level 1 *************########### Conjure Spider Level: 1 School: Conjuration/Summoning Range: 5 yards Components: V,S Duration: 2 rounds/level Casting time: 1 Area of effect: Special Saving throw: None Description: This spell conjures one, small, normal, non-poisonous, spider. The only real purpose in doing so is to use in combination with the common Drow spell Spidereyes. The spider conjured can see with it's eight eyes in a 120°, with an infravision of 60'. It moves at move 12 because of it's magical nature. The spider can be controlled like an automaton by the silent will of the caster. If the caster does not concentrate on controlling the spider, it will behave like any normal spider. It will not, however move more than 5 yards from the place where the caster last directed it to. Cough Level: 1 School: Enchantment/Charm Range: 5 yards/level Components: S,M Duration: 2 rounds/level Casting time: 1 (3 if cigar not lighted) Area of effect: 10' radius sphere Saving throw: 1/2 Description: When this spell is cast, the caster puffs a cigar (or pipe) and blows a thick cloud of smoke in the direction of the target(s). Anyone inside the area of effect (which is instantly filled with thick, gray smoke) must save vs. spells (at +2 if the victim is a smoker) or take the full effect of this spell. Those that save are only affected for half the spell's duration. Anyone in the area of effect gets water in his eyes and starts to cough. This gives a +2 penalty to initiative, +2 to casting time (for a total of +4 penalty to spellcaster's initiatives), -2 penalty to attacks and saves and a +2 AC penalty. Note that the caster is never affected by his own spell, and can thus center the spell on himself without adverse effects. Note also that the spell's duration is only 1 round/level if cast in a windy area, and is 3 rounds/level if cast underground. The material component for this spell is a cigar (or pipe with pipeweed) which is consumed in the casting (the pipe, however is not consumed, only the tobacco). Hold Tongue Level: 1 (and Priest 1) School: Enchantment/Charm (Charm sphere) Range: 100 yards + 5 yards/level Components: V,S Duration: 10 rounds + 1round/level Casting time: 1 Area of effect: One person (or rather; one tongue) Saving throw: Special Description: This spell is very effective to silence people. The spell affects only the tongue of one creature of size Larges or smaller. This spell is a lesser variant of the Hold Person spell and is believed to have been created as a joke, but then have it's real potential discovered. This spell paralyzes the tongue of the victim, effectively preventing speech (and thus all spellcasting dependant on speech). The victim recieves a saving throw vs. paralyzation at -4 to resist the spell's effects. If the saving throw fails, the tongue is paralyzed for the duration of the spell. If the save is made, however, the tongue is only numbed, adding two to casting time and giving a 20% chance of spell failure. This affects only spells with verbal components. Protective Clothing Level: 1 School: Alteration, Enchantment Range: Touch Components: V,S,M Duration: Special Casting time: 1 round Area of effect: One set of clothes Saving throw: None Description: By means of this spell, the wizard makes the clothes to be affected resistant to damage, giving the creature wearing them the equivalent AC of a leather armor (AC 8). This is not cumulative with other armor, but can be used with dexterity, items of protection (but nothing that gives a fixed AC, like Braces of Defence or Buckle of Armor), one-handed style etc. This "armor" does not hinder the character in any way, not more than the clothes did before they were enchanted. This "armor" does not hinder spellcasting in any way. Like the similar Armor spell this spell has "hit points". This spell lasts until dispelled or until the wearer suffers (16 + 1/level) hps of damage. Note that this spell does not absorb any damage, the wearer suffers full damage from all attacks, the spell only grants the AC of 8. The material component of this spell are the clothes to be affected and a small piece of a leather armor that has been worn in at least one life or death fight. Mourngrim's Instant Lighter Class/Level: Wizard / 1 Scool: Conjuration, Evocation Range: Touch Components: V Duration: Special Casting Time: 1 Area of Effect: Caster's Fingertip Saving Throw: None Description: When this spell is cast, a small flame sprouts out from one of the caster's fingertips. The flame is the ecuvelant to the flame of a candle. The spell lasts as long as the caster concentrates on it (the caster cannot cast spells, fight or move at greater than half his movement, he suffers -2 pennalty to surprise checks), and cannot be snuffed out by lack of oxigen (it does not use any) or wind. Mourngrim's Wizard Walk Class/Level: Wizard / 1 Scool: Alteration Range: 0 Components: V, S Duration: 1 day per level of caster Casting Time: 1 turn Area of Effect: The caster Saving Throw: None Description: This spell allows the caster to float in the air, about 4" above the surface, and move at his normal movement. This spell does not allow the caster to cross terrains that he could not normally cross (quicsand, water etc.). If the wizard would normally be required to use his hands to assist with movement (when climbing etc.) the spell is temporarily cancelled untill the hands are no longer used. This spell is really just a show-of spell, and the boon of fat, lazy wizards, as the caster does not tire when using this spell. ALPHA'S ACID STREAM (CONJURATION) Level: 1 Components: VSM R: 30 yards Casting Time: 1 Duration: Instantaneous Saving Throw: Special Area of Effect: One target The spell causes a thin stream of purplish, hissing acid to shoot forth from the caster's outstretched hand, out to the maximum range of the spell. This acid causes 1d4 damage per level of the caster, up to a maximum of 8d4. The intended target may attempt a save vs. petrification to dodge the jet of acid (save at -4 if size G, -2 if size H, -1 if size L, +1 if size S, and +3 if size T), and if successful the jet of acid will have been avoided, and will continue on in a straight line out to the extent of its range. Any creature in the path of the acid must save as above or be struck by the spell. The Acid Stream can affect only one target in any event. The material component is a drop of any acid. ALPHA'S ELECTRIC ARC (EVOCATION) Level: 1 Components: V,S Range: 10 yards + 10 yards/level Casting Time: 1 Duration: Instantaneous Saving Throw: Special Area of Effect: One target This spell causes an arc of electricity to leap from the caster's extended fingertip. This electricity unerringly strikes one target of the caster's choice, inflicting 1d4 damage, plus one point per level of the caster (up to a maximum of +12), with no saving throw. A target in metal armor or wielding a large, mostly metallic weapon (e.g. any sword, battle axe) must save vs. spells and, if the save is failed, the bonus (i.e. per level) damage inflicted by the spell is doubled. ALPHA'S HUNTING HOUND (CONJURATION/SUMMONING) Level: 1 Components: V,S,M Range: 10 yards Casting Time: 1 round Duration: 12 turns + 6 turns/level Saving Throw: none Area of Effect: One creature This spell calls a canine creature to be a helper and boon companion to the spell caster for the duration of the spell. The type of hound summoned depends upon the caster's level, but the hound will always understand verbal commands given it, so long as they are 12 words or less and relatively simple. The hound will further also be capable of tracking as if a ranger of half the level of the summoner, and can hunt sufficiently well to feed the spell-caster for one day, provided there is game extant in the caster's area. The type of hound summoned is as follows: 1st - 3rd level: jackal 4th - 7th level: wild dog 8th - 12th level: wolf 13th + level: dire wolf If the caster takes a lower-level hound (or a dire wolf when 18th level), it will have maximum hit points, be +1 to hit and on damage, track at +1 level, and can understand even relatively complex commands of up to 50 words in length. The material component is a piece of fresh meat. ALPHA'S SPARKLE BEAM (EVOCATION) Level: 1 Components: V,S,M Range: 0 Casting Time: 1 Duration: Instantaneous Saving Throw: Special Area of Effect: 1' x 20' x 5' cone This spell draws upon the power of the Positive Material Plane and calls forth a ray of golden light. Anyone in the area of effect of the spell must save vs. petrification or be blinded for 1 round. The true function of this spell, however, is its use against undead, creatures of the Lower Planes, and those drawing power from the Negative Material Plane or the Plane of Shadow. Such creatures suffer 1d4 damage, plus an additional 1d4 at every even level of the caster (e.g. 4d4 at 8th), up to a maximum of 8d4. These creatures may save vs. spells to halve this damage. The material component is a bit of crushed sunstone. ALPHA'S STARLIGHT (EVOCATION/ILLUSION) Level: 1 Components: VSM Range: 5 yds/lvl Casting Time: 1 round Duration: 1 turn/lvl Saving Throw: None Area of Effect: 10' square area/lvl This spell illuminates an area as a cloudless outdoor night sky filled with stars. This light is pale and wan, and dilutes vision mostly to black and white. Full visual acuity is possible only out to a range of 10 yards, but general identification can be made out to 20 yards. Stationary figures can be made out at 40 yards, and movement detected out to 80 yards. Inter- vening cover will, of course, reduce sighting distances accordingly. This light does not interfere with infravision, and there are ample shadows within the area of effect to hide in. The illusionary component of the spell creates the appearance of an actual starry night sky. The area of effect is stationary. The material component is a piece of black velvet and a few bits of glass. ALPHA'S WALL OF DARKNESS (ALTERATION) Level: 1 Components: V,S,M Range: 60 yards Casting Time: 2 Duration: 1 round/level Saving Throw: none Area of Effect: 10' x 10' sq./level This spell brings into being a wall of blackness which cannot be seen through, even with infravision or ultravision. It is dispelled instantly by a light or continual light (q.v.) spell. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, block the passage of sound from one side to the other, assuming that the spell is not cast in such a way (such as in a field of grass) which would otherwise allow sound to move around the edges of the wall. The material component is some pitch and soot, or a lump of coal. Niac's Fire Grenade Class/Level: Wizard / 1 Scool: Alteration/Evocation Range: Touch Components: V,S,M Duration: Permenent Casting Time: 1 Area of Effect: 1d4 flasks of any type of oil Saving Throw: Description: This spell makes 1d4 flasks of oil able to burst into flames apon impact. The duration of permenent applies only to the being able cause the oil to burst into flames, not to burn forever. The damage by the oil is increased by 2 points, because of the magical fire involved. This spell can be of great use in a seige, given that there's a mage in there, and lots of oil. Note, the oil will not ignite where there is no oxygen, i.e. vacuum, underwater, elemental planes except air, etc. The Material Component is the oil, which is not consumed by the spell. Rael's Armorpiercing Arrow Level: 1 School: Alteration, Enchantment/Charm Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow / 3 levels of caster Saving throw: None Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th level, 4 at 9th level etc.). The arrows affected totally ignore all physical armor. A person in chainmail is thus AC 10 instead of 5, and a knight in platemail +2 with DEX 15 is AC 7. The arrows also ignore Armor (W1) spells, and similar spells of level 1 or 2. The material component is at least 5 gp worth of diamond dust per arrow and the arrows to be affected, which must be of the armor piercing sort. Rael's Charming Arrow Level: 1 School: Enchantment/Charm Range: Touch Components: V,S,M Duration: 1 hour / level, special Casting time: 1 round Area of effect: 1 arrow, 1 creature Saving throw: Negates Description: This spell transforms a normal arrow into a magical one. If the arrow hits, it does no damage, but the target must save vs. spells or be charmed as per Charm Person (W1). The material component is the arrow to be affected. If it is sprinkled with the dust of a powdered, charming beholder's eye the target gets a -4 penalty to save and -20% to magic resistance (if the creature has magic resistance). Rael's Cover Level: 1 School: Alteration, Evocation Range: 5 yards / level Components: V,S Duration: 1 turn / level Casting time: 1 Area of effect: Special Saving throw: None Description: When this spell is cast, the caster creates a cover for himself and one person per 3 levels (that is, 1 person at 3rd level, 2 at 6th level etc.). The cover can be soft or hard, depending on the level of the caster, see table below: Level: Type: % cover AC Modifier: 1 Soft 25% -1 2 Soft 50% -2 Hard 25% -2 3 Soft 75% -3 4 Soft 90% -4 Hard 50% -4 5 Hard 75% -7 6 Hard 90% -9 This Spell is usually cast to protect one archer (or many at higher levels) from hostile missile fire. The soft cover created will take the form of a clump of bushes (type determined by caster or nearest shrubbery if not specified). The hard cover created will take the form of a cluster of boulders (type determined by caster or nearest rock if not specified). Rael's Disintegrating Arrow Level: 1 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 Area of effect: 1 arrow / 3 levels Saving throw: None Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th etc). The arrow does not change when the spell is cast, but ten seconds after hitting a solid target, the arrow is disintegrated, leaving only a pinch of dust, hardly visible to the naked eye. The material component are the arrows to be affected and a bit of the fine dust that remains after a normal arrow gets disintegrated by the Disintegrating spell (W6). Rael's Enlarging Arrow Level: 1 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 Area of effect: 1 arrow / 3 levels Saving throw: None Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th etc). The arrow does not change when the spell is cast, but when it is shot by a bow, the effects of this spell become clear. The arrow then enlarges, growing 50% + 50% per 3 levels (100% at 3rd level, 150% at 6th etc.). For every 50% the arrow grows, the damage is increased by one die. Thus if a flight arrow is used, the damage becomes 2d6 at 1dt level, 3d6 at 3rd, 4d6 at 6th etc. A sheaf arrow would add a die eight but is otherwise the same. After hitting a solid target the arrow is reverted to normal size. Anyone hit by an arrow enlarged by 100% or more must save vs. breath weapons or be knocked down. The feeling of being shot on by one of thease arrows is sort of like being fired up on with sharpened telephone poles, really scary! The material component is the arrow to be affected and a bit of powdered iron. Rael's Enraging Arrow Level: 1 School: Enchantment/Charm Range: Touch Components: V,S,M Duration: 1 hour / level, special Casting time: 1 Area of effect: 1 arrow Saving throw: None Description: This spell enchants one arrow. When the arrow hits a target, it is affected as if he or she had been Taunted (as per W1; Taunt). The material component is the arrow to be affected. Rael's Sleep Arrow Level: 1 School: Enchantment/Charm Range: Touch Components: V,S,M Duration: 1 hour / level, special Casting time: 5 Area of effect: 1 arrow, 1 creature Saving throw: Negates Description: This spell transforms a normal arrow into a magical one. If the arrow hits, it does no damage, but the target must save vs. spells at -4 or sleep for 5 rounds / level of caster. This arrow affect a creature of up to 10 HD, but unlike Sleep (W1), it affects one creature only and the creature is allowed a saving throw to negate the spell (at -4). The material component is the arrow to be affected. If it is sprinkled with a portion of a sandman's body, the target gets a no save and only half magic resistance (if the creature has magic resistance). Rael's Stirge Arrow Level: 1 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow Saving throw: None Description: This spell enchants one arrow only, which must be of the armor piercing type. This spell creates a small compartment in the arrowhead. When the arrow hits a living target, it does only 1d2 hp dmg and sucks out one ounce (ca. 30 ml.) of blood from the target. After filling the compartment the arrow detaches it self and may be recovered later by the archer. This spell was meant to give the mage an easy and relatively painless method of getting a creatures blood, blood from various creatures being a favorite component for inks to write magical scrolls with. The material component is the arrow to be affected and a stirges beak. Rael's Weighty Arrowhead Level: 1 School: Alteration Range: Touch Components: V,S,M Duration: 1 hour / level Casting time: 1 Area of effect: 1 arrow / 3 levels Saving throw: Special Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th etc). The arrow does not change when the spell is cast, but when it is shot by a bow and hits a solid target, the effects of this spell become clear. The arrowhead then gains weight, becoming 20 Ibs + 5 Ibs per level of caster beyond the first. The damage die is doubled (but not damage bonuses). Anyone hit by a Weighty Arrow must save vs. breath weapons or be knocked down by the weight. There is a -1 penalty to the save for every extra 10 Ibs above 20. There are also modifiers to the save for size. Tiny creatures save at -2, small at -1, medium at 0, larges at +2, and huge and bigger are not affected by the knockdown effects. The material component is the arrow to be affected and a small loadstone. FEET-OFF-THE-FLOOR Alteration, Necromancy. Range: 10 yard + 2 yard per level. Duration: Instantaneous. Casting Time: 1. Area of Effect: 1 creature per level. Components: "Schkt", finger movement and nod of the head, small metal spring. Saving Throw: Special. Creator: Viola Amarettes (Erik van Vliet). The bearing members of a creature are influence by this spell in such a way as to let it make an uncontrolled jump of 1D6 feet. The saving throw of this spell is modified for the dexterity of the creature. Beings greater than L or without muscles may be a target of this spell. HOSTILITY FIELD Enchantment/Charm. Range: 50 yard. Duration: 1D4 rounds + 1 round per level. Casting Time: 1. Area Of Effect: 1 creature with intelligence greater than three. Components: V, S, a piece of parchment bearing the victims signature or a crude drawing of the creature, and a hair from the tail of a skunk. Saving Throw: Negates. Creator: Onno Trickthought (Marco van de Berg). Upon casting of this spell, the sorcerer creates a temporary aura of hostility around the victim. This aura influences the creature in his immediate surroundings. They tend to become uncomfortable in his neighbourhood, or even hostile. All intelligent creatures able to see or hear the victim will be influenced by the aura, resulting in a diminishing of his charisma by 1D4 + 1/L, to a maximum of 1D4 + 3. This lower charisma is caused by apparent uncivilised behaviour from the victim, that is, not according to the moral standards of those around him. Bystanders that make their saving throw or know the spell has been cast recognise these effects, but are not insulted by them. A dispel magic will disrupt the spell, and a detect magic will reveal the aura. IMAGINARY PAINTER 1 Conjuration/Summoning. Range: Line of sight. Duration: Special. Casting Time: 1. Area of Effect: 20 inch2 + 20 inch2 of parchment per level. Components: V, S, parchment and a small pencil. Saving Throw: none. Creator: Onno Trickthought (Marco van de Berg). This spell allows the caster to draw a picture of an object or creature just by looking at it. He just holds the parchment before him and looks at the subject, while the imaginary painter, observable as a faintly glowing pencil, draws the image. At first level this spell can only produce contours in black and white (no greyscale). Objects no larger than a square yard are drawn in one round, buildings take three rounds. Landscapes, moving creatures and faces take five rounds. During the entire period the caster must concentrate on the subject. If not, the imaginary painter will go out of control and just scribble anything, destroying the picture. MAKE-BELIEVE Enchantment/Charm. Range: 50 yard. Duration: 1 round per level. Casting Time: 1. Area of Effect: One creature with an intelligence greater than one. Components: V, S, A hair of the wizard wrapped around a golden coin. Saving Throw: Negates. Creator: Elvira (Marc Philips). The wizard can force a thought, image or attitude upon his victim using this spell. It is not necessary for him to be able to verbally communicate with the victim, because the transfer occurs by the use of images. When the victim makes his saving throw, he will realise someone is trying to influence his thoughts. Self-destructive attitudes cannot be forced upon the victim, for he immediately realises they are not his own. SHIELD OF PROTECTION Alteration, Abjuration. Range: 20 yard. Duration: 3 rounds + 1 round per level. Casting Time: 1. Area of Effect: 5 x 5 x 3 yard per level maximum. Components: V, S, pieces of steel plating and glass crystal. Saving Throw: none. Creator: Dreamweaver (Alex Erades). This spell creates a shield that cannot be penetrated by solid, fluid or gaseous matter. Moreover, magic of the same or lower level is stopped (note this works two ways). Any attack on shielded creature must first overcome the AC of the shield, i.e. there are two attack rolls. The force needed to destroy the shield is comparable to the force needed to attain certain THAC0's and depends on the caster's level, as stated in the table below. The power and the abilities of the shield increase at higher spell levels. Thunderstorms, in particular lightning, make the casting of this spell impossible. One should compare this spell to the 2nd level Forcefield. The main difference between the two spells, is that Forcefield consists of magically condensed air, while Shield of Protection consists of pure energy, accounting for the higher magical resistance. Caster's spell level AC shield HD for destruction Possibilities 1 3 4 2 dimensional 2 2 5 globe 3 1 6 move 1 inch/s 4 0 7 pulsate 1 i/s 5 0 8 math. shapes 6 0 9 irr. shapes 7 0 10 more parts 8 0 11 permeability 9 0 12 envelop others SMALL SISSELEI Alteration, Necromancy. Range: 10 yard + 2 yard per level. Duration: 1 round + 1 round per 3 levels. Casting Time: 1. Area of Effect: 1 creature + 1 creature per 3 levels. Components: "st", eye movement. Saving Throw: Negates. Creator: Viola Amarettes (Erik van Vliet). The small sisselei causes uncontrolled shivering and movements of the victim. He will feel miserable, will have a 50% chance to drop items, and fights and defends at a penalty of three. Only living beings of L and smaller may be targeted by this spell, which is designed to interfere with the signalling within the nerves and muscles. ULTIMATE PEACEFULNESS (Reversible) Enchantment/Charm. Range: 30 yard + 2 ½ yard per level. Duration: 1 round per level. Casting Time: 1. Area of Effect: 10 yard globe. Components: V, S, drops of honey or weak acid. Saving Throw: Negates. Creator: Viola Amarettes (Erik van Vliet). All creatures failing their saving throw within the area of effect, are overwhelmed by a feeling of ultimate peacefulness. They will be convinced, that the world has attained a most preferred state, and that they are at leisure to enjoy them selves and lay back for a while. They will not be willing to fight and react confused or surprised when confronted with hostile actions. Only a very brute treatment or a successful attack will negate the spells effects. The reversed spell will cause a severe paranoia, leading within several rounds to hostilities within a group. The spell cannot effect creature of intelligence 13 and higher. CAMPFIRE (ALTERATION) Level: 1 Components: V,S Range: 10 yards Casting Time: 1 segment Duration: Instantaneous Save: None Area: One fire This spell lights small fires easily, and ignites anything up to kindling (such as cloth, kindling wood, oil, etc.). The caster points at the target materials and mutters 'Fire' in an arcane tongue. If cast directly on the clothing or hair of a person, it does 1-2 points of damage each round until put out. A particularly fun use of this spell (and one the lady-like Katrine would never consider) is to light the rope someone else is climbing. DAINTY SCREAMING WAKE-UP CALL (ILLUSION/PHANTASM) Level: 1 Components: S Range: 1" Casting Time: 1 segment Duration: Instantaneous Save: Special Area: One target This spell causes the target, and only the target, to hear a piercing scream of utter terror and anguish for a split second. The sound is sufficient to waken most slumbering pretties, or to require a Wisdom check (roll under Wisdom -2 on a d20) for mages casting a spell. A mage failing the check will have her spell casting interrupted. The caster must point her finger at the target. Katrine originally devised this spell for those party members who weren't responding to buckets of water in the morning. GLOWSTONE (ALTERATION) Level: 1 Components: V,M Range: Touch Casting Time: 1 segment Duration: 1 hour Save: N/A Area: 2" diameter This spell causes any smoothed, ordinary pebble to glow with enough light to see about 20 feet well. The spell requires a pebble held in the caster's hand while arcane words are muttered. Unfortunately, this spell works only on small, rounded stones, and is consumed by the spell (middle of the desert or sea and all you have is a small, uncut diamond. Agony). ILLUSORY WYVERN (ILLUSION/PHANTASM) Level: 1 Components: V, constant somatic, M Range: 5" Casting Time: 1 segment Duration: 1 Turn Save: N/A Area: One illusion This spell generates the image of a large, brown scaled dragonlike creature (about 15 - 20 feet long). The Wyvern is realistic, but relies heavily on the mage's Dexterity. It fades away if moved more than 50 feet (yards outdoors) away from the mage, but will fade back into view if moved back into range before the end of the spell duration. Casting requires a reptile scale (from any reptile) while the caster mutters the arcane verbal component. After casting, the mage must use her hands in order to manipulate the motions of the Wyvern, and her Dexterity will affect the believability of the illusion according to the following chart: Dex. Bonus/Penalty to Disbelieving 8-12 +3 13 +2 14 +1 15 0 16 -1 17 -2 18 -3 19 -4 20 -5 21 -6 FRIENDSPEAK (?) Level: 1 Components: None Range: 1" Casting Time: 1 segment Duration: 1 round Save: N/A Area: Subvocalize to single person This spell allow the caster to speak with one person at a time by subvocalizing (whispering under your breath) the message. Who she is talking to can be changed, as long as all of the messages take place within the one minute time limit. I recommend that Game Masters time the message to one minute. This will eliminate hassles about whether or not there is enough time or not to say something (like, 'the solution is..'). KATRINE'S BLINDING BEAUTY (ILLUSION/PHANTASMS) Level: 1 Components: V Range: Self only Casting Time: 1 round Duration: 1 hour per level * Save: None Area: Self only This spell is a minor illusion affecting small details of appearance, for a better overall image. In game effect, it increases the caster's beauty and, to a small extent, her charm as well. Smiles seem to be lit up, eyes twinkle just a little more, the face seems to have a little more definition, etc. The bonus is normally +2 to Charisma, or +1 to Charisma and +1 to Comeliness if that attribute is used. If the caster has a nonweapon prof. in a visual art (sculpture, painting, etc.), then it is a +3 Chr in the former case, or +1 Chr, +2 Com in the latter. KATRINE'S CLAWS (ALTERATION) Level: 1 Components: V,S Range: Caster only Casting Time: 1 segment Duration: 5 rounds + 1 round/level * Save: N/A Area: Caster This spell causes a set of long claws to grow from the fingers of both hands of the casting mage. These claws do d4 damage. This is a flexible spell, in that many different mages may tweak the initial pattern to get a 'look' to their own claws, such as cat-claws, bear-claws, gee-that's-a-neat-claws, etc. The basic length and effectiveness of the claws is imutable, however, so bear claws will seem small on a bear, and cat claws large on a cat. Katrine always tweaked them to look like the talons of a bird of prey, such as the owl. To cast this spell, the caster snarls and pulls both hands into a fist before releasing the fist as if popping claws. These claws require a 'to hit' roll to be made to do damage, so it is recommended that Game Masters allow mages to take a weapon proficiency in 'claws'. This is easily justified as they take little training. In general, either a mage will pick up the skill after finding the spell, or will start with both. KATRINE'S DART (ALTERATION) Level: 1 Components: V,S,M Range: 2" Casting Time: 1 segment Duration: Instantaneous Save: Negates Area: One creature This causes a small cylindrical object (splinter, dart, needle, etc.) to become a flaming dart which will strike the desired target. If the target fails the save, the Dart does d4 damage per level. This spell is overall weaker than Magic Missile, but is more versatile in that the caster need not see the target in order to hit it. As long as the target is within range, and the caster has some way of distinguishing it (whatever's causing that smell around the corner, or the orc guard behind the cracked door), the Dart will strike the target. This is particularly effective in sheer darkness. It is cast by muttering arcane words while tossing the cylindrical object in the initial direction the Dart will take. KATRINE FALCON (ALTERATION) Level: 1 Components: V Range: Self only Casting Time: 1 round Duration: 1 hour * Save: N/A Area: Self only This spell turns the caster into a psuedo-falcon. This form is as close to being a real falcon as Katrine could manage at the time, but is not entirely real. This spell can be overlapped with Katrine Kitty Kat, which lasts for 24 hours, so that when this spell wears off, rather than being a falcon, the caster will be a house cat. In order to affect herself with this spell, the caster must have a maximum of 10 Strength, and cannot weigh more than 150 pounds. The falcon form has a movement rate of 3" on ground, 24" in flight. Its Strength is -4 (to a minimum of 2), and its Dexterity is at +1. It has d4 talons, keen sight, and -3 hit points per hit die of the caster, to a minimum of 1/2 hit points per level. While a falcon, the caster can still speak, but the voice is strained and wild, like a falcon. Any verbal components other than 'shriek' have a 50% chance (-2% per level of the mage) of failing. Most somatic components are impossible while a falcon (adjudicated by DM). Material components, as long as the material is easily accessible, are simple enough. KATRINE KITTYCAT (ALTERATION) Level: 1 Components: V,S Range: Caster only Casting Time: 1 round Duration: 1 day * Save: N/A Area: Caster only This spell transforms the caster into a house cat for a day, or until dispelled. The cat's fur will be the color of the caster's hair, and eyes will match eyes. As the cat is considerably weaker than the caster nine times out of ten (the tenth being what is known as dead) it is not suggested that this be used as a combat spell. The caster must have a maximum Strength of 10, and cannot weigh more than 150 pounds for the spell to be able to affect her. While a cat, the caster has a movement rate of 18", d2 claws, nightvision, keen hearing, and keen smell. Her Strength is lowered by -4 (to a minimum of Strength 1) and Dexterity is increased by +2. Her hit points are decreased by -2 per hit die, to a minimum of 1 hit point per level. While transformed, the caster is still able to speak, but not very well, and any spells requiring a verbal component will have a 50% chance of failure, -2% per level of the mage. Somatic components will be close to impossible for anything other than cantrips. Material components, as long as they require little manipulation, are simple enough. KATRINE'S PLEASURE TOUCH (?) Level: 1 Components: V,S Range: Touch Casting Time: 1 segment Duration: 1 hour Save: Negates automatically if target Area: Caster attempts to resist This spell stimulates the pleasure centers of any one person that the caster is in contact with. It is a combination of an illusion of mild pleasure, and an enhancement of pre-existing pleasure. It lasts for one hour, but is only active while she is in contact with the person. The illusory pleasure is not very intense, simply a thrill along the appropriate sense, but the enhancement depends on the strength of the initial pleasure. For example, the taste of chocolate, smell of old books in a library, brush of skin on skin, sound of a symphony, or even looking at a sunset. In casting it, the mage forms a simple pattern with her fingers while muttering arcane words. KATRINE'S TOTAL TENT (INVOCATION/EVOCATION) Level: 1 Components: V,M Range: 1" Casting Time: 1 segment Duration: One night/until dawn Save: N/A Area: Single tent This spell produces a small, one person tent composed of opaque blue kinetic energy. The tent is capable of sustaining up to 80 pounds of force, or extremely strong winds (81 pounds of person or object falling on the tent will collapse it, or someone weighing at least 150 pounds kicking it will collapse it). The spell fades into a fine mist when the first rays of the sun hit it. The caster must grasp a pinch of the earth the Tent will be on while muttering several arcane phrases. KATRINE'S WINNING SMILE (ILLUSIONS/PHANTASMS) Level: 1 Components: V,S Range: Self only Casting Time: 1 round Duration: 5 hours * Save: Disbelieve (only if reason exists, Area: 10 yards radius like usual) This is a spell similar to Charm, except weaker, and more diffuse. It tugs at the heartstrings of all who are close enough to speak with her normally, and makes her look more helpless. Obviously, this is not the spell for a Strength 14 male magic-user with an imposing look and great staff. The casting is simply a few arcane words and a pulling motion from the caster's heart, but the effects won't build up for a full round. The spell effectively adds +25% to the caster's reaction modifier (under Charisma), and makes others more willing to believe a single story she tells. Disbelieving simply means that they have shaken off the idea that she is more helpless than she is, and will not be more or less likely to react favorably. EVERMORE'S ILLUSIONARY FLAMES Range: 10 Feet Duration: 1 round per level, or until throw is made. Area of Effect: One person Saving Throw: Spell cancelled. The target begins to think that he is surrounded by flames, and that they are tearing his body apart. The extreme psychic damage causes 1d2 damage per round until the saving throw vs. spells is made. Roll every round until it is made. When it is made, the target suddenly realizes that there is nothing there, and the flames vanish. However, due to his panic during the flame's effect, he can do nothing in combat while the spell is in effect. EVERMORE'S MAGIC MIND MISSILE Range: 50 Feet Duration: Instantaneous Area of Effect: Square 5 feet x 5 feet Saving Throw: Half damage This spell delivers a psychic bolt to all in a 5x5 square. This bolt will do 1d4 +2 damage unless a saving throw is made. Then it will only do half damage. EVERMORE'S FLESH KILL Range: 60 Feet Duration: 2 rounds per level. Area of Effect: One limb. Saving Throw: Spell fails. The limb that the mage points at suddenly turns grey. It is rendered useless for the remainder of the spell. The target, if a paladin or cleric, can sacrifice one round of attack to roll a save vs. paralysis. If this save succeeds, the limb becomes usable again. The material object for this spell is a piece of zombie flesh. EVERMORE'S MINOR MINDFLAY Range: 10 Feet Duration: Instant Area of Effect: One person Saving Throw: Spell is reversed and hits caster. The target's mind is suddenly overcome by fear, and they are momentarily paralyzed while the caster delivers the mindflay. The target's soul is psychically ripped apart, but not much, for 1d6 damage. If the save vs. spells is made, the caster feels this mind rippage. EVERMORE'S DEEP SADNESS Range: 100 feet Duration: 1 round per level, plus 3 rounds. Area of Effect: 10 feet x 10 feet square. Saving Throw: Spell does not take effect. The target remembers something very sad out of their past, and they are so overcome with sadness that for the duration of the attack, their Hitroll and Damroll are at a -4. Witch Fire (Divination) Level: 1 School: Divination Range: See below Duration: 1 hour/level Area of Effect: 10 mile radius Saving Throw: None Components: S, M, V Casting Time: 1 Lasts for one hour per level of the caster. Burns with a blue light so it doesn't give off much light and it will burn brighter when ever there is a higher level wizard that the caster within 10 miles of the flame. Hardstaff (Alteration) Level: 1 School: Alteration Range: 0 Duration: Permanent Area of Effect: 1 wooden staff Saving Throw: None Components: S, M, V Casting Time: 1 day This spell makes a normal wooden staff permanently impervious to all types of fire and acid. Material components of this spell are a drop of acid and a specially prepared powder which costs no less than 500 gp. Soulburn (Necromancy, Invocation/Evocation) Level: 1 Schools: Necromancy, Invocation/Evocation Range: 60 yards + 10 yards/level Duration: Instantaneous Area of Effect: Target creatures Saving Throw: None Components: S, M, V Casting Time: 1 This spell works only on Intelligent undead; it functions as a magic missile. Summon Animal Servant (Conjuration/Summoning) Level: 1 School: Conjuration/Summoning Range: 5 mile diameter + 1 mile/level Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 hour Summons a 1HD or less animal to serve the caster as desired. Outline (Illusion/Phantasm) Level: 1 School: Illusion/Phantasm Range: 10 yards/level Duration: 5 rounds + 1 round/level Area of Effect: 1 creature Saving Throw: Negates Components: S, M, V Casting Time: 1 This spell is functions the same as the fairy fire spell except the caster is able to outline 1 target of his choice no matter the size. PILPIN'S MAPPER (CONJURATION/SUMMONING) Level: 1 Casting Time: 1 segment Range: 0 Area of Effect: Special Components: V,S,M Saving Throw: None Duration: 6 turns + 1 turn/level This spell will create a map of the caster's path for the duration of the spell. The map will record basic features (e.g., doors, stairs, windows, cliffs, rivers, etc.) on a piece of vellum provided by the caster. Unusual or special features (e.g., statues, paintings, smells, and noises) can be added at the will of the caster. The material components are a piece of vellum (that the map is created on) and a vial of ink. PILPIN'S PROMPT (CONJURATION/SUMMONING) Level: 1 Casting Time: 1 segment Range: 0 Area of Effect: Caster Components: V,S,M Saving Throw: None Duration: 1 week/level This spell is used to remind the caster of an appointment or event. The caster decides when and what to be reminded of (within 1 week/level), and a voice only the caster can hear will deliver the reminder at that time. The reminding message can be uo to 20 words long. The material component is a small piece of elephant hide. level 2 *************########### BANDS OF MIST (ABJURATION) Level: 2 Components: V,S,M Range: 2" Casting Time: 2 segments Duration: 1 Turn Save: Special Area: One Medium sized target This spell calls into existence misty rings around a single target. These rings exert 640 pounds of force to keep the target still (note - the reason for the odd number is the system this spell comes from), including short range movements such as swinging a sword. Everytime the target attempts to do something not requiring moving from her original position (walking is out) she must make a Dexterity check (roll under Dex on a d20) in order to have a chance of success. In order to move from her original position, the target will have a harder time of it. If her Strength totals higher than 23, she can make it easily. Otherwise she must make a Strength check against opening magical doors in order to break out of the bonds. The caster tosses a looped copper wire at the victim while muttering the appropriate verbal components. This is a weakened version of Hold Person, which exerts physical force to hold the target rather than paralysing her. KATRINE'S CORRESPONDENCE (ILLUSION/PHANTASM) Level: 2 Components: V,S,M Range: Touch Casting Time: 2 segments + message time Duration: 1 month Save: N/A Area: 2" square This spell is a delayed reaction spell which, under preset conditions of relatively simple nature (two dwarves and an elf enter room), generates an illusory skull head which delivers a message of up to 125 words. The spell can last up to a month before the message is lost. The spell requires a pinch of bone dust from a skull (the type of skull determines what skull the illusion looks like), which is consumed after the spell. The mage casts the spell by first uttering several arcane phrases, and then saying the message while moving her left hand open and shut as the skulls jaw will do when the message is given. This spell is another version of Magic Mouth with a longer message possible, but a more limiting time span. Katrine researched it because she didn't have access to the original Magic mouth spell. KATRINE'S FRAGILE EGG (???) Level: 2 Components: V,S,M Range: Touch Casting Time: 1 round Duration: 2 days per level Save: N/A Area: One egg This spell creates a pocket dimension inside a hollowed out egg which can hold up to 250 pounds or 20 cubic feet. For conversion purposes, 12.5 pounds equals one cubic feet, so a mage could put something that took up 125 pounds and took up 10 cubic feet in thee (a small human being or typical elf). The caster must place the items desired into the egg at the time of the casting, and may not take them out until everything is taken out. When the spell duration runs out, or the egg is shattered (a hard tap will do it), everything that was stored in the egg appears again (placing the egg in a small container and then leaving it for several days somewhere can be fun). The mage casts the spell by moving the hollowed out egg over her head in a complex pattern while chanting slowly. EVERMORE'S WALL OF GOO Range: 10 feet Duration: 1 round per level Area of Effect: Surrounds the caster. Saving Throw: None The Wall of Goo is perfectly clear. The caster can be seen perfectly through it. However the Wall contains a magical acid that will paralyze anyone who walks through it if they fail a save vs. Dragon Breath. The mage is also able to cast any spells through the Wall, but he cannot use any weapons within the shield, so if someone breaks through the Wall, the mage is at a serious disadvantage. EVERMORE'S PHOBIA DETECT Range: 180 Feet Duration: Instant Area of Effect: 1 person Saving Throw: Spell does not take effect DO NOT USE THIS SPELL IF YOU DO NOT PLAY PHOBIAS. This spell is used as an opening to Evermore's Phobia Exploit. It finds the deepest fears of the target and lets the caster know all about them. This will be stored in the caster's memory for use with Evermore's Phobia Exploit on that person. EVERMORE'S GODLIKE ILLUSION Range: Caster only Duration: 4 round per level Area of Effect: 300 feet Saving Throw: Person sees through illusion Everything within the area of effect will see the caster as a huge, cloudlike, god-looking being. This does not alter stats or anything like that, it is merely meant to scare the enemy. Each person makes a roll for save vs. spells when the spell is cast. If they succeed, they will see right through the illusion and can tell the other people that the godlike apparition is just an apparition. EVERMORE'S HAPPINESS CIRCLE Range: Caster Duration: 1 round per level Area of Effect: Circle with a 30 foot radius Saving throw: Spell does not affect that person This spell is used to stop combat. All of the players who are fighting when the spell is cast and do not make a save vs. spells are overcome with happiness and will break off the combat quickly. The aggressive monsters will even stop fighting, but will regain their aggressiveness as soon as the spell is not in effect. DETECT MINOR TREMORS Divination. Range: 10 yard + 10 yard per level surface, 5 yard + 5 yard per level deep. Duration: 1 hour + 30 minutes per level. Casting Time: 1. Area of Effect: Otherwise undisturbed ground surface and superficial earth layers. Components: V, S. Saving Throw: -. Creator: Plasto Quinon (Erik van Vliet). This spell is used by the First Transmutator Plasto Quinon in his research on the ninth level spell "Prevent Earthquake", which is conducted at the Gnomic Wizards Academic at Oredig. It detects all otherwise undetectable weak tremors of the earth surface and the layer immediate underneath. To achieve good results, the spell must be cast in an area completely shielded from outside interference. The spell can be used to predict volcanic eruptions and earthquakes. FORCEFIELD Alteration. Range: 10 feet per level. Duration: 1 round per level. Casting Time: 2 rounds. Area of Effect: 10 feet2 + 5 feet2 per level max. Components: V, S, air, pieces of plate steel and glass crystal. Saving Throw: -. Creator: Viola Amarettes (Erik van Vliet). The forcefield is impenetrable by solid, liquid or gaseous matter. Magic is also hindered: between 5 and 90% of all spells is neutralised (40% +/- 5% per level difference of the two casters). These effects work both ways. Side effects of the erection of the forcefield are a slight breeze, and the creation of little condensed water. Objects piercing the forcefield while it is forming are enveloped by it. The forcefield can be destroyed by dispel magic, disintegrate, and vacuum, and by creature of HD of twice the level of the wizard. A strong wind slows the formation of the field. The field may take all mathematical two- and t7hree dimensional forms, but may never be longer than 50 feet or thinner than 1 inch. The physical resistance of the field is 100 atmosphere, which equals 50 Newton per inch2 or one and a half the impact power of a normal arrow. The field may move at a rate of 2 feet per round per level. It may envelop creatures, incurring damage through oxygen deprivation and pressure. A nice trick is to put the field around a creature, then shrinking it until the internal pressure is about 20 atmosphere, and then change it to a two-dimensional plate, allowing for a very quick decompression. This has been used to destroy a ghoul every two rounds. When use in defence, the field induces an extra attack roll versus an AC of 0. IMPROVED IDENTIFY Divination. Range: Touch. Duration: 1 round. Casting Time: 1 turn. Area of Effect: 1 object. Components: V, S, a blessed lock of hair from a priest, a small diamond (500 gp), a strange mix of sulphur, green ink, and small pieces of papyrus. Saving Throw: Special. Creator: Plasto Quinon (Erik van Vliet). This spell is an improved version of the first level identify. As opposed to this spell the improved identify does not need extensive preparations and does not have any deterious effects on the caster (although it has been rumoured to have a disruptive influence on the menstruational cycle. The use of this spell is not recommended during pregnancy). After a thorough examination of the object, the caster can determine the following characteristics independent from each other: - The functions of the object (10% per level, maximum 99%). - The amount of charges left (5% per level, maximum 90%). - The bonus or penalty the object incurs (5% per level, maximum 80%). - Whether the object is cursed (the object saves vs. spell, 5% per level, maximum 75%). - The history of the item: former owners, decisive moments in its history (1% per level). For the duration of the spell, the caster is shielded against the object, giving him a +4 bonus on saving throws or forcing a save vs. spell. IMPROVED SLEEP Enchantment/Charm. Range: 50 yard. Duration: 5 rounds per level. Casting Time: 3. Area of Effect: 1D6 x level HD of living creatures within a 40 feet globe. Components: V, S, sand. Saving Throw: Special. Creator: Plasto Quinon (Erik van Vliet). Modifications from sleep: - Creatures of up to 4+3 HD are treated as by sleep. - Creatures from 4+4 HD to the caster's level receive a saving throw vs. spell. - Creature of HD higher than the caster's level automatically save. MANOEUVRABLE FLOATING DISC Alteration. Range: 10 yard. Duration: 12 hours + 1 hour per level. Casting Time: 2 rounds. Area of Effect: -. Components: V, S, air, glass crystal. Saving Throw: -. Creator: Viola Amarettes (Erik van Vliet). Using this spell the caster creates a concave, circular forcefield (as per the spell). This disc has a diameter of 1 yard and is 1 inch thick. It can support up to 100 pounds per level and has a movements rate of 12. The manoeuvrability class depends on the dexterity of the caster. The caster can freely move the disc within 10 yard distance. When not controlled, the disc floats at a constant distance from the caster. In this position, it matches the caster's speed, even if above MR 12. The control of the disc's movements is no more difficult than horseback riding. Simple movements are almost instinctively, complex demand full attention. During the last half our of the spell's duration, or after a successful dispel magic the air of the disc slowly evaporates and the disc slowly descends. The caster can create a amount of discs equal to his spell level. MAN-SIZED NET Evocation. Range: 35 yard. Duration: 1D4 rounds + 2 rounds per level. Casting Time: 1. Area of Effect: 1 medium sized creature. Components: S, at dawn collected cobweb. Saving Throw: Negates. Creator: Ingmar (Marc Philips). Upon the casting of this spell a net of two by two yard appears and is thrown at a creature. If the creature has room to dodge the web, it receives a saving throw vs. spell. Once hit, the web attaches itself and cannot be removed by normal means. A edged magical weapon can be used to cut the strands of the web and neutralise its effects in 1D6 rounds. The net can be destroyed by dispel magic. The caster may remove the net at will. The magical net does no damage, but disrupts every attempt to cast spells involving a somatic component. All dexterity bonuses of the victim are negated, the victim moves at half its rate, and he receives a -2 penalty on defence, attack and savings. REHYDRATION Alteration/Necromancy. Range: touch. Duration: Instantaneous. Casting Time: 1 round. Area of Effect: 1 creature per 2 levels. Components: V, S, bleu phosphorus (15 gp, turns to white phosphorus). Saving Throw: When receiver is unwilling. Creator: Plasto Quinon (Erik van Vliet). This spell has been created to heal people from extensive dehydration. Therefore, it cannot heal the caster himself, because in such a state he will not be able to cast the spell. The mechanics of the spell are thus: During the casting of the spell water is drawn from the surroundings within one yard per level. The water may come from, in order of preference: surface or ground water, carried water, air, soil, dead organic materials, or plants. The water is transferred directly into the body of the recipient. After a few hours of rest, the patient will be as good as new. In the case of dehydration to near death, the recipient must make a resurrection survival check to determine whether the spell can save him. Within very dry surroundings the spell works only for 10D10%. SELF-DUPLICATION Illusion/Phantasm. Range: 15 yard + 5 yard per level. Duration: 2 rounds + 1 round per level. Casting Time: 2. Area of Effect: -. Components: V, S, small silver mirror worth 10 gp. Saving Throw: Special. Creator: Onno Trickthought (Marco van de Berg). Upon the casting of this spell a exact copy of the wizard appears. At the same time, the caster becomes invisible to his 'victims'. The double looks like the caster at the moment of casting and speaks with the same voice as the caster. The caster can control the double as long as he concentrates upon it. When his concentration is broken, the image blinks or even fades. The double may only move and speak. He cannot pick anything up or attack. A successful attack upon the double reveals it as an illusion, until, at third level, the caster is able to simulate wounds. The AC of the double is 10, modified for the caster's dexterity. It has as much HP as the caster. If the double in this form is destroyed, however, the mirror shatters. SWORD TO ROPE TRICKERY (Reversible) Alteration. Range: 5 yard. Duration: Permanent. Casting Time: 3. Area of Effect: One long piece of metal. Components: V, S, rope, metal. Creator: Viola Amarettes (Erik van Vliet). This spell makes long metal objects, such as swords and bars, into equally long pieces of rope. Rael's Acid Arrow Level: 2 School: Alteration, Evocation Range: Touch Components: V,S,M Duration: Instant, Special Casting time: 2 plus bow speed factor Area of effect: 1 arrow Saving throw: Negates Description: This spell enchants one arrow, and when it hits it's target it does normal damage and then functions like Melf's Acid Arrow (W2). The material component is the arrow to be affected. Rael's Arrow of Angling Level: 2 School: Alteration, Evocation Range: Touch Components: V,S,M Duration: 1 hour / level Casting time: 1 round Area of effect: 1 arrow, 10' radius Saving throw: Special Description: This spell enchants one arrow, and when it is fired from a bow it is trailed by a pencil-thin, snaking line of faint blue light. When the arrow impacts, the head expands into a small claw that embeds itself in the target. During the casting of this spell, the caster names an item. The line trailing the arrow starts at the arrowhead and ends in this item. Thus, a housbreaker's harness could be named, the arrow fired to the ceiling and then the line can be climbed. The arrow will remain embedded for 1 hour per level, after which it will vanish along with the line. The material component is the arrow to be affected and a foot long line of elven rope. Rael's Blinding Arrow Level: 2 School: Illusion/Phantasm Range: Touch Components: V,S,M Duration: 1 hour / level, Special Casting time: 2 Area of effect: 1 arrow Saving throw: Negates Description: This spell enchants one arrow, and when it hits it's target it does normal damage, and unless the target saves vs. spells it is blinded as per Blindness (W2). The blindness is permanent unless cured by a priest. The material component is the arrow to be affected. Rael's Draining Arrow Level: 2 School: Alteration, Necromancy Range: Touch Components: V,S,M Duration: Permanent until used, 1 turn / level Casting time: 1 round Area of effect: 1 arrow Saving throw: 1/2 Description: This spell enchants one arrow, and when it hits it's target it does normal damage and drains 1d6 points of strength, unless the target saves vs. spells, in which case the strength drain is halved (round up). The strength points come back after 1 turn / level, at the rate of 1 per turn . The material component is the arrow to be affected. Rael's Enchanted Arrow Level: 2 School: Enchantment Range: Touch Components: V,S,M Duration: Permanent until used, Special Casting time: 5 Area of effect: 1 arrow Saving throw: Negates Description: This spell enchants one arrow and enables it to hit creatures that can only be hit by magical weapons. The arrow gains no actual bonuses to hit or damage from this spell, but can at various levels hit lycanthropes, specters and other monster that require magical weapons to hit. The bonus is shown on the following table. Level: "Bonus" 3 +0 5 +1 7 +2 9 +3 11 +4 13 +5 The material component is the arrow to be affected and a piece of broken magical weapon of the desired or greater bonus. Rael's Enfeeblementing Arrow Level: 2 School: Enchantment/Charm Range: Touch Components: V,S,M Duration: Permanent until used, Special Casting time: 5 Area of effect: 1 arrow Saving throw: Negates Description: This spell enchants one arrow, and when it hits it's target it does normal damage and unless the target saves vs. spells it is reduced to strength 5, as per Ray of enfeeblement (W2). The enfeeblement effects last for 1 round per level of caster. The material component is the arrow to be affected. Rael's Ice Arrow Level: 2 School: Alteration, Enchantment Range: Touch Components: V,S,M Duration: Permanent until used, Special Casting time: 1 round / arrow Area of effect: 1 arrow / 3 levels Saving throw: Negates Description: This spell enchants one arrow plus one per 3 levels above the third. (1 at 3rd level, 2 at 6th etc.). The arrows enchanted must be made of solid steel, and when the spell is cast, the arrow feels just as light as a normal arrow. It does, however, feel cold to touch. When fired from a bow it transforms into an arrow of solid ice. When an Ice Arrow hits it's target it does double normal damage (triple to fire dwelling creatures) because of intense cold. The arrow then melts down in about one round, leaving only a puddle of water. The material component is one solid steel arrow for each arrow to be enchanted. Rael's Illusionary Arrow Level: 2 School: Illusion/Phantasm Range: Touch Components: V,S,M Duration: 1 hour / level, Special Casting time: 1 round per arrow Area of effect: 1 arrow per 2 levels Saving throw: Special Description: This spell turns one arrow per 2 levels (3 at 4th level, 4 at 6th level etc.) into an illusion. The original arrows (the material component) are in fact replaced by illusionary ones, with full visual, audible, tactile, thermal and olfactory components. Without the use of magic (Detect Magic (W1) detects a strong illusion aura) or some valid reason to disbelief the arrow, none gets a saving throw. The arrows can be shot in a normal fashion, inflict normal damage (none of which is real), cause illusionary bloodshed and function in general like normal arrows. The illusion remains for 1 hour per level of caster, after which the arrows vanish, along with any illusionary blood, holes in wood etc. caused by the arrows. Anyone wounded by the arrows gets all the HPs caused by the arrows back as soon as the arrows vanish. Anyone killed by the arrows must make a system shock to survive, and if that is successful all the damage inflicted by the arrows vanishes. If the system shock roll fails, the wounds on the corpse vanish and autopsy and magic alike will come to the conclusion that the cause of death was a natural heartattack. The material component is the arrow to be affected, a drop of blood and a hair from a gnome illusionist's beard. Rael's Silencing Arrow Level: 2 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used, 2 rounds /lvl Casting time: 2 Area of effect: 1 arrow, 10' radius Saving throw: Special Description: This spell enchants one arrow, and when it hits a solid target it does normal damage and emits a silent zone in 10' radius (as per Silence 15' radius (P2)). The target (if intelligent) must save vs. spells or have the silent zone follow him around. If the target saves successfully the silence follows the arrowhead instead, although the target might not realize that. A fair DM rolls the saving throw in secret. The material component is the arrow to be affected. Rael's Silent Arrow Level: 2 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used, 1 rounds /2 levels Casting time: 2 Area of effect: 1 arrow Saving throw: None Description: This spell enchants one arrow only. When fired from a bow, the spell mutes all sounds resulting from the arrow being fired. The "twang" when it's fired, the grunt and screams of unfortunate targets (even cries for help) and the "thunk" when the target hits the ground. If the arrow should do something to create an avalanche the noise from it is silenced. The duration; 1 round per 2 levels is the amount of time the arrow silences. After this duration the screams of the guard can be heard, the noise of the avalanche becomes the loud noise it should be etc. Note that if the target is a spellcaster he or she can still cast spells with verbal components, but none can hear the casting. The material component is the arrow to be affected. Alter Apperance Class/Level: Wizard / 2 Scool: Alteration Range: Touch Components: V, S, M Duration: 12 hours / level of caster Casting Time: 3 rounds Area of Effect: Creature Touched Saving Throw: Neg. Description: This specialized polymorph spell allowes the caster to disguise himself or any other humanoid creature touched. This spell does not cause the subject to grow new appendages, gain new organs, loos old ones, or to otherwise alter it's body structure. This spell does, however allow the caster to rearange body mass to make the subject up to 10% shorter or taller, thiner or fatter. This spell could, for example turn an elf into a human, a kobolt into a halfling or turn a drow into a high-elf. It would, however be impossible to turn a human into a lizard man, because of the lizard man's tail, or the other way around. If the caster wishes to duplicate the exact features of a particular person, he must posess the disguise non-weapon proficiency and roll a sucsessfull check (with modifiers based on the quality of the material component, see below). An unvilling subject recives a saving-throw (vs. polymorph) to resist the spell's effects. Because the effects of this spell are cosmetic only, no system shock roll is needed. The subject does not raditate magic bacause of this spell, but a True Seeing, Unmask or a Dispell Magic works normally. The caster can also cancel the spell by a silent command while touching the subject. The material component for this spell is a bit of a disguise makeup. It can be fashioned from simple herbs but if the fashioner does not have the herbalist non-weapon proficiency, the disguise check (if required) suffers a -2 pennalty. If the caster uses profesional makeup (fashoned by a person with the alchemy non-weapon proficiency) he recives +2 bonus to the disguise check (if required). Blinding Strike Class/Level: Wizard / 2 Scool: Alteration, Enchantment Range: Touch Components: V, S Duration: 3 rounds / level of caster Casting Time: 2 Area of Effect: Creature Touched Saving Throw: None Description: When this spell is cast, the repicent strikes faster in a hand-to-hand combat. The repicant (that must be a warrior, priest or a rogue) gains a +1 bonus to inititive rolls for the duration of the spell. Once, during the spell's duration the repicent can choose to move with even more speed, doubling his attacks in a single round. This must be annonced before the inititive is rolled in the round, and cannt be savad for a later time, if, for example all enimies in reach are gone. This spell does not double other moves than attacks. Mourngrim's Flaming Missiles Class/Level: Wizard / 2 Scool: Evocation Range: 60 yards + 10 yards / level of caster Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: 1 or more creatures in 10' cube. Saving Throw: None Description: Casting this spell creates up to fife flaming missiles of magical energy thet dart from the caster's fingertips and unerringly strike the target (or targets). This includes enemie creatures in melee. The target creature must be seen, or othervise detected to be hit, however, so a near-total concealment (90% or better), such as those offered by arrow-slits can render this spell useless. Against a normal creature each dart causes 1d4+1 impact damage and 1d4+1 fire damage, totaling in 2d4+2 for each dart. The wizard fires one dart at 3rd level, 2 at 4th level, 3 at 6th level, 4 at 8th level and finaly 5 at 10th level. The material component for this spell is one minature gold dart for each missile used. Each dart costs 5 gp and weighs 0,1 Ib. This spell functiones in all other respects as a magic missile spell. Protection from Hold Metal Class/Level: Wizard / 2 and Priest / 2 Scool: Abjuration Sphere: Elemental (Earth), Protection Range: 10' / level of caster Components: V Duration: 1 turn / level of caster Casting Time: 2 Area of Effect: 10 Ib's of metal / level of caster Saving Throw: None Description: Casting this spell protects the metal affected from the very annoying Hold Metal spell from Undermountain II. It requires only verbal components and can thus be cast even while under the effect of the Hold Metal spell. This spell has no other purpose than to protect metal from that terrible spell Hold Metal and has no other function. Charge Staff (Invocation/Evocation) Level: 2 School: Invocation/Evocation Range: Touch Duration: Until discharged Area of Effect: 1 creature or object Saving Throw: 1/2 Components: S, M, V Casting Time: 2 Allows the caster to send an electric charge through a normal wooden staff delivering 1d8+1 per level of the caster. This can be used in conjunction with Hardstaff. Summon Animal Guardian (Conjuration/Summoning) Level: 2 School: Conjuration/Summoning Range: 5 mile diameter + 1 mile/level Duration: Permanent Area of Effect: See below Saving Throw: None Components: S, M, V Casting Time: 1 hour Summons Animals to the casters aid at a rate of 2HD per level of the caster Animal Sight (Alteration) Level: 2 School: Alteration Range: Touch Duration: 1 turn/level Area of Effect: Creature touched Saving Throw: None Components: S, M, V Casting Time: 2 Allows the creature touched to see as an animal for 1 turn per level. A piece of the animal whose sense is desired is the component for the spell. (ie. feather of a eagle to see as an eagle) Strobe (Alteration) Level: 2 School: Alteration Range: 60 yards + 5 yards/level Duration: 1d4 rounds +1 round/level Area of Effect: 120' radius Saving Throw: None Components: S, M, V Casting Time: 2 Acts as a strobe light. The caster is able to control the speed of the flashes. Empty Chest (Illusion/Phantasm, Alteration) Level: 2 Schools: Illusion/Phantasm, Alteration Range: 0 Duration: Permanent Area of Effect: 1 chest Saving Throw: None Components: S, M, V Casting Time: 1 hour This spell makes a normal chest appear that it is totally empty. This spell is permanent. Skipping (Alteration) Level: 2 School: Alteration Range: 5 yards/level Duration: Instant Area of Effect: Caster Saving Throw: None Components: V Casting Time: 2 Same as the Dimension Door spell except that the caster doesn't need a round to recover and can attack that round. If attacking a creature form the back the creature must make the appropriate checks to see if the back attack bonus is effective. Troll's Skin (Alteration, Conjuration/Summoning) Level: 2 Schools: Alteration, Conjuration/Summoning Range: 0 Duration: See below Area of Effect: Creature touched Saving Throw: None Components: S, M, V Casting Time: 2 By casting this spell the wizard makes the subjects skin as tough and resistant as the skin of a troll (AC 2). The duration of this spell is 8 pts + 2 per level of the caster. Other wise the spell is the same as the normal Armor spell. 220 (Invocation/Evocation) Level: 2 School: Invocation/Evocation Range: 0 Duration: Instant Area of Effect: Caster Saving Throw: 1/2 Components: S, M, V Casting Time: 2 When the wizard cast this spell a large arc of electricity extends from his hands in a 120 degree arc about 5 feet out from the caster. The intended victims must make a saving throw or suffer 1d8 + 2/level if he does make a successful save he only suffers half damage. Material component is a loadstone. Stone isn't consumed with spell. Nap (Enchantment/Charm, Alteration) Level: 2 Schools: Enchantment/Charm, Alteration Range: 0 Duration: 1 hour Area of Effect: 1 creature/level Saving Throw: None Components: See below Casting Time: 2 Creatures affected by this spell are put to sleep for one hour. When they wake up the creatures are as refreshed as if they had slept for eight hours. The affected persons recovers lost hit points as if they rested for a full night. Wizards can memorize spells as if real time had passed. Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use Nap more than once in a 12 hour period are ineffective. Only willing creatures can be affected by this spell. Components for this spell are a pillow feather and a scrap of blanket. Brizbane's Driftdisk (Conjuration/Summoning) Level: 2 School: Conjuration/Summoning Range: 0 Duration: 1d4 hours + 1 hour/level Area of Effect: Caster Saving Throw: None Components: S, M, V Casting Time: 2 This is a spell that wizards can find useful while on the road away from their libraries and labs. The spell creates a invisible disk that only the caster is able to ride. The disk floats approximately 3 feet off of the ground giving the caster a smooth and relaxing ride. The disk is to be attached to follow 10 feet behind any creature that the caster chooses. The wizard is completely shielded from all elements and weather. It lasts for 1d4 hours + 1 hour per caster level. Material component is a pillow which isn't consumed in the spell. Fiery Breath (Alteration, Invocation/Evocation) Level: 2 Schools: Alteration, Invocation/Evocation Range: 0 Duration: Instant Area of Effect: 20 feet x 5' wide at base Saving Throw: 1/2 Components: See below Casting Time: 2 This spell is comparable to the breath weapon of fire breathing creatures. When cast the wizard expels a cone of flame 20 feet long from himself. The damage from such an attack is 2d8 plus 1 point per caster level. Any items or creatures that are caught in the flame must make a save vs. Breath Weapon, success means 1/2 damage. The component for this spell is the fire gland of any fire-breathing creature. ALPHA'S MOONLIGHT (EVOCATION) Level: 2 Components: VSM Range: 5 yds/lvl Casting Time: 1 round Duration: 1 turn/lvl Saving Throw: None Area of Effect: 10'/lvl radius circle This spell creates an area of soft blue-grey light, apparently coming downwards from above. This light effectively washes out all color, but clear vision is certainly possible within the area of effect. Vision is also possible out to 10 yards beyond the spell's radius, but such vision is dim and shadowy at best. The moonlight does not interfere in any way with infravision, but the nature of the light is such that creatures adversely affected by bright light suffer only half the normal penalties when within the Moonlight and none when within its shadowy fringes. The Moonlight spell may be centered on the caster, in which case it moves with him. Otherwise, the spell must be cast on an area and is stationary. The material component of this spell is a moonstone that has been exposed to actual moonlight for a full night. ALPHA'S RAINBOW BEAM (EVOCATION) Level: 2 Components: V,S,M Range: 10' + 5'/lvl Casting Time: 2 Duration: Instantaneous Saving Throw: Neg. Area of Effect: One target This spell draws upon the power of the Quasi-Elemental Plane of Radiance and brings forth a beam of pure light. The color of the light making up the beam is normally randomly determined by a roll of a d8. However, the caster has a chance equal to 5% per level of being able to select the color of the beam (the caster may NOT select a multi-hued beam. Such occurs only as the result of an aberration in the magic). The colors of the beams are as follows: 1 red (cold) 5 blue (electrical) 2 orange (heat) 6 indigo (holy water) 3 yellow (acid) 7 violet (force) 4 green (poison) 8 multi-hued beam - roll twice ignoring 8's The beam does a base of 2d6, plus an additional point of damage for each level of the caster (e.g. a 7th level caster would inflict 9-19 (2d6+7) points of damage). Any creature resistant to the attack form indicated by the color of the beam takes NO damage, while a creature vulnerable to the specific attack form (such as heat vs. a yeti) will suffer double damage. A saving throw indicates that the beam has missed and the intended victim is unaffected. Note that the beam may hit a target other than the one intended. Once the beam hits a solid object, it stops, even if that object is transparent. Any creature suffering damage from the spell must make item saving throws if appropriate. The material component of the spell is a small clear gem or crystal prism worth at least 50 g.p. ALPHA'S SPARK SHOWER (EVOCATION) Level: 2 Components: V,S,M Range: 0 Casting Time: 2 Duration: 1 round Saving Throw: 1/2 Area of Effect: 5' x 20' long x 10' base wedge shape The caster extends his arms and speaks the spell, and a sheet of sizzling purple sparks shoots forth from the caster's hands. These sparks cause 1d4 electrical damage per three levels of the caster, rounded up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or wearing partially metal armor (ring, scale, chain) save at -2 and suffer +1 point of damage per die. Those wearing full metal armor (splint, banded, plate, etc.) save at -4 and suffer double damage. The material component is a bit of fur, glass, and copper. ALPHA'S STAR GAZE (EVOCATION) Level: 2 Components: V Range: 60 yards Casting Time: 2 Duration: Instantaneous Saving Throw: Special Area of Effect: 1 creature/2 levels This spell causes a blazing white sheet of light to issue from the caster's eyes. This sheet will envelop a number of creatures based on the caster's level. Those who fail a save vs. petrification will be blinded for a full turn. Those who do save are merely dazzled (-2 on to hit and AC) for 1 round, having looked away just in time. Dark dependent creatures such as drow and gray dwarves save at a -4 vs. this spell, and the duration of its effects are doubled. ALPHA'S STARBLADES (CONJURATION) Level: 2 Components: V,S,M Range: 10' + 10'/level Casting Time: 2 Duration: 1 round/2 levels Saving Throw: none Area of Effect: Up to 1 target/3 levels This spell creates one magical star-shaped bladed weapon for each three levels of the caster, up to a maximum of seven. The caster may then throw these as weapons, out to the spell's maximum range. They are treated as Slashing weapons with respect to effectiveness vs. armor, and the caster's to hit rolls with them are at +3, in addition to any bonus for high dexterity. Each Starblade that strikes causes 2d4 damage, +2 vs. creatures with powers drawing on the negative material plane or plane of shadow. The material component is a small silver star. DISPEL SILENCE (ABJURATION) Level: 2 Components: S,M Range: 10 yards/level Casting Time: 2 Duration: 1 round/level Saving Throw: None Area of Effect: 15' radius When cast, this spell automatically dispels any magical silence within its area of effect. Furthermore, no silence spell will have effect within the area of effect for the duration of the spell. The casting of this spell requires a small silver bell, chime, or gong, which must be struck twice, at the end of each segment of casting. The device must be worth at least 50 g.p., and is consumed in the casting. Blackthorn's Rust Proof Class/Level: Wizard / 2 Scool: alteration, abjuration Range: touch Components: v,s Duration: permanent Casting Time: 1 round Area of Effect: 1 cubic foot/ level Saving Throw: none Description: This spell will allow the caster to make any metal object immune to the effects of rust. With this spell any metal object will not show any signs of corrosion, rust or tarnish. Blackthorn's Hell Dart Class/Level: Wizard / 2 Scool: invocation Range: 20'+2'/ level Components: v,s Duration: instant Casting Time: 2 Area of Effect: special Saving Throw: 1/2 Description: This spell allows the caster to cast a lance of purple and crimson energy to shoot out from the casters hand impaling one or more creatures. This spell does 1d3+1 hit points of damage per level of the caster( to a maximum of 10d3+10). The caster can control which creature/object is hit and how much damage it takes up to the damage point maximum. NOSKA TRADES' BLACKFIRE (EVOCATION, NECROMANTIC) Level: 2 Casting Time: 2 Range: 0 Area of Effect: 1-foot-radius sphere Components: V,S,M Saving Throw: None Duration: 1 turn/level When this spell is cast, a cold, black fire appears in the caster's hand, shedding violet coloured light equivalent to torchlight. The caster can hold the blackfire without taking damage or throw it at an opponent. Throwing it at an opponent requires a roll "to hit". If the sphere hits, the target ignites the creature's life force doing 1d6 hp damage the first round and 1d3 the following rounds until extinguished. The flames can be extinguished by padding them out, but water has no effect. The flames only consume living matter (creatures and plants) and have no effect on non-living material or undead. The end product of blackfire combustion is oxygen and a grey-blue ash. The material components are human fat and powdered magnesium. level 3 *************########### ALPHA'S COMET (EVOCATION/CONJURATION) Level: 3 Components: V,S,M Range: 10' + 5'/level Casting Time: 3 Duration: Instantaneous Saving Throw: none Area of Effect: Special This spell creates a flaming missile with a trail of superheated noxious gases. The comet unerringly strikes one target, the impact causing 3d6 damage and the flames an additional 3d6. Furthermore, any creature within 5' of the comet's path will suffer 2d4 fire damage. All those within 5' of the point of impact will suffer 3d4. Anyone who suffers damage from this spell is also considered to have been engulfed in the noxious fumes, and will be at -2 on all rolls (10% spell failure chance) for 1-6 rounds due to coughing, choking, and blurred vision. The material component is a ball of pitch mixed with sulfur and phosphorus. ALPHA'S DARKLIGHT (ALTERATION) Level: 3 Components: V,S,M Range: 10 yards/level Casting Time: 3 Duration: 1 turn + 1 round/level Saving Throw: None Area of Effect: 15' radius globe This spell is exactly the same as the second level magic-user spell darkness 15' radius (q.v.), except in that the caster can see normally through the darkness so created as if in normal lighting conditions. Alternatively, the caster can bestow the visual benefits to another character by crushing the material component and sprinkling the dust into the eyes of the recipient. The material component is a piece of coal or charcoal, which must be crushed and applied as above. Note that the spell only allows normal vision through the darkness caused by the particular casting, and lends no benefit towards other darness, either normal or magical. ALPHA'S FLAMES OF THE FALTINE (ALTERATION/EVOCATION) Level: 3 Components: V,S,M Range: 0 Casting Time: 3 Duration: 2 rounds + 1 round/level Saving Throw: None Area of Effect: Special This spell sheathes the caster in hot yellow flames and blurs the caster's features somewhat, causing them to assume a smooth and somewhat indistinct shape, also turning a dark red color. The flames will appear to be present even coming out of the caster's eyes and mouth. These flames give the caster no special protection, but they do shed bright light in a 30' radius. Further- more, any creature striking the caster with a claw, bite, or similar attack or a hand-held weapon less than 5 feet long will suffer damage as though contacting a Wall of Fire spell (q.v.)--2d6 damage + 1 point per level of the caster. Undead suffer double damage, and creatures especially susceptible to flame may also take additional damage. The caster may attempt a melee attack to burn others with this fire, a successful blow causing 1d6 damage + 1 point per two levels of the caster. Creatures passing within a 5' radius of the caster suffer 1d4 heat damage. By standing still and concentrating, the caster may extend this heat radiation, inflicting 2d4 within a 5' radius and 1d4 within a 10' radius, but this falls back to the usual level if the caster stops concentrating or resumes moving. The caster can attempt to destroy inanimate objects by touching them, requiring a save vs. normal fire to avoid destruction. This may be attempted once per round, at a -1 cumulative penalty for each consecutive round of handling. Items on the caster's person at the time of the casting of this spell are unaffected by the flame. The caster may end this spell prematurely if desired. The material component for this spell is a flask of oil, poured over the caster's head during the casting of the spell, and an open flame of any size. ALPHA'S HEAT LIGHTNING (EVOCATION) Level: 3 Components: V,S,M Range: 10 yards/level Casting Time: 3 Duration: Instantaneous Saving Throw: 1/2 Area of Effect: One Creature This spell calls down a bolt of reddish-purple lightning which strikes a single creature within range. The bolt inflicts 1d6 of damage per level of the caster. Cold or water-based creatures suffer an additional 1 point of damage per die, while creatures resistant to heat OR electricity suffer 1/2 normal damage (1/4 with a successful save). All non-magical metal worn by the target must save vs. lightning (at +2 if the save was made, but at -2 if the save was failed) or be fused to any nearby metal (sword fused to gauntlet, pieces of armor fused together, preventing movement). The material component of this spell is a short glass rod, a bit of fur, and a bit of iron or lodestone. ALPHA'S ICE BOLT (CONJURATION/SUMMONING) Level: 3 Components: V,S,M Range: 60 yards Casting Time: 3 Duration: Instantaneous Saving Throw: Special Area of Effect: Special With this spell, the magic-user opens a small hole in the spatial fabric into the preternatural cold of the para-elemental plane of ice. It brings forth a shaft of solid para-elemental ice 6 inches thick and 10 feet long (the hole is opened for only a very brief time). This missile hits with great force, causing 3-30 points of damage from the impact alone. If the target saves vs. petrification, only a glancing blow is dealt, and the victim suffers only 1-10 points of damage. An additional save (also vs. petrification, and at +4 if only a glancing blow was suffered) must be made, or the victim will be stunned for 1-6 rounds from the force of the blow. The ice absorbs heat from the nearby air, and this causes 1-6 points of cold damage (no saving throw) to all within 5 feet of the bolt's path, and within a 10' radius of the target creature. The bolt shatters upon striking its target, and the victim will suffer an additional 4-24 points of cold damage (2-12 if only a glancing blow was suffered). Fire-using creatures take double damage from the cold caused by the bolt, while those resistant to cold take none. Both types of creatures suffer full damage from the bolt itself. Water-based creatures in liquid form will suffer only 1-10 points of damage from the blow, and cannot be stunned, but they will automatically be slowed for 2-8 melee rounds. If the target creature is struck fully (i.e. fails the initial saving throw), then exposed items on that side of the caster must make a save vs. crushing blow, and all items carried by the caster must save vs. magical frost (note also that items on the side struck by the bolt must save at -10, due to the cold and the blow). The material component of this spell is a clear gem worth not less than 100 g.p. ALPHA'S IMAGES OF IKONN (ILLUSION/PHANTASM) Level: 3 Components: V,S,M Range: 0 Casting Time: 3 Duration: 2 rounds/level Saving Throw: None Area of Effect: 15' radius This spell is similar to the 2nd level Mirror Image spell (q.v.). The caster gains 1 mirror image for each level of experience, rather than rolling randomly. These images can appear anywhere within 15' of the caster, and a blurring distortion effect occurs in the casting of this spell and at the end of each melee round which prevents isolation of the true wizard in the new melee round, even if the wizard was successfully attacked in the previous round. Area effect attacks (Fireball, etc.) can still affect the caster even if his location is not known. As a final benefit, if one of the images is struck by an opponent, the caster may make an unmodified save vs. breath weapon. If successful, the image will not be dispelled by the blow. The material component of this spell is a small carving or doll of the caster and a broken mirror. ALPHA'S LIGHTWALL (EVOCATION) Level:3 Components: V,S,M Range: 10 yards/level Casting Time: 3 Duration: 1 round/level Saving Throw: Special Area of Effect: 10' x 10' sq./level This spell causes a wall of dazzling yellow-white light to come into being at any point within the range of the caster. Vision through the wall by any means is quite impossible, though it is negated by a darkness (q.v.) spell cast at it. When the wall first comes into being, all those within 10 feet of it who are not averting their eyes (thus a mage could warn his companions that he was about to cast this spell) must make a save vs. petrification to avert their gaze from the wall in time to avoid being dazzled by its brightness. This dazzling results in a -2 penalty to hit, a 20% spell failure chance for spell casters, and a -1 penalty on initiative dice rolls. These effects persist for as many rounds as the difference between the victim's die roll and the roll needed for him to save. These effects can persist even after the duration of the spell has elapsed. Naturally, blind or sightless creatures are unaffected by this spell, but subterranean or dark dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3 on their saving throw. Further, they are not protected by thier normal magic resistance, as the spell is not cast directly at them. They are as vulnerable to its existence as any other creature would be. The light given off is equivalent to a continual light (q.v.) spell within 20', and equivalent to a light spell (i.e. normal torchlight) in an additional 80' radius. The lightwall, if cast out of doors, can be seen up to a mile away per level of the caster (reflecting the additional size of a larger caster's lightwall). The wall can, of course, be created smaller than the maximum size for the caster's level. The wall itself causes no damage to creatures passing through it. However, a character fighting someone with a lightwall directly behind him suffers a -1 on his or her chances to hit (note that this is cumulative with the dazzling effects described above). Similarly to the first level wall of darkness (q.v.) spell, sound is blocked by the lightwall, assuming that it does not allow sound waves to travel around the sides of it (as when cast outdoors, for example). It does not absorb sound or prevent spellcasting, it merely does not allow sound to pass through it (even if such sound is from a Horn of Blasting or a Shout spell). The material component is a clear gemstone or a sunstone worth not less than 100 g.p. ALPHA'S LUCENT LANCE (ALTERATION) Level: 3 Components: V,S,M Range: 10 yards Casting Time: 1 round Duration: 1 round Saving Throw: None Area of Effect: Special There must be some ambient light available in order for this spell to work. The effectiveness of this spell is determined by the amount of ambient light available. The caster must concentrate for a full round to focus the light into the Lucent Lance, after which its energy may be released. The power of the Lance is such that it can carve through wood or soft metal up to 4 inches thick, stone up to 1 inch thick, or hard metal up to .25 inch thick, this thick- ness multiplied by the appropriate modifier on the table below. Items carried by a living creature are partially protected by that creature's aura, and gain a save vs. magical fire (modified as below) to avoid being damaged by the Lance. Living creatures suffer a base of 1d6 damage, modified as below, with a maximum upper limit of not more than 1d6 per level of the caster. The Lucent Lance coalesces as a ball of light around the caster's hand holding the material component, and shoots forth until maximum range is reached or until a sufficient thickness of material blocks its progress. The Lucent Lance may be traversed over an arc up to 1' per level of the caster at its maximum range. The caster's hand glows brightly while the spell is being cast and while it is active. Type of light Damage Modifier Save Modifier Candlelight x.5 +3 Single torch or lantern x 1 +1 Multiple torches, Light spell, starlight, x 2 +0 magical dagger Large bonfire, bright moonlight, Continual x 4 -1 Light spell, magical sword Multiple magical light sources, indirect x 6 -2 or filtered sunlight Direct sunlight, Sunray spell x12 -4 If the light source used is a fire of some sort, that fire has a 50% chance of going out. A permanent light effect (e.g. magical sword or dagger) will lose its power to shed light for 1d10 rounds. A spell used as the light source will be automatically dispelled if it's a 1st-3rd level spell, and will have its duration cut by 25% if a higher level spell. The material component is a small, oblong corundum rod worth at least 100 g.p. ALPHA'S NIGHT OF THE LEONIDS (CONJURATION/SUMMONING) Level: 3 Components: V,S,M Range: 30 yards + 10 yards/level Casting Time: 3 Duration: 1 round Saving Throw: None Area of Effect: Special This spell can only be cast outdoors at night. It calls down a number of flaming meteorites to strike unerringly any targets within range. The caster can call down 1d4 meteorites, plus another for every five levels of experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.). Each meteorite strikes a single target, though more than one may strike any given target. Each of these `leonids' comes blazing down from the heavens, striking for d6+1 impact damage and an additional d6+1 fire damage. The material component for this spell is a bit of meteoric iron. ALPHA'S ROLLING THUNDER (EVOCATION) Level: 3 Components: S Range: 0 Casting Time: 1 Duration: Special Saving Throw: Special Area of Effect: 5'/level radius circle The caster need but throw his arms heavenward and a great rolling thunderclap will sound directly overhead. All creatures within 10' of the caster must save vs. petrification or be knocked prone, suffering d4+1 damage, and are automatically stunned for 1 round and deafened for d4+1 rounds. Those within one-half the radius of the spell (e.g. within 25' of a 10th level caster) but not within 10' must save vs. spells or be stunned for 1 round, and are automatically deafened for d4+1 rounds. All others in the area of effect must save vs. spells or be deafened for d4+1 rounds. ALPHA'S SILVERLIGHT (EVOCATION) Level: 3 Components: V,S,M Range: 60 yards Casting Time: 3 Duration: 2 rounds/level Saving Throw: Special Area of Effect: 30' radius sphere This spell is similar to the 2nd level Continual Light spell in that it creates a very bright light (almost as bright as full daylight). However, any creature within the area of light which is vulnerable to silver (e.g. wights, wraithes, lycanthropes, devils) will suffer 1d6 damage every round that it remains in the area of effect, and will be at -2 to on to hit rolls and +2 to be hit due to the intense discomfort felt by such creatures while within the Silverlight. Alternatively, the caster may throw the spell directly at a single target. Such a creature must save vs. spells or be blinded for the duration of the spell. If the save is made, the spell forms as per usual about one foot behind the intended target, and its duration is halved. A creature vulnerable to silver who is thus targeted need not save vs. blinding, but will instead suffer d6+1 (2-7) points of damage per level of the caster, up to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A successful saving throw vs. spells at -2 will halve the damage and reduce the duration of the stun to a single round. If thrown thus at a creature vulnerable to silver, the spell will not form normally, regardless of the saving throw, as its magic is used up in the attack on the creature. The material component is a bit of pure silver. ALPHA'S STARFIRE (EVOCATION) Level: 3 Components: V,S,M Range: 30 yards Casting Time: 1 Duration: 1 round Saving Throw: Special Area of Effect: 5' diameter column, 30' high This spell creates a column of brilliant, blazing silvery-white flames. All within 10' of the column not looking away must save vs. petrification or be blinded for 1 round and dazzled (-2 to hit, +2 to be hit) for an additional 1d3 rounds. Creatures adversely affected by bright light (e.g drow, duergar) save at -3 vs. this effect. Any creature within the narrow column of fire (most likely only a single creature) is automatically blinded and dazzled as above, and additionally suffers 1d6 damage per level of the caster, up to a maximum of 10d6. A save vs. spells will halve this damage. If the spell is cast outdoors under a night sky, a bonus of +1 per die of damage is added. The material component for this spell is a bit of silver and a shard of crystal. Rael's Arrow of Distance Level: 3 School: Alteration, Enchantment Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow Saving throw: None Description: This spell enchants one arrow only. The arrow will have greater range than arrows of this type would normally have. The normal range is multiplied with 1.5 + 0.5 per 2 levels above the 5th (x2 at 7th level, x2.5 at 9th etc.). The material component is the arrow to be affected and a small loadstone. Rael's Cursed Arrow Level: 3 School: Abjuration, Alteration, Necromancy Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow Saving throw: Negates Description: This spell enchants one arrow, and when it hits a solid target it does normal damage, and the target must save vs. spells or be cursed. The curse has one of the following effects: D100 Effect 1-50 Any one attribute reduced to 3 (only the six usual stats). Roll a D6 51-75 -4 to attack rolls and saving throws 76-00 Makes the creature 50% likely to drop anything held. Roll once per turn. The curse is permanent but can be removed with a Remove Curse (W4, P3) and Limited Wish (W7) and of course a full Wish (W9) The material component is the arrow to be affected. Rael's Dispelling Arrow Level: 3 School: Abjuration, Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow Saving throw: None Description: This spell transforms one arrow to be affected into an arrow of pure magic. The arrow changes colors constantly, glows (equivalent of a Light (W1), and is difficult to hide unless covered completely. The arrow is "inactive" until it is cocked and shot by a bow, it will not dispel magic until it has been fired by a bow. When the arrow hits any target it functioned as per Dispel Magic (W3, P3), but only with a 5' radius. The material component is the arrow to be affected. Rael's Explosive Arrowhead Level: 3 School: Alteration, Invocation/Evocation Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 round Area of effect: 1 arrowhead Saving throw: None Description: This spell enchants one normal arrowhead. When it hits anything more solid then water, after being shot by a bow it will explode with an explosion, doing normal arrow damage plus 1d6 per two levels of caster (3d6 at 5th level, 4d6 at 7th level and 5d6 ant 9th level, 5d6 is the maximum). Thus a normal sheaf arrow enchanted by a 5th level mage does 1d8+3d6 hp dmg. The arrowhead is of course utterly destroyed by the use of this spell, and about half of the shaft is burned down. Note that the arrowhead can not explode unless the arrow has been shot by a bow. The material component is the arrow to be affected and a pinch of sulphur. Rael's Immovable Arrowhead Level: 3 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 round Area of effect: 1 arrowhead Saving throw: None Description: This spell enchants one arrowhead. If it hits a solid target it sticks to it and can not be freed by force. Dispel Magic (W3, P3) or stronger magic is required to free the arrow. The caster can will the spell out at any time. The arrow is "inactive" until it is cocked and shot by a bow. What terrible effects an arrowhead stuck in flesh for some time can have is up to the DM (be creative, or rather; be cruel) The material component is the arrow to be affected. Rael's Multiplying Arrow Level: 3 School: Alteration, Evocation Range: Touch Components: V,S,M Duration: 1 hour per level Casting time: 1 round Area of effect: 1 arrow Saving throw: None Description: This spell enchants one arrow only, and when fired from a bow, it multiplies, so that this one arrow turns into many. Level: Additional arrows: 5 1 7 2 9 3 11 4 13 5 Fife additional arrows is the maximum created by this spell. An attack roll is required for each arrow. The material component are the arrows to be affected and a small piece of crystal. Rael's Numbing Arrow Level: 3 School: Alteration Range: Touch Components: V,S,M Duration: 1 turn per level Casting time: 1 round Area of effect: 1 arrow per 3 levels Saving throw: Special Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th level, 4 at 9th level etc.). If it hits, it does double normal damage because of intense cold, and the target must save vs. spells (at -1 per 3 levels of caster, (-1 at 3rd level, -2 at 6th level, -3 at 9th level etc., max -4 at 12th level) or be slowed as per Slow (W3). The duration of the numbness is 1 round per level of caster. The material component are the arrows to be affected and a small piece of crystal. Rael's Polymorphed Arrow Level: 3 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow Saving throw: Negates Description: This spell polymorphs one small animal (size medium or INT 2 or more will cause the spell to fizzle) per 3 levels of caster (2 at 3rd level, 3 at 6th level, 4 at 9th level etc.) into arrows. The animals will remain arrows until shot. When they hit a solid target after being shot from a bow they are reverted into animals again. This causes double normal damage because of the transformation is taking place inside the unfortunate victim. If the animal is poisoned the creature must make immediate saving throw or suffer the poison effects. The animal is then free to do as it pleases, but normally protective animals are usually aggravated enough to attack. The animals used are usually small poisoned animals, like snakes, small spiders and scorpions. The material component are the animals to be transformed and as many arrows as the animals. The arrows vanish upon the completation of the spell. Rael's Rusting Arrow Level: 3 School: Alteration, Enchantment/Charm Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow Saving throw: Special Description: This spell transforms a normal arrow into a magical one. If the arrow hits a living target it does no damage, but if the arrow hits metal of some sort, the metal in question must save vs. disintegration or be affected as if a rust monster (MM or MC1) had touched it (rust away basically). The area affected by the rust is 1' radius plus 1' per 5 levels of caster (2' at 5th level, 3' at 10th level etc.). Note that this spell does not affect permanently enchanted metal, unless the caster is 9th level or higher The material component is the arrow to be affected (it must not have a metal head, bone or stone must be used) and a dried antenna of a rust monster. EVERMORE'S ENHANCED SENSES Range: 10 feet Duration: 2 rounds per level Area of Effect: 1 person Saving throw: None DO NOT USE THIS SPELL IF YOU DO NOT PLAY WITH THE PERCEPTION STAT. PER is upped by 2 on sight and hearing. EVERMORE'S MEDIUM MINDFLAY Range: 20 feet Duration: Instant Area of Effect: One person Saving throw: Spell is reversed and caster takes damage. This is an enhanced version of Minor Mindflay. Instead of 1d6, whoever takes the damage takes 2d6. EVERMORE'S NECROMANTIC TOUCH Range: Arm's Length Duration: Instant, after effects last 1 round per level. Area of Effect: One person Saving throw: Half damage This spell causes 1d6 damage, and draws it into the caster. It also reduces STR by one, and CHA by one. If you use Comeliness, it's reduced by one too. EVERMORE'S TRICK ENERGY Range: 50 feet Duration: Until person enters combat Area of Effect: One person Saving throw: Spell does not take effect This spell causes the target to feel full of energy and think that their HP has been restored. However, this energy is cursed, and as soon as they try to enter combat with it, it will suddenly go away along with all of their energy, and they will collapse to the ground. EVERMORE'S PHOBIA EXPLOIT Range: 15 feet Duration: 1 round per level Area of Effect: One person Saving throw: Spell does not take effect This spell MUST be preceded by Evermore's Phobia Detect, and used on the same creature. This spell causes a hallucination of the target's greatest fear all around them. The spell will cause the person to fall down in fear, or try to get rid of the fear, or possibly even run away screaming. Example, if the caster had detected arachnophobia in a person, they would see spiders all over their body when Exploit was used. Electric Web (Conjuration/Summoning, Invocation/Evocation) Level: 3 Schools: Conjuration/Summoning Range: See below Duration: See below Area of Effect: See below Saving Throw: 1/2 Components: S, M, V Casting Time: 3 This spell is similar version of the 2nd level Web spell as far as the dimensions, duration, and area of effect. The only difference of this spell is that the web gives off a shock delivering 1d4 points of damage per round. Geyser (Conjuration/Summoning) Level: 3 School: Conjuration/Summoning Range: 5 yards/level Duration: Instant Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 3 When this spell is cast the caster creates a geyser that will throw any creature size Medium or smaller into the air 5 feet per level of the caster. They must then make a saving throw vs. stun or be stunned for 1d4 rounds. The creature take falling damage as if he fell from the appropriate height. ANALYSIS OF SUBSURFACE FORMATIONS Divination. Range: 100 yard + 100 yard per level. Duration: Instantaneous. Casting Time: 1 turn. Area of Effect: Above ground rock formations and underground earth layers. Components: V, S. Saving Throw: -. Creator: Plasto Quinon (Erik van Vliet). This spell enables the caster to scan rock formations and underground earth layers to learn their composition and to locate structures and caverns. He can make out details as small as one tenth the distance to the caster. Therefore, a wizard could discern at 200 yard distance a cavern of 20 meters in diameter, but not a passage of 100 by 19 yard. CLICKIN' SHIELD Alteration. Range: ½ yard. Duration: Special. Casting Time: 2. Area of Effect: Caster. Components: V, S, air, platinum coin. Saving Throw: -. Creator: Plasto Quinon (Erik van Vliet) This spell creates a disc devided in four parts which moves around the caster. The parts united when the caster is attacked and interpose themselves between the caster and the thread (reaction time ½ seconds). The disc is transparent and has the color of platinum. This spell comes in two variations: A) Anti-sniper shield: Works against arrows, bullets, magic missiles, darts stones, etc. Its diameter is 10 inches, it has a AC of -3, ½ of the HP of the caster, it's duration is 1 hour per level. Successful attacks result in a second attack against the caster's AC. If the caster is missed, the attack hits the shield. B) Bodyguard shield: Effective against all attacks, diameter 20 inches, AC -1, 1 x HP caster, duration 1 round per level, +2 savings against physical attacks. CONTINUAL REHYDRATION Alteration, necromancy. Range: 5 yard per level. Duration: 1 day per level. Casting Time: 1 hour. Area of Effect: Caster. Components: V, S, blue phosphorus (150 gp, turns to white phosphorus). Saving Throw: Special. Creator: Plasto Quinon (Erik van Vliet). This spell is a more specific version of the rehydration spell. It continually draws water from the surroundings to supplement the water lost by the caster. The water is drawn from, in order of preference, surface water, ground water, air, soil, covered water, plants, animals and non-intelligent monsters, intelligent beings (the last three receiving a saving throw vs. death magic). Also, the spell cools the caster's skin, minimalising the loss through sweat. It also gives a increased resistance against sunburn and normal fires. In very dry surroundings, most of the water will be drawn from the water supply of the other party members. A detect magic will display a diffuse magical aura around the caster with strands leading to the spells water supplies. Note that the spell only replenishes water, not salts or other soluble substances. This prevents poisoning and also means that the caster will still have to consume salt to make up for his losses caused by sweating. DETECT POSSIBLE LOCATION FUTURE EPICENTRE Divination. Range: 1 mile + 1 mile per level. Duration: Instantaneous. Casting Time: 1 hour to 7 days. Area of Effect: Underground rock formations. Components: V, S. Saving Throw: -. Creator: Plasto Quinon (Erik van Vliet). By means of this spell the caster is able to analyse tensions in underground rock formations and deduce the possible location of the epicentre of a future earthquake. EXTENDED ROPESWORD Alteration. Range: 5 yard + 1 yard per level. Duration: 1 round per level. Casting Time: 3. Area of Effect: 1 weapon per level. Components: V, S, rope, miniature of weapon(s). Saving Throw: Special. Creator: Viola Amarettes (Erik van Vliet). Several slashing or piercing weapons can be converted to ropes by means of this spell. Very large weapons, for instance two-handed swords or lances, cannot be changed. Vulnerable are: weapons of M size, weapons of less than 10 pounds, arrows, and javelins. Magical weapons receive a saving throw. FLAMING FINGERS Alteration. Range: 1 ½ yard + ¼ yard per level. Duration: Instantaneous. Casting Time: 3. Area of effect: Everything within range. Components: V, S. Saving Throw: ½. Creator: Plasto Quinon (Erik van Vliet). Compare: burning hands. Position of hands and fingers is free, giving two firing arcs/cones of 90 degrees. Damage equals 1D3 + 3 per level. IMPROVED FORCEFIELD Alteration. Range: 10 yard per level. Duration: 1 round per level. Casting Time: 2 rounds. Area of Effect: 1 yard3 + ½ yard3 per level maximum. Components: V, S, air, plate steel, glass crystal. Saving Throw: -. Creator: Viola Amarettes (Erik van Vliet). The forcefield created by this spell is similar to the forcefield second level spell. The improved forcefield can take on any two- or three dimensional form. Its maximum length is 10 yard, its minimum 1 inch. The physical strength of the field is 200 atmosphere (100 N/inch2 or the impact force of three arrows). Its armour class is -2. The forcefield can move and transform at a rate of 2 yard per round per level (MR 2 per level). The forcefield can exert a pressure of 100 atmosphere. Creature of HD twice the level of the caster can break through the field. SUBLIME INTELLIGENCE Alteration. Range: touch. Duration: 1 hour per level. Casting Time: 1 round. Area of Effect: 1 creature. Components: V, S, dried and powdered owl brain. Saving Throw: Negates. Creator: Viola Amarettes (Erik van Vliet). This spell enhances the intelligence of the caster with 1D6 (max. 19) or an other creature with 1D4 (max. 17). SUMMON QUINONNEKES Alteration. Range: 5 yard + 1 yard per level. Duration: 1 round + 1 round per level. Casting Time: 3. Area of Effect: -. Components: "poelepoelepoeleke", point at sites of appearance of the quinonnekes, tiny statue of the great transmuter Plasto Quinon (worth 5 gp). Saving Throw: -. Creator: Plasto Quinon (Erik van Vliet). During the casting of this spell, 1 quinonneke per level of the caster will appear at the indicated sites. The quinonnekes look like tiny human wizards of ½ yard in length. They are dressed in purple robes decorated with tiny stars and moons, and carry neat little staffs. The quinonnekes are first level wizards posessing two random spells the caster has memorised or two magic missiles. They have MR 10, AC 6 and 4 HP. They may attack using their spells or little silver daggers, inflicting 1 damage. The quinonnekes tend to chaotic behaviour. Most of the time they will attack the caster's opponents or perform the actions the caster asks them to perform. However, each quinonneke has a 15 % chance to do something completely different, and 10% chance to do the exact opposite. When not commanded, they will perform completely random actions, which will mostly save them for harm and be in the interest of the creator of this spell, the famous Purple Transmuter Plasto Quinon. Summon Human/Humanoid Servant (Conjuration/Summoning, Enchantment/Charm) Level: 3 Schools: Conjuration/Summoning, Enchantment/Charm Range: 5 mile radius/level Duration: Permanent Area of Effect: See below Saving Throw: None Components: S, M, V Casting Time: 1 hour This spell allows the caster to summon up to (12) 0th level servants or the appropriate number of humanoid servants. They stay on as long as they are treated well and will not harm the caster in any way. Empty Room (Illusion/Phantasm, Alteration) Level: 3 Schools: Illusion/Phantasm, Alteration Range: 0 Duration: 1 day/level Area of Effect: See below Saving Throw: None Components: S, M, V Casting Time: 1 hour This is a different variation of the empty chest spell accept this spell make the entire room look empty and deserted. All inanimate objects become invisible. The area that can be effected is a 40 cubic foot room plus one 10 cubic foot area per level of the caster. The spell lasts for 1 day per level of the caster. Ball Lightning (Invocation/Evocation) Level: 3 School: Invocation/Evocation Range: 60' + 10'/level Duration: Instant Area of Effect: 10 cubic feet/level Saving Throw: 1/2 Components: S, M, V Casting Time: 3 This is a different form of the classic Fireball except that instead of fire the ball delivers 3d8 points of damage plus an additional 1d8 for every level over 5th level. Material component is a loadstone. Blackthorn's Backhand Class/Level: Wizard / 3 Scool: invoc/evoc Range: 2"/ level Components: v,s Duration: special Casting Time: 1 turn Area of Effect: special Saving Throw: special Description: This spell generates three foot diameter balls of force that glow and sparkle with kinetic energy. The caster can make the balls of force strike any object or creature that the caster wills. But first the target needs to be hit, armor is not counted for armor class only magic and dex. bonus. The caster gets a +2 to hit, if the target is not hit go in a strait line to find out what is hit. The force of the spell is not great, being only 100lb. per level of the caster. If the victim is under the weight allowance he is thrown back two feet per level of the caster and is stunned for 2d4 rounds. One ball per level of the caster can be made but only one ball per hand may be thrown. If someone is behind the victim have him make a saving throw vs. dex. this goes for each person up to the maximum throw back range, each person who fails this save is hit and falls down from being hit. Each person hit takes 1 hit point of damage and is stunned for the rest of the round. The original target of the spell takes 1 hit point per level of the caster. This spell ends when all the balls are used up, also this spell cannot be cast again until all the balls are used up. The caster can cast and/or memorize other spells Blackthorn's Fireproof Class/Level: Wizard / 3 Scool: abjuration Range: touch Components: v,s,m Duration: special Casting Time: 1 round Area of Effect: 3' sq./ level Saving Throw: none Description: This spell confers complete invulnerability to normal fire and to exposure to magical fire such as demon fire, fiery dragon breath, fireball, ect. until an acclamation of 12 hit points of potential damage per level of the caster at which time the spell is negated. Only items can be affected by this spell, NO creature can be affected by this spell under any surmanstances. The material component for this spell is powered ruby equal to 10g.p. per point to be protected. NOSKA TRADES' GHOUL ARROW (EVOCATION, NECROMANTIC) Level: 3 Casting Time: 3 Range: 70 yards + 10 yards/level Area of Effect: One creature per bolt Components: V,S,M Saving Throw: Negates Duration: Instantaneous, paralyzation 1d6+1 rounds A ghoul arrow spell brings into being one bolt of negative energy for every 5 levels of the caster. Each bolt can have a different target. Each bolt forms into three vaguely arrow shaped projectiles that hurl towards the caster's opponent. The arrows never miss their target and inflict 1d6, 1d3, and 1d3 damage respectively. The affected creature must save vs. paralysis or be paralysed in the areas hit by each of the arrows. Roll 1d6; 1 = left leg, 2 = right leg, 3 = left arm, 4 = right arm, 5-6 = body. Limbs paralysed are rendered useless. Body paralysis eliminates any dexterity bonus and results in the victim always acting at initiative 10. The paralysis lasts for 1d6+1 rounds. The material components are a handful of ghoul flesh and a drop of humanoid blood. PILPIN'S INFATUATING GREED (ENCHANTMENT/CHARM) Level: 3 Casting Time: 1 round Range: 60 yards Area of Effect: 1 creature Components: V,S,M Saving Throw: negates Duration: 1 day + 1 day/level This spell causes a person (as defined in CHARM PERSON) to be overcome with tremendous greed. If the person fails a saving throw versus spells, they will want the first thing of value that they see, and if refused, will become very angary. They will not act against their alignment or foolishly risk their life to get what they want, but will not give up until they own the item or one just like it. The person will sell or trade anything they possess to get the item. Once in possession of the item or a replica, the affected person will then want the next item of value that they see, and this will continue until the spell runs out. For example, Mel,a lawful good ranger, affected by the spell becomes infatuated with a beautiful carriage he sees in the steet. Mel attempts to buy the carriage from its owner, but the owner refuses to sell the carriage on the grounds that its from a faraway kingdom. Mel denounces them as greedy and inconsiderate. Mel then starts to journey to the distant kingdom to get one for himself. Eleven days later the spell wears off (if cast by a 10th level mage) and he finds himself 11 days away from home attempting to buy a carriage he has no use for. Shandar, a chaotic evil fighter, affected by the spell spies a golden crown she just has to have. Unfortuately it belongs to her boss, a High Priet of Hisisi. Realizing that she can't just take it, she spends all the money she has to hire an assassin for the job. The mission is sucessful and she gets the crown. When the assassin hands her the crown, Shandar's attention is suddenly focused on the exquisite ring the assassin possesses. Quickly deciding that the assassin is no match for her in open combat, she immediately attacks the assassin. Bad move, the assassin kills her. The spell can negated by a HEAL, WISH, or a successful DISPEL MAGIC. The material components are a gold piece and a small piece of lodestone. Blackthorn's Flaming Finger Class/Level: Wizard / 3 Scool: invoc/evoc Range: 1"/ level Components: v,s Duration: special Casting Time: 1 turn Area of Effect: special Saving Throw: 1/2 Description: This spell creates a jet of flame that assumes the form of a narrow cone 6' feet in diameter at its end. The damage from this spell is 3 hit points per every two levels of the caster. The spell will have as many "charges" as the caster has levels. The jet of flame can hit up to two people at one time, but only if they are standing very close together. The flames will ignite combustible materials (even solid planks). Also on the following round the victim will take damage from being on fire if the save is not made. This spell ends when all the shots are used up and another spell cannot be cast until then. The caster can cast and/or memorize other spells. Blackthorn's Heat Object reversible Class/Level: Wizard / 3 Scool: alteration Range: 2" Components: v,s Duration: 2 turns/ level Casting Time: 1 round Area of Effect: one object (up to 4 feet square) Saving Throw: none Description: This spell causes an object to heat up very quickly and stay that way for long periods of time. The caster can heat an object up by250*F ( or -25*F) per level of the caster. It does not necessarily produce fire, although most things will burn if heated enough. It is very useful for cooking as the caster can control the temp. Note the heat that is produced will be radiated away normally. The temp. can be changed in as little as one segment to the casters maximum. Any mage planing to make extensive use of this spell should probably arm himself with a list of the melting points of various materials. Note also this spell can have its drawbacks, if you were in jail you might be able to melt your way through the bars--- but the radiated heat would broil first. Blackthorn's Ward I Class/Level: Wizard / 3 Scool: abjuration/divination Range: 1" Components: v,s Duration: 1 hour/ level Casting Time: 1 rd. Area of Effect: 10 yards/ level Saving Throw: none Description: This spell will alert the caster and up to one creature per level of the caster that some thing is headed for the camp. the spell will tell the person how many creatures and from what direction they are coming. The spell will lay out a two dimensional map of the area along with the people affected by the spell in the casters mind (other people only get a signal that there are creatures coming and the direction they are coming from). The caster can trigger the warding to wake him when a creature gets to a certain range (i.e. wake me when a creature is within 10 yards). The spell is illmoble. The spell is of great advantage to people in the wilderness who are traveling alone or are in small groups. Note that spells that prevent scrying will stop this spell. Blackthorn's Waterseal Class/Level: Wizard / 3 Scool: abjuration Range: touch Components: v,s Duration: permanent Casting Time: 1 turn Area of Effect: 1 cubic foot/ level Saving Throw: none Description: The mage is able to envelope any item (within the size limitations) in a invisible field of force that will protect the item from getting wet. This spell is very handy for protecting scrolls, books, clothing, ect. from water damage. The spell will protect an object from 12 hit points of damage per level of the caster from any water attack. This spell works only upon objects not creatures. Dune Class/Level: Wizard / 3 Scool: conjuration Range: touch Components: v,s,m Duration: 1 hour/ level Casting Time: 3 Area of Effect: special Saving Throw: none Description: When this spell is cast the mage creates a magical sand dune that can carry one man-sized creature per two levels of the caster. The caster can travel through any sandy area with a movement rate of 4" per level of the spell caster. The dune can only move through sandy areas. The material component for this spell is a pinch of white sand. Blackthorn Resistance Pearcing Class/Level: Wizard / 3 Scool: alteration Range: 0 Components: v,s Duration: special Casting Time: 3 Area of Effect: one other spell Saving Throw: none Description: This spell will add extra power to one other spell for the express purpose of punching through magic resistance. The spell can "negate" 20% +2%/ level in magic resistance (i.e. a 12th level mage cast this spell to enhance a magic missile spell to be cast at a creature with 75% magic resistance the creatures magic resistance for this spell would be 31%). This spell was created because blackthorn had such trouble fighting the drow because of there high magic resistance he rarely ever had his spells work against them. Niac's Hushing Finger Class/Level: Wizard / 3 Scool: Alteration/Illusion Range: 10 yards + 5 yards/level. Components: V, S, M. Duration: 1 round + 1 rd./level. Casting Time: 3 Area of Effect: 1 creature / 3 levels a 15' radius sphere. Saving Throw: Special. Description: By this spell, a mage may create a sphere of silence or merely silence 1 creature / 3 levels. The nature of the save is such that if cast in the multi-target form, each creature makes a seperate save vs. spell, if cast in the sphere form, however, the creature with the WORST save makes the save vs. spell for the group. Note that this spell will effectively hault all spell casting requiring a verbal component. If the sphere form is used, a large hand waiving its index finger back and forth appears. The other form is that of a finger making a shushing gesture. The material component of this spell is a pair of ear-muffs made of silk and a small lock worth at least 10 gp. See Through Others Eyes Class/Level: Priest or wizard / 3 Scool: divination Range: 10 miles/level Components: V,S,M. Duration: 5 rounds/level Casting Time: 1 round per 10 miles distance Area of Effect: 1 being Saving Throw: negates Description: This spell simply allows the caster to see through the eyes of a target creature, the target creature must be anything "alive" and the caster must possess something personal from the target creature, be it a thieves favorite dagger, or a lock of someone's hair, or a piece of fur from an animal, yes even animals can be the target of this spell, druids like this spell also because in no way does the spell harm the target, and the target is usually completely unaware of the spell being used, the chance of detecting the spell in use is the same as detecting a crystal ball being used. The target gets a save vs. Spell, if the target saves the spell is wasted and the victim is non the wiser! In no way can the caster control the victims actions, unless of course some form of control spell is also cast, also clairaudience may be cast as a "carrier" spell to hear what is going on, but the clairaudience spell must be cast immediately after the See Through Others Eyes spell is cast to have any effect. Burst of Flame Class/Level: Wizard / 3 Scool: Evocation Range: 15 yards / Level Components: V, S, M Duration: Instantaneous Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 Description: When this spell is cast an explosive burst of flame detonates with a low roar and delivers 1d4 hp damage per level of the caster (to the maximum of 10d4). The spell fills an area equal to 8000 cubic feet. The height is 20' and reduction in height does not add to other dimensions of the area of effect. Thus normal casting of this spell is a 20-foot cube. The caster can, however shape the area of effect as he wishes, be it a 40 x 10 x 20-foot cube or a 400 x 1 x 20-line. The caster can also reduce the area of effect at will, for example if he wishes to set the troll on fire, but not his tvo companions, one charging to meet the troll and the another sneaking up behind it to backstab it. This spell can also be shaped to ignitate the tvo attackers and leave the troll unharmed, going around the troll in the process. If a person affected by this spell makes a saving-throw vs. spells he (or she) has managed to dodge, fall flat or get out of the area of effect and suffers only half damage. If the saving-throw failed, the person takes full damage and all items on the person must make a saving throw vs. normal fire with a +2 bonus or be destroyd in the Burst of Flame. This spell is not nearly as hot as a Fireball- spell and does not melt soft metals. Note that the Burst of Flame is not considered magical fire, it is, for all purposes considered normal fire, thus a person protected by an item of fire resistance (such as a Ring of Fireresistance) would not be harmed by this spell. The relativly long casting time of this spell reflects the time the caster uses to decide the area of effect. The caster could still cast this spell without seeing the area it is cast in, but then he would have to guess the dimensions of the area and the burt's location would be much more imprecise. The material component for this spell is a pinch of sulphur rubbed in the palms of the caster's hands and then blown in the direction of the area of effect. The sulphur changes into a streak of blue flame that burst into the Burst of Flame when it gets to it's destination. Because of this, this spell cannot be cast through walls and other solid objects. Improved Charge Class/Level: Wizard / 3 Scool: Conjuration, Abjuration Range: 0 Components: V, S Duration: Special Casting Time: 5 rounds Area of Effect: 1 object Saving Throw: Special, 1/2 Description: When this spell is cast an electrical charge is placed on an item. This spell is identical to the original Charge spell exept for the changes detaled below. The damage becomes 1d6 plus 1d6 for every tvo levels of the caster above the first, thus a 5th level caster does 3d6 hp damage, 7th level caster does 4d6 hp damage etc. The spell is dormant untill a command word (chosen when the spell is cast) is spoken within one foot if the item charged, thus if cast on a dagger, it could be used several times, then as the command word is s poken the charge is activated and the dagger does normal damage plus the charge damage. Note that after the spell is activated it can't be put dormant again. Note also that while dormant the item charged does not detect as magical, but when active it detects as faintly magical, with a combination of Conjuration and Abjuration aura. During the casting, the caster can specify wich (if any) individuals, apart from himself, are to be immune to this particular spell, thus avoiding causing the lightning damage to allies if used in a particulary chaothic melee etc. If the charged item is touched by an induvidual specified, other than the caster, the charge spell is dispelled and has no effects. If the caster specifies any induviduals to be unharmed by that particular spell, he needs a personal object, a hair, bit of cloth, or any item belonging to the person. This item is not destroyed in the casting. Mental Guard Dog Class/Level: Wizard / 3 Scool: Abjuration, Divination Range: Touch Components: V, S Duration: 1 day / level of caster or Special Casting Time: 3 Area of Effect: 1 person Saving Throw: None Description: When this spell is cast the subject becomes instantly aware of any psionic "Contact" attemted against him. For the duration of the first contact used sucsessfully the caster becomes aware of what powers the psionicist is using against him, and what he could possibly do to resist it. The subject is treated like it's actividly resisting contact, even if it takes other actions, resulting in a -2 penalty to the psionicist's power check (and making power-score impossible). The repicent also gets a +4 to saves vs. all effects of psionic powers that are channeled through this contact (because he knows what is happening). If no save is normally allowed, the caster gets a saving-throw vs. paralysis with a -2 pennalty to resist the effects totaly. The duration of this spell is one day per level of caster or until the first sucsessfull contact used against the subject is ended. This spell does not give any informations about who is trying to contact him, so this spell applies even if a friend of the subject is contacting him. Norman's Instant Item Conjuration Class/Level: Wizard / 3 Scool: Alteration, Conjuration Range: 1 mile / level of caster Components: V, S, M Duration: 1 day / level of caster Casting Time: 5 rounds Area of Effect: One item, 2 Ib's / level of caster Saving Throw: None Description: When this spell is cast, a small item (no more than 2 Ib's per level of caster) can be affected. Any time during the spell's duration the caster can picture the item in his hand and it is instantly teleported to him. The item must be within 1 mile per level of caster when called for (but he may have traveled out of range and then come into range and call for the item), and must not be in an exdradimnsional area, if it is in a Bag of Holding, or in a Portable Hole, this spell will not function. Once the item is in the caster's hand the spell is spent, and must be recast if the caster wants it to function again. Otherwise the spells duration is one day per level of the caster. Only one such spell can be in effect for the caster, and he cannot cast this spell for other, so to speak, he can only make the item teleport to his hand, not anybody's else. This spell is commonly used to, for example appear unarmed, to have one's favorite wand in hand when you need him or to be able to get back that fumbled or lost dagger. The time it takes the item to get to the caster is only one segment and the caster can use the item in the same round it appeared in. This spell is commonly used by the Watch-Wizards of Waterdeep and Cormyr. Ogre's Strength Class/Level: Wizard / 3 Scool: Alteration Range: Touch Components: V, S, M Duration: 1 turn / level of caster Casting Time: 3 Area of Effect: One creature Saving Throw: None Description: When this spell is cast the caster gives any creature incredible strength. The exact strength score given is determined by a random die roll, based on what class recives the strength, wizard roll 1d3, rogues roll 1d4, priests roll 1d6 and warriors roll 1d8. The rolls are compared to the following table: Roll: Strength: 1 16 2 17 3 18 4 18(01-50) 5 18(51-75) 6 18(76-90) 7 18(91-99) 8 18(00) This, of course results in wizards only getting as far as 18, rogues only to 18(01-50), priests only to 18(76-90) and only warriors can get the superhuman strength of 18(00). If the creature affected has strength greater than the spell besows the spell is wasted. The material component for this spell is a tiny bit of an ogre's muscle. level 4 *************########### Mourngrim's Hellfire Class/Level: Wizard / 4 Scool: Evocation Range: 10 yards + 10 yards / level of caster Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: 20' radius ball Saving Throw: 1/2 Description: When this spell is cast the caster creates an acid ball that strikes where the caster wants it to strike, within the range of the spell. The acid causes 1d6+1 hp damage for every level of the caster (up to 10d6+10 at 10th level) to every creature in the area of effect, unless the creature rolls a sucsessfull saving-throw vs. spells, in which case the victim suffers half damage. Any creature cought in the ball must also roll a sucsessfull saving-throw vs. breathweapon or loose 1d3 points of comeliness (or charisma where comeliness is not used) permanently due to the acid. If the creature rolls the first saving-throw sucsessfully, he gets a +4 bonus to the breathweapon saving-throw. If the victem failes the save vs. breathweapons, he must also roll item saving-throws for every item it his possesion. The material component for this spell is a tiny bit of Ankheg's mandibles. Viper Hand Class/Level: Wizard / 4 Scool: Alteration Range: 5 yards / level of caster Components: V, S, M Duration: 1 round / 2 levels of caster Casting Time: 4 Area of Effect: Victem's hand Saving Throw: Neg. Description: When this spell is cast the caster transmutes one of the victems hands into a living viper. The victim recives a saving-throw to resist the effects, and if he makes it, he feels only a slight tingle in it's palm. If he fails the saving-throw the hand is transformed into a viper. The victem must roll a sucsessfull sustem shock roll or suffer 3d4 hp damage (one-time only) and suffer a -2 pennalty to all attack and saving throw rolls for the duration of the spell because of the pain the metamorphosis caused. The viper attacks tvice per round (with the speed of 1) with the Thac0 of a 5-HD monster (Thaco0 15), And the victem looses all dexderity bonuses to AC. A sucsessfull hit from the viper does only 1d2 hp damage but also injects a paralytic poison, forcing the victem to save vs. poison or be paralyzed for 1d10 rounds plus one round per level of caster. The viper will not attack a paralyzed victem, but will attack any person within range (usually 2-3') exept for the caster. The viper has half the caster's hit points (in full health) and any damage delt to the viper is delt to the victim as well. Cutting the viper off reverts it to a hand again, but of course the hand has been severed just like the viper was. A dispell magic spell will work normally and revert the viper into an arm. The material component for this spell is a viper's tooth. Niac's Adjustable Continual Light Class/Level: Wizard / 4 Scool: Alteration/Evocation Range: 40 yards + 10 yards/level. Components: V, S Duration: Permenent or until Dispelled by Caster. Casting Time: 4 Area of Effect: 60 yard sphere of light. Saving Throw: Special Description: This spell behaves much like continual light, except that 1) it can be dispelled at any time by the caster, and 2) the light output can be adjusted from pitch blackness to full daylight. If cast at a creature in a manner to blind, that creature gets a saving throw vs. spell or be effected as per the second level spell Continual Light. If not cast at a creature, no save is required. (duh! :) The light may be shifted mentally, by thinking the command word chosen at casting time, and then the brightness level. FIERY PERSONALITY Alteration Range: 1 yard. Duration: 1 round per level. Casting Time: 4. Area of Effect: Caster. Components: delirious singing. Saving Throw: ½ . Creator: Plasto Quinon (Erik van Vliet). This spell causes the caster to burst out in flames. Creature within one yard of the caster receives 1D4 damage per level, those touching or being touched by the caster 2D4 per level. Combustible materials are set afire when touched. The casters equipment and clothes are not effected. The heat and light from the flames make it harder to hit the caster: -3 in melee, -2 ranged. Successful attacks in melee cause 1D4 per level damage to the attacker, and wooden weapons burn. After the duration of the spell, the wizard remains immune to fire and heat for an additional round per level. FLEXIBILITY Alteration. Range: Special. Duration: 1 round per level. Casting Time: 4. Area of Effect: Caster. Components: V, S, flexible and elastic material. Saving Throw: -. Creator: Plasto Quinon (Erik van Vliet). By means of this spell, the caster is able to stretch his limbs to ten times their length. The body of the caster becomes extremely flexible and becomes of a stiff elastic texture. The caster's AC drop by one and he receives halve damage from blunt weapons. When he stretches his limbs, his AC increases by one to three points. The mass of the caster does not increase. MESSERSCHMIDT Alteration/Evocation/Conjuration. Range: 10 yard + 2 yard per level. Duration: 5 rounds + 1 round per level. Casting Time: 1 round. Area of Effect: -. Components: V, S, Little glass facsimile. Saving Throw: -. Creator: Viola Amarettes (Erik van Vliet). This enhanced version of the manoeuvrable floating disc is shaped like a bob-sled for four. It has a MR of 20, manoeuvrability class B, carries 2 magic missiles per level and one Melf's acid arrow per three levels. It can fire one missile per round, and cause 3D4 bumping damage (Thac0 caster). Additional casting is only possible when the Messerschmidt remains floating. The Messerschmidt can carry up to 100 pounds per level. EVERMORE'S PLANT LIFE Range: 2 feet Duration: 2 rounds per level Area of Effect: One person Saving Throw: None This spell causes the target to be surrounded by flimsy, tall grass that only serves to hide them from oncoming enemies. EVERMORE'S CAMOFLAUGE Range: 2 Feet Duration: Until target exits location Area of Effect: One person Saving Throw: None The target looks, talks, acts, and understands exactly as a person who lives inside the town that the target is trying to gain entry to would. He remembers what he's there for, however, so you can carry out spy missions. As soon as he goes past a specific point, say the city gate, the spell wears off and he returns to his original self, just a bit more knowledgable. EVERMORE'S BLACK DEATH Range: 45 Feet Duration: Instant Area of Effect: One person Saving throw: See Below This spell, if the saving throw fails, will instantaniously kill the target. Paladins are immune to this spell. If the saving throw succeeds, the spell does 1d8 damage to the target. EVERMORE'S PHOBIA CREATION Range: 180 Feet Duration: Forever, or until cancelled Area of Effect: One person Saving Throw: Spell does not take effect This spell can also be used as an opening for Evermore's Phobia Exploit. It is the only way that a person can use Phobia Exploit if you do not play with phobias in your campaign. If you do not, the phobia only lasts 1 round per level of caster. Roll 1d10 to figure out what phobia is created. 1: Arachnophobia 2: Apiphobia 3: Dinophobia 4: Amychophobia 5: Hematophobia 6: Trypanophobia 7: Acarophobia 8: Erythrophobia 9: Pediophobia 10: Claustrophobia The meanings of all of these phobias can be found in the Net Guide to Sanity. EVERMORE'S LIFE FORCE TRANSFER Range: Touch Duration: Instant Area of Effect: One or two people Saving throw: None This spell takes 1/4 of the mage's current HP, and transfers them to the target. It can also be used with two targets to transfer 1/4 of Target #1's Current Hp to Target #2. Glyph of Lightning (Invocation/Evocation, Abjuration) Level: 4 Schools: Invocation/Evocation, Abjuration Range: 0 Duration: Till discharged Area of Effect: 1 glyph Saving Throw: None Components: S, M, V Casting Time: 1 hour/glyph This spell is helpful in protecting certain areas and can be placed anywhere. If the proper command word isn't spoken before passing it the glyph discharges delivering 2d8 points plus 1 point per level of the caster electrical damage. Deplete Spell (Abjuration, Alteration) Level: 4 Schools: Abjuration, Alteration Range: 100' per level Duration: Instant Area of Effect: 1 spell Saving Throw: None Components: S, V Casting Time: 1 This spell lowers the effects of enemy spells by 1HD for every two levels of the caster. For example a 8HD fireball depleted by a 10th level caster has the effect of a 3HD fireball. Giant Strength (Alteration) Level: 4 Schools: Alteration Range: Touch Duration: 1 Turn Area of Effect: 1 creature Saving Throw: None Components: See below Casting Time: 4 This spell is designed and used to enhance the strength of the recipient to that of a giant. The strength conferred is the strength of what evergiant the heart muscle tissue was taken from. The recipient receives total to hit and damage bonuses of that giant. He also receives the bend bars/lift gates, open doors and all of the other bonuses of a giant. He can also hurl boulders for the appropriate range and damage as a giant. One giant heart is enough to cast the spell 4 times. Missile Swarm (Illusion/Phantasm, Invocation/Evocation) Level: 4 Schools: Illusion/Phantasm, Invocation/Evocation Range: Normal missle weapon range Duration: Instant Area of Effect: 1 missile Saving Throw: Neg. Components: S, M, V Casting Time: 4 When the caster uses this spell he must touch any missile weapon of arrow size or smaller. After he touches the missile 1 missile/level of the caster will spring into being around whoever holds the missile weapon and swarm around him. The missile must be fired 1 round after it is touched or the spell dissipates. Once fired the ghostly looking arrows follow the enchanted arrow toward what ever the target is. The target must be hit within that 1 round, if not the spell ends. If the target is struck the target must make a save vs. Spells. If made the missiles pass through it without any harm. If missed the ghostly slam into the target as if they were fired for real. If a magical missile is used the Plus of the arrow is diminished by one. EX. A +3 sheaf arrow is used so the arrows that are created are considered +2. Component for this spell is a small platinum replica of the missile costing 100gp. Soul Shield (Necromancy, Abjuration) Level: 4 Schools: Necromancy, Abjuration Range: Touch Duration: 1 hour/level or until "shields" are gone Area of Effect: Creature touched Saving Throw: None Components: S, M, V Casting Time: 4 This spell is similar to the priest spell Negative Plane Protection except that the spell grants 1 "shield" for every 4 levels of the caster. If the shields aren't used up by the time the duration ends all remaining shields are lost. Summon Human/Humanoid Guardian (Conjuration/Summoning, Enchantment/Charm) Level: 4 Schools: Conjuration/Summoning, Enchantment/Charm Range: 1 mile radius/level Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 hour This spell summons to the casters aid a creature up to 6HD or levels to serve as his or her guardian. The guardian will remain as long as it is treated well and not abused. Soulblast (Necromancy, Invocation/Evocation) Level: 4 Schools: Necromancy, Invocation/Evocation Range: 60' + 10'/level Duration: Instant Area of Effect: 10 cubic feet/level Saving Throw: 1/2 Components: S, M, V Casting Time: 4 This spell functions only against intelligent undead and against these undead it acts as a fireball that does 1d6/level of the caster while to any other living thing it only does 1d4/level of the caster. Wall of Brambles (Conjuration/Summoning) Level: 4 School: Conjuration/Summoning Range: 60 feet Duration: 1 turn/level Area of Effect: 10' square/level Saving Throw: 1/2 Components: S, M, V Casting Time: 1 round When this spell is cast a wall made of brambles springs into being that covers one 10 foot square per caster level. Any creatures that are caught in or try to get through the wall suffer 1d4 plus 2 points per caster level and it lasts for 1 turn per caster level. ALPHA'S ACID RAINSTORM (CONJURATION/SUMMONING) Level: 4 Components: V,S,M Range: 240 yards Casting Time: 5 Durations: Instantaneous Saving Throw: 1/2 Area of Effect: 30' x 30' square This spell, which functions only out of doors, causes thin streams of hissing violet acid to fall within its area of effect. All within the area must save vs. spells or suffer full damage. The spell inflicts 1d8/two levels of the caster (rounded up). All exposed items in the area must also save vs. acid or be destroyed. Characters under heavy cover which is not destroyed by the acid are fully shielded from the effects of the spell. The acid, once it strikes the ground, harmlessly disappears. The material component for the spell is a small vial of aqua regia and a strip of zinc. ALPHA'S ACID RESISTANCE (ABJURATION) Level: 4 Components: V,S,M Range: Touch Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: Creature touched This spell grants the subject complete immunity to acid, up to a point. The spell's basic duration is 10 rounds per level of the caster. However, for every point of acid damage that would have been suffered by the character (after saving throws and any other protections have been considered), the duration of this spell is reduced by one round for every point of acid neutral- ized by the spell. This spell also protects the subjects equipment from needing to make any Item Saving Throws vs. acid for as long as the spell is in effect. The material component is a small glass vial containing lye and water. ALPHA'S BALL LIGHTNING (EVOCATION) Level: 4 Components: V,S Range: 10 yards + 10 yards/level Casting Time: 5 Duration: 4 rounds Saving Throw: 1/2 Area of Effect: Special The caster of this spell can create one to four spheres of glowing electrical energy. These spheres resemble Dancing Lights (q.v.), and the caster can control them in the same way. The spheres can be moved up to 120'/round. Each ball is about 5' in diameter, and any creature(s) approaching within 5' will dissipate that ball's charge. A save vs. spells results in half damage, indicating that contact was across an air gap. Note that more than one creature approaching within 5' in a single round can be affected by the ball is that occurs. The charge values are: 1 lightning ball 4d12 2 lightning balls 5d4 each 3 lightning balls 2d6 each 4 lightning balls 2d4 each ALPHA'S CHILL OF THE VOID (EVOCATION/ALTERATION) Level: 4 Components: V,S,M Range: 0 Casting Time: 5 Duration: 1 round Saving Throw: None Area of Effect: 20' wide path, 5'/level long This spell brings forth a wave of preternatural cold, rolling forth from the caster's outstretched arms to the maximum area of effect. Its cold vacuum kills all normal vegetation in the area except for trees, which have a 50%-100% chance to survive (DM's discretion, based on size and native environment). This cold inflicts 3d4 damage and the vacuum an additional 3d4 to all living creatures within the area of effect. Vegetable and fungoid monsters suffer double damage from this spell. The material component is a piece of ice. ALPHA'S ELEMENTAL FORM (ALTERATION) Level: 4 Components: V,S,M Range: Touch Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: One creature Use of this spell enable the spellcaster to transform the matter of a creature's body into the stuff of a particular elemental plane. The elemental form enables the character to engage in normal combat with an elemental of the same or opposite form (i.e. water would allow combat vs. water or fire elementals), or an elemental creature, without needing a magical weapon to hit. It also provides protection vs. the same element as if a ring of warmth (+2 on saves, -1 per die of damage, regenerate 1 hp of elemental-caused damage per turn). The subject can also exist without danger on the appropriate elemental plane, and can move normally there. It does NOT empower the subject with perceptions not normally possessed (e.g. seeing through the rock of elemental earth), but it does prevent elemental damage. A character possessing a ring of elemental command who assumes Elemental Form of the same type gains the cumulative effects of both, and IS empowered with senses on the appropriate plane as if in normal air. If this spell is cast on the prime material, the spell will last 1 turn per level of the caster. If cast on the appropriate elemental plane, or in the border Ethereal of that plane, it will last 12 turns/level. If cast while on an elemental or para-elemental plane different from the form assumed, start with the base of 12 turns/level and halve the duration for each plane removed. An Elemental Form in opposition to the plane the caster is on (air vs. earth, fire vs. water) cannot be assumed at all. The material component is a small amount of the appropriate element on hand (a handful of clay or earth or a torch flame will suffice). ALPHA'S FIREFALL (ALTERATION) Level: 4 Components: V,S,M Range: 10 yds/level Casting Time: 4 Duration: Special Saving Throw: Special Area of Effect: Special This spell is an improved version of the 2nd level Pyrotechnics spell (q.v.), specifically the "fireworks" application of that spell. That portion of the spell functions exactly as the Pyrotechnics spell does with respect to duration, area of effect, saving throw, and the blinding effect created. However, the "fireworks" created by this spell are more along the lines of a geyser of brightly burning liquid fire, arcing upwards approximately 60' into the air and raining down within a 30' area surrounding the perimeter of the basic fire source. All in this area of effect suffer 2d6 fire damage with no saving throw allowed. Further, a central prominence of flame is thrown upwards by this spell, and the caster may direct this column of fire at a single target within 60' of the fire source. This plume of fire will inflict 4d10 damage to the victim, although a saving throw vs. breath weapon is possible to halve this damage. The liquid fire continues to burn during the following round, under the same conditions as during the first round, although the fire is less intense and causes only half the damage caused during the first round. Combustibles in the area of effect must save vs. normal fire (if struck only by the burning spray) or magical fire (if the victim of the central plume fails his or her saving throw or if the central plume is directed at an inanimate object) to avoid being set afire. A creature who is within the area of the spray who is targeted by the central plume will not also suffer fire damage from the spray, as this minor flame is all but lost in the fury of the central promin- ence. The spray does not fall within the area of the original fire source, but only within 30' of the perimeter of the fire source. An aerial creature flying within 60' above the rising geyser of liquid fire is affected just as a creature on the ground would be, and may also be targeted with the central plume, if the caster so desires. The material component for this spell is a lump of pitch mixed with sulfur, saltpeter, and magnesium, as well as an existing fire source. ALPHA'S FLAMES OF FALROTH (ALTERATION/EVOCATION) Level: 4 Components: V,S,M Range: 10 yards Casting Time: 1 round Duration: 1 round/level Saving Throw: Special Area of Effect: Special This spell conjures an extra-dimensional black flame to surround a single object or creature within range. This fire has exactly the opposite effect of normal fire, in that it restores creatures or objects burned to destruction by fire or acid to their original state. This will not restore life to a person slain by a Fireball spell, but it will restore the body to full health, such that a Raise Dead spell will bring the character back to full physical health (though an amount of time equal to the time dead must be spent recovering from the psychological shock). Similarly, it will not restore enchantment to a once- destroyed magic item, though a Limited Wish spell is capable of restoring the lost enchantment to the item reconstructed by the Flames of Falroth. In order to restore an item or creature, the target must fail a saving throw of the same type that resulted in its destruction. Hence, plate mail destroyed by the breath of a black dragon must fail a saving throw vs. acid, and an adventurer felled by a Fireball must fail a save vs. spells. For effects against which there is no save (e.g. Wall of Fire), assume the save to be as against breath weapon for creatures or magical fire for items. It is thus more difficult to restore items that were more difficult to destroy in the first place. One such save may be attempted each round, and as many saves as desired may be attempted during the use of this spell. No object can ever be affected by this spell after the spell has been used on it once, whether or not it was successful. Once the save is failed, the object will take 2 rounds to be fully reconstructed from its remains. The Flames of Falroth may be moved to another object or creature at any time during the spell's duration, with 1 round of concentration on the part of the caster. The Flames of Falroth are very hostile to ordinary fire. They may be used as a fire extinguisher or sorts, and will extinguish a 10' cube of normal flame every round. Magical fire spells must be checked as per Dispel Magic, but multiplying the caster's level by 2 for the purposes of determining whether the target spell has resisted the effects of the Flames of Falroth. If this Dispelling attempt is unsuccessful, the Flames of Falroth will vanish back from whence they came. If cast at an elemental fire creature of any sort, the Flames of Falroth will automatically cause 6d6 damage to that creature. After this initial attack, the target creature may make a save vs. spell at -3. If successful, the Flames disappear without causing further harm. If failed, however, the Flames continue to attack the creature's very substance, causing 3d6 damage every round. A new saving throw is allowed each round, the chance to save improving by 1 each round (-2 after the second round, then -1, etc.). This continues until the creature is dead, the caster moves the flames away (after which time that creature will no longer be affected by the Flames of Falroth), or until the spell expires or a save is made--in both of these cases, the Flames disappear. A fire-using or dwelling creature that uses fire but is not native to the Elemental Plane of Fire (e.g. fire giant, red dragon, chimera) will not be harmed by the Flames of Falroth, but any external fire powers (fire breath, spells, immolation, etc.) will cause only half normal damage, as their effect- iveness is mitigated by the Flames. The material component is a bit of green wood, a handful of ashes, a smoky quartz crystal, and a piece of obsidian. ALPHA'S HUNTING PACK (CONJURATION/SUMMONING) Level: 4 Components: V,S,M Range: 30 yards Casting Time: 1 round Duration: 5 rounds/level Saving Throw: None Area of Effect: Special This spell summons into the caster's vicinity a pack of canines who will fight on behalf of the caster, if such is required. The composition of the pack will be as follows: 01-10 4-16 jackals 61-90 2-8 wolves 11-60 3-12 wild dogs 91-00 1-4 dire wolves The pack will follow commands to the best of its ability, so long as they are relatively simple (attack, return, heel, etc.). If attacked by the caster or his fellows, all creatures summoned will instantly disappear. The hounds can track as well as a 5th level ranger, and can be commanded to perform this activity if it is requested of them (such as by allowing them to smell an article of clothing from the creature to be tracked, etc.). The hounds will arrive 1-10 rounds after the spell is cast. The material components are a piece of fresh, uncooked meat and a finely crafted silver or ivory hunting horn, worth not less than 100 g.p., which must be sounded during the casting of the spell. ALPHA'S RAINBOW BLAST (EVOCATION) Level: 4 Components: V,S,M Range: 10' + 5'/level Casting Time: 4 Duration: Instantaneous Saving Throw: Neg. Area of Effect: 1' wide beam This spell is very much like the second level Rainbow Beam spell, but is much more powerful. Besides a slightly larger area of effect, and the fact that a solid object will not stop the beam unless larger than 2' wide AND formed of solid stone or some such similar dense material, i.e. the beam is not stopped by mere flesh, even if armored, but would be stopped by a stone wall. The spell does 2-7 (1d6+1) points of damage per level of the caster. The swirling, coruscating tendrils of multi-hued light also have properties as listed under the Rainbow Beam spell. A target resistant to one or more of these forms of attack takes -1 point of damage per die per attack that it is resistant to. The obverse applies for creatures that are particularly vulnerable to a certain form of attack (e.g. a frost giant is immune to cold, but is not particularly vulnerable to fire, so it would take -1 point of damage per die. A green slime, vulnerable only to fire and cold, would take -5 points of damage per die.) The indigo (holy water) beam does normal damage except to creatures affected by unholy water (paladins, lammasu, etc., who are considered as being resistant), and those affected by holy water (undead, demons, etc., who are considered as specifically vulnerable). The victim is entitled to a saving throw, which, if successful, indicates that the beam has missed. It may hit another target, though. Also, if a target is struck by the beam, he or she must save vs. petrification or be struck in the face and blinded for 3-6 rounds. The material component for this spell is a small diamond worth not less than 100 g.p. ALPHA'S RAY OF PARALYSIS (ALTERATION) Level: 4 Components: V,S,M Range: 10' + 5'/level Casting Time: 1 Duration: 2 rounds/level Saving Throw: Neg. Area of Effect: One creature The caster extends his arm, points his finger, and speaks a word to cast the spell. A thin, light blue ray leaps from the caster's finger. The intended target must save vs. petrification. If the save is failed, then the creature is struck by the beam and, unless the creature possesses some innate magic resistance, is paralyzed for 2 rounds per level of the caster. If the save is made, the pencil-thin ray has missed its original target and continues on in a straight line to the extent of its range. Any creature in the path of the beam must make the same saving throw or be struck and paralyzed. If the ray actually strikes, there is no save vs. its effects. Size L creatures must save at -1, size H at -2, and size G at -4. Conversely, size S creatures save at +1 and size T at +3. The ray can affect only target in any event. The material component is a clear gem or a piece of amber worth at least 100 g.p. ALPHA'S SHADOWFIRE (EVOCATION/NECROMANCY) Level: 4 Components: V,S,M Range: 0 Casting Time: 4 Duration: Instantaneous Saving Throw: 1/2 Area of Effect: 1' diameter ray, 5'/level long This spell calls forth a seething black ray shot through with veins of green fire. All creatures in the path of the spell will suffer d4 damage per level of the caster, up to a maximum of 20d4. A successful save vs. breath weapon will result in only half damage. A creature that is immune to fire or to energy drain will suffer only one-half damage (one-quarter if a successful save is made). If the damage rolled exceeds a target's remaining hit points, that target is disintegrated. The material component is a black opal worth at least 500 g.p. ALPHA'S SHEET LIGHTNING (EVOCATION) Level: 4 Components: V,S,M Range: 30 yds Casting Time: 4 Duration: Instantaneous Saving Throw: Special Area of Effect: 10' square area per level This spell creates a very bright flashing jolt of sheet lightning within the area of effect. All those in the area receive 4d4 electrical damage with no saving throw. In addition, those within must save vs. petrification to avoid being blinded for 1d3 rounds and must save vs. breath weapon to avoid being stunned for 1d3 rounds. Those carrying large, mostly metallic weapons (e.g. swords, battle axes) or wearing partial metal armor (studded-chain) save at -2 vs. the stunning and suffer +1 per die of damage. Those in full metal armor (splint or better) save at -4 vs. the stunning and suffer double damage. The material component is a bit of fur and a sheet of fine crystal worth at least 50 g.p. KATRINE'S DEADLY SPHERE (INVOCATION/EVOCATION) Level: 4 Components: V,S,M Range: 1" away from caster Casting Time: 1 Turn Duration: Special * Save: N/A Area: Self only This is one of Katrine's nastier spells. It creates an opaque blue sphere of force capable of moving at the same rate as the caster (polymorphing into a faster form will not improve the sphere's speed, however). It has a flight class of D, but can slow down and stop in one round (speeding up is as normal). The sphere can take simple commands of no more than two or three words (such as Attack Her or Protect Me), and can act on its own towards its original purpose (which is to protect the caster unless told otherwise). The sphere has 20 Hit Points, and will last indefinitely until the caster sends it out of its range or until it takes in excess of 20 hit points of damage. The sphere has an Armor Class equal to it's caster's -2 (caster AC 8 = Sphere AC 6) and its Thac0 (or to hit table) is the same as its caster. The sphere can, once each round, deliver a kinetic blast at its target which does d4 damage per level of its caster, or it can slam into someone for d6 damage. Note that it can do eithe or both of these actions in the same round, but cannot use one of them twice. The blast can do either stun damage or killing damage (stun damage - only 1/4 of the hit points done are real, the remainder simply counts towards knocking the target out). Any attacks that are directed at the caster can be intercepted by the sphere if it is not slamming into an opponent, and as long as it is within three feet of the caster at the time. Rael's Stoneskin Piercing Arrow Level: 4 School: Alteration, Enchantment/Charm Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow Saving throw: Negates Description: This spell enchants one arrow. That arrow functions as a normal arrow would, except for one thing. It is completely unaffected by the Stonskin (W4) or the Ironskin (P5) spells. When an arrow enchanted by this spell hits a person protected by one of these spells, normal damage is inflicted, and he or she must save vs. spells or loose 1d4+1 "hits" from the stone/iron-skin. If the save is successful the stone/iron-skin looses only one "hit". The material component is at least 500 gp worth of diamond dust. and a the arrow to be affected, that must be of the armorpiercing sort. Blackthorn's Quicksand Class/Level: Wizard / 4 Scool: alteration Range: 5 yards/ level Components: v Duration: 2 turns/ level Casting Time: 4 Area of Effect: 10' x 10'/ level Saving Throw: none Description: The mage transforms normal earth or stone into a pool of quicksand. Anyone stepping into it will find himself sinking at a rate of 3 feet per round. Struggling doubles the sinking rate. The area affected looks normal and is 79% undetectable outdoors, 97% undetectable in a swampy area, and 50% undetectable indoors. Blackthorn's Hunting Hawk Class/Level: Wizard / 4 Scool: conjuration/summoning Range: 1" Components: v,s,m Duration: permanent until triggered Casting Time: 1 rd. Area of Effect: 10' x 10'/ level Saving Throw: special Description: When this spell is cast, a magical invisible force is brought into being in the air near the caster. This force the "hunting hawk" will wait until scrying is attempted on anyone in the area of effect. The hunting hawk will then strike instantly, racing down the mystical line of the scrying in one segment. This will automatically shut down the scrying completely for one full day, if an item was used. In addition to ending the actual scrying . the hunting hawk will also deliver damage to the scryer when it reaches him. The scryer must save vs. spells at a -4 or take 1d4 hit points of damage per level of the caster. Success indicates that only one point of damage per level of the caster is taken. This damage will accrue weather the scrying was done by device, spell, or psionic ability. The first scrying attempt within the area of effect will be attacked by the hunting hawk. Any further attempts will function normally. If the spell is cast while scrying is already in progress, the hunting hawk will strike immediately. The spell only affects scrying not remote viewing via. a wizards eye or a homunculus. The hunting hawk cannot be attacked physically, but it can be dispelled normally while it is waiting. The material component is a tiny crystal bead, and a feather from a bird of prey which are consumed when the spell is cast. Blackthorn Sorcerers Blade Class/Level: Wizard / 4 Scool: necromancy Range: touch Components: v,s Duration: 1 turn/ level Casting Time: 4 Area of Effect: the caster Saving Throw: none Description: This spell creates a night-black sword that seems to swallow up every bit of light, seeming to pull all of the life force around it into itself. The sword itself can be any kind that the caster wishes( i.e. a long sword, a two-handed sword, ect.). It can strike any creature that can be hit by a +2 weapon. If the sword ever strikes an undead the amount of damage that is done is drained from the welder and given to the undead in hit points. The damage the sword does is 1d6 per three levels of the caster and the swords initiative modifier is 0. The sword leaves only frozen cold marks on the victim as it is partially connected to the negative plane. Blackthorns Ward II Class/Level: Wizard / 4 Scool: abjuration Range: 1" Components: v,s,m Duration: 1 hour/ level Casting Time: 2 rd. Area of Effect: 1 foot/ level Saving Throw: 1/2 Description: This warding spell was made so that people would have some protection from attack while they were camped. The mage draws a circle in the ground followed by 100gp worth of powered amber. The warding will protect up to a total of 5 hit points per level of the caster. To get past the ward you need to do damage equal to or greater than its hit points at which point the ward will go down. The ward will do damage to any creature who touches the ward for 1 hit point per level of the caster. The spell is illmoble. It is possible to bypass the ward with a dimension door, teleport, ect. The warding is hard to see as it gives off a slight shimmering very similar to heat waves, but when touched the area around glows an amber color and blue/white arcs of energy come from the field damaging the creature who touched the ward. Blackthorns Innate Enhancer Class/Level: Wizard / 4 Scool: alteration Range: touch Components: v,s Duration: Casting Time: 1 turn Area of Effect: one creature Saving Throw: none Description: The recipient of this spell can cast three spell levels as innate. The innate spells will go off with a +3 initiate modifier and cannot be disrupted. The spells that may be cast must come from the casters memory. This spell allows the caster to have three extra levels of spells cast and ready to fire at will while also being able to memorize and/or cast other spells. Blackthorns Bodyarmor Class/Level: Wizard / 4 Scool: abjuration Range: touch Components: v,s,m Duration: special Casting Time: 1 rd. Area of Effect: one creature Saving Throw: none Description: By means of this spell the caster creates a magical field of force that will protect a creature from physical harm. If this spell is cast upon a person that has any armor greater than elfin chain mail it has no effect. The bodyarmor does not slow or hinder movement, adds no weight or encumbrance, it also does not prevent spell casting. The spell will benefit normal armor class by two steps. The points of damage that the spell will provide total protection from are 8 hit points +2 points per level of the caster. The spell lasts until dispelled or the spell sustains damage equal to the total protection of the spell. The material component is a piece of platinum armor of at least 10gp per point of protection which has been blessed by a priest. Blackthorn's Damage Reduction Field Class/Level: Wizard / 4 Scool: abjuration Range: touch Components: v,s Duration: 1 day/ level Casting Time: 1 turn Area of Effect: one creature Saving Throw: none Description: This spell is hooked into the mages life force (aura) and can give him some protection from all physical damage. The spell will take off one point of damage per die of damage for every seven levels or fraction there of(i.e. an 11th level caster would take off 2 hit points per die, while a 20th level caster would take off 3 hit points per die). This spell can be made permanent on the mage by a permanency spell and by giving up one year of the mages life per point of the die taken off. Once the spell is set in this manner it cannot be dispelled. NOSKA TRADES' ENDOPLASMIC QUAGMIRE (CONJURATION, NECROMANCY) Level: 4 Casting Time: 4 Range: 10 yards/level Area of Effect: 80 foot diameter Components: V,S,M Saving Throw: Special Duration: One round per level When this spell is cast a clear mucous-like substance rains down upon the area of effect for one round until it reaches a depth of four feet. Any creature in the area of effect must save vs spell or be knocked to the ground by globs of slime and must take 1-3 rounds to regain their feet. Movement through the slime is 10 feet per round and it is 50% probable that a creature trying to move in the area slips and falls. Creatures with their heads beneath the slime must save vs constitution each round or take 1d4 points of drowning damage. Dispel magic, disintegrate, or transmute to dust will eliminate the endoplasmic quagmire. The material components are a piece of flesh, taken from a human within one round after death, and a vial of organic material rotten to the point of liquidification. PILPIN'S BAND (CONJURATION/SUMMONING) Level: 4 Casting Time: 1 round Range: 60 yards Area of Effect: Special Components: V,S,M Saving Throw: None Duration: 1/2 hour/level This spell summons into existence up to 50 instruments that will play any piece of music for which sheet music is present. The specific instruments summoned are decided by the caster, so the nonweapon proficiency of artistic ability, or musical instrument is required by the caster, or a consultant. The sheet music is placed on a music stand before the band, as the music is played the pages are flipped automatically. When the piece of music is over, placing new music or flipping the present one to the beginning will start the band playing again. The sound volume of the band is controlled by the caster. The material components are a single, golden, miniature replica for every type of instrument summoned, a full sized silver music stand, and the appropriate sheet music. PILPIN'S FIRE CARPET (EVOCATION) Level: 4 Casting Time: 4 Range: 60 yards Area of Effect: 20 foot-square/level Components: V,S,M Saving Throw: 1/2 damage or negates Duration: Concentration or 1 round/lvl The fire carpet brings forth an immobile, blazing carpet of magical fire of shimmering colour -- violet or reddish-blue. The spell covers an area of the ground equal to one 20 foot square per level of the caster and the flames are 4 feet high. The carpet sends forth waves of heat, inflicting 1d4 points of damage upon creatures within 10 feet. In addition the carpet inflict 2d6 points of damage, plus 1 point of damage per level of the caster, upon any creature within the area of effect. For creatures moving through the area, the fire inflicts 2d6 points of damage per 20 feet of the area of effect crossed. A successful saving throw vs. spell (modified by dexterity bonus) will reduce damage to half, or none if the creature was close to the edge of the area of effect. For example; a 10th level mage centres the spell on a fighter. The area of effect is 50x40 feet. The fighter fails her save and takes 2d6+10 points of damage. The warrior then runs out of the area toward the closest edge which is 20 feet away. If the warrior was surprised she must again roll a saving throw. She again fails her save and takes another 2d6+10 points of damage. Creatures more than 8 feet tall take half damage. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it. The material component of the spell is phosphorus. Mnemonic Implant Level 4, Enchantment/Charm Range: Touch Components: V, S Duration Permanent Casting Time: 4 Area of Effect: One person or creature Saving Throw: Negates This spell is similar to the second level forget spell, except that it allows for the altering of the subject's specific memories. The first application of this spell allows the mage to extract specific memories from the subject's mind. One minor memory (amount of money in purse, home address, etc.) can be stripped for every two levels of the caster. Major memories (i.e. the subject's name, character class, even full identity) are stronger, and only one can be stripped for every four levels of the caster. The second application of this spell allows the caster to implant specific memories in the subject's mind. These memories can replace those taken, or even contradict previously existing memories. The target is allowed an initial saving throw to avoid the effects of this spell. A priest's heal or restoration spell, if cast specifically for this purpose, will restore the lost memories and destroy the false memories, as will a limited wish or wish, or psychic surgery, but no other means will do so. Magical Tattoo Class/Level: Wizard / 4 Scool: alteration Range: 0 Components: V,S,M Duration: permanent (see below) Casting Time: 1 round + see below Area of Effect: one weapon Saving Throw: none Description: By casting this spell a wizard can turn one weapon into a magical tattoo on a willing recipient, then by merely touching the tattoo the person wearing the tattoo calls into being the weapon that was turned into a tattoo. The weapon appears in the hand that was touching the tattoo. A command word must be spoken once the tattoo is touched, the tattoo must be touched by the bare hand, if the hand has a gauntlet or is in any way covered the tattoo will not be activated, the tattoo can only be activated once per day but will remain will remain in normal form indefinitely. The weapon can be turned back into a tattoo by merely holding the weapon against the area it was placed originally and the command word spoken again, only the person who has the tattoo can activate it even if someone else knows the command word. The tattoo will remain forever unless dispelled or the weapon is lost or destroyed, if lost the weapon must be retrieved within 6 months or the magick fades and another magick tattoo spell must be cast to return the weapon to tattoo form. At 7th level a wizard can only turn normal weapons or those with +1 enchantment into tattoos, weapons with any other magical ability cannot be turned into tattoos and intelligent ones can if they agree to it. For every 2 levels above 7th a wizard can turn weapons of greater than +1 into tattoos, thus at 9th level +2 weapons, at 11th level +3 weapons and so on. The casting time is one round plus 1 round for every plus of the weapon, thus a +5 dagger would take 6 rounds. Any single weapon can be made into a tattoo; a sword without a scabbard, a bow without arrows, a dagger and for purposes of this spell a dozen arrows tightly bundled constitutes "one weapon". Any number of tattoos may be placed upon a single individual, it's just that the tattoo must be touched to activate it, and the command word spoken, the command word is uttered by the caster during casting. The tattoos "DO" radiate magick if detected for. Many tattoo wearers get them put on their faces or hands to facilitate quick activation, the tattoo is approx. 2" long and resembles the weapon tattooed! The material components are the weapon to be used and a small vial of blood from some enchanted creature such as; a unicorn, a dragon, a sprite, an elf, etc. Which the wizard smears on the area to be tattooed. Thieves and other unsavory individuals often get tattoos placed in, A-Hem, out of the way places for obvious reasons. So far only weapons can be made into tattoos, but there is no reason why a wizard could not research a spell to turn mundane items into tattoos, of course a fighter with a tattoo of an iron on his face might draw undue attention. In no way can other magical items such as wands and staves and anything that is not specifically a weapon be turned into a tattoo, and spell books are strictly forbidden. Kalimacs Rebuttal Class/Level: Wizard / 4 Scool: Invocation/Evocation Range: as per spell being repeated but at caster of Rebuttals level Components: V,S,M Duration: Instantaneous/ see below Casting Time: 4 Area of Effect: varies Saving Throw: special Description: This spell was invented by the renowned wizard Kalimac, he was so indecisive that he invented this spell, what it does is copy the effects of a spell that was just cast, thus if a fireball was cast by a wizard in one round and another wizard casts Kalimacs Rebuttal, he would duplicate the casting of the fireball. The spell to be repeated must have been cast in a previous round, the number of rounds previous is equal to the level of the caster of Kalimacs Rebuttal, and the spell being repeated is cast at the level of the wizard casting Kalimacs Rebuttal, thus in the previous example if a 12th level wizard cast fireball, (12d6), and a 9th level wizard casts the Rebuttal, his fireball would be at 9th level (9d6). Only wizard spells can be duplicated and only spells actually cast by a wizard, spells cast from devices cannot be repeated. The material component is a ring of no less than 200g.p. that is shaped like a horse shoe, with the "ends" of the shoe pointing away from the caster (U). The command words are something like "back atcha'" or something similar. level 5 *************########### DANTIDOR'S MYTHICAL UMBILICAL CORD Class/Level: Wizard / 5 Scool: Evocation Range: 20 yards/level Components: V,S,M Duration: 1 round/level Casting Time: 5 Area of Effect: 2 creatures Saving Throw: special Description: This spell brings into being an invisible cord that connects two creatures together. The affected creatures must both be alive and have an intelligence score of 1 or greater. Both target creatures must be within the caster,s range limitation for this spell to have any effect. This spell effects any creature, with these exceptions: summoned creatures; astral beings; Outer planes creatures; any creature not from the Prime Material Plane; or creatures on the Prime Material Plane but not native to it are allowed a saving throw vs. Spell to avoid the effects. Any other creature is not allowed a saving throw to avoid the initial connection. The two connected creatures are then linked for the duration of the spell, unless the spell is canceled by the wizard, dispelled, or one of the affected creatures dies. The two creatures are noted as the primary and the secondary. Whatever affects the primary also affects the secondary, providing the secondary fails a saving throw vs.spell. The secondary creature can only avoid any effects by making his saving throw, which must be made against any and all events that happen to the primary target. As a side effect, the secondary must make his saving throw against the worst of the two save numbers. If the secondary is damaged, then the primary must also save using the worst of the two values. As an example, if a fighter, with a saving throw of 17,and a cleric, with a saving throw of 13, are linked, and the fighter takes 10 points of damage, the cleric must save at 17 or take the 10 points of damage also. This applies to any sort of negative effect, such as damage, charming, etc.. that affects either individual linked, but does not apply to beneficial events such as healing spells or potions, etc. This spell in no way provides any form of mental link or thought transfer from the primary to the secondary. Any creature that can see ethereal can see the cord, and it can be severed by any means that would sever the silver cord of an astral being. The material component of this spell is a cord of pure silver, in which two knots are tied during the casting of the spell. The cord vanishes when the spell expires. ORC-CONTROL Enchantment/Charm. Range: 1 mile + 100 yard per level. Duration: Special. Casting Time: 15 hours. Area of Effect: 20 orcs + 5 orcs per level. Components: Orcish songs and dances, knowledge of orc language, orc standard. Saving Throw: Negates. Creator: De Nicova (Erik van Vliet) By means of this spell the caster binds a large group of orcs or other goblinoids to his will. They are completely controlled by the caster and will under no circumstances attack him or his allies. However, he cannot force them to commit suicide, although he can tell them to attack each other, or that fierce blue dragon over there. During the casting of the spell, the orcs gather around the standard. Every month, about 1/20 of the orcs will free itself from the charm. The orcs fight at a -1 penalty and react a bit drugged. EVERMORE'S MAJOR MINDFLAY Range: 40 Feet Duration: Instant Area of Effect: One person Saving throw: Reversal This is an enhanced Medium Mindflay. It will do 4d6 damage to the opponent instead of 2d6. EVERMORE'S DRAIN LIFE FORCE Range: Touch Duration: Instant Area of Effect: One person Saving throw: Reversal This spell drains 1/4 of the target's current HP and gives it to the caster. If the saving throw VS. Dragon Breath (*NOT* spells) is made, it drains from the caster and gives to the target. EVERMORE'S STEAL SPELL Range: Touch Duration: Instant Area of Effect: One person Saving Throw: Spell does not take effect This gives the caster the ability to drain a spell from another mage, or even a priest, and use it for their own selfish purposes. When the spell is cast, the mage chooses what spell of the target's memory that they want to take. If the saving throw is failed, the caster gets that spell and the target loses it. EVERMORE'S ILLUSIONARY LIFE Range: 20 Feet Duration: 2 rounds per level Area of Effect: 10 feet by 20 feet Saving Throw: VS. DRAGON BREATH: Spell does not fool person This spell creates a small, illusionary forest that the mage can use to cast spells in or hide in. Because it is so lifelike, you must use a save VS. Dragon Breath when you first see it to prevent yourself from seeing it. EVERMORE'S WALL OF BLOCKING Range: 10 Feet Duration: 1 round per level Area of Effect: Wall is 10 feet x 10 feet x 3 feet. Saving Throw: None This spell creates a steel wall 3 feet thick that moves around to block any people with intentions of hurting the mage. Until the spell wears out, it is impossible for anyone to get through because the wall moves at about 300 mph to get from one enemy to another. ALPHA'S AURORA BOREALIS (EVOCATION) Level: 5 Components: V,S,M Range: 0 Casting Time: 3 Duration: Special Saving Throw: Special Area of Effect: 1'/level radius ring This spell causes a sheet of dancing, shifting light to spring up around the caster, encompassing any area up to the maximum indicated by the caster's level. The Aurora will last as long as the caster concentrates on it (concentration can be maintained while moving at half-speed, but the caster cannot fight or cast other spells, though speech is allowed), and for an additional 1 round per level after he or she ceases concentration. Any intelligent creature which views the shifting, dancing patterns of light must save vs. spells or stand fascinated, watching the interplay of colors and lights (cf. Hypnotic Pattern). A maximum of 2 HD/levels of creatures per level of the caster can be so affected. Any creature actually touching the Aurora will suffer 2-12 points of damage, +1 point per level of the caster. Fungoid monsters, undead, and creatures native to the plane of shadow suffer 2-12 points of damage, +2 points per level, from the effects of this spell. The material component of this spell is a clear gemstone or crystal prism worth not less than 100 g.p., a glowworm, and a pinch of phosphorus. ALPHA'S BALEFIRE (CONJURATION/SUMMONING) Level: 5 Components: V,S,M Range: 0 Casting Time: 5 Duration: Special Saving Throw: Special Area of Effect: 5' x 30' x 15' cone This spell draws upon a nearly colorless arcane effluvium from the Plane of Shadow. This mystical stuff burns very hot and is extremely viscous, but rapidly dissolves in the thick substance of the Prime Material Plane. Those in the area of effect may attempt a save vs. breath weapon to avoid being covered in the stuff. If this save is successful, they are merely splashed with it. Even this small amount, however, is sufficient to cause half damage for the initial round, but it burns out in that single round. Those that fail to save and are struck fully by this ghastly stuff suffer d6 fire damage per two levels of the caster (rounded up), up to a maximum of 12d6. The Balefire clings to these poor victims and continues to inflict damage. The damage is reduced by 2d6 each round, and the it burns until all damage potential is exhausted. This shadow-stuff burns with a colorless fire that can only be extinguished by magical means (e.g. Wand of Flame Extinguishing, Fire Quench, Dispel Magic, or a magical cold spell such as Ice Storm, Cone of Cold, Wall of Ice, or Otiluke's Freezing Sphere, although spells involving ice may also cause impact damage to the would-be rescuee); even total immersion in water will have no effect on it. This flame is so hostile to natural (i.e. Prime Material) matter that it will burn through one inch of wood or soft metal, one quarter inch of hard metal, or one eighth inch of stone per die of damage that it would inflict to living targets each round it is active. Any individual who is struck fully (i.e. fails to save) must make item saving throws vs. magical fire for all exposed equipment in each round that the Balefire clings to him, though these saves are at +1 cumulative for each round after the first. Occasional dark green or red flickerings can be observed in an active Balefire. The material component is a standard opal (not a black or fire opal) worth at least 500 g.p. and a bit of pitch. ALPHA'S BLUE BLAZE (EVOCATION/CONJURATION) Level: 5 Components: V,S Range: 0 Casting Time: 5 Duration: Instantaneous Saving Throw: Special Area of Effect: Fan-shaped area 50' long, 20' at terminus By utterance and extending either arm, the caster causes a fan-like sheet of heated, purplish, acidic vapors and blue flames to leap forth from his or her outstretched hand. Any creature in the area of effect must save twice (once vs. the fire, once vs. the acid) or suffer 1d6/2 levels of the caster (rounding up) from each effect. All exposed items must save vs. acid, regardless of the result of the save. Item saves vs. magical fire are only necessary if the a victim fails his save vs. that effect. ALPHA'S INCANTATION OF ELEMENTAL DOMINATION (ABJURATION/ENCHANTMENT) Level: 5 Components: V,S,M Range: 0 Casting Time: 1 turn Duration: 3 turns/level Save: None Area of Effect: Caster only In the casting of this spell, the wizard must choose one element to have dominance over. Elementals of this plane cannot approach within 5' of the caster or attack the caster in any way. The caster can forego this protection if desired, and attempt to charm the elemental (cf. Charm Monster), applying a -2 penalty to the save. If this is attempted, than this total ward against elementals is lost. In any event, any elemental creature (water weird, xorn, etc.) is at -1 to hit and -1 per die of damage when attacking the caster. The caster makes all saves vs. thier attacks at +2. The casters own attacks are at +4 to hit (or -4 to the target's save) and +6 to damage. He can further affect any elemental creature with any weapon, regardless of its level of enchantment. The caster may converse with creatures of the chosen element, and they will respect him if alignments are similar, or fear (if the caster appears strong) or hate and desire to slay (if the caster appears weak) if alignments are dissimilar. The spell's association with one element results in a saving throw penalty to the caster while the spell is in effect, depending on which element is chosen. Air = -2 vs. fire; Earth = -2 vs. petrification; Fire = -2 vs. water or cold; Water = -2 vs. electricity. The material component is a substantial amount (at least 1 cu' foot) of the element in opposition to the element the caster desires to dominate. ALPHA'S LIGHTNINGARMOR (ABJURATION/EVOCATION) Level: 5 Comp: V,S,M Range: Touch Casting Time: 1 round Duration: 3 rounds/level Saving Throw: None Area of Effect: Creature touched Ths subject of this spell cannot be wearing metal armor of any sort, nor carrying a metallic weapon larger than a shortsword. Bracers are permissible. The creature touched is completely protected from electrical damage of any sort so long as the spell is in effect. This protection is not absolute, having a maximum absorption of 10 points of electrical damage per level of the caster. Damage is absorbed by the Lightningarmor after saving throws and any other protections have been taken into account. The creature under the effects of this spell carry a negative electrical charge, and skin-to-skin contact with another creature will cause 1d4 electrical damage with no saving throw, as will contact through a conductor. Anyone striking the protected creature with a con- ductive object must save vs. paralyzation at +1 or drop the object due to temp- orary numbness in the member holding the weapon. Those within 5' of of a char- acter with this spell in effect may catch a faint scent of ozone and feel their hair standing a bit on end. The material component of this spell is a bit of copper wire and glass thread wrapped in clay. ALPHA'S MOONS OF MUNNOPOOR (EVOCATION/INVOCATION/ALTERATION) Level: 5 Comp: V,S,M Range: 0 Casting Time: 2 rounds Duration: Special Saving Throw: None Area of Effect: Special By the use of this spell, the caster calls upon the magical influences of the other-dimensional Moons of Munnopoor. The caster can call upon the power of one, two, or all three of the Moons. This spell always creates an area of light equal to the Moonlight spell, centered on the caster and moving with him or her. However, the area of effect is only 50% that of the normal Moonlight spell if one moon's power is invoked, 100% normal is two moons are called upon, and 150% normal if all three moons are utilized. This Moonlight has all of the effects of actual moonlight under a full moon, including effects on lycanthropes. The duration of this spell is also determined by the number of Moons called upon: if one Moon, the duration is 2 rounds per level of the cas- ter; if two, it's 1 round per level; and, if all three, it's 1 round per 2 levels of the caster. Besides the light produced by the images of the appropri- ate Moons appearing above the caster, each Moon provides a specific magic- enhancing effect as follows: Blue Moon: All water-related (including fog-, ice-, and steam-related) spells used by the caster gain a bonus of +1/die of damage (though not exceeding the normal maximum--e.g. an Ice Storm spell would inflict 3d10+3 damage, up to a maximum of 30) if the spell causes physical damage, in- cluding the damage caused by summoned water elemental creatures; applies a penalty of -4 to saving throws and -20% to magic resistance to targets of spells which cause no hit point damage but do affect an unwilling target in some way; or increases the duration of other spells of this genre which do not fall into the above categories (e.g. Water Breathing, Wall of Fog), doubling duration if a 1st-3rd level spell, increasing by 50% if the spell is 4th-6th level. Bright Moon: All spells relating to stars, moons, and other astronomical phenomena are affected in the same way that water-related spells are affected by the Blue Moon. Silvery Moon: All mind-controlling and influencing spells used by the caster apply a -4 penalty to saves and a -20% penalty to magic resistance checks by targets of such spells. The material components for this spell are a white pearl or sapphire to invoke the Blue Moon, a diamond for the Bright Moon, and a silver pearl or moonstone for the Silvery Moon. Whatever the combination of moons invoked, the spell also requires a piece of black velvet along with a crushed pearl and a crushed moonstone, and a pinch of diamond dust. ALPHA'S SAINT ELMOS' FIRE (EVOCATION) Level: 5 Components: V,S,M Range: 5 yards/level Casting Time: 5 Duration: 1 round/2 levels Saving Throw: Special Area of Effect: Special This spell ionizes the air around the target of the spell, surrounding him or her with a blue-white, glowing nimbus of electrically charged air in a 5' radius. The target of the spell may save vs. breath weapon at -2 to avoid the spell. This save is at an additional -2 if the target is carrying large, mostly metallic weapons (e.g. swords, battle axes) or wearing partial metal armor (e.g. studded, ring), and at -4 if wearing full metal armor (scale or heavier). If successful, the target will suffer only 3d6 electrical damage as he or she dod- ges out of the area of effect, and the spell will then dissipate that round without a focus to coalesce about. If the save is failed, the victim will suf- fer 5d6 damage every round until a save vs. breath weapon (with modifiers as for the initial save, but with a +1 cumulative per round bonus) is successful, at which point the spell will dissipate. Any creature entering the 5' radius nimbus suffers 1d6 electrical damage with no save. Any creature that touches or is touched by the victim of the spell will suffer 3d6 damage with no save if the contact was skin-to-skin, or 2d6 if it was through a conductor. If the target is in water, the electricity will inflict 3d6 damage with any contact, 2d6 within 5', and 1d6 within 15'. The target of this spell may, if desired, intentionally try to use the nimbus of electricity and the personal electrical charge as a weapon. The caster may end this spell at any point, if desired. The material components are phosphorus, a bit of fur, amber, and a bit of cold iron. ALPHA'S SHOOTING STARS (CONJURATION/SUMMONING) Level: 5 Components: V,S,M Range: 5'/level Casting Time: 5 Duration: Instantaneous Save: Special Area of Effect: Special This spell creates glowing missiles with flaming trails, one for each six levels of the caster (dropping all fractions). The victim of the spell receives no saving throw, and suffers 4d6 damage from the impact and 8d6 from the fiery blast that accompanies the impact. All within 5 feet of the impact point are also in the blast radius, but they may save for half damage. The original intended target may attempt to save vs. petrification to avoid being struck, this save at -4 if within 20' and at -2 if within 40'. If this save fails, he suffers as above. If he succeeds, however, the shooting star(s) directed at him continue on in a straight line to the extent of their range, at which point they explode in a fiery burst as above. Anyone else in the path of the shooting star(s) must save as for the original intended target, or become the victim of the spell. If the caster has more than one missile, he may direct them at one or several targets as desired. Anyone within 5' of the path of the missile will suffer 2d6 (save for half) fire damage simply from the heat of the passage of the shooting star. The material component is a bit of meteoric iron and a piece of igneous rock. ALPHA'S SPECTRAL HOUND (CONJURATION/PHANTASM) Level: 5 Components: V,S,M Range: Special Casting Time: 1 turn Duration: 6 turns/level Saving Throw: None Area of Effect: Special This spell brings into being a quasi-real beast appearing as a war dog with black fur, gray ruff and tail, milky gray eyes, and insubstantial paws which make no sound. The creature will have average (8-10) intelligence and can converse with the caster in the common tongue. The creature can fight, attacking as a 2+2 HD monster and inflicting 2-8 points of damage per hit. It can, however, affect creatures struck only by magical weapons. The beast itself is AC 0, and can take up to half the caster's full hit points (rounding up) before being dispelled. The Hound can track any creature known to the caster, provided the caster concentrates on a mental picture of the figure for 2 full rounds. The Hound can follow the trail of such a creature with 100% certainty, -5% per hour the trail is old. The Hound also has infravision to 90', can spot hidden (such as in shadows) things 80% of the time, invisible objects 65% of the time, and astral, ethereal, or out-of-phase things 50% of the time. The Hound normally moves at 12", though it can run at 24" for 3 rounds each hour. Further, the Hound may cross muddy or swampy ground, or even water, as if were solid, dry ground. The Hound leaves no tracks. By concentrating for 1 full round, the caster can make use of the Hound's sensory abilities for as long as desired, though this does not allow communication beyond normal vocal range. The Hound is unaffected by any spells which alter its form (flesh to stone, polymorph, etc.) or restrict or affect its movement (haste, slow, hold, etc.). If a mind control spell is cast upon the creature and it fails its save (saving throws of the Hound are as for the caster), then it wills itself out of existence. It is further immune to poison and death magics. The hound will speak only to the caster, and, if the caster is killed, feebleminded, charmed, or otherwise mentally incapacitated, then the hound will immediately cease to exist. The material components of this spell are three canine statuettes; one of ivory or alabaster, one of silver or platinum, and one of jet, onyx, obsidian, or ebony. These statuettes must be worth at least 200 g.p. each, and, in the course of the spell, the three merge to become the Spectral Hound. When the spell ends, the Hound simply fades slowly out of existence. ALPHA'S STAR-POWERED MAGERY (INVOCATION) Level: 5 Components: V,S,M Range: 0 Casting Time: Special Duration: Permanent Saving Throw: None Area of Effect: Self only This spell can only be cast outdoors under a night sky where stars are visible. The spell requires 2 turns to cast for each level of spells the caster is able to cast (e.g. a 12th level wizard can cast 6 levels of spells, and so would require 12 turns). Upon completion of the spell, the caster's mind and body are refreshed and restored as though the caster had rested a full day. 1-3 hit points, plus the caster's CON bonus, if any, are restored if the caster is at less than full health. The power of the spell also allows the caster to memorize spells in one-half the usual time, save for first level spells, which may be memorized in a single round. During the lengthy casting of this spell, the wizard is suffused with a pale white glow, and is fully aware of things going on nearby. If the spell is interrupted, either by being struck by an attack or voluntarily by the caster, then the effect is wasted and the caster must sleep for spells as usual. The material component is a diamond worth at least 1,000 g.p. ALPHA'S STARSHIELD (ALTERATION/ABJURATION) Level: 5 Components: V,S,M Range: 0 Casting Time: 1 round Duration: 4 rounds + 1 round/level Saving Throw: None Area of Effect: Caster only When this spell is cast, the wizard's body is sheathed in a nearly skin- tight magical screen. This screen has the appearance of a black night sky filled with stars. Whenever a light-related spell of any sort is cast at the creature using the Starshield, the spell will be harmlessly absorbed and re- directed back at the caster of the spell. This includes such spells as Light (if cast so as to blind), Color Spray, Sunray, and Prismatic Spray. An area- effect spell where the caster is the sole target will automatically be reflected in this way. Area-effect light spells in which others are also targeted have a chance of being intercepted and redirected by the caster as above equal to the caster's chance to negate the spell with a Dispel Magic spell. The protected wizard will be unaffected by the spell in any event and, if the spell is suc- cessfully absorbed, those behind the caster who would have been in the area of effect are spared the effects of the spell. By making a successful check as if to Dispel Magic, the caster may attempt to pass through a Prismatic Sphere or a Prismatic Wall. Darkness spells (e.g. Darkness 15' radius, Nystul's Black- mote, priest's Continual Darkness) will also be reflected, just as light spells are, and the caster may attempt a saving throw vs. death magic each round to attempt to see through any area of magical darkness within normal vision range. If outdoors under the night sky, the caster can see as if in broad daylight, even through magical areas of darkness, and also absorbs stellar radiation, regenerating 1 hit point per round that the spell is in effect. The material component for this spell is a black sapphire and a star sapphire, both of which must be worth not less than 1000 g.p. ALPHA'S WIZARD LIGHT (EVOCATION/ALTERATION) Level: 5 Components: V,S,M Range: 10 yards/level Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: 30' radius sphere This spell creates a pearly-white globe of light equivalent to Continual Light (q.v.). Within the area of effect, all shadow and darkness (even of magical origin) is dispelled, and all hidden or invisible creatures or objects are outlined in a pale blue radiance which lasts as long as the Wizard Light itself, even if the object or creature so limned moves out of the area of effect. Further, all glyphs of warding, symbols, and other magical writings and wards are revealed, glowing a luminous blue, and the area of effect of such wards is similarly outlined. This spell does not reveal astral, ethereal, or out-of-phase creatures, nor does it reveal purely mechanical traps and secret doors, although traps or secret doors disguised by or utilizing magic will be revealed. A mage using the Duo-Dimesion (q.v.) spell would appear as a thin line of blue radiance in mid-air. This spell does not reveal what an illusion is hiding nor the appearance of an invis- ible creature (except for its outline), but merely reveals reveals its presence and location. Hence, a Cloak of Displacement is useless within the Wizard Light. The light does not "set off" magical guards, but it does reveal the form of glyphs and such things for possible identification and deactivation. The material component for this spell is a diamond worth at least 500 g.p. Mourngrim's Falcon Flight Class/Level: Wizard / 5 Scool: Alteration Range: Touch Components: V, S, M Duration: 1d8 + 1 turn / level of caster Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Description: This spell allows the wizard to bestow the power of magical flight. The creature affected is able to move verticly or horizontaly at the movement rate of 36 (half that if ascending, twice that if decending in a dive). Note that this spell does not cause the repicent to grow wings, this spell allows a creature to fly as naturally as it can walk. The manuverability of the creature is A. Using this spell requires about as mouch concentration as walking, so most spells can be cast while hovering (max move 6 og 18 if the Aglity Casting non-weapon proficiency is used). Possible combat pennaltys are known by the DM (in the "Aerial Combat" section of the DMG). The exact duration of this spell is always kept a secret from the player, as the 1d8 is always rolled by the DM. The material component for this spell is a wing feather from a falcon. Mourngrim's Lightning Armor Class/Level: Wizard / 5 Scool: Abjuration, Evocation Range: Touch Components: V, S, M Duration: Special Casting Time: 1 Hour Area of Effect: 1 creature Saving Throw: None Description: When this spell is cast the affected creature gains a virtual immunity to any attack by a cut, blow, projectile, or the like. Even a Sword of Sharpness cannot affect the creature protected by this spell, nor can a boulder hurled by a giant, a snake strike, etc. However, magical attacks from spells like Fireball, Magic Missile, Melf's Acid Arrow, and so forth have thair normal effects. This spell does not affect the AC of the creature affected, but like the first level spell Armor it has got hit points. The spell has got hit points equal to the caster's level times three (a 9th level wizard would create a 9x3=27 hp armor, a 10th level wizard would create a 10x3=30 hp armor, etc.). When the creature protected by this spell is struck in combat by an attack the armor protects against the Mourngrim's Lightning Armor spell takes the hit points damage and the caster is unharmed, unless the armor had fewer hit points left than the attack caused, in which case the caster would suffer the damage that the armor did not take. For example, take Argol the Protector, a 9th level Mage. His armor would have 9x3=27 hp. Argol is struck by an arrow that does 3 hp damage. Argol takes no damage but the armor has only 27-3=24 hp left. If the armor had only two hp's befor the attack, it would be destroyed and Argol would suffer the 1 hp damage left from the arrow. This spell protects only from physical attacks, not from spells, breath weapons and alike. The exceptions from this are lightning attacks, Lightning Bolt, Shocking Grasp and Blue Dragon's breathweapon. They do no damage to the person protected and are absorbed into the armor. The hit points of damage the lightning attack would have done are added to the total hit points of the spell, up to twice the hp's the armor had when created (27x2=54, 30x2=60, etc.) If the lightning attack would have done more damage than the the armor could take, the rest is reflected straight back to it's source. Note also that if Argol with his 27 hp armor fell a victim to a Fireball or a Magic Missile the armor would not be damaged, but Argol certenly would. This spell lasts untill all the hit points are gone or untill it is sucsessfully dispelled. The caster can also dispel the armor by concentrating while touching the armor. The material component for this spell is a tiny bit of a Blue Dragon or a Behir scale. Summon Outer Planar Servant/Guardian (Conjuration/Summoning) Level: 5 School: Conjuration/Summoning Range: 1 random or known plane Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 hour This spell summons a creature from the outer planes to serve the caster as a servant or guardian and will remain as long as the creature isn't mistreated. Dragon Senses (Alteration) Level: 5 School: Alteration Range: 0 Duration: 1 turn/level Area of Effect: Caster Saving Throw: None Components: 1 dragon scale Casting Time: 5 This spell grants the caster complete senses of a dragon. See invisible objects 10', ect. This spell lasts for 1 turn per caster level. Animate Statue (Alteration) Level: 5 School: Alteration Range: Touch Duration: Permanent Area of Effect: 1 statue Saving Throw: None Components: S, M, V Casting Time: 1 day This spell allows the caster to animate one statue for every 5 levels of the caster. The effects are permanent or until it's destroyed. The statues are treated as GARGOYLES and follow the caster's commands without question. Warp Sword (Alteration, Conjuration/Summoning) Level: 5 Schools: Alteration, Conjuration/Summoning Range: 0 Duration: 1 round/level Area of Effect: Caster Saving Throw: None Components: S, M, V Casting Time: 5 This spell creates a long sword made out of magical energy that lasts for 1 round/level and inflicts normal long sword damage, but this sword IGNORES ALL METAL ARMOR. Brizbane's Instant Battalions (Conjuration/Summoning) Level: 5 School: Conjuration/Summoning Range: See below Duration: 5 rounds/level Area of Effect: See below Saving Throw: None Components: Rock, clay, and a drop of the casters blood. Casting Time: 1 round When cast the surrounding materials (rocks, sand, ect.) assemble into the form of humanoid figures roughly 4.5 feet tall. The caster is able to create 5 creatures per level. They attack as a creature with HD equal to half the casters level, all fractions are rounded down. They have an Armor Class of 5 and attack twice per round. They inflict 1d4 points of damage plus 1 point per caster level. Their hit points are double that of the casters max hit points. They will attack what ever the caster desires as long as it is within sight. Dragon Hide (Alteration) Level: 5 School: Alteration Range: 0 Duration: See below Area of Effect: Caster Saving Throw: None Components: Scale of a dragon whose AC is desired Casting Time: 1 round When this spell is cast the wizard gains the AC of whatever dragon scale that he uses. For example if a wizard uses a scale from a Age category 5 Black dragon he gains that AC. The spell lasts for 1 day for every 2 levels of the caster. A bad side effect of the spell is that the casters skin turns the color of the scale used and he takes on a sort of reptilian look. (His eyes become reptilian slitted and he his skin has random small scales appear.) Golem (Alteration) Level: 5 School: Alteration Range: 0 Duration: 1 round/level Area of Effect: Caster Saving Throw: None Components: Piece of desired golem Casting Time: 1 round This spell allows the caster to temporarily assume the form and some properties of the golem that the caster desires. The caster receives the THAC0, Damage per attack, Armor Class, and weight and size of the golem desired. While in this form the caster can not cast any spells. For example a caster has a piece of an Iron golem that was destroyed. He casts the spell and the piece disappears. He then changes into a 10 foot tall, 5,000 pound iron golem that attacks once per round for 4-40 points of damage and has a THAC0 of 3. A dispel magic cancels the spell but the caster must make a save vs. spells or be knocked unconscious, due to the forced change. Blackthorn's Dimensional trap Class/Level: Wizard / 5 Scool: conjuration/summoning Range: touch Components: v,s Duration: permanent until discharged Casting Time: 1 turn Area of Effect: 10' x 10' maximum Saving Throw: special Description: This spell allows the caster to create an invisible "gate". Anyone but the caster approaching within 3 feet of the gate must save vs. strength at a -1 for every two levels of the caster or be drawn through the gate and cast into an extra-dimensional space. Escape from the extra-dimensional space is impossible without the use of a dimensional travel spell. A dimensional trap spell may be cast anywhere ( a door, a chest, a wall, passageway, ect). The caster is not affected by his own trap in any case. Any person that is trapped inside can cast a dispel magic to get out, but it can only be dispelled from the inside at twice the casters level (i.e. a 10th level mage is caught inside a 9th level's trap and tries to dispel it, he would need to try and dispel it at 18th level).There is a 10% chance each day that the trap after being triggered will collapse destroying all within. There is also an additional 10% for each dispel magic that is cast within the space. Blackthorn's Spell Shield Class/Level: Wizard / 5 Scool: abjuration Range: touch Components: v,s,m Duration: special Casting Time: 1 rd. Area of Effect: one creature Saving Throw: none Description: This spell will resist any spell cast at the recipient. The spell recipient will not have any spell affect him. The spell itself will absorb two spell levels for every three levels of the caster. If a spell is cast at the recipient of this spell and the spell does not have enough spell levels to absorb the spell, the spell will affect the recipient normally. This does not mean that the spell is gone, it will still affect any spell that has equal to or less spell levels than the spell has absorbed to date. This spell can be added to other spells of protection. The caster may cast spells through the spell with no problem. The material component is 100gp of diamond dust and 100gp of powered opal that is sprinkled over the recipient. Blackthorn's 3D map board Class/Level: Wizard / 5 Scool: divination/illusion Range: 0 Components: v,s,m Duration: permanent Casting Time: 4 hr. Area of Effect: 50' x 50' x 50'/ level Saving Throw: none Description: This spell will create a three-dimensional semi-transparent illusionary map of a very specific area which is very accurate and very detailed. The map will be projected from a gem (a star sapphire of at least 5000gp)that must have been in the area while the spell was being cast. The owner of the gem can then at will see any area that the spell is affecting and change the view to any angle, size, detail, color, ect. The spell can be set to mark intruders on the map. With this spell in effect any person viewing the projected image can see exactly where everything and everyone is and what they are doing. The material components for this spell are a star sapphire( of 5000gp) that has been soaked in dragons blood for 1 week pryer to casting the spell and one scale from a dragon that has been given freely (good luck with this component). Blackthorn's Preserving Ice Class/Level: Wizard / 5 Scool: abjuration Range: 3" Components: v,s Duration: special Casting Time: 5 Area of Effect: one creature Saving Throw: none Description: This spell will encase a creature in a block of ice halting any further deterioration due to wounds, disease, or harmful effects. While in the ice the target does not need to eat, drink, sleep, or even breath. The target does not age in anyway while encased in the ice. The ice is fragile having only 2 HP per level of the caster and if broken all the beneficial properties of the ice are lost. The spell will also end if the ice melts( at 100*F the ice melts at 1 HP per round, at 60*F the ice melts at 1hp per turn). This spell is generally used for the preserving of hurt companions. Blackthorn's Calm Water reversible Class/Level: Wizard / 5 Scool: alteration Range: 10"+1"/ level Components: v,s Duration: 3 turns/ level Casting Time: 1 rd. Area of Effect: 20' radius/ level Saving Throw: none Description: This spell reduces wave action in the area of effect to the equivalent of calm water. Chop, whitecaps, and violent storm waves are reduced by 1 foot per level of the caster, although there might be a noticeable swell in the water if the water itself is storm-tossed. The reverse creates waves in the specified area that are up to 1 foot tall per level of the caster. Blackthorn's Calm Wind reversible Class/Level: Wizard / 5 Scool: alteration Range: 10'+1'/ level Components: v,s Duration: 3 turns/ level Casting Time: 1 rd. Area of Effect: 20' radius/ level Saving Throw: none Description: The spell creates an "eye of the storm" effect, reducing even gale-force winds to a breeze within the area of effect. The mage can reduce the wind by 5mph per level of the caster. The caster can also redirect the winds in any direction the mage wills. The mage can also control the speed of the wind. Ocean waves are unaffected by this spell, and storm-tossed waters will continue to batter a ship even thought the wind has ceased to be a problem. the spell has no effect on precipitation and fog only the wind that accompanies it. Blackthorn's Chasm Class/Level: Wizard / 5 Scool: alteration Range: 120 yards Components: v,s Duration: 1 turn/ level Casting Time: 5 Area of Effect: special Saving Throw: none Description: This spell splits the earth creating a yawning chasm that is 40 feet long, 10 feet wide, and 20 feet deep per level of the spell caster. At the spells end the earth will close up as if it had never happened. Blackthorn's Energy Reserve Class/Level: Wizard / 5 Scool: abjuration, alteration Range: touch Components: v,s,m Duration: special Casting Time: 1 hour Area of Effect: one creature Saving Throw: none Description: This spell will drain 2 hit points per level of the caster at the rate of 1 hit point per day. Storing them until the creature needs the hit points or is at 10% or less of full hit points. In eather case the hit points are given back. The material component is an object that is in skin contact and has been in the possession of the target for at least 1 month before casting the spell. The drained hit points are keyed to the person who put them there and can be used by no other person. The spell will not become fully active until all of the hit points are first drained into the material component and stored. Then the person can release the reserve at will. The caster can have as many reserves in operation at one time as he has levels (i.e. a 9th level caster can only have 9 reserves). No person can have more than one reserve in operation on his body at any one time. When a person is damaged within 10% of his total hit points then the reserve will automatically give the person as many hit points as that person needs to bring them up to there total hit points. If there are more hit points left in the reserve then those are saved until more hit points are needed. Blackthorn's Kinetic Energy Balls Class/Level: Wizard / 5 Scool: evocation Range: 6"+1/ level Components: v,s Duration: 1 rd./ level Casting Time: 5 Area of Effect: special Saving Throw: 1/2 Description: The use of this spell creates several magical balls which dart forth from the casters hand and unerringly strike their target. Each ball delivers proportionate to the level of the caster which equals 1d6 for every two levels of the caster(round down). If the caster has multiple missile capability he can strike a single target or multiple targets as the caster wills (1 ball/round at small targets, 3 balls/round at medium targets, and 6 balls at large targets). For every two levels the caster gains an additional ball. Wound Transference Level 5, Necromantic Range: Touch Components: V, S Duration Permanent Casting Time: 5 Area of Effect: One creature and the spellcaster Saving Throw: Negates This spell allows for the transference of damage from one character to the caster. This spell allows the caster to absorb damage done to another character, healing the recipient and transferring the hit points damage to caster (at a ratio of 1:1). The spell will balk if the caster attempts to transfer more damage than his current hit point total. It will still transfer damage, but only until the caster is down to one hit point (e.g. Bare, the fighter, has taken 54 hit points damage in a battle, leaving him with 17. Oyez, the mage, casts wound transference, in order to heal Bare. However, Oyez has only 27 hit points. He can transfer 26 hit points of damage from Bare to himself, leaving himself with 1 hit point, and healing 26 hit points of damage to Bare NOSKA TRADES' BIZARRE INSEMINATION (CONJURATION, NECROMANCY) Level: 5 Casting Time: 6 hours Range: Special Area of Effect: 1 creature Components: V,S,M Saving Throw: Negates Duration: 1 month This spell enables the caster to impregnate the recipient, be it man, women, or beast, with either; i) the prodigy of the spell-caster ii) a random type II monster. The impregnation forms anywhere on the creature, just under the skin. Over a period of one month the impregnation grows causing great pain to the recipient. The damage is 1 hp per day for the first 23 days and 2 hp per day for the next 4 days. On the 28th day the impregnation breaks through the skin of the spell recipient, doing 5d4 hp damage, and appears as an infant of the creature chosen. Physically removing the impregnation prematurely instantly kills it but also does 4d4 hp damage to the recipient. Dispel evil cast in the first week of impregnation will eliminate the effect. The caster need know only the name of the recipient and posses some material of the type of creature being created and some material that was possessed by the spell recipient (with includes hair, etc.) within 24 hours of casting. PILPIN'S ENHANCED ALARM (ABJURATION, EVOCATION) Level: 5 Casting Time: 1 round Range: 0 Area of Effect: Special Components: V,S,M Saving Throw: None Duration: 2 hours + 1 hour/level This spell is a more powerful version of the ALARM spell. The mage causes a one-story building, with a base dimension of 400 feet by 400 feet, to react to the presence of any creature larger than one-half cubic foot in volume or about three pounds in weight. The mage can ALARM a multi-story building by reducing the base area proportionally. As soon as any creature enters the warded area, touches it, of otherwise contacts it without speaking a password established by the caster, the ENHANCED ALARM lets out a loud ringing that can be clearly heard throughout the area of effect and 100 yards beyond. The sound lasts for one round then ceases. Furthermore, if the mage is within the area of effect he/she will automatically know where the alarm was triggered. Ethereal or astrally projected creatures do not trigger the alarm, but flying or levitating, invisible, incorporeal, or gaseous creatures do. The material components are a tiny, silver bell, a very fine silver wire, a piece of the building to be warded, and a pinch of powdered pineal gland. PILPIN'S INSANITY (ENCHANTMENT/CHARM) Level: 5 Casting Time: 5 segments Range: 5 yards/level Area of Effect: 1 creature Components: V,S,M Saving Throw: Negates Duration: Permanent This spell can be rather harmless, or fatal. A person (as defined in CHARM PERSON) that does not save versus spells is struck with a random type of insanity. Roll a d20 on the following table to determine type (consult DMG pp.83 for explanations): 1. dipsomania 11. mania 2. kleptomania 12. lunacy 3. schizoid 13. paranoia 4. pathological 14. manic-lair depressive 5. monomania 15. hallucinatory 6. dementia insanity praecox 16. sado-masochism 7. melancholia 17. homicidal 8. megalomania mania 18. hebephrenia insanity 9. delusional 19. suicidal mania 10. schizophrenia 20. catatonia A person affected by this spell will not notice anything different about themself, and depending on the type of insanity, those around them may not notice any difference. The insanity is permanent unless negated by a HEAL, RESTORATION, (LIMITED) WISH, or a successful DISPEL MAGIC. The material component of this spell is a nut shell from a tree standing alone in a field or plain, picked on a new moon, using a clean, white glove. PILPIN'S POWER (ENCHANTMENT) Level: 5 Casting Time: Special Range: Touch Area of Effect: Person touched Components: V,S,M Saving Throw: None Duration: Special Pilpin, a greedy and jealous individual, saw that priests could imbue spells upon their followers. He decided that this ability could be used to increase his personal power and reach, as it has. This spell allows the mage to transfer a number of spells, and the ability to cast them, to a another person. Only non-spell-casters (including rangers under 8th level and paladins under 9th) with a minimum intelligence of 9 and at least one hit dice can receive this enchantment. The number and level of the spells transferred depends on the recipients level as follows: Level of Spells transferred Recipient 1st One 1st-level 3rd Two 1st-level 5th Two 1st & one 2nd 7th + Two 1st & two 2nd Only spells with casting times up to 1 round can be transferred (ie., FIND FAMILIAR, IDENTIFY, LEOMUND'S TRAP, and STRENGTH cannot be transferred). The transferred spells variable characteristics (range, duration, area of effect, etc.) function according to the level of the mage originally transferring the spell. A mage who transfers spells to another creature loses the number of spells he has transferred until the recipient casts the transferred spells or is slain. For example, a 9th-level mage with four 1st- and three 2nd- level spells transfers MAGIC MISSILE, CHARM PERSON, and INVISIBILITY to a 6th-level thief. The mage can now have only two 1st- and two 2nd-level spells until the thief casts some of the transferred spells. If the thief casts MAGIC MISSILE and INVISIBILITY, the mage can now have three 1st- and all his 2nd-level spells (three). The casting time is 1 turn plus 1 round for every spell transferred. The material components are a drop of the caster's and recipient's blood. level 6 *************########### EVERMORE'S BESTOW LIFE FORCE Range: Touch Duration: Endless Area of Effect: 1 Dead Creature Saving Throw: None This spell drains 1/2 of the caster's current HP to bring a dead creature back to life, with half of its max HP. This creature will become one of the mage's followers, but does not take up space in the follower quota. Creatures that have been raised from the dead have a CON and Comeliness of 5. EVERMORE'S UNDERTAKER Range: Touch Duration: Endless Area of Effect: 1 Creature that Bestow Life Force has been used on Saving Throw: None This spell will up the CON and Comeliness of a creature that Bestow Life Force has been used on to 15. It will have no effect on other creatures. The material ingredients of this spell are a comb, a makeup kit, and a bottle of perfume. EVERMORE'S DEATH WARD Range: Caster only Duration: 5 rounds per level Area of Effect: Caster Saving Throw: None This spell will protect the caster from Evermore's Black Death. EVERMORE'S PROTECTION FROM REBELLION Range: Caster only Duration: 5 Rounds Per Level, or See Magic Items Area of Effect: Caster Saving Throw: None This spell will protect the caster from all of Evermore's spells except Black Death. EVERMORE'S TELEPORTATION CIRCLE Range: Caster Duration: Instant Area of Effect: Circle 20' in Diameter Saving Throw: None All players within the circle are caught off guard and tossed to somewhere else in the Dungeon. For use in Dungeons or Castles ONLY. Brizbane's Snapper (Conjuration/Summoning) Level: 6 School: Conjuration/Summoning Range: 10 yards/level Duration: 1 round/level Area of Effect: Special Saving Throw: 1/2 Components: See below Casting Time: 6 Brizbane's Snapper is a slight variation between Bigby's Grasping Hand and Bigby's Forceful Hand. When the spell is cast a large disembodied hand ranging from man-sized (five feet) to gargantuan-sized (21 feet) appears and can be moved as the caster desires. The hand appears with its middle finger flexed under its thumb while the other three fingers extended outward. When the command word is spoken the middle finger snaps out striking only once per round and strikes the intended victim and causing the following damage and sending the victim flying as stated below. A made Saving Throw indicates 1/2 damage but the victim is still thrown the distance stated. The hand may be used against other objects such as doors, ships, ect. in which case the hand causes 3d10 points of damage. The hand never misses but it can only strike as directed by the caster and therefore can be fooled by invisibility and similar methods of concealment. The hand has an AC of 0 and can be destroyed by sustaining damage equal to the casters hit points at full health. The material components of this spell are a snakeskin glove and a long, painted fingernail Summon Outer Planar Familiar (Conjuration/Summoning) Level: 6 School: Conjuration/Summoning Range: Another plane of existance Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 week This is nothing more than a stronger form of the 1st level Find Familiar spell. Except that the familiar that is summoned is from another plane of existence. Chaos Armor (Necromancy, Alteration) Level: 6 Schools: Necromancy, Alteration Range: 0 Duration: Permanent Area of Effect: 1 creature Saving Throw: None Components: S, M, V Casting Time: 1 day This spell grants the creature touched a permanent AC of 3 and grants a +2 bonus on all magical saving throws. It appears as if the caster has metal plates fused to his or her skin. The "armored" creature however suffers a -2 to his charisma due to his appearance. The material component of this spell is a full suit of +2 or better platemail which vanishes once the spell is cast. Stone Shatter (Alteration) Level: 6 School: Alteration Range: See below Duration: Instant Area of Effect: See below Saving Throw: As stated in Material Save chart Components: S, V Casting Time: 6 This spell causes 1 structural point of damage for every 3 levels of the caster. This spell only functions on normal stone. It has no effect on stone golems or the like. The range is 10 yards and then extends out an extra 1 cubic yard for every 3 levels that caster has attained. Blackthorn's Eater From Within Class/Level: Wizard / 6 Scool: conjuration/summoning Range: 9" Components: v,s Duration: 2rd./ level Casting Time: 6 Area of Effect: one creature Saving Throw: special Description: This spell creates a small blood red ball of light that zips from the casters outstretched hand to the target creature and disappears within. Any person that is not immune to disease will be effected by this spell. The spell can be countered with eather a dispel magic or with a cure disease spell, other wise the spell will commence "eating" the insides of its host at the rate of 1d3 hit points per round. While under this form of attack no being can cast spells and all who try to fight have there attack, defense and saving throws reduced by -3 because the pain is so intense. Blackthorn Linking Spell Class/Level: Wizard / 6 Scool: alteration Range: touch Components: v,s,m Duration: special Casting Time: 1 hr. Area of Effect: 10' x 10'/ level Saving Throw: as per linked spell Description: This spell postpones the activation of one spell cast until a certain thing happens in the linked area of effect (which can be of any size the caster desires, up to the casters maximum). This triggering event may be as simple or as complex as the caster desires. The link may also be triggered by the activation of a spell cast or placed on or in the area. The caster must cast the linking spell immediately after casting the link spell. Only subjects that are in the spells area of effect can trigger the linked spell's effect. A creature summoned with this spells help are not bound by the area of effect of the link. The time to cast the linked spell is spent when initially set up, there is no delay when the link is triggered it is activated instantly. An "instantaneous" spell like fireball will happen once, when activated; then the spell will be gone. A continuing spell like light will start and then operate until it expires. But when the linked spell expires both spells expire. For instantaneous spells the link vanishes after activation of the spell. The link may also be set up in reverse to stop one spell when a triggering event occurs (all thou that is very risky, see dispel magic). Only one linked spell can be placed on the same object, or creature at any one time. If a second is cast upon the first it is cancelled. The spells that can be linked are prescribed by the casters experience level, but not higher than a 6th level spell. Caster's level Linked spell level 12th-14th 4th 15th-17th 5th 18th-+ 6th Blackthorn's Ward III Class/Level: Wizard / 6 Scool: abjuration Range: 0 Components: v,s,m Duration: 1hr./ level Casting Time: 1rd. Area of Effect: 10' radius +1'/ level Saving Throw: none Description: This spell was made to counter spells and attacks that would harm the caster and/or the creatures under the casters protection. The ward is rainbow colored changing colors all the time almost like a soap bubble seemingly hardly substantial. The warding will absorb up to a total of 7 hit points of damage per level of the caster. This warding spell will siphon off the energy of any spell and add double the spells level to its own hit points. If the spell absorbs more than its total hit points it will overload exploding for the amount of damage that the spell absorbed radiating outward from the ward. The damage in the first 10' radius is 100%, in the second 10' radius is 50%, in the third 10' radius is 25% after that no damage is taken. Spells can be cast through the ward but only spells of 4th level or lower. The Ward can be made mobile but at the cost of the duration of the spell which is then only 1 round/ level. The area of the ward can be controlled by the caster at the casting of the spell but not after. Blackthorn's Improved Innate Enhance Class/Level: Wizard / 6 Scool: alteration Range: touch Components: v,s Duration: 1day/ level Casting Time: 1 turn Area of Effect: one creature Saving Throw: none Description: This spell is just like blackthorn's innate enhancer with the exception that are noted. The spell may hold up to 6 spell levels. It can also be used in concoction with the first spell. All that was done was the spell level capacity was increased. Blackthorns Hellhound Class/Level: Wizard / 6 Scool: conjuration/summoning Range: 9" +1"/ level Components: v,s Duration: 1 day/ level Casting Time: 1 hour Area of Effect: special Saving Throw: none Description: This spell creates a huge (350lb, 3 1/2 feet at the shoulder, and 6' feet long) black wolf with glowing white eyes, vaguely man-shaped in appearance, raised upright in a half-crouch. It's a strong creature, lean and heavily muscled. It's skin is a strange black color, drawn tight against its powerful body, it is hairless. Great hooked claws curl from its paws, and its snout split wide in a hideous grin revealing a mass of razor sharp shark teeth. The creatures hit dice are1d8+2 per level of the caster( to a maximum of 15+30). The number of attacks are 1 per 5 levels of the caster. The damage for each attack is 2d8 +1 per level of the caster. Its armor class is a base of 5 minis 1 for every two levels of the caster. The creatures movement rate is 9" +1"per level of the caster(i.e. a 12th level caster will have a hound that has 12+24hitdice, 2 attacks, 2d8+12 damage, -1 armor class, and 21"movement rate). The caster can have the hound guard him in which case the creature will stay within a 10' foot radius, and/or the caster can send the hound to attack a creature that the caster can see. ALPHA'S FIREFOUNTAIN (ALTERATION) Level: 6 Components: V,S,M Range: 10 yards/level Casting Time: 6 Duration: Special Saving Throw: Special Area of Effect: Special This spell is similar to the 4th level Alpha's Firefall spell, but is more powerful in two ways. First, the spray of liquid fire burns for a total of three rounds, inflicting 3d6 damage the first round, 2d6 the second, and 1d6 the third. There is no saving throw vs. the damage inflicted by the spray. Second, the caster is able to throw up one prominence of flame (for 4d10 fire damage the first round, and 2d10 the second, with a save vs. breath weapon to halve damage) for every six levels of the caster (rounding off all fractions). The material component is a lump of pitch, sulfur, saltpeter, and magnesium and an available fire source. ALPHA'S RAINBOW WARRIOR (EVOCATION/SUMMONING) Level: 6 Components: V,S,M Range: 5 yards/level Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: Special This spell invokes energy and the spirit of a creature from the Quasi-Elemental Plane of Radiance. The Rainbow Warrior has as many hit points as the caster would at full health, and attacks as a fighter of half the caster's level. The Warrior has an Armor Class of 0, and can only be struck by magical weapons. It attacks with a spear of radiance, which causes damage the same way as the 2nd level Rainbow Beam spell if the target is struck. As with that spell, the caster has a 5% per level chance of selecting the color of the spear, otherwise it is random. The Rainbow Warrior may fly at a movement rate of 24, but it has no real substance and cannot touch nor carry any material object. Creatures dwelling on or drawing power from the Negative Material Plane or Plane of Shadow suffer 1d6 damage every round that they are within 20' of the Rainbow Warrior, as it sheds a bright globe of light strongly infused with energy from the Positive Material Plane. The Rainbow Warrior is unaffected by poison, paralysis, petrification, fire, electricity, gas, or acid. Unholy water causes it 2d4 damage, and cold attacks do full normal damage. Negative energy attacks gain a bonus of +1/die of damage, and any spells involving darkness cause the Rainbow Warrior 2d6 damage per level of the spell, though the darkness spell will then be dispelled. Any darkness spell coming into contact with the 20' globe of light surrounding the Rainbow Warrior must be checked as if Dispel Magic was being cast at the level of the summoner of the Warrior. Only one such dispelling attempt is possible for each darkness spell that could be affected, although the Warrior can automatically dispel any darkness spell by touching the area of effect, but it will suffer damage as if the spell had been cast specifically at him. Dark-dwelling creatures (e.g. drow, duergar) are affected by the Rainbow Warrior's globe of light as they would be by Continual Light. The material component of this spell is a clear diamond worth not less than 5000 g.p. ALPHA'S STARLIGHT CITADEL (CONJURATION/SUMMONING) Level: 6 Components: V,S,M Range: 30 yards Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: Special This spell can only be cast in an area under star- or moonlight. When cast, it brings into being a deep blue-black tower of magical metal, with many faint silvery gleams. This tower is in all respects similar to a Daern's Instant Fortress (q.v.) except that it grows slowly during the course of the casting, and so no creature able to move could possibly be harmed by its expan- sion. The door to the Citadel is Wizard Locked at the caster's level. One creature for each level of experience of the caster may be designated in the casting of the spell, and such creatures may freely open the door, though the caster may override this at any time by mental command. The magic of the walls of the citadel prevents the passage of any creature ethereal, astral, or out-of-phase creature. Teleportation into and out of the tower is still possible. This spell lasts until the first rays of direct sunlight strike the tower, but it cannot last longer than 2 hours + 1 hour per level of the caster in any event. The material component is a star sapphire and a small steel carving of a tower. Reanimate Level 6, Necromantic Range: Touch Components: V, S Duration Special Casting Time: 1 round Area of Effect: One deceased creature Saving Throw: None With this spell, a caster may cause the spirit of a dead humanoid to reanimate it's body, allowing it to behave as if he were alive. When reanimated, the subject has full hit points, and full access to whatever abilities were possessed before death. The caster can reanimate any humanoid who has been dead for less than one year per level of the caster. Unfortunately, the creature is still technically dead. It is cold to the touch, blood does not flow, etc. The creature has no need to eat, sleep, or drink. Because the creature is still dead, the body will begin to decompose, creating a less than pleasant odor. The greatest drawback of reanimate is that the subject is still technically dead (treat as undead of a level of the subject's hit die for turning purposes). Every day after his death, the character loses 1d3 points from his Strength, Dexterity, Constitution and Charisma totals. When any of these attributes drop to zero, the character is permanently dead, and cannot be resurrected by any means short of a wish, or the direct intervention of a deity NOSKA TRADES' IMMORTAL MOUNT (ALTERATION, NECROMANCY) Level: 6 Casting Time: 1 turn Range: Touch Area of Effect: 1 creature Components: V,S,M Saving Throw: Negates Duration: Permanent This spell enables the caster to convert his/her mount into a gruesome undead creature. The mount is allowed a save vs death magic. If this save fails the mount must make a system shock roll, if it fails this roll it dies before the spell is completed, thereby negating the effects of the spell. The mount turns jet black with glowing red eyes and appears as if its skin was pulled tightly over its bones. The mounts skin becomes leathery decreasing its AC by 2. It acquires an additional hit die and retains its previous movement rate and form (i.e, flying mounts can still fly). The mounts maximum encumbrance increases by 200 pounds and it also never grows tired. The caster needs a vial made from the bones of a creature the same as the mount. The vial must be filled with demon ichor. PILPIN'S ALIGNMENT CHARM (ENCHANTMENT/CHARM) Level: 6 Casting Time: 6 segments Range: 120 yards Area of Effect: One creature Components: V,S,M Saving Throw: Special Duration: Permanent This spell causes a single person (as defined in CHARM PERSON) to act as if they were a different alignment than heir own. The specific alignment is the caster's choice, but must be chosen when the spell is memorized. An affected creature will wholeheartedly embrace the new alignment, seeing the error or foolishness of their past ways. Alignment detecting spells (such as DETECT EVIL/GOOD, TRUE SIGHT, etc.) will detect the creatures true alignment, but spells such as TRUE SEEING will also reveal that the creature is charmed. The base saving throw is made at -3 if the change is only by one division (ie., lawful good to lawful neutral or neutral good). The save is at -2 if the attempted alignment change is by two divisions (ie., lawful good to lawful evil, chaotic good, or neutral). If the attempted change is by three positions (ie., lawful good to neutral evil or chaotic neutral ) the save is at -1. For diametrically opposed alignments the save is normal (ie., lawful good to chaotic evil). Furthermore, creatures and classes restricted to a specific alignment (ie., paladins, druids, demons, etc.) get a +3 bonus to their saving throw. Creatures or classes restricted to specific morals or ethics (ie., rangers, assassins, barbarians, etc.) get a +2 bonus to their save if the alignment change conflicts with the restriction. PILPIN'S ALIGNMENT CHARM is not affected by DISPEL MAGIC, REMOVE CURSE or HEAL, but a RESTORATION or WISH spell will negate it. The material component of the spell is a small piece of wool soaked in the blood of a creature with the desired alignment. PILPIN'S ETHEREALNESS (ALTERATION) Level: 6 Casting Time: 6 segments Range: Touch Area of Effect: Caster + 1 creature per Components: V,S,M 2 levels of mage Duration: Permanent Saving Throw: Negates This spell allows the caster plus one other creature for every two levels of the caster to enter the Border Ethereal, slowly disappearing from view, taking a round to fade away. Creatures in the Border Ethereal exist simultaneously in both the prime material and the Ethereal plane. >From the Border Ethereal the creature can enter the Deep Ethereal and travel to the inner planes (refer to Manual of the Planes). Alternate prime materials cannot be reach through the Ethereal plane because each alternate Prime Material has an alternate Ethereal (travelling to alternate Prime Material planes can only be done through the inner planes or from the Prime Material). To enter the bordered plane the creature simply wills it so, the creature materializes in the adjoining plane in 1 segment. Creatures in the Border Ethereal are invisible to those on the bordering plane, although they can be detected from that plane by means of DETECT INVISIBILITY, TRUE SIGHT, and TRUE SEEING. Such a creature revealed would appear as a smoky, translucent shade. Creatures in the Border Ethereal cannot verbally communicate with the inhabitants of the plane they border, nor can they use equipment, items, or spells to attack creatures in the plane they border. Likewise, inhabitants of the other plane cannot attack beings that are in the Border Ethereal (with a few exceptions, like the gaze attacks of Basilisks and Catoblepas). PHASE DOOR and DISPEL MAGIC will bring creatures out of the Border Ethereal. Travellers in the Border Ethereal can move through the plane they are bordering without problem, moving vertically or horizontally without need for support. They travel at the speed they would on the bordered plane. Travellers in the Border Ethereal can move through solid matter in the plane bordered, except dense metals (ie., gold, lead, etc.), living beings (above single celled), and certain spells that detect and ban the ethereal. Examples of spells that affect ethereal creatures include GLYPH OF WARDING and MORDENKAINEN'S FAITHFUL HOUND, which both detect and attack ethereal creatures. Travellers in the Border Ethereal can see into the adjoining plane, but all colours are reduced to shades of grey and sight is limited to 120 yards. Infravision and ultravision work from the Border Ethereal. Divination spells can be cast against targets in the adjoining plane, but no other types of magic can affect creatures in the bordered plane. Spells in the Border Ethereal work under the restrictions of the Ethereal plane (refer to MP.). The material components are 200 gp worth of powdered silver and crushed phase spider hide, which disappear during casting. PILPIN'S LIQUID FIRE (EVOCATION) Level: 6 Casting Time: 6 segments Range: 10 yards + 10 yards/level Area of Effect: 15-foot radius Components: V,S,M Saving Throws: 1/2 Duration: Special This spell is similar to the spell FIREBALL, except that it douses all creatures in a 15-foot radius with an incendiary liquid. The area of effect will be engulfed in non-magical fire for 1d6 rounds. Any combustibles within the area of effect instantly ignite. A creature in the area of effect that fails it's saving throw takes 1d4 hit points of fire damage per level of the caster on the first round, and the same damage each round until it saves. The round the creature saves it takes half damage, and the next round it takes none. All the creature's non- combustible possessions must save versus normal fire or be destroyed (the combustible ones don't get a save). A creature that successfully saves on the first round takes half damage for that round, and all it's possessions (including combustibles) are unaffected. For example, a creature failing it's first save against PILPIN'S LIQUID FIRE, cast by a 12th-level mage, takes 32 hps of damage (rolled on 12d4) on the first round. The creature fails it's save again on the second round and takes another 32 hps of damage. On the third round it saves and only takes 16 hps of damage and no damage on the fourth round. The mage must have a clear line of sight to the target area. The material components are a pinch of sulphur and the distillate of softy boiled lamp oil (dangerous to get). PILPIN'S MASSMORPH (ALTERATION) Level: 6 Casting Time: 6 segments Range: 10 yards/level Area of Effect: one 50-foot cube/level Components: V,S,M Saving Throw: None Duration: Permanent This spell is exactly the same as the 4th-level spell POLYMORPH OTHER, except that there is no saving throw, it only affects creature with less than 8+3 hit dice, and it affects many creatures simultaneously. Like DEATH SPELL the number of creatures that can be affected is a function of their hit dice. Creature's Number of Hit Dice Creatures Affected Under 2 12d10 2 to 4 6d10 4+1 to 6+3 3d4 6+4 to 8+3 1d6 If creatures of differing hit dice are polymorphed, roll the dice (6d20) to determine now many creatures of under 2 hit dice are affected. If the number rolled is greater than the number of creatures under 2 hit dice, apply the remainder of the roll to the higher hit dice creatures by using the following conversion factors (see DEATH SPELL for example of this idea). Creature's Conversion Hit Dice Factor Under 2 1 2 to 4 2 4+1 to 6+3 10 6+4 to 8+3 20 The material components are a 500 gp. diamond and a caterpillar's cocoon crushed together into a fine powder, which vanishes during casting. PILPIN'S TRANSFORMATION (ALTERATION, EVOCATION) Level: 6 Casting Time: 6 segments Range: 0 Area of Effect: The caster Components: V,S,M Saving Throw: None Duration: 1 round/level Pilpin, a formidable mage/warrior, had no need for TENSER'S TRANSFORMATION, so he altered it to suit his own malevolent ways. This spell causes the mage to undergo an unnoticeable transformation, becoming an assassin. The caster's hit points do not change, but his dexterity does increase to 16, or if already 16, it increases one higher to a maximum of 18. The mage's armour class is adjusted accordingly. The mage gains all the abilities of an assassin (ie., pick pockets, open locks, backstabbing, assassination, etc.) of the same level as the mage except; poison making, disguise, and spying. All attacks are made using the combat values normally reserved for rogues, but the mage can only use his normal weapons of proficiency. The material component is the heart of an assassin, which must be eaten during casting. level 7 *************########### Tornado (Conjuration/Summoning) Level: 7 School: Conjuration/Summoning Range: None Duration: 4d6 rounds Area of Effect: 1 direction Saving Throw: None Components: S, V Casting Time: 1 round A tornado springs into being whenever this spell is cast, but in order for it to be cast there must be cloud cover. This is an extremely dangerous spell to use because once it is cast the caster has no control over the tornado at all. The caster can send it in only one direction. After that the tornado is on its own, it could follow the landscape back towards that caster. The damage that the twister causes is 10d10 and any creature that is caught up in it is thrown as many yards as it takes in points of damage and then takes additional falling damage. For example a fighter taking 57 points of damage is thrown 57 yards and takes damage according to the rules of falling damage. Dominate Flesh/Clay Golem (Enchantment/Charm, Conjuration/Summoning) Level: 7 Schools: Enchantment/Charm, Conjuration/Summoning Range: 60 yards Duration: Permanent Area of Effect: 1 creature Saving Throw: Neg. Components: S, M, V Casting Time: 7 This spell allows the caster to arrest control of a flesh or clay golem away from the priest that created it. The effects are permanent. Blackthorn Ward IV Class/Level: Wizard / 7 Scool: abjuration, evocation Range: 10 yards/ level Components: v,s,m Duration: 1 day/ 3 levels Casting Time: 1 rd. Area of Effect: 5 yards/ level Saving Throw: none Description: When this spell is cast the result is a large globe of shimmering force that totally encloses an area. The ward itself cannot move or be moved. Nothing can pass through the sphere, inside or out, though anyone within can breath normally. Likewise the ward is not affected by blows, missiles, cold, heat, electricity, ect. Spells and breath weapons cannot pass through it in eather direction, although dimension door, teleport, and similar effects can bypass the barrier. The ward is not subject to damage of any sort except from a rod of cancellation, wand of negation, or a disintegrate spell. These cause it to be destroyed. The caster can end the spell on command. EVERMORE'S MIND RATTLE Range: 60 feet Duration: Instant Area of Effect: One person Saving Throw: Half Damage This is the first of the Mindflay Upgrades. It is impossible to get reversal on this one. It causes the player's mind to rattle and bounce against itself. It causes 5d6 damage. EVERMORE'S DESTROY Range: Touch Duration: Instant Area of Effect: One item Saving throw: None This spell is designed to destroy magical items. It will not destroy items protected by permanency. EVERMORE'S NECROMANTIC WRATH Range: Touch Duration: Instant, After affects last 1 round per level. Area of Effect: One person Saving throw: Half Damage This is an enhanced Necromantic Touch. It does 6d6 damage. It also reduces STR, Comeliness, and CON by 3. EVERMORE'S ILLUSIONARY MONSTER Range: 60 Feet Duration: 2 hours per level Area of Effect: 300 feet Saving throw: Don't see illusion This spell creates a monster, any monster, but an illusion of him. He does only one damage per attack, and if any person makes the saving throw, they won't see him. EVERMORE'S NOTHINGNESS Range: 500 Feet Duration: 3 hours per level Area of Effect: 400 Feet Saving throw: None This spell creates the illusion that nothing, not a hole or anything, is within the area of effect. This area can be of any shape, but it must be 400 square feet. Lock Shapechange Level 7, Alteration Range: 10 yards/level Components: V, S Duration 1 turn per level Casting Time: 7 Area of Effect: One creature Saving Throw: Negates This spell allows the mage to temporarily suspend the shapechanging abilities of one creature, unless a saving throw vs. spells is made. For instance, if cast upon a werewolf, it would lock the creature into the form it was in when the spell was cast. It works against any creature or humanoid with shapechanging abilities, such as werewolves, dragons, dopplegangers, or magical spells (i.e. polymorph self, polymorph other, shape change, massmorph, etc.). The victim is locked into the shape or form he is in when the spell is cast. The spell is ineffective on a creature who is already in the act of changing from one form to another, but remains active, affecting the creature once it's change is complete. If the victim is in a shape which transcends kingdoms (i.e. a human who is under a polymorph any object and is now a chair, or a recipient of the clerical massmorph spell), he must make a saving throw vs.. spells with a -2 penalty. NOSKA TRADES' FEIGN DUST (NECROMANTIC, CONJURATION) Level: 7 Casting Time: 1 Range: Touch Area of Effect: Creature touched Components: V,S Saving Throw: None Duration: 3 hours + 1 turn per level Upon casting this spell the recipient and all his/her belongings are reduced to a heap of dust with a skull resting on top. The skull is actually a conjured one and is not attached to the spell recipient in any way. The conjured skull may or may not be human, but will always be humanoid (cf reincarnation). Feigning creatures are able to smell and hear normally, but can only "see" in a 20' radius around themselves. Creatures feigning dust are unaffected by any attack form other than scattering by magical means (i.e., wind wall, gust of wind, polymorph any object, etc.) which causes 1d6 hp damage per level of the caster of the scattering spell. PILPIN'S RAVAGING SPHERES OF FIRE (EVOCATION) Level: 7 Casting Time: 1 round Range: Special Area of Effect: One 3' radius sphere per Components: V,S,M level Duration: 1 round/level Saving Throw: Negates This spell is an enhancement of the second level spell FLAMING SPHERE. The spell creates one burning globe of fire per level of the mage, the globe all appear within 30 yards of the caster and roll in whichever direction the mage points, at a rate of 100 yards per round. The spheres can roll over any obstacle, even a city wall. Combustible substances are ignited by contact with a sphere. Creatures contacting a sphere must successfully roll a saving throw versus spells or suffer 2d4 hits points of damage. Those within five feet of a must also save or suffer 1d4 points of damage. A successful saving throw means no damage is suffered. The spheres moves in the direction the caster directs, otherwise the spheres will wander aimlessly. Spheres can be extinguished by the same means as any normal fire of its size. The surface of the spheres have a spongy, yielding consistency and does not cause damage except by its flame. It can not push unwilling creatures aside or batter down large obstacles. If the spell is unleashed on a large source of easily combustible material (such as a city of at least 50% wooden buildings or a dry forest) the is a 25% chance that a firestorm will start. A firestorm will burn out of control for many days until at least 90% of the combustibles are burned. It will also be so hot that it will melt soft metals and crack thin stone walls. The material components are a pinch of sulphur, a bit of tallow, a dusting of powdered iron, and a live fire dwelling/using creature, such as a fire beetle or fire bat, which is slain during casting. PILPIN'S ACIDBALL (EVOCATION) Level: 7 Casting Time: 7 segments Range: 100 yards + 10 yards/level Area of Effect: 20-foot-radius globe Components: V,S,M Saving Throw: Half damage Duration: Instantaneous This spell is similar to fireball except that it causes a burst of acid in a 20 foot radius globe. Pilpin created this spell for security measures in his regular dealings with lower plane creatures. Creatures within the area of effect will take 1d8 points of damage per level of the caster unless they make a successful saving throw, in which case they will take half damage. Any paper, parchment, or soft metals within the area of effect are destroyed, other items are allowed a saving throw. Possessions of a creature that successfully saves are unaffected by the acidball. The caster must have a clear line of sight to the target area. The material components are a drop of water and a scale from a black dragon. Object Contingency Level 7, Evocation Range: Touch Components: V, S, M Duration Special Casting Time: 1 round Area of Effect: 1 cubic foot per level Saving Throw: None This spell is similar to the 6th level mage spell contingency, except that it affects inanimate objects only. The spell is cast upon an object not exceeding 1' cube/level of caster, followed by one spell (spell level determined by caster level, as per the 6th level contingency spell ) which will be triggered when the conditions described in the casting are met. For instance, object contingency could be cast upon a wizard locked door, with the intent to re-wizard lock the door should the spell be circumvented with a knock spell. Note that the conditions must be specific: the contingency could be triggered if the wizard lock is broken by spell, but not if the door was physically battered down. Any one object can have only one object contingency in place at one time. Unlike the 6th level contingency spell, this spell can be cast in conjunction with both attack and defensive spells (but the accompanying spell must be of 6th level or less). This spell lasts until the conditions are met, and the contingency is triggered. The material component of this spell is a small, wooden scale model (at least one inch tall) of the object to be warded, which is consumed in the casting. The model need not be of high quality or expensive materials, but it must be hand crafted by the caster Birds of Life Class/Level: Wizard / 7 Scool: necromancy Range: 10 yrds/level Components: V,S,M Duration: 1 round/level for birds, 1 hour/level for effects Casting Time: Special Area of Effect: 1 creature Saving Throw: Negates Description: The name of this spell is actually a misnomer, as it belies the fact that this spell actually drains the life force (in the form of experience levels or hit dice) from a target creature. When this spell is cast, it brings into existence a number of small white birds equal in number to the casters levels. The caster then selects a target creature, which can be any creature with either hit dice or experience levels. The birds fly to the target in a split second, and begin to hover over the target. During each round, one of the birds, (and only one per round) attempts to drain the target. A saving throw vs. Spell will negate this effect, but if the save is missed, the bird permanently drains one hit die or experience level from the target creature. If the bird fails this draining attempt, it vanishes in a puff of white smoke. If it is successful, the bird turns a golden yellow and returns to the caster, who must have a suitable container readied. The bird then deposits the drained essence into the container, and vanishes in a puff of yellow smoke. If the caster has no container ready, the bird then vanishes 1 round after arriving back to the caster. Only one level of essence may be held in one container, and placing another in the same container causes the first to vanish, levels must be kept in separate containers. Containers must be of the highest quality glass available. The spell may be canceled at any time, but will be lost unless the caster maintains complete concentration on it. The caster can only walk slowly and say a few words, any other action disrupts the spell. The caster can do one of two things with this "stolen" essence. First, he can drink the essence himself, which conveys the prime abilities of the target to himself, at the same level. If the caster drank the essence of a fighter with 18/00 strength, he would gain that strength score. The caster would also have his level raised by the number of levels he has consumed, and would gain any benefits that the increase would convey, i.e. hit points, spell levels, turning ability, but not proficiencies of any kind. Note that the caster would gain hit points from drained levels as though he, or she, were of the class from which the life force was drained, without constitution bonuses. For example, if the caster consumed 3 levels from a thief with dexterity of 19, the caster would gain a temporary increase in dexterity to 19, as well as 3 additional hit dice, which are rolled as if he were actually a thief, i.e. 6 sided. No racial talents can be conferred in this manner, such as magical resistance, spell casting ability, resistance to fire, etc. This increase is of course temporary, lasting a number of hours equal to the number of levels consumed. The levels then disappear one at a time. Another example: If the caster consumes 3 levels from an elven fighter with 18/50 strength, then for 3 hours he would gain 18/50 strength, and for the first hour he would gain 3 levels of experience and 3d10 hit points, but not the 90% resistance to sleep and charm, nor the ability to locate secret door, or infravision and the like. The second hour, he would retain the 18/50 strength, but would lose one hit die, and one level of experience, and so on. Secondly the caster could give this essence to another creature, who would benefit as above, but any creature drinking the essence could never gain innate abilities if he/she does not already possess them. This includes the innate abilities of Paladins, Bards, Thieves, Clerics, Rangers, etc. If the creature who was effected by this spell somehow manages to relieve the wizard of the stolen levels, he may regain his lost levels. He could also replace his lost levels by drinking the essence of the same class as him or herself, and by drinking a like number of levels. Only the lost levels that are replaced would be permanent; any others would be lost normally. The only other way to replace these lost levels is to employ a very carefully worded Wish. As a side effect of drinking these levels, the casters age is reduced by the number of levels consumed. This effect is permanent. This could have the unfortunate side effect of reducing a fighter of 19 years of age to a child of 9 if enough levels are consumed. Also in no way can the birds summoned by this spell be harmed in any way, they can be dispelled just like any other spell, of course. The material component of this spell is the wing feather from a phoenix, and a drop of the casters blood, both of which are consumed in the casting. level 8 *************########### EVERMORE'S MIND EXPLOSION Range: 100 Feet Duration: Instant Area of Effect: 1 person Saving throw: 3/4 Damage This is the best of the mindflay series. It does 7d6 damage. EVERMORE'S HALLUCINATION Range: 30 Feet Duration: 2 hours per level of caster Area of Effect: 1 person Saving throw: None This spell actually fiddles with a person's mind to make them see whatever the caster wants them to. It always works. EVERMORE'S POOL OF ILLUSIONS Range: Touch Duration: 5 hours per level of caster Area of Effect: 4 square feet of the ground Saving throw: None This spell creates a small pool of water on the ground. Whenever this pool is looked into, a *VERY* frightening image is produced. People are drawn to look into this. It causes 1 day of having your hitroll and damroll reduced by 3. EVERMORE'S LIFE FLASH Range: 50 feet Duration: 3 rounds Area of Effect: 1 person Saving throw: Spell cancelled This spell makes the target's life flash before their eyes, disabling them in combat for 3 rounds. EVERMORE'S ULTIMATE SPELL Range: 100 Feet Duration: Instant Area of Effect: 1 person Saving Throw: Damage halved, web cancelled This spell causes a mixture of web, Mind Rattle, and Necromantic Wrath to happen all at once. It casts each spell, with only the one saving throw. Lightning Storm (Invocation/Evocation, Conjuration/Summoning) Level: 8 Schools: Invocation/Evocation, Conjuration/Summoning Range: 0 Duration: 1 hour/level Area of Effect: 1 square mile/3 levels Saving Throw: None Components: S, M, V Casting Time: 1 round This extremely powerful spell requires no cloud cover to start but once it is started it CAN'T be controlled or stopped. When cast a massive electrical storm is created covering 1 square mile for every 3 levels of the caster. The spell causes 1 strike/square mile/rnd and each strike does 7d8 points of damage. The spell lasts for 1 hour per level. Once it is started anything that is not within a 50 yard diameter around the caster will be utterly destroyed. The material component of this spell is a wand of lightning bolts. Blackthorn's Bombardment Class/Level: Wizard / 8 Scool: evocation Range: 100 yards +10 yards/ level Components: v,s,m Duration: 1 rd./ 2 levels Casting Time: 8 Area of Effect: 10 yard radius/ level Saving Throw: 1/2 Description: This spell causes 1 ball of force per level of the caster per round to fall from the sky and explode upon contact with any object. Each ball of energy explodes for 2d6 plus one point per level of the caster. Each ball explodes doing damage in a 10 foot radius from the point of impact damaging all within the area. No ball may be placed closer than 10 feet apart. The material component is a handful of small crystal spheres, one for each sphere the caster has. Blackadder's Mystical Forwarding Level 8, Alteration Range: 10 yards Components: V, S, M Duration 1 week per level of caster Casting Time: 1 turn Area of Effect: 100 cubic feet per level Saving Throw: None This powerful spell wards a specific area against intrusion from teleporting individuals. When cast, the spell causes a redirection of magical energies, in such a way that a teleport, dimension door, or teleport without error spell is confused as to the destination. The teleporting mage or creature is sent to one of two possible places (decided at the time of the casting of the forwarding). First, he can be sent back to his original location (where he was when the teleport was cast). The second possibility is much more devious. The intruding mage is instantly teleported to a random location, somewhere on the planet. This can be literally anywhere, on a deserted island in the middle of an ocean, atop a high mountain, in the middle of a large city, or even deep inside a cave or dungeon (although the destination cannot be a solid object). In any case, no saving throw is possible, except in the case of the teleport without error spell (this spell allows the mage a saving throw vs. spells with a -5 penalty. Failure indicates that the mage is sent to the location decided by the caster of Blackadder's mystical forwarding, and success indicating that the teleporting mage is sent back to his starting position, regardless of the location determined by the spell. NOSKA TRADES' MASS CONTAGION (NECROMANCY) Level: 8 Casting Time: 8 Range: 5 yards/level Area of Effect: 1 creature per level Components: V,S Saving Throw: Negates Duration: Permanent This spell causes a major disease and weakness in one or more creatures in the same way as the contagion spell. Up to one creature per experience level of the caster can be effected, provided that all subject creatures are within the spell range. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover. Characters ignoring the contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty. PILPIN'S DARK WALL (CONJURATION/SUMMONING) Level: 8 Casting Time: 7 segments Range: 200 yards Area of Effect: 50,000 square feet Components: V,S,M Saving Throw: Special Duration: 1 day/level The spell conjures a 1 foot thick wall of black mist that causes death to most creatures that touch it. The wall cannot be seen through, but sound or objects will pass through it. Any living creature that touches or attempts to pass through the wall must roll a saving throw versus death, modified depending on their level as follows: Creature's Hit Saving Throw Dice less than 1 none 1 to 2 -4 3 to 4 -3 4 to 6 -2 6 to 8 -1 more than 8 normal The wall can be shaped into a rectangle, box, hemisphere, sphere, or just one huge wall, as long as the surface area is 50,000 square feet. The wall cannot be physically disturbed (ie., blow away, pushed, etc.), but parts of it can be negated by a successful DISPEL MAGIC. It can penetrated using an ANTI-MAGIC SHELL, or totally negated with a WISH. The material components are a crushed black pearl and a vial of gaseous death poison. PILPIN'S EPHEMERAL WAND (ENCHANTMENT) Level: 8 Casting Time: Special Range: Touch Area of Effect: Wand Components: V,S,M Saving Throw: None Duration: 24 hours This dangerous spell turns a specially prepared wand into a magical wand for one day. The wand can be used by anyone who knows the command word, which is decided by the caster. The power the wand contains depends on what spell the caster decided to enchant the wand with. The wand can be made to cast any single spell, chosen by the caster, of up to 5th-level that has a casting time of up to 1 round (ie., FIND FAMILIAR, STRENGTH, PHANTOM STEED, HALLUCINARY TERRAIN, CONJURE ELEMENTAL, etc., could not be used). The number of charges the wand contains depends on the number of times the caster casts the chosen spell into the EPHEMERAL WAND (ie., obviously it cannot be more than five charges). The caster must have previously memorized the appropriate spells. For example, a 16th-level mage creates an EPHEMERAL WAND that casts the 5th-level spell WALL OF IRON. If the mage wanted to put five charges in the wand he would have to use all five of his 5th-level spell slots to memorize five WALL OF IRONs. He would then use all five of his WALL OF IRONs to give the wand five charges. The wand cannot have different spells in it, a different mage cannot add charges to it, nor can it be recharged. The spell in the wand takes as long to activate as the casting time of the spell, and the spell performs at the experience level of its creator. There is a 5% chance per usage that the spell cast from the EPHEMERAL WAND backfires, the exact details depending on the spell being cast (DM's love this kind of thing!). The casting time for this spell is 1 turn plus 1 round per charge added. The material component is an ivory wand, inlaid with a special gold pattern (minimum 1,000 gp. in craftsmanship), and topped with a diamond worth at least 1000 gp. The wand does not disappear at the end of the spell (but it could very well get stolen), it simply become non-magical. PILPIN'S BLACK DEATH (CONJURATION/SUMMONING) Level: 8 Casting Time: 1 round Range: 120 yards Area of Effect: Special Components: V,S,M Saving Throw: None Duration: Special This spell conjures 250, flea infested rats that carry the bacteria Yersinia pestis, commonly known as the Black Death or bubonic plague. These rats will act as normally and simply scurry away. If this spell is cast in a humanoid community, it will cause a number of humanoids to become infected with the disease and probably die. The number of people infected depends on the size of the community, the season, and a little bit of chance. In the following table, the column entitled "Number Infected" gives a number of creatures infected in the community or a percentage of creatures infected, use the value that gives the smallest number. For example, if the spell was cast in a village of 200 elves in the middle of summer, the choice from the table is 300 elves or 60 elves (30% of 200), the number infected is then 60 (because its' the smaller number and 300 is impossible). It will take 2d6 days for the creatures to become infected. Season Number Infected Plague Winter 50 or 5% 0% Spring/Fall 200 or 20% 1% Summer 300 or 30% 3% The final column ("Plague") gives the chance that the disease actually reaches epidemic proportions. If this happens 1 in 3 humanoid creatures (33%) in a 100 mile radius will be infected by the disease. The caster can be infected by his/her own disease. An diseased creature will lose 2 points of constitution, 1 point of strength and 1 point of dexterity per day of infection until death. The rats and disease are not magical and therefore cannot be dispelled. A creature does not get a saving throw to resist being infected, its' strictly by chance. The disease can be cured by a character with healing proficiency that makes a successful proficiency check, or by magical means. A cured creature will regain 1 point of each ability per day. The material components are a tiny rat skin bag containing rotting humanoid flesh, which both disappear upon casting. Blackadder's Mental Snare Level 8, Evocation Range: 0 Components: V, S Duration 1 day per level of caster Casting Time: 1 round Area of Effect: The caster Saving Throw: Special This spell fends off spells which enter the mind of the protected mage. It can ward against spells such as charm, ESP, telepathy, hypnotism, forget, scare, etc., or even possessing spirits and magic jar attacks. This spell sets a trap for anyone who tries to violate the caster's mind, by attacking the invaders intelligence. The attacker, now turned victim, suffers a loss of 1d3 intelligence points (curable by a heal, restoration, limited wish or wish), unless he succeeds in a modified saving throw vs. Spells. Regardless of the success or failure of this save, the invader is stunned for 1d6 rounds (no save). The penalty to the saving throw is determined by comparing the attacker's intelligence to the defender's. If the attacker's intelligence is less, then he saves vs. spells with a penalty equal to the differences in intelligence. If the attacker's intelligence is greater, he makes his save with a bonus equal to that difference. For instance, if Garnet, a mage with an Intelligence of 16, attempts to charm Teres, a mage with an Intelligence of 18, who is protected by Blackadder's mental snare, then Garnet must save vs. spells with a -2 penalty (18 - 16 = 2). The spell remains in effect for the it's duration, or until sprung, whichever is less, then must be recast in order for the mage to remain protected. This spell takes effect only if the caster has been mentally attacked against his will. For instance, if the caster consents to the casting of a know alignment spell on himself, the mental snare is not triggered. Any spell which affects the caster's mind, and is not authorized by the caster, will trigger the snare. level 9 *************########### Blackthorn's Black Bolt Class/Level: Wizard / 9 Scool: necromancy Range: 9" Components: v,s Duration: 1 rd. Casting Time: 1 rd. Area of Effect: one creature Saving Throw: none Description: This bolt of strange black energy seeks out its target unerringly, doing 2 hit points per level of the caster in permanent damage(i.e. the damage that is done becomes the victims new hit point maximum). Blackthorn's Phoenix Class/Level: Wizard / 9 Scool: invocation/evocation Range: touch Components: v,s Duration: 1 rd./ level Casting Time: 1 rd. Area of Effect: special Saving Throw: 1/2 Description: This powerful spell causes the caster to seemingly explode in a blinding flash of fire and plasma, shaped in the form of a phoenix. The caster takes no damage from this spell. The spell does 5 hit points of damage per level of the caster to all creatures/things within a 30'foot radius. The damage then goes down by 5 points for every 5 feet beyond that(i.e. an 18th level caster would do 90HP in the first 30 feet, but at 90 feet away the spell would only do 30 HP of damage). This spell was generally used in connection with a fly spell so that way the caster could fly close to his enemies. PILPIN'S NIGHTMARE (ENCHANTMENT/CHARM, NECROMANCY) Level: 9 Casting Time: Special Range: Plane of casting Area of Effect: One creature Components: V,S,M Saving Throw: Special Duration: Special This spell allows the mage to enter a creature's dream and attempt to control it, but the spell can backfire and destroy the mage. Creatures that do not dream are not affected by this spell (ie., undead, non- intelligent monsters, etc.). The creature must have been asleep for at least one hour before the spell will work. The mage goes into a deep trance for the duration of the spell and is totally oblivious to the surrounding environment. If the mage is disturbed, the spell ends. The mage projects from the trance into the creature's dream. The mage will appear in the dream as an observer, unable to influence the dream or say anything. There is a 5% chance that the dream projected into is hostile to the mage (see below for the effects of a dream hostile to the mage). Once in the dream, the mage attempts to take control of the dream. The target creature is allowed a saving throw at -4 to resist the mage's attempt. If this first save is successful, the mage does not take control of the dream and cannot try again, he can remain as an observer or leave. If the mage chooses to remain, there is a 5% chance per round that the dream turns hostile to the mage. If the creature fails the save, the mage takes control of the dream and can make anything happen in that dream. If the mage causes the dream to become hostile to the creature (ie., turning it into a nightmare), the target creature must make a saving throw versus death magic or die in it's sleep. If the creature's save is successful, the mage loses control of the dream, but the target creature takes physical damage equal to 25% of it's maximum hit points. The target creature will not awaken due to the physical damage caused by the nightmare, but may be awaken by another who witnesses the damage suddenly appearing on the creature. After the first attempt at turning the dream to a nightmare there is a 50% chance that the dream turns hostile to the mage. The mage can again attempt to take control of the dream or leave. If the mage regains control of the dream, he can again attempt to kill the target. If the target saves versus death magic again, the mage loses control of the dream and the target takes another 25% of it's maximum hit points in damage. The dream now automatically turns hostile to the mage. The mage can continue to go through this , each time the creature can either fail it's save and die, or successfully save and take 25% of it's hit points in damage. If the target creature saves and takes damage four times, it dies from physical damage. If at any time the dream turns hostile to the mage, the mage can attempt to control the dream in the usual manner, or attempt to leave the dream. If the mage chooses to leave, a successful saving throw versus spells is required (leaving a non-hostile dream does not require a save), if the save fails, the mage is trapped. If the mage unsuccessfully attempts to control the dream (ie., the target saves against the attempt), the mage is trapped. A mage trapped in a hostile cannot make the dream hostile to the target again, and must make a successful saving throw versus death magic or die for each round trapped. If the save is successful the mage loses 25% of his/her hit points due to physical damage (a wise mage will have somebody watching in case this starts to happen). If the mage is not woken by another, he/she must regain control of the dream before he/she can attempt escape. If unsuccessful in gaining control of the dream, the mage will die in four rounds from physical damage, if not sooner from a failed save versus death. The material components are a personal possession from the target creature and a lock of hair from a night hag. PILPIN'S SOUL EXCHANGE (NECROMANCY, ALTERATION) Level: 9 Casting Time: 1 turn Range: Touch Area of Effect: Two creatures Components: V,S,M Saving Throw: Special Duration: Permanent until reversed This spell causes the life forces of two creatures to exchange. The caster must touch both creatures simultaneously, at the end of casting without having to make a roll to hit. Any two creatures with a soul or spirit (eg., humans, elves, animals, birds, dragons, fish, etc.) can be affected. Examples of creature's that do not have souls or spirits (as we understand them) are; undead, demons, devils, automatons such as golems, and extra-planar creatures in general. The saving throw against PILPIN'S SOUL EXCHANGE depends on whether both, one, or neither of the recipients are willing to undergo the exchange. Treat indifferent as unwilling. If both recipients are willing than no saving throw is required. If one recipient is willing but the other is not, then the unwilling target is allowed a saving throw with a -2 penalty. If both are unwilling, then they are both allowed a normal save. A successful saving throw by one or both recipients negates the spell. This spell is much more powerful when used in combination with the 8th-level spell TRAP THE SOUL. Unwilling creatures that are trapped within a gem prison have an additional -6 penalty on their saving throw. So if one recipient is willing and the other not, and the unwilling recipient is first imprisoned by TRAP THE SOUL, the unwilling creature saves with a -8 penalty. If both recipients are unwilling and trapped in gem prisons, they both save with a -6 penalty. The spell does not release them from the gem prisons, only exchanges their souls. A creature's soul in a different body has that body's strength, dexterity, constitution, and comeliness, but the soul's intelligence, wisdom, charisma (modified by body's comeliness), memories, and intelligence based skills (ie., languages, non-weapon proficiencies, spell-casting ability providing the body has require attributes, etc.). If the body has extraordinary strength, it can only be used if a warrior's soul enters the body. The body will not radiate magic. The alignment will be that of the soul. TRUE SIGHT, or TRUE SEEING will reveal to a person that previously knew the recipient of the SOUL EXCHANGE that they are no longer the same person. The spell can only be reversed by a carefully worded and executed WISH (creatures must be touching each other), another SOUL EXCHANGE, or the will of the original caster. If a creature dies while in another's body, it can only be brought back with it's own body, so if both creatures died this could be a reckless way to reverse the spell. The material components are a diamond worth 1,000 gp. and a bit of fresh brain tissue from a mind flayer (not necessarily freshly acquired, possibly magically preserved).