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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 Becherer 

This 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