for this spell is 5 yards per level of the wizard. With the appropriate reversed spells, the wizard using this spell could become blind to some or all of the things that the spell detects for as long as the spell would normally last. For example, the reverse of know alignment cast upon the wizard will cause him to be unable to detect evil or good. In some instances, it will become obvious to the wizard that some of the detections are lost. The wizard does not have to concentrate to use this spell, the information arrives immediately and the wizard knows instantly. The wizard can cast other spells while this spell is in effect. The reverse of this spell, reduced awareness, causes one creature to be unable to detect, by any means, any of the above things for the magic of the spell will render all attempts ineffective. There is no saving throw against this effect. The material component of this spell is a miniature platinum telescope worth at least 3,000 gp. F.A.E. (Evocation) Range: 1000 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 2 turns Area of Effect: One 200-foot per level radius sphere Saving Throw: None Author: The Net Alcohol Guide Creator When cast, F.A.E. creates a large (25 feet long, 5 feet in diameter at base) indestructible missile from the wizard's concoction (described later) that heads to its target, better known as ground zero. The missile cannot be stopped or manipulated naturally or magically, it always gets to its destination (of course DMs may make exceptions to this rule). Once ground zero is reached, the missile lightly disperses a very strong, somewhat gaseous, magical alcohol that is then ignited, causing immense damage and complete loss of oxygen in the area of effect. The spell's range to ground zero is 1000 feet for every level of the caster. This allows an 18th-level wizard to centre the spell as much as three miles away. This would indicate that the wizard is well within enemy borders in most cases when the spell is cast, although he is still a distance from his target. The area of effect is a sphere with a 200-foot per level radius. The caster cannot control the area of effect. Thus, if the wizard is 18th-level, he will always cast an F.A.E. that is 7200 feet in diameter. Given that 5280 feet comprise a mile, this is quite a distance. The wizard better be good at judging distance, or he might suddenly find himself inside the area of effect of his own spell. Damage to the victims come by two means. The first is the combustion and compression of the explosion which does 10d10 points of damage. Victims get no saving throw because the area of effect is too large and the explosion is in the very air around the victim, rendering escape impossible. The second means of damage stems from the suffocation resulting from the explosion that uses up all the available oxygen in the area of effect. Every round beginning the round the spell is cast, 2d8 damage is taken from lack of oxygen. A victim that has a chance to take a large breath of air and does not perform strenuous exercise while holding his breath and is not fully encumbered can hold his breath for a number of rounds equal to 1/3 his Constitution, rounded up (non-strenuous exercise includes such activities as normal movement, searching for secret doors, etc.). If a victim is performing strenuous exercise, the number of rounds is cut in half (strenuous exercise includes combat, attempting to subdue or move an uncooperative creature, trying to lift heavy weight, moving at high speed, etc.). If a person does not have a chance to take a deep breath before the spell takes effect, the amount of time is halved (rounded up). This halving is cumulative with that caused by strenuous exercise. Note that anybody can hold his breath for at least one round. When his breath runs out, a person does not immediately suffer the 2d8 points of damage caused by lack of oxygen. Each round after his breath runs out, the person makes a Constitution check. The first check has no modifiers, but there is a -2 cumulative modifier each round thereafter. A failed check indicates that the victim tries to inhale oxygen, which is not there, and suffers the 2d8 points of damage. He will continue to suffer 2d8 points of damage each round until oxygen diffuses back into the area of effect, until he leaves the area of effect, or until he dies. After detonation of the spell which rids the area of effect of oxygen, the oxygen will diffuse in at a rate of 50 feet per round. The material components of this spell are usually rare, typically expensive, and quite bulky. During casting, the following ingredients are mixed together: * Ten gallons of pure alcohol are required. If there is any trace of impurity before casting, the spell will backfire causing the wizard to be the centre of the area of effect. Many armies have foiled wizards by sending an assassin to place a foul liquid, such as skunk water, in the alcohol thus causing the wizard and his comrades to be victims of their own spell. * One gallon of the highly poisonous blood of a Milwaukee is required. Many adventurers have died trying to kill a Milwaukee just to get its blood. * One gallon of holy water created by priests of Malus Temulentia (or another appropriate god of the DM's choice). * A pint of blood from a 9th-level priest of Ebrietas. * All alcohol from a gland of an alcohol dragon is required. This material component is difficult to get because the gland must be filled to get alcohol from it. Thus, if the alcohol dragon used its breath weapon, the gland would be empty. Only clever adventures can kill an alcohol dragon to get the gland without having the dragon use its breath weapon. Note that capturing the alcohol from the breath weapon won't work because the alcohol enters in an impure state. The pure state of the alcohol can only be found in a gland. After the ingredients are blended together, the following items must be added to the concoction: * One living boozeworm. * A dash of salt and a squirt of lime. * The ivory tusks of a pink elephant. * The hide of the sinister Clydesdale breed, Pravus Clydesdale. * The corpse of one giant alcohol black ant. * One diamond that has a value no less than 1000 gp. The material components are perhaps the biggest problem with this spell, for without them the spell cannot be cast. DMs should make the material components hard to come by and adventures should be made just for that. Only very rich people, like kings and other nobles, could afford to purchase some of the more exotic material components. Thus a useful partnership takes place: the ruler needs the wizard for the intense spell, the wizard needs the ruler's resources to collect the components. This spell is a closely guarded secret by those that are fortunate to possess it. Using F.A.E. offensively is great, but being on the receiving end of the spell is not to fun. Is this spell too powerful? 18 is the minimum level the wizard must be to cast this 9th spell. Hopefully, few 18th-level wizards are roaming around. If a DM allows a character to reach eighteenth level, one of two points can be assumed. Either the DM has been very careful to create game balance, in which case the DM will make this spell very dangerous to cast (via collecting and keeping material components, getting safely to the target area which is no doubt deep in secured enemy territory, etc.), or the DM is an out-of-control Monty-Haulic, in which case it doesn't matter if the spell is to powerful; the argument would be "Is ninth level to high?". Falstaffe's Ethereal Firestorm (Conjuration/Summoning) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 turn Area of Effect: 1/2-foot per level radius Saving Throw: None Author: Falstaffe Starre, Genius Mage By casting this spell, the wizard conjures forth a huge ghostly firestorm encompassing an area equal to half a foot radius per level of the caster with the wizard at the centre of the storm. Thus an 18th wizard would be standing at the centre of a firestorm 18 feet in diameter. The storm will do no damage to the wizard or to any other beings caught up in the area of effect. As the spell builds power, the wizard and any others in the firestorm take on fiery, ethereal forms. When the full turn is up, all that remains is the ghostly firestorm, with slightly visible images of the wizard and his companions within. At this time, the wizard can begin moving the firestorm at any rate up to 24 yards per turn. Corners and turns may be navigated, streams or crevasses crossed, there is almost no terrain that will hinder the firestorm (DM's choice if a special terrain). Those inside the firestorm may see all that goes on around them while they travel and cannot be harmed. Those objects or creatures in the path of the firestorm will fell simply a strong, hot wind (although the firestorm is scary looking, it does no damage in passing). The wizard may cease the spell in anytime during the spell. Those within the sphere will re-materialise exactly in the position they were when the spell was cast (i.e.: same marching order, same items drawn, same positions). Although they might go from travelling 24 yards per turn to standing still, those within the sphere will feel no forward momentum on re-entry. The wizard has 2 ways to stop this spell: 1. The wizard can simply pause its effects. All will materialize, with the firestorm still active, and take some action (grab a chest of gold, check their map, etc.). The wizard may then restart the spell (this again takes one turn, plus however long the characters' actions take away from the remaining spell duration). Once restarted, the firestorm is free to move again until the remaining duration runs out. Note: no one can leave the radius of the spell while materialized or they will be unable to reenter their ethereal state. 2. The wizard can end the spell. If this is done, all characters materialize as above, with the added bonus of the spells remaining energy being released within the area of effect at the rate of 2 points of damage per turn remaining. The wizard and others who materialize take none of this damage. Example: an 18th-level wizard and 3 companions are chasing some enemies, they get into attack position, weapons drawn, and cast the spell. After flying along for 8 turns, they spot the enemy and fly directly into them, and end the spell. The excess energy of 10 remaining turns is released for 20 HP of damage in an 18-foot diameter. All the characters may now attack and probably go first with the surprise factor). Fellstar's Flame Sheet (Evocation) Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: Special Saving Throw: 1/2 Author: Fellstar This is an improved version of Fellstar's flame arc; it is identical to that spell, with the following exceptions: The flames fall to the ground from the height at which they were cast, so in effect, anyone at the initial height or below is affected by the flames. In addition, if these flames are blocked by an obstacle, they will flow around the barrier and will rejoin at a distance equal to the width the obstacle; therefore, if the flames are blocked by a 2 foot wide boulder, they will rejoin 2 feet behind the rock. This applies in both the horizontal and vertical dimensions. The flames from this spell will continue to burn for one round after the spell is cast; anyone hit by the flames on the first round suffers 10d10 points of damage, and those hit on the second round suffer 5d10 points of damage. On either round, a successful saving throw versus spell reduces the damage by half (saving throws for the second round are at +2); if this saving throw fails, all possessions must save versus magical fire or be destroyed. Note that damage is cumulative if caught in the flames on both rounds the spell is in effect. The material components for this spell are as per those for the flame arc spell, with the addition of one or more gems worth at least 500 gp. The gems and the volcanic rock are consumed when the spell is cast. Fenzill's Phantasmal Fingers (Necromancy) Range: 40 yards + 5 yards per level Components: V, S, M Duration: 2 rounds per level Casting Time: 9 Area of Effect: One target Saving Throw: None Author: Fenzill This spell is an enhanced version of the 2nd-level spectral hand; it differs from that spell in the following ways: it can be used to deliver a touch spell of any level and it gives a +3 to the attack roll. It has an Armour Class of -4, but it cannot be destroyed by any attack (it may only be dispelled). Instead, any hit on the hand inflicts full damage on the wizard (although a successful saving throw versus spell reduces this damage by half). The wizard may end the spell with a single word. The material component for this spell is a glove. Genocide (Evocation, Necromancy) Range: 5 yards per level Components: V, S, M Duration: Permanent Casting Time: 9 Area of Effect: 20-foot radius sphere Saving Throw: Special Author: Allan J. Mikkola This spell allows the wizard to kill one or more creatures of the same species: the wizard chooses a creature as the initial target for the spell, and after the incantations are complete, a black bolt shoots forth from the wizard's finger towards the chosen target. If this creature makes its saving throw versus spell at -2 (or if it has 15 or more Hit Dice) there is no effect and the spell terminates. If the saving throw of the initial target fails, the creature dies, and the spell continues as follows: if there are no more creatures of the same species within the area of effect, the spell ends at this point. Otherwise, the bolt will continue jumping to other targets. The bolt jumps randomly from one target to the next; range is not a consideration - as long as the target is in the area of effect, and it is of the appropriate race, it may be hit by the bolt. Each creature that is hit with the bolt must make a successful saving throw versus spell (with no modifiers) or die. This spell will affect a number of Hit Dice equal to: 10 HD + 1 HD per level of the wizard (the number of creatures is not a factor). The spell will terminate when one or more of the following occurs: the Hit Dice limit is exceeded, there are no more potential targets in the area of effect, or the bolt strikes a target with more than 15 HD (such a creature is unaffected by this spell). Each target hit with the bolt counts towards the Hit Dice limit, whether its saving throw was successful or not. The bolt will never jump to a creature of a different species, or to one that has already been hit (whether living or dead). Any creature with more Hit Dice than the original target will not be affected by the bolt, but its number of Hit Dice is still counted towards the Hit Dice limit of the spell. If a target's Hit Dice would exceed the limit of the spell, it is not affected (and the spell terminates). The bolt will never jump back to the wizard; in addition, the wizard may choose individuals to be unaffected by the spell simply by naming them as part of the incantations (usually used to avoid killing friends or allies). Note that some races are closely related, but are not considered identical species for purposes of this spell (i.e. goblinkind). "Half-breeds" will be affected by this spell if either of their parent-race is targeted, as well as when the cross-breed is specifically targeted. However, if a parent-race is named as the target, a half-breed of that race earns a +2 to its saving throw. For example, a half-elf is affected normally if half-elves are named as the target of this spell. They would also be affected if either humans or elves were targeted, although they would gain a +2 to their saving throws in the latter two cases. After this spell is cast, the wizard must make a successful system shock roll or fall unconscious for 1d10 rounds. Note that the DM may wish to inflict other penalties on the wizard due to loss of blood (see material components below), especially if the spell is cast more than once is a short period of time. The material components of this spell are a pint of the wizard's blood and a figurine or statuette of the race to be targeted. The blood is consumed at the time of the casting, and the figurine is also destroyed, unless the wizard makes a successful saving throw versus spell. Greater Disintegration (Abjuration, Alteration) Range: 100 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 9 Area of Effect: 10-foot long cube per level Saving Throw: Negates Author: Max Becherer This powerful spell is a long range, heavy version of disintegrate. When cast, a sizzling blue beam springs from the wizard's hand destroying 1000 cubic feet of matter (10-foot long cube) per level of the wizard. The material component is a pinch of residue from a lodestone that was used to cast a normal disintegrate spell. The saving throw is made at a -2. Greater Extradimensional Space (Alteration, Enchantment) Range: 0 Components: V, S, M Duration: 1 week + 1 day per level Casting Time: 1 turn per level Area of Effect: One 10-foot cube touched per 6 levels Saving Throw: None Author: Max Becherer This powerful spell creates a large extradimensional space lasting one week, plus one day per level. The space is one 10-foot cube per 6 levels. The material components are a door and 3000 gp worth of transplanar quartz per 6 levels of the wizard. Greater Invisibility (Alteration, Illusion) Range: 0 Components: V, S, M Duration: Until the caster attacks Casting Time: 9 Area of Effect: One creature Saving Throw: None Author: Max Becherer This powerful cloaking spell offers complete undetectability to the user. Even true seeing is ineffective, as this spell was specifically designed to foil this type of magic. A limited wish will partially foil the spell, allowing the opposing wizard to see a blurry outline (-4 to-hit). A wish, however, will bring the spell down. This spell is ineffective against detect individual, because of the narrow scope of that divination. The material component is invisible stalker ichor. Heartbreaker (Conjuration/Summoning) Range: 6 feet Components: V, S Duration: Permanent Casting Time: 1 turn Area of Effect: One creature Saving Throw: Negates Author: John Daniel This spell induces a sudden heart attack in its recipient. A saving throw versus death magic is allowed. If the saving throw is failed, the creature must make a Constitution check. If the check fails, the creature dies. If the creature survives, he will be totally incapacitated for 1d6+6 game weeks. He will also permanently lose one point of Strength and one point of Constitution, and will have a 5% chance of a future heart attack every time he is ever again required to make a Constitution check. Note that this spell does require its victim to have a heart, so not all creatures can be affected (golems, undead, slimes, etc.). Hellfire [1] (Necromancy) Range: 100 leagues Components: V, S Duration: Special Casting Time: 9 Area of Effect: One person Saving Throw: None Author: Nathan Amed and Eric Wayne Swett <4962@ef.gc.maricopa.edu> The victim of a hellfire spell bursts into flame. Damage from the spell is 2d4 per round until the victim falls to 0 HP. At that point, the damage becomes even more severe, being 1 energy level per round. If all energy levels are drained, then the victim becomes a half-Strength wraith under the control of the caster. There are several ways to stop or extinguish a hellfire: wish, limited wish, and remove curse; limited wish and bless; or remove curse, bless, and any cold- or ice-related spell or attack capable of inflicting 6d6 or more HP of cold damage. Note: Resistance or immunity to fire reduces hellfire damage to 1d4 per round but does not slow the energy drain once it begins. Victims take no cold damage while under the effect of a hellfire spell. Hellfire [2] (Necromancy) Range: Special Components: V, S, M Duration: Special Casting Time: 1 week Area of Effect: One person Saving Throw: Negates Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu> This is the ultimate revenge spell. The caster prepares for this spell in a quiet and safe place and spends the next week casting the spell. After this week the spell takes effect and the caster slips into a heavy sleep for one month. The effects are well worth the lost time though. The victim of hellfire immediately bursts into flames. The flames not only consume the body of the victim, they also consume the soul. After 24 hours all that is left of the victim is a crusty, burnt out corpse. This person can never be brought back to life by any means. The victim's soul is being eternally burned, never to be healed. The only way to save the victim is as follows: before the 24 hours is up the victim must have cast upon him limited wish, cure disease, remove curse, and bless all at the same time. If this is done, the victim permanently loses half of his hit points (recoverable by a wish only) and 4 Constitution points. The caster loses a quarter of his hit points and 1 Constitution point. Note: if during the one week of casting the caster is interrupted he suffers the effects of the hellfire in a backlash type effect. Components: a belonging of the victim, a 500 gp ruby and a magic weapon of +3 enchantment or greater. Hindsight (Divination) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 2 hours Area of Effect: The caster Saving Throw: None Author: David E. Brooks Jr. and Elizabeth H. Brooks This powerful spell enables the caster to view past events in time as if he were actually present. The maximum time in the past that may view safely is 100 years per level of the caster. The wizard can try to view even further in the past, but for every 50 years, or fraction thereof, additional, there is a 3% chance that caster will permanently lose 1d4 points of constitution. Thus, if an 18th-level wizard tried to view an event two-thousand years in the past, there would be a 12% chance that his Constitution would be reduced by 1d4 points. In any event, at the termination of the spell, the caster's Constitution is temporarily dropped to 3 for a number of days equal to twice the number of centuries viewed backward in time, rounded up. The region being viewed is the same location as where the wizard casts the spell, albeit in the past. While "in the past", the caster may move around and visually inspect anything in sight, but any attempt to touch an item or person nets a negative result (i.e., the caster's hand passes harmlessly through the person or item). Also, the caster has the option of changing which time period he is viewing, subject to the same limitations mentioned above. This allows the caster to "fine-tune" the date he is viewing without having to re-cast the entire spell. During the spell's duration, the caster's mind has effectively left the body, thus making the wizard's body a prime target for possession. Normally suitable protections are in place before attempting to use hindsight. During the casting of the spell, the caster is required to burn numerous rare spices and rare woods (worth at least 20,000 gp) in an unused brazier specially constructed for this purpose. Hobar's Mass-Mover (Alteration) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One person touched per 3 levels Saving Throw: Negates Author: Sol Sukut This spell is a replica of teleport, with respect to the possibility of teleporting into the ground, buildings and other errors. All persons must hold or stack hands with the spellcaster to be affected. Unwilling participants may save versus spell to be left behind. Everyone else will be teleported to a location chosen by the spellcaster. Hold Non-Evil (Enchantment/Charm) Range: 120 yards Components: V, S Duration: 1 turn Casting Time: 2 rounds Area of Effect: Special Saving Throw: Special Author: Alvarez Leambruno Rafael Antonio <92-23777@shaddam.usb.ve> When a wizard cast a hold non-evil spell, he causes a paralysis upon one or more creatures of non-evil alignment. The number of creatures that can be affected is a function of Hit Dice or level. The spell affects 1d4 HD plus one Hit Die per level of the caster. A maximum of 14 HD can be affected. Creatures with the least Hit Dice are affected first. This spell can be memorised only once per week, but the number of times that it is cast affects the saving throw allowed. The first and second time that the spell is cast, the creatures don't make any saving throw. After that, look the table: Creature Number of Saving Throw Times Cast Modifier 3 +1 4 +2 5 +4 6 +5 7 +7 8 +8 9 +9 10 +10 The spell can be cast 10 times before re-memorising it. The wizard can re-memorise the spell to avoid the modifier in the saving throw, but he need twice time to do it. This spell was created by a lawful good wizard, who wanted to avoid fighting non-evil persona. Immediate Devolution (Alteration, Divination) Range: 10 yards + 2 yards per level Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: One creature Saving Throw: Special Author: William T. South This spell is capable of returning a creature down the evolutionary scale to a form which would be considered a base ancestor of the creature. It can be cast in combat or a laboratory situation. In the laboratory, where the wizard is able to have the specimen under strict observation and control, the spell scans the creature for any and all aspects which can be described as a product of evolution or environment in any form, whether normal or magical. This includes Strength, Intelligence, Wisdom, Constitution, Dexterity, organizational habits, activity level, diet, alignment, natural Armour Class, movement speeds and forms, Hit Dice, natural fighting skills (THAC0, number of and attacks and the damage per attack in game terms), special attacks, special defences, magic resistance, size, grow patterns (for example, a frog begins as an egg, becomes a tadpole, polliwog, and finally a frog), and spellcasting ability. Also, the caster is able to determine what the lowest base form of the creature would be like if all abilities were reverted back to the most common ancestor of a varied species. So, all dragons would eventually become some prehistoric lizard, horses would become miniature prehistoric ponies, etc. The laboratory version has a casting time of one round initially plus one round for every single item listed above which the wizard would like to discover (though DMs may want to expand on this). During the laboratory casting no saving throw is allowed to avoid the analysis of the creature in question and magic resistance is reduced by a factor equal to twice the level of the casting wizard. The creature must be held in relative security so that the wizard will not be disturbed by any distractions during the casting. An initial check against any magic resistance either avoids the entire spell or allows it to function. At the end of the analysis the wizard may force the creature to revert back to a base form of its evolutionary scale. However, the surgical abilities of this spell allows the wizard to selectively alter the above listed aspects of the creature to conform to his analogy of what he would like removed. For example, if a wizard somehow captured an adult dragon and was able to analyze it, he would reduce its strength to that of a small lizard, but then he would have the problem of a multi-tonnage creature who was unable to life its own weight unless he also reduced its size. The caster is able to alter 1 aspect for every 3 levels of experience at a rate of 1 per round. Any interruption of the spell during the alterations leaves the creature at the state it retained in the previous round. The creature in question receives a saving throw versus spell at -4 every round a reversion is attempted (although, saving throws based upon Hit Dice may change during the casting of this spell). Success versus a change in one round does not prevent the wizard from attempting the same change the next round. The combat version of this spell is somewhat more haphazard. It allows the wizard to point at a creature and state a number of reversions which he would like to take effect, up to a maximum of 3. The analysis phase is totally bypassed and the changes take effect in the next round. Backlash from the bypass automatically stuns the caster for 1d10 rounds and he must make a successful saving throw versus spell or be knocked unconscious for 1d10 turns. The creature must make a successful saving throw versus spell at -4 to avoid the effects of reversion. Magic resistance is checked with a penalty equal to twice the caster's level of experience. Whether or not the creature saves, it will be stunned for the same amount of time as the caster. The DM should make a quick list of possible changes and insert random changes for requested ones which would not fit the logical reversion of the creature. Just remember that taking away breath weapons might just make a creature angry! Surgical removal can be very selective. Ability scores may only be lowered and reversions should never change more than a single aspect or attribute per round. Movement requiring wings may be stripped in one round, but the wings would take another round to remove. Ability scores can be reduced by 1 per round. Size can be reduced by a maximum of 10% per round. Hit points could not be affected, though Hit Dice could, therefore lowering the hit points of a creature. Claw attacks could be altered so as to cause a mere 1 point of damage per strike, or removed altogether (the creature simply forgets the attack form ever existed). The spell makes no moral alterations and cannot change attitudes concerning a certain idea. But, alignments can be altered one step per round towards a neutral aspect. The final product does not register as being a polymorphed creature (it is a true creature of the form it now embraces) and as such is unaffected by dispel magic. Devolution can also tell if a creature has been the target of the 7th-level evolution spell, 9th-level immediate evolution spell, or any other genetic advancing spells. It may be used to specifically counteract these effects, essentially returning a creature to its normal state. DMs should be free to play with the sanity of experiment subjects. The material component of this spell is a vial of aqua vitae (the essence of life), which can only be made by a master alchemist. Aqua vitae may be purchased at the nominal price of 10,000 gp per vial due to its rarity and usefulness in creating artificial life forms. Laboratory, for means of this spell, simply means a non-combat situation. The source of this spell is the Telnorne Mageocrat. Implant Object (Alteration, Necromancy) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 hour Area of Effect: One creature Saving Throw: Negates Author: The Warlord of Heaven This spell allows the caster to implant one magical device into another being or himself for full effect. Weapons cannot be implanted, and there must be space in the body for the item. Gloves can be sunken under the skin, rings placed around ribs, etc. Only one item per 5 Constitution points can be implanted. Improved Circle II (Invocation/Evocation, Metamagic) Range: Unlimited Components: V, S, M Duration: Special Casting Time: 2 turns per level Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell is identical to improved circle I, with the additional effect of passing over one planar level per level of the caster. Improved Evolution (Alteration, Divination) Range: 10 yards + 2 yards per level Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: One creature Saving Throw: Special Author: William T. South This spell is used to advance the target up the evolutionary scale of development, whether real or imaginary. It can be cast in combat or a laboratory situation. In the laboratory, where the wizard is able to have the specimen under strict observation and control, the spell scans the creature for any and all aspects which can be described as a product of evolution. This includes Strength, Intelligence, Wisdom, Constitution, Dexterity, organizational habits, activity level, diet, alignment, natural Armour Class, movement speeds and forms, Hit Dice, natural fighting skills (THAC0, number of and attacks and the damage per attack in game terms), special attacks, special defences, magic resistance, size, grow patterns (for example, a frog begins as an egg, becomes a tadpole, polliwog, and finally a frog), and spellcasting ability. Also, the caster is able to determine what intrinsic capabilities could be improved to change the creature through an advancement of possible evolutionary development. This means that lizards could become dragons (of a sort), ponies could become horses, horses could become griffins, hippogriffs or pegasi. The laboratory version has a casting time of one round plus one round for every single item listed above which the wizard would like to discover (though DMs may want to expand on this). During this time no saving throw is allowed to avoid the analysis of the creature in question, although, the creature must be held in relative security so that the wizard will not be disturbed by any distractions during the casting. An initial check against any magic resistance either avoids the entire spell or allows it to function. At the end of the analysis the wizard may force the creature to move forward upon a possible evolutionary scale which could alter or develop characteristics not previously owned. The possible changes are immeasurable. DMs need to assure that changes are built upon a reasonable framework. While giving a bird the powers of a phoenix may be nice, unless the wizard has prior specific knowledge of a phoenix's extraordinary powers (through use of this spell's analysis) he has no chance of duplicating the abilities. The caster is able to alter 1 aspect for every 3 levels of experience possessed at a rate of 1 per round. Any interruption of the spell during the alterations leaves the creature at the state it was in on the previous round. The creature must make a successful saving throw versus spell at -4 against the change as it happens: each change requires a saving throw. Success versus a change does not mean that the wizard cannot try the same change the next round. Using the bird for an example, let's say that we have a large bird that normally fishes for its food by diving at the water for fish. Based upon the imaginary possibilities we could give the bird the ability to breath water or flight through water to make fishing a little easier. The wizard would have to effect two separate changes to achieve both effects. Now, if we had a human subject that lives in a faerie woodland we could give him the ability to use aspects of other creatures in the woods. If we knew that the dryads in the woods had the ability to plant door we could even apply this ability to the human in question. If we changed a horse into a pegasus, though, simply giving it wings does not give it the ability to fly. That instinct requires another aspect slot to be used. The combat version of this spell is somewhat more haphazard. It allows the wizard to point at a creature and state a number of alterations which he would like to take effect, up to a maximum of 3. The analysis phase is totally bypassed and the changes take effect in the next round. Backlash from the bypass automatically stuns the caster for 1d10 rounds and he must make a successful saving throw versus spell or be knocked unconscious for 1d10 turns. The creature must make a successful saving throw versus spell at -4 to avoid the effects of alteration. Magic resistance is checked with a penalty equal to twice the caster's level of experience. Whether or not the creature saves, it will be stunned for the same amount of time as the caster. The DM should allow changes to take effect, but must base their creation on logical steps which would normally be required in the laboratory version (note the pegasus example above). Changing a creature does not necessarily cause it to be charmed or enthralled by the caster. Even if you turn it into a slobbering idiot or a genius the creature will not automatically become loyal to the caster. Although, an inventive wizard could make the creature fixated with a ritual or concept which would make the wizard the central aspect of the creature's heritage (such as a totem or deity), thereby assuring the creature is predisposed rather well to the wizard's commands. This spell can also tell if a person has been the target of the 7th-level Devolution spell, 9th-level Immediate Devolution spell, or any other genetic retarding or decreasing spells. It may be used to specifically alter the effects, essentially returning the creature to a normal state. Also, no ability score may be raised more than 2 points above the previous racial maximum and never more than a score of 22. The material component of this spell is a vial of aqua vitae (the essence of life), which can only be made by a master alchemist. Aqua vitae may be purchased at the nominal price of 10,000 gp per vial due to its rarity and usefulness in creating artificial life forms. Laboratory, for means of this spell, simply means a non-combat situation. The source of this spell is the Telnorne Mageocrat. Improved Permanency (Alteration, Enchantment/Charm, Metamagic) Range: 10 feet Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell is similar to the 8th-level permanency but it has the following additional effects: * it can be used on any spell with a duration longer than instantaneous (if the spell was an instantaneous spell which was expanded to longer than instantaneous by whatever means it can be affected) no matter whether area of effect, personal, touch, etc.; * it causes the person upon which a spell was made permanent to save once per week per improved permanency versus spell at the base saving throw (no bonuses except race); if failed, the person loses one Constitution point permanently; * items which are made permanent with this spell get an improved saving throw against Mordenkainen's disjunction or similar destructive spells (either the level of the caster is doubled and this used as the base from which destruction is determined, or the item's saving throw is used, whichever is better); * spells made permanent by this spell are not automatically dispelled if the appropriate means are used successfully to bring them down (like the spells required for a prismatic sphere or wall spell) but the spells get the base saving throw of the caster to resist dispelling (this even applies to such means as Mordenkainen's disjunction or dispel magic). The game effects: the spell draws half the caster's Constitution points permanently, it draws one experience level of the finger's creature permanently (as though the level had never been there: it cannot be restored), the spell requires the body parts freshly taken, not stored somewhere or something like that. The material component is a completely non-magically created candle of six feet length and over one foot diameter. It has to be inlaid with a finger of the caster and one quart of blood of the recipient creature (if there is one: otherwise a quart of blood from the caster if it is an item to be made permanent). The finger and the blood have to be freshly given as they still need to contain a part of the creature's life force and experience. This candle is lit during the casting but is not consumed by it. It does not burn up during time as it is the material component of this spell. It has to burn like a normal candle. As long as it burns, the spell which is made permanent by this spell is also permanent. The candle can be extinguished like any other normal candle. It cannot be ensorcelled directly but the surrounding area in which it stands can be enspelled as desired. The candle does not have to be carried with the item or person which is made permanent. This link works throughout all planes, through any barriers, in a mythal (except in a mythal which specifically prohibits this specific spell), and even into the phlogiston (as long as the candle burns). Improved Sense Shifting II (Alteration, Illusion/Phantasm, Metamagic) Range: 0 Components: V, S, M Duration: 1 day per level Casting Time: 1 hour Area of Effect: Creature touched Saving Throw: None Author: Kai Rottenbacher This spell is similar to the other two sense shifting spells, but this spell has a much greater power: it can be given to another creature by touch and the creature may give it back or to another by touch (only if desired, but only one creature can have the spell effects active at one time); the spell affects 1st- to 3rd-level spells in all senses, including completely quieting sound, or providing understandable speech (or even song), changing the quality of sense to another (a fireball might be changed to an iceball) to the senses only - note that their effect stays the same (and a fireball still cannot affect a fire elemental even if its sense is shifted into an iceball); 4th- to 6th-level spells can be changed in 3 senses (to be completely silent in their effect - not their verbal casting), and 7th- to 9th-level spells can be changed similar to the original 3rd-level spell. The material component is a freshly picked lotus blossom which is immersed in a mithril bowl of no less than 3 feet diameter which contains 5 gallons of aqua regia which has to have a thick (approximately 1/2 inch) layer of concentrated non-magical rose oil on top of it. As the aqua regia quickly dissolves the rose oil this has to be continuously reapplied during the whole casting time. The whole arrangement is destroyed during the casting. The bowl costs no less than 15,000 gp. Where you get a freshly picked lotus blossom from is your problem. The worst problems you will get from those gardeners which won't give up their roses (a 1/2 inch layer of concentrated rose oil which is 3 feet in diameter is approximately a whole years worth of rose oil from a whole planet (of normal planet that is). This does not include the cost for the laboratory equipment to produce 5 gallons of aqua regia (and it also does not contain the cost for the new lungs you will have to buy after standing in a room which contains 5 gallons of opened, highly concentrated, smoking aqua regia with no good ventilation in the room for a casting time of one hour). Improved Simulacrum (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 9 Special Area of Effect: Creature touched Saving Throw: None Author: Max Becherer Improved simulacrum is identical to simulacrum, except that the simulacrum is created with but one spell; there is no need for reincarnate and limited wish. The material components are as per simulacrum. Kiri's Damnable Banishment (Alteration) Range: 5 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: One or more creatures Saving Throw: Negates Author: David Kelk This is an offensive variation of dimensional teleport. Its purpose is to banish (by dimensional teleport) 2 HD per level of the caster of creatures to a place of the casters choice - known or envisioned (eg., to the elemental place of earth into the den of 20 hungry xorn). The saving throw of this spell is modified by -1 per two levels less of the target compared to the caster or +1 per two levels greater. Excess Hit Dice are not effected. Upon arriving, the targets are compelled to remain on that plane for 1yr per level of the caster. The material component for this spell is a platinum bird cage full of cockatrice feathers. Kiri's Dimensional Teleport (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: One person touched per 3 levels Saving Throw: None Author: David Kelk Upon casting this spell, the caster and 1 person per 3 levels of the caster who are in physical contact with the caster, all of their equipment and 69kg (150 pounds) per level, are instantly transported anywhere in the AD&D multiverse that the wizard wants. An unlimited number of dimensional barriers can be crossed (eg.: prime material plane to 666th level of the Abyss) in one casting. The time taken is approximately 5 seconds per barrier crossed. Places that are specifically warded against dimensional travel due to magic or godly presences cannot be reached unless the power wills it so. The travellers in this case will arrive outside of the warded area. So, no, you cannot teleport your party of Paladins into Demogorgon's palace, but you can get to his plane more easily. The caster can choose a general or specific location if one is known, otherwise the point of entry into the plane is random (the travellers will always end up in a safe place though). People touched in the casting receive no saving throw versus this spell. The material component is a page of dimensional formula (which requires a 17 or higher Intelligence to create, but since you are casting 9th-level spells, you have at least 18 Intelligence anyway) that is consumed in the casting. Kiri's Immunity (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 8 Area of Effect: Person touched Saving Throw: None Author: David Kelk When a wizard enters hand to hand combat, he better have a very powerful defensive spell working in his favour. This is probably it: The person whom this spell is cast upon is made totally immune to non-magical weapons and attacks. Furthermore, he takes minimum damage from magical weapons of any sort. As far as spells and psionics are concerned, the immunity provides the equivalent protection of a mobile, one-way anti-magic shell or total mind block. The wizard is also immune to normal fire, lightning, cold and so on. Breath weapons and like attacks also automatically do minimum damage. All saving throws are made at +4 for the duration of the spell. The material component of the spell is an iron bracelet with the spells Kiri's mystical coat of armour, Kiri's mystical screen, stone skin and armour permanently cast on it. Kiri's Improved Spell Engine (Invocation/Evocation) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Up to 1 foot per level radius Saving Throw: None Author: David Kelk When cast, this spell brings into being a large, invisible, insubstantial wheel of force centred on the caster. After the spell is completed, it comes into effect whenever the caster of the spell or anyone named in the casting is attacked by any hostile spell (hostile being defined as any spell that will hit or affect any target who is unaware of the spell or any spell that the target actively resists regardless of whether he normally gets a saving throw), while within the area of effect. Whenever a "hostile" spell crosses the boundary of the wheel, it is absorbed and the full spell comes into effect: A brilliant, shimmering, multi-hued wheel of energy materializes and begins to rotate. All "hostile" spells cast onto or across the area of effect are absorbed into the wheel which causes it to become brighter and spin faster. Note: dispel magic is absorbed by the spell engine and magic resistance does not negate this effect. A wish will destroy one spell engine per casting. Creatures of less than 4 HD or levels looking at the engine must save versus spell once per round or be blinded for 1d6 turns. The engine persists for one turn per spell level absorbed. Resting, meditation and spell memorisation occur twice as fast within the area of effect while an active engine persists. When the wheel's energy is exhausted, it will lay dormant until activated again. The material component for this spell is a hollow glass wheel full of mercury and gold, silver, or platinum dust worth 300 gp. Kiri's Possession (Enchantment/Charm) Range: 10 feet per level Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: One person Saving Throw: Negates Author: David Kelk This spell allows a wizard to totally dominate and possess another. When the wizard possesses his target, he in effect becomes it. Therefore, he knows what abilities the possessed being has. The possessing wizard can force the possessed being to use any of its powers, spells or combat abilities at no penalty, or the wizard can choose to cast his own spells through the creature. Provided he is not casting a spell of his own through the possessed creature, the wizard can give the creature orders and can still act fully on his own. After the spell has worn off, the possessed creature will not remember anything that has happened. A saving throw versus spell is allowed to resist this spell. The material component is a marionette attached to strings that must be shaken as the spell is cast. Kiri's Soul Transfer (Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: The caster and one other person touched Saving Throw: Negates Author: David Kelk This morally questionable spell causes two beings or the caster and another being to completely switch bodies. All skills, class abilities, hit points, Intelligence, Wisdom and Charisma stay the same as they were in the original body. The physical statistics (Strength, Dexterity, Constitution) are now those of the new body (note that the hit points may have to be adjusted according to the new Constitution). The same occurs to the second person involved in the spell. Unwilling participants are allowed a saving throw versus spell. If trap the soul is cast at the same time, Kiri's soul transfer is saved against at -4. The material components of the spell amount to 7000 gp worth of preparations taking 2 days. This is a great spell to base adventures around - some old evil wizard looking for a new, young body. The PCs must find some way to reverse the process by finding the spell. Kiri's Sphere of Annihilation (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: David Kelk This spell calls into effect a sphere of annihilation as per the Dungeon Master's Guide's description except for two important differences: * It cannot be created inside anything (to avoid instant deaths). * It is always under the control of the caster and cannot be wrested from him. The material component is a specially prepared lodestone (details are left to the DM). Kiss of Death (Conjuration/Summoning) Range: 0 Components: S Duration: Permanent Casting Time: 3 rounds Area of Effect: Creature touched Saving Throw: None Author: John Daniel When the kiss is bestowed, the creature is slain (maximum of 150 hit points can be taken away). After 1d10 rounds, the corpse turns to dust. The creature cannot be resurrected. Lazatar's Spellstopper (Abjuration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 hours Area of Effect: 100 square foot section of wall per level Saving Throw: None Author: Lazatar This very potent abjuration is used to protect a castle, keep, city, etc. from one or more enemy spells. For each level the wizard has obtained, he may protect up to a 100 square foot section of wall; more than one application of this spell may be cast on a single wall at once, as long as the areas of protection do not overlap (the wizard may shrink the area of effect to any size less than the maximum, as desired); in other words, no one brick of the wall may be under protection by more than one spellstopper at a time. The protection afforded by this spell extends to individuals on top of an affected wall. Spellstopper may be used to affect one other spell for each level of the wizard; thus, a 19th-level wizard may provide protection against 19 other spells directed at the protected area. These affected spells may be any spells, with the exception of wish and dispel magic; however, the chosen spells must be ones the wizard already has learned. Once this spell is cast, any of the chosen spells directed at the protected area automatically fail; spellstopper has no effect on other spells. Spellstopper may be removed by wish or it may be dispelled. For every non-chosen spell cast at the area of effect, the chance for dispelling spellstopper is increased a percentage equal to the level of the spell. This bonus is cumulative (up to 25%) and lasts for one turn. In order to earn this bonus, the wall itself must be targeted; an attack directed at a defender on top of the wall does not contribute to this bonus. As an example, let us assume a wall is protected from, among other spells, passwall, and magic missile, and that fireball and transmute rock to mud are not affected. On the first round, magic missile is directed at one of the defenders; since the wall protects its defenders, the spell is stopped. The next round, passwall is cast on the wall; since it too is a chosen spell, passwall has no effect. On the third round, fireball is cast at the defenders, and since it was not named during the casting of spellstopper, it has full effect; in addition, if dispel magic was cast within one turn, it would have a 3% bonus, since fireball is a 3rd-level spell. Nine rounds after fireball was cast, transmute rock to mud is cast on the wall; it too has full effect; if dispel magic was cast now, it would have an 8% bonus applied to it (3% for the fireball and 5% for rock to mud). Two rounds later, another rock to mud is cast; subsequent dispel attempts now have and 10% bonus (5% for each rock to mud; the 3% for fireball no longer applies, as it has been more than 10 rounds since it was cast). Each casting of spellstopper temporarily reduces the wizard's Constitution by 1d4 points; an hour of undisturbed rest will restore one Constitution point lost in this manner. If the wizard's Constitution is reduced to 0 or less by casting this spell, he must make a successful system shock roll to prevent actual death. The material components for this spell are a thin sheet of lead, as well as the material components for all spells spellstopper will protect against. The wizard can only protect against spells he can cast himself. Lazzaro's Murderous Sword (Enchantment) Range: 50 yards Components: V, S, M Duration: 1 round per level Casting Time: 9 Area of Effect: Special Saving Throw: None Author: Lazzaro This spell is a version of Mordenkainen's sword, but with a twist. This spell causes a shimmering aura to form around any sword. This sword will then arise and be at the command of the wizard. He may order the sword to attack, defend, guard, or whatever. The sword can respond to moderately complex tasks like, "let no one through this door unless they say the word ixitayal". In combat, the sword will hit any Armour Class on a 19 or 20, it has the same hit points as a fighter of the level of the wizard (18/01 Constitution), has the same Armour Class as the wizard, and fights like a fighter of the same level (i.e. 2 attacks per round, THAC0 whatever). It attacks as if wielded by someone with an 18/00 Strength (+3,+6). It also has its own bonuses; it requires a magical sword as material component. If the sword has any special abilities these will also be used in the combat. The sword acts independently of the wizard (obviously) and requires no concentration to maintain. However the wizard must remain with 50 yards of the sword or it falls to the ground, inert (with magic drained from it). Ways to defeat the sword include: rendering the wizard unconscious, hitting the sword for loss of hit points, encasing it in something, or successfully dispelling it. As discussed above, the material component is a magical sword, the magic of which is consumed after the spell ends (gives high level wizards a reason to collect all those magic swords and destroy them in the process). The other material component is a gem with the soul of fighter trapped in it. This gem becomes embedded in the sword during the spell. Each time the gem is used, it has a cumulative 5% change of shattering, freeing the poor soul inside. Obviously, the gem is not consumed after the spell ends. Lichdom (Alteration) Range: 0 Components: V, S Duration: Permanent Casting Time: 3 hours Area of Effect: The caster Saving Throw: Special Author: Unknown When this spell is cast, the wizard saves versus death magic. If he fails, he becomes a lich, otherwise he dies. Should he be raised or resurrected, he can try again. This spell makes clear why a wizard has to be of eighteenth level to be able to become a lich. Lorth's Translocation (Alteration) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Aaron Sher Lorth's translocation is a the most advanced teleport class spell ever devised. Given a description of any sort, the wizard is able to place himself at the specific location. The description might be a detailed mental image, a verbal description, a painting, "thirty feet due east", "the centre of the room in which stands the sceptre of Ashkamankh", or anything else sufficiently precise. If there does not exist a location such as the one described, nothing will happen. If the description is insufficiently precise (a field of grass, the centre of a forest), the spell will have no effect. If the location does exist, then the wizard will be placed there, no matter where it is. This spell can transport the wizard to any plane, any distance. Note however that it is very, very difficult to describe a specific place in planes such as the astral or the ethereal, due to the lack of good landmarks. Of course, if there should happen to be a solid object in the place described, the wizard is slain instantly. Magic Swarm (Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Unknown Magic swarm is both a very potent, and a very unstable spell. With this spell, the wizard may bind up to three attack-type spells (those that cause any type of damage) together into one spell. The wizard begins the incantations of the magic swarm and then "loads" the spells to be bound into the swarm (this effectively casts the spells - the proper components are required, and the loaded spells fade from memory; magic swarm is the "target" for these spells). The wizard then finishes the binding process by continuing the incantations of the swarm. This entire process takes two turns plus the casting times of the spells to be bound. When magic swarm is actually cast, the bound spells are released simultaneously (this has a casting time of 3). However, due the unpredictable nature of this spell, there is a chance that some of the bound spells may not function normally. At the time of casting, the DM rolls 1d3; the result is the number of spells that work properly - the remaining spells fizzle and are lost (the spells go off in the order they were bound, so it is important to keep track of the order). Due to the extreme exertion required to cast this spell, the following penalties and stipulations are placed on its use: * Only one magic swarm may be memorised in any two-day period. * After magic swarm is cast (actually cast, not after binding), no further spell casting is possible for one turn (10 minutes). * After the spell is cast, the wizard temporarily loses 1d4 Constitution points; if this brings the wizard's Constitution score to zero or below, a system shock roll must be made; if this roll is failed, the wizard dies, otherwise he falls into a coma until his Constitution is restored to a positive value; it takes one hour of rest to restore one Constitution point lost in this manner. * If the magic swarm is not cast in one hour per level of the wizard, the wizard must make a saving throw versus spell; if this saving throw fails, the swarm will discharge will full effect, centred on the wizard (1d3 is still rolled to determine how many spells actually go off and how many fizzle); if the saving throw is successful, magic swarm simply fades from memory and is lost (along with all bound spells). The material component for this spell is a bag of holding (which effectively "holds" the spells in the bound state). When the spell is cast, the bag is destroyed unless the wizard makes a successful saving throw versus spell at -2. Mass Death (Necromancy) Range: 50 feet plus 10 feet per level Components: V, S Duration: Instantaneous Casting Time: Special Area of Effect: Special Saving Throw: Negates Author: Max Becherer Mass death is a modified version of power word, kill. After one round of verbal and somatic preparations, the wizard is ready to utter the word of death. This word can be uttered any time within one turn per level of the wizard, provided no other spells except shout or ventriloquism, are cast in the intervening time. All creatures (besides the wizard) within the range of the spell, including allies, having one third of the wizard's level or less, must save versus death magic or be instantly slain. A shout will double the range, while ventriloquism will allow the wizard to move the centre of effect. Use of either spell grants the victims a +4 bonus on their saving throw due to the magical synergy. It should be noted that the final word must be heard by its victims. The deaf are therefore totally immune to this spell. Magical silence can negate the spell's effect, while loud noises and ear plugs will offer partial protection, i.e. saving throw bonuses, at the DM's digression. This spell does not affect undead or creatures without functioning auditory organs. Master Weaving (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Kris With this spell, several wizards can combine their magical abilities and powers to create greater spells. If several casters want to combine their efforts, they must first decide who will be the head weaver. This person is the centre of the spell: without him, the entire spell structure collapses. Also, if he loses concentration all the efforts are lost and the spells as well. Next, they must decide which spell they are going to create. To create this spell, they may use several different or all the same spells of weaker levels which, combined, give the desired spell. These spells must in some way be related to the desired spell. The DM should rule what spells can be combined. To participate, all members of a "spellcloth" must roll their chance to learn spells: if they miss it, they lose the spell and their effort isn't counted into the whole of the spell. If the head weaver misses his roll, he made a mistake in the weaving of the spells into the new one and everything is lost. To calculate how much energy is created, take the number of mages involved (specialists count as 1.5 if they cast a spell within their specialty but as 1/2 if not) and divide this number by the total number of mages involved (specialist now count as one). If the resulting figure is larger than 1.25, make it equal to that number. Multiply this number by the total number of spell levels involved (i.e.: add all levels of the individual spells). Now add 2 to this number and round down. If the energy created by the cloth is not enough to form the desired spell, the next spell in line is created instead. The experience level at which the spell is cast is the head weaver's level plus half the level of every other wizard involved. If this is lower than the minimum needed to cast the final spell then the spell is still cast, but at the casting level of this imaginary lower level wizard. Because spell weaving takes a lot of time, spellweavers always lose initiative. Also, the weavers cannot be separated by more than 10 feet, and no barriers may be between any individual and the head caster. The number of mages involved is also limited: 11 for a master weaving. Minor weavers only count as 1/3 if included in master weaving, while major weavers count as 2/3, for the purpose of calculating the maximum number of mages. Master weaving can take any 9th-level spell or lower to weave successfully (the desired spell can be of tenth level). Melf's Ultimate Megablast (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 10-yard per level radius sphere Saving Throw: 1/2 Author: Melf This is the ultimate suicide system. I guess many others may have their own version of megablast. The idea is that in a desperate situation, the caster bursts out all his energy in a ball of pure energy causing 1d6 of magical damage per spell levels remaining in the caster's memory (plus 9d6 for the megablast itself). Magic resistance reduces damage again by half (shock wave remains). The caster himself has a 50% chance of being disintegrated (a saving throw applies, if the saving throw is made, he still receives all damages as above), and a 50% chance of ending naked on another, random, plane. The material component is a platinum dagger the wizard uses for suicide (good idea, ending up naked but with a platinum knife somewhere in the abyss). The dagger is obviously not consumed in the casting. Mental Library (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Paul D. Walker This spell is similar to mental ledger in that it enables the wizard to record information in some unused portion of the wizard's brain, and then gives the wizard the ability to read the information at a later date as if they were reading it in their own hands. This spell actually will allow the wizard to hold as many spells as he knows and any that the wizard might learn in the future. In fact, any spells that are stored in the wizard's brain through the use of the spell will remain there essentially forever available for recall when necessary. This spell also allows the wizard to record information other than spells in this "storage area". The wizard can store the entire contents of any book that he reads and can access the book at any time in the future just like mental note. To add more information after the spell is cast requires that the wizard cast the spell again at the time that they wish to add more information. The material components for this spell, the first time it is cast, are a specially prepared lead crystal which has been enchanted to absorb magical energies. The value of this item can be no less than 50,000 gp. To add more information in subsequent castings, the wizard would require a pure lead crystal of 5000 gp (as in mental ledger). This spell is highly useful for wizards on the go who want all their spells and library without having to carry it around for themselves. The casting time depends on what is being stored. It takes one hour per spell level per spell memorised, and it takes the time it takes the wizard to read a book to store a book (the wizard is allowed to take short breaks and sleep if there is a large amount of information being memorised). Merge [2] (Alteration) Range: 10 feet Components: V, S, M Duration: Permanent Casting Time: 24 hours per function to be linked Area of Effect: One item per 3 levels Saving Throw: Special Author: Kai Rottenbacher This spell allows a wizard to merge two or more functions of items or creatures together. These functions of items or features of creatures are chosen by the caster. There are two different rituals: one for items and one for creatures. For items the caster has to create an area of the highest magic potential (an area of spells with no less than 10 permanent spells of level 5 or higher per function to be merged). This area is completely drained in a casting whether successful or not. In this ritual the caster has to prepare the items which are to be merged into one plus the item into which they are to be merged. This preparation includes a full enchant an item spell for each item to be merged. The item into which the others are to be merged has to be worth no less than double the sum of all the other items. Then this new item is placed in the centre of a thaumaturgic circle with the other items placed equidistant on the outer edge. Then the ritual of merging can begin. After a casting time of 8 hours for each function to be merged the caster begins to draw the magic from the surrounding items and transferring it to the central item. This takes another 8 hours per function. Once he begins to transfer the powers he must not be disturbed; otherwise the spell fails as described below. Even if the items are moved (even by an earth quake), the spell fails as described below. After the powers are transferred the caster needs another 8 hours per function to seal off the powers from each other and into the new item. During this time he may be disturbed again but not for longer than 24 hours in a row, otherwise the spell fails again. For each power the wizard transfers he has to make a saving throw versus spell. If any of these saving throws fails, the spell fails. If all saving throws succeed the powers are successfully transferred. Then, only a single permanency spell has to be cast to permanently seal the powers. For creatures to be merged, they have to be of the same general class: living biped with living biped, undead quadruped with undead quadruped, etc. Then a similar ritual as with items is necessary. In this case they have to enchanted with one fire charm each and they all have to fail their saving throws against this spell. The fire charm has to work through out the ritual, but once they have failed one saving throw they are not allowed another saving throw until the ritual comes to an end. At the end of the function (or feature) transfer each creature has to make a saving throw versus spell. If any of these saving throws succeed the creature retains its features and the central creature suffers the effects of a failed spell. The caster also has to make a saving throw for every function he transfers. If any of these saving throws fails, the whole spell fails (see below). If the spell fails for any reason, any items of less than artifact level are destroyed instantly in an explosion of raw magic (like spellfire). There is no known protection against this spellfire. The explosion incinerates anything within 100 feet per item or creature that was to be merged. This is absolutely deadly: no one can survive this (not with magic resistance, not with a scarab of protection, not with fire resistance: nothing helps), except for gods. The only thing that survives is an unwilling