
Rune Of Return (by K.C. "The Sabre" Garrett)
Enchantment/Charm
Level: 1
Range: 50 feet
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One or more objects
Saving Throw: N/A
This spell was created by a mage/thief to assist him in using his missile weapons, particularly throwing knives. When this spell is cast, the caster selects a number of objects (the caster must be able to hold the object with one hand and the object must weigh ten pounds or less) equal to 1 + caster's Int/3. The caster then traces an arcane rune or his personal symbol over the object while saying a command word to activate the spell when desired. The caster can now throw or move the object away from him, speak the command word and the object will fly through the air to the caster's outstretched hand or in front of the caster where the caster can grab it. If the caster does not grab the object in a few seconds, then the item falls.
This spell continues working until the caster uses up all of the charges of the spell,
which is equal to the caster's Int/3 or the same number of days passes. This spell requires the caser to speak the command word loud enough so that at least the caster can hear it. If the caster speaks the command word and the object is in range, the object will still find its way to him, as long as there is a clear path to him, moving at the rate of three feet per 2 seconds. The object will find its way around simple obstacles (like a column or person in between the object and the caster) but not high walls (more than 15' feet), doors, or through small spaces that would require a change in attitude in order for the object to get to the caster.

Acid Jet (by JC)
Enchantment
Level: 2
Range: 5 feet/level
Components: V, S, M
Duration: See Below
Casting Time: 2
Area of Effect: 3 foot wide line
Saving Throw: ½ damage
A jet of acid shoots from the caster's hands, burning all within a 3 foot line. The spell has a range of 5 feet per level of experience. Whoever is struck by the spell must make a save vs. spell or have any armour they are wearing melt away. The acid does 1d4 damage per round and lasts for 1 additional round every 2 levels of experience (1 round at 3rd, 2 at 5th,...). A successful save reduces damage in half.
Material Component: A pinch of garlic powder and an empty flask.
Tiara's Force Blast (by Jeff Neeser)
Evocation
Level: 2
Range: 100 feet + 10 feet/level (up to 200 feet)
Components: V,S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 or more creatures (objects) in a 10 foot cube
Saving Throw: None
Upon casting this spell a small number of bright spheres shoot from the caster's finger tips. The blasts will strike an enemy (object) and throw it back 10 feet. The damage caused from the impact of the blasts is 1d8 per blast. If the enemy hits something (a wall, table, etc) the enemy takes another 1d8 damage. The distance the blasts can travel is 100 feet plus 10 feet per level of the caster to a maximum of 200 feet. The caster can shoot 1 blast plus 1 per level of the caster up to ten. The caster can shoot the blasts at different targets, but any target shot at must be within the range. Every blast is shot at the same time, that is they all shoot at their target(s) when the spell has finished being cast.
Tiara's Shrink Spell (by Jeff Neeser)
Alteration
Level: 2
Range: Touch
Components: V,S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
When this spell is cast on an object, no living or dead creature will be affected by this spell, which is not connected to the ground, the object is shrunk to any size the caster desires. However, the object must be shrunk to a size which can fit in the caster's pocket, and not beyond the size of which the caster cannot pick up the object (an atom for example.) The spell is broken when the object comes into connect with the ground.
Tiara's Time Blast (by Jeff Neeser)
Evocation
Level: 2
Range: 60 feet + 10 feet/level (up to a maximum of 200 feet)
Components: V,S
Duration: 1d6 rounds + 1 round/level (up to a maximum of 24 levels)
Casting Time: 2
Area of Effect: Special
Saving Throw: None
After the spell is cast, 1 blast/2 levels (up to a maximum of 15), is projected from the caster's hands. Each blast which is fired can go to a separate target, as long as each target is within the range. All the blasts are shot when the spell has finished being cast. The blast has an hour glass symbol in the center of it. The object or creature which is hit by the blast is stopped in time for the duration of the spell. The object must have moving parts in it to be affected by the spell, a falling rock would not be stopped in time because it has no moving parts. After getting hit, the object has a time field surrounding it which is not much larger than the object itself. If the target, within the time field, is attacked the damage does not affect the object (creature) until the spell ends. The caster is the only person who can enter the time field and interact within it, any other creatures trying to enter the field are simply stopped by the time field from entering.
Tiara's Vision Spell (by Jeff Neeser)
Greater Divination
Level: 2
Range: 1 creature
Components: V,S
Duration: 12 hours + 1 hour/level (up to a maximum of 48 hours)
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell can be cast on any creature with intelligence 8 or higher which can see (that is it is not blind.) The creature can see in terms of infra vision, infrared vision, and x-ray vision. Only one type of sight can be used at a time.

Bang (by Jeff Neeser)
Alteration
Level 3
Range: 10ft + 10ft/level
Components: V,S
Duration: 1 turn
Casting time: 3
Area of Effect: 1 or more creatures (objects) in a 10 foot cube
Saving Throw: None
This spell turns any regular gun into the little toy that shoots the red flag with the word bang written on it. The wizard casts the spell then a red energy shoots from the wizard in a circular pattern. Every one in the energy has their guns turned into the BANG toy. However the changed guns look, weigh, and feel the same, so when the characters fire their guns the flag with the word bang shoots out.
Berserk (by Brian McBride)
Enchantment/Charm
Level: 3
Range: Touch
Components: V,S
Duration:1 round/level
Casting Time: 2
Area:1 creature
Saving Throw: Neg.
This spell causes any creature touched to become extremely violent to any character besides than the caster. The creature (when in battle) will drop all weapons and attack wildly, flailing his arms and legs in the air (-2 to hit). The creature (when in battle) will not use any spells powers or weapons, only physical attacks. The creature will also not retreat from battle or surrender to his opponent/enemy (a maximum morale). The spell remains in effect for 1 rd. per level of the caster or until the creature dies. If the creature saves against the spell then the spell is negated and the creature is not affected by this spell.
Nimmelar's Flaming Hand (by Nimmelar)
Wizardry
Level: 3
Range: hand-to-hand
Components: S,M
Duration: When caster stops the spell
Casting Time: 4 seconds
Area of Effect: N/A
Saving Throw: N/A
This spell was originally used when the wizard Nimmelar had no staff. The spell lights the caster's hands on fire, causing 5d8 damage per hit. The spell lasts until the caster calls its power off. To use the spell one must hold a Fire Crystal in each hand, say the spell, and the crystals will explode into flames.
Material Components: 2 Fire Crystals
Poisonous Daggers (by Jeff Neeser)
Conjuration/Summoning
Level: 3
Range: 0
Components: V, S
Casting time: 3
Duration: 1 round + 1/level
Area of Effect: Caster + daggers
Saving Throw: Special (see below)
Once this spell is cast any dagger type weapons the caster holds is now poisonous. When the caster hits a character with a poison dagger, the character rolls a save verse poison. If the character fails, for 1d8 + 2 rounds he suffers a minus 1d3 to hit and one point of damage. If the character succeeds the saving throw he takes one point of damage for half the time (half of 1d8+2. The dagger type weapon is only poisonous when it is in the casters hands, so if someone steals the caster's dagger it is no longer poisonous. However should the caster use a throwing dagger the dagger will remain poisonous while in the air until it
hits an enemy. If a character is hit by the poisonous dagger twice the magical damage is not doubled. The duration of the poison must run out before the character can be poisoned again.
Vision Spell (by Brian McBride)
Greater Divination
Level: 3
Range: Touch
Components: V,S
Duration: 1 hour/level (to a maximum of 48 hours)
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None
This spell allows a character to have Night Vision, Infrared vision, Telescopic vision, Microscopic vision, X-ray vision, Aura sight, and Multi-optic. Night vision allows the character to see as well in the dark as they normally can in the light. Infrared vision allows the character to see heat and heat trails from anything that produces heat. With Telescopic vision the character can see up to 10km away in perfect detail. With Microscopic vision the character can see something as small as 1 micron. X-ray vision allows the character to see through any object up to 10' thick. Aura Sight allows the character to determine the alignment of any character that is seen. Multi-optic vision is similar to that of an insect's (the character can see in a 360 degrees). The character can use only one vision at a time.

Arch Angel Wings (by Jeff Neeser)
Alteration
Level: 4
Range: Touch
Components: V,S
Duration: 6 hours + 1 hour/level (up to a maximum of 24 hours)
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell creates a pair of metal wings on the creature's back. These wings are as flexible as the wings on an average bird or bat, however, they are invulnerable to anything non-magical. The creature can fly at any speed, up to "Flash Speed". The creature can also shoot out blade feathers from the wings themselves which travel at "Flash Speed" and automatically hit causing 1-12 damage. The wings have 2 blade feathers plus 1 per level of the caster to a maximum of 30 blade feathers. The wings have three positions, which are adjusted by the creature who has the wings, folded in, folded down, and fully spread out. If the wings are folded in, the creature cannot use the wings at all. That is the creature cannot fly nor shoot the blade feathers. The wings are folded into the creature's body and they are reduced to the size of a blade feather, they are also phased through the creature's clothing. This makes the wings undetectable, by sight, if the creature has clothing. If the wings are folded down the creature can use most of the wings' abilities, excepting the ability to fly at "Flash Speed" (320 km/h, 1200m/s.) If the wings are fully spread out the creature can use all abilities, this now includes the ability to fly at "Flash Speed."
Boot-to-the-Groin (by The_Sabre)
Abjuration
Level: 4
Range: 10 yards
Components: V,S,M
Duration: 1 round/level
Casting Time: 6
Area Of Effect: One creature
Saving Throw: See below
Author: The_Sabre (the_sabre@hotmail.com)
Boot-to-the-Groin creates a boot that appears in front of the target as per boot-to-the-head, except that the boot kicks the target in the groin, not the head. Anything else not specified here is the same as in boot-to-the-head. Males with reproductive organs in affected area may save versus spell to be stunned for 1 round because of the close call. For males who fail the saving throw and receive the full amount of hits from the spell (all kicks hit), there is a 50% chance that the male will be rendered sterile from the deformation of the specific organs. The damage is the same as boot-to-the-head, except males take double damage.
The spell "Boot-to-the-Head" can be found in the Net SpellBook, or follow this link https://www.angelfire.com/rpg/3rdedition/wizspells2/special.html
Mindspeak (by Jeff Neeser)
Enchantment/Charm
Level: 4
Range: Touch
Components: V, S
Casting Time: 4
Duration: 1 hour/level
Area of Effect: 1 creature
Saving Throw: None
After this spell is cast on the caster or a creature (it must be a living creature and not undead), the character gains the telepathic ability to send a vocal message into other creature's minds. The receiving creature must know the language that the character is "speaking" in order to comprehend the message. The character can only send messages to a receiving creature that is within the sight of the character.
Vulge's Lead Ray (by Mighty_Zug)
Transmutation
Level: 4
Range: 25ft. + 5 for every 2 level
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: metal object weighing up to 10 lbs. per level
Saving Throw: Negates
You alter the physical properties of metal plating so that it becomes predominately lead.
The object does not change shape but doubles in weight and grants only +1 armour. A weapon is rendered useless. If a magic weapon, then it is rendered useless, and non functional, although a character with the appropriate item creation feat can repair it.
Material Component: A small chunk of lead.

Ball Lightning (by Rob)
Invocation/Evocation
Level: 5
Range: 50 yards + 15 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 2 square yards/ball
Saving Throw: Half
Ball lightning is a fireball/ lightning bolt spell. The caster causes 4 balls of lightning to come out of his left hand toward a target(s) Each ball may be directed to a different target. Each ball does 1d6 damage/level of experience up to 10d6 damage per ball. When a ball of lightning hits a target it makes an explosion of 2 square yards. Everything in the path of the explosion must make a magical fire check -2 or engulf in blue fire. Saving throw vs. spell may be made -1 for each level higher than the target of the caster. If a saving throw is made, the creature suffers half damage, and no explosion is caused.
Bats of Teleportation and Observation (by Jeff Neeser)
Alteration/Greater Divination
Level: 5
Range: 100 feet + 10 feet/level
Components: V,S
Duration: 1 hour + 1 hour/level (up to a maximum of 36 hours)
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Once this spell is cast the wizard transforms into a number of bats equal to the wizard's level. The wizard can control these bats to fly around. The wizard sees and hears through these creatures. The wizard can change one of the bats into his human form and vice versa as many times as he wants within the duration of the spell. When the wizard does this (changes a bat into his human form) he can still control the bats and see and hear through the bats just as he could before. The bats can travel up to the range of the spell away from the caster, the bats disappear if they travel outside of this range. If the wizard is in the bat form then the bats collectively have the same amount of hit points as the caster has. If the wizard is in his human form then the bats are destroyed by any sort of attack.
Corak's Instant Hairlessness (by The_Sabre)
Evocation
Level: 5
Range: 20 yards
Components: V,S
Duration: Instantaneous
Casting Time: 5
Area Of Effect: One creature
Saving Throw: None
This spell instantly and painfully jerks out all hair or fur from one target within range. To cast this spell, the mage must point at the target, say "Look! A hairless (name of targets race/species)!" and mime ripping out his own hair.
The target now takes damage as listed here:
1d2 for each area of thin hair (normal body hair on humans)
1d4 for each thick area of hair (head, groin on humans, etc.)
1d6 for each area of very thick hair (bear or cat fur, etc.)
One area of hair is a limb (the torso counts as two areas). If a person has no hair on a part of their body (for example, a womans shaved leg as a contemporary example), then no damage is done to that limb. This spell leaves small bloody cuts/wounds every few inches that heal normally. This spell is very distracting, as the target suddenly experience terrible pain all over their bodies. This may cause them to lose concentration on what they were doing-- casting a spell, climbing a rope, almost anything. The target makes a Constitution check at -4 to avoid losing concentration.
Love Slave (by Jeff Neeser)
Enchantment/Charm
Level: 5
Range: 10ft
Components: V,S
Duration: Special
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
This spell can be cast on the caster or someone within 20ft of the caster's sight. Once the spell is cast on the character the next creature that can directly communicate with the character becomes the love slave. The love slave will obey the character's slightest request. The spell ends when the character asks the love slave to do something that goes against their alignment or if the character tells the love slave "I don't love you."
Project Hellfire (by Jeff Neeser)
Evocation
Level: 5
Range: 100 feet
Components: V,S
Duration: 1d8 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
Once this spell has been cast, a stream of hellfire shoots from the caster's hands. The hellfire will burn through anything non-living and non-magical turning it to ash, but upon striking living tissue, the hellfire burns for 1d8 rounds. The hellfire can be put out only by sunlight, a dispel magic spell, or if a successful saving throw is made. The hellfire's shape is 10 feet long and 1 foot in diameter, and the damage from the impact of the hellfire is 4d8 plus 1d8 damage for every round the fire burns. The victim of the hellfire rolls a saving throw versus spell, and if successful, the fire causes no damage. If the saving throw fails the victim takes damage until the fire burns out of is put out.
Teleport to Laboratory (by Brian McBride)
Alteration
Level: 5
Range: Special
Components: V,S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This spell lets the character teleport to and from his laboratory. The character, when casting this spell, is teleported to his lab. If the spell is cast from within the lab the character then is teleported to the exact position he was in before he teleported to the lab. This spell only works for physical planes of existence.
Transmute Soil to Water (by Kurtis Swekla)
Alteration
Level: 5
Range: 60 yards
Components: V,S,M
Duration: Permanent
Casting Time: 5
Area of Effect: One 10-foot cube/level
Saving Throw: See text
This spell permanently turns any type of soil (sand, dirt, clay, etc.), excluding rocks, into pure, drinkable water. Magical or enchanted soil is unaffected by this spell. Creatures caught in the water will drown as normal, that is as if they were caught in any other type of water. Any creatures in the soil receive a reflex saving throw to escape. Any creature that is made of soil and has spell resistance receives spell resistance for this spell.
Transmute soil to water counters and dispels transmute water to soil.
Material Components: Acid and a smoking match.
Transmute Water to Soil (by Kurtis Swekla)
Alteration
Level: 5
Range: 60 yards
Components: V,S,M
Duration: Permanent
Casting Time: 5
Area of Effect: One 10-foot cube/level
Saving Throw: See text
This spell permanently turns the area of water (fresh or salt water) into soil such as sand, clay, dirt, etc. (the type of soil is chosen by the caster). Any liquids that are partially water are unaffected and magical or enchanted water is unaffected by this spell and magical or enchanted soil cannot be created. All creatures are unaffected by this spell unless they are from the elemental plane of Water. Only one water elemental creature can be affected per spell and if it fails its saving throw vs. spell it is inflicted with 1d6 damage per caster level, saving throw success means the creature is unaffected by the spell. Any creatures in the water which is turned into soil are not buried in the newly created soil.
Transmute water to soil counters and dispels transmute soil to water.
Material Components: A piece of rock and fire.

Bloodletting (by Jeff Neeser)
Alteration/Evocation
Level: 6
Range: Touch
Components: V,S,M (a weapon designed to draw blood)
Duration: one strike per wizard level
Casting Time: 5
Area of Effect: the weapon
Saving Throw: ½ damage
This spell is cast on a weapon, that is designed to draw blood, after enchant item has been cast successfully. The weapon will then cause bloodletting damage for a number of rounds after a successful attack. The master rolls 1d8 to determine how many rounds the bloodletting lasts and then 1d6 for damage each round of the bloodletting. Once an enemy is suffering the bloodletting an attack by the same weapon will only cause the weapon's damage. This spell will only work on bows if the spell is cast on each individual arrow.
Material component is the weapon.
Opal Armour (by Brian McBride)
Conjuration/Summoning
Level: 6
Range: touch
Components: V,S
Duration: 10 turns/level of the caster
Casting Time: 1 hour
Area of Effect: 1 creature
Saving Throw: None
This spell creates a thick, light, durable armor and 1 medieval weapon (random weapon from Weapon List exclude all targeting weapons). The armor will protect the wearer from any spell cast from a Wizard / Cleric that is of a lower level than the caster of the armor. The armor will also reduce any non-magical attack by 1/2. Any weapon that is made by the spell inflicts an additional 1D8 damage above the normal damage. The armor is immune to all acids, poisons, fire, and ice based attacks (for magical attacks see above). The armor also receives a +2% magic resistance per level of caster.
Teleportation to Laboratory (by Kurtis Swekla)
Alteration
Level: 6
Range: Special
Components: V,S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 10' radius
Saving Throw: None
This spell teleports the caster and 1 creature/level of the caster which are within a 10' radius of the caster, to the caster's laboratory. When this spell is cast in the laboratory, then the caster plus 1 creature/level of the caster, which are within a 10' radius of the caster, are teleported to the position where they were before using the spell to get to the laboratory. This spell works for all physical planes of existence. That is, this spell will transport the caster (and others) from any physical plane to the laboratory, which lies on the Prime Material Plane.
Turn Undead (by Brian McBride)
Necromancy
Level: 6
Range: Special
Components: V,S
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell allows a wizard to turn the undead just like a priest. The only exception is that the wizards ability to turn the undead is half that of a priest. In other words a level 8 wizard is able to turn the undead the same as a level 4 cleric. The wizard cannot kill the undead either, for any creature that dies when seeing a priest of a high enough level will only be turned by a wizard. For descriptions of the range and area of effect of this spell, it is the same as turning undead of a priest (page 103 in the Player's Handbook).

Character Base Guaranteed (by Brian McBride)
Abjuration
Level: 7
Range: Touch
Components: V,S
Duration: Special
Casting Time: 1 hour
Area of Effect: 1 creature
Saving Throw: None
This spell allows the character's original statistics to be reinstated if desired. The character must first cast this spell on a creature. The caster will choose what statistics will be recorded (Strength, Intelligence, Age, Height, Weight, Experience points, Powers, Pockets, Locks, etc.) then if the character's statistics are altered through magic or other means the caster can recast the spell and revert the character's statistics back to the previous. The statistics are reverted back to the way they were when this spell was initially cast. This spell will only work for one particular statistic and can only be used on a creature once in its life-time.
Corsonite Weapon Spell (by Jeff Neeser, inspiration from Brian McBride)
Conjuration/Summoning
Level: 7
Range: Special
Components: V,S,M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
This spell enchants the weapon with the ability to "accept" jewels into the weapon. The spell allows a hole in the weapon's bladed area to have special jewels placed there. The jewels imbue the weapon with a special ability, each jewel imbues a different ability. The jewels must be made separately from the weapon. Each jewel must be created as any other magical item is made. When jewels have been made for the weapon they are placed in the hole one at a time. To take out a jewel another one must push the original one out of the hole and thus slip into the hole. The type of weapon which this spell can be cast upon is a weapon with a shaft or handle which is made of a different material than the metaled bladed area.
Mega Missile (by Jeff Neeser)
Evocation
Level: 7
Range: 100 feet
Components: V,S
Duration: Instantaneous
Casting Time: 7
Area of Effect:
Saving Throw: ½
The caster shoots a powerful missile from the palm of his hand after the spell is cast. The mega missile can travel up to a distance of 100 feet and explodes on impact. Anyone caught in the centre of the explosion (10 foot radius) will take 6d6 points damage. Anyone within the outer rim of the explosion (a radius between 10 feet and 20 feet away from the explosion) will take 4d6 points of damage. The caster can shoot 1 Mega Missile for every 3rd wizard level to a maximum of 10 Mega Missiles. The caster shoots all the missiles at once but, he can shoot multiple targets as long as all the targets are in front of the caster.
Tiara's Cyclonic Attack (by Jeff Neeser)
Conjuration/Summoning
Level: 7
Range: Special
Components: V,S
Duration: 5 rounds + 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
Once this spell is cast a miniature cyclone shoots from the caster's hand to the target chosen by the caster. The cyclone being a straight funnel of spinning wind, completely encompasses the target and spins it wildly. If an enemy (a living creature) is encompassed by the sphere, then the enemy cannot attack or resist in any way because of his extreme disorientation. Once the sphere encompasses the target, the funnel does not break from the caster's hand, so the caster can lift the target off the ground, slam an enemy against walls, and adjust the length of the funnel.
If the spell is cast on a creature and something gets within the path of the funnel, the funnel will be broken and encompass whatever wanders into its way. The sphere (cyclone) is as powerful as a cyclone. The volume which can be encompassed is 10 feet cubed + 1 foot cubed/level of the caster, to a maximum size of .... If the target is smaller than the initial encompassment, then the sphere will only grow to capture the intended target. If the target is greater than the sphere's volume, then the cyclone would tear off a piece of the target as large as the sphere itself.
The spell lasts for 5 rounds + 1 round/level to a maximum of 20 rounds, or the caster can will the spell to be dispelled or, of course, a Dispell Magic spell. The funnel length shoots up to 100 feet + 10 feet/level of the caster to a maximum of 200 feet.

Clay to Flesh (reversible) (by Jeff Neeser)
Alteration
Level: 8
Range: 10ft/level
Components: V,S
Duration: Special
Casting time: 8
Area of Effect: 1 creature
Saving throw: Neg. (when turning flesh to clay)
When this spell is cast on a creature it's flesh, bone, hair, teeth fingernails (everything that is physically connected with it, not items) is turned to clay. The clay is of the most basic shape there are no small details of the creature seen in the clay. The clay can then be altered by anyone in size, addition, subtractions and body parts can be shifted from one creature to another. In mix and matching body parts involves only clay that has previously been flesh. Clay that has been transported from one creature to another will retain its original characteristics if it is simply transplanted. If the clay has been rolled around and loses its original shape it becomes general clay and will take on the creature's characteristic. The creature has full control over the body part or addition flesh when returned to flesh. The spell can then be reversed and the clay made flesh again.
Magic Mirror Armour (by Jeff Neeser)
Conjuration/Summoning
Level: 8
Range: Touch
Components: V,S
Duration: 5 rounds + 2 rounds/level (to a maximum of 60 rounds)
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None
This spell creates magic armor around the caster (or chosen creature.) The armor is forged of such material that any missile attack reflects back at the same angle as it entered (back at the attacker) and with any melee attack, the Magic Mirror Armor reacts like regular armor. The armor lasts for 5 rounds + 2 rounds/level of the caster to a maximum of 60 rounds (1 hour.) The caster has control of what the armor looks like in terms of eye holes, etc..
Sword and Daggers of Cutting (by Jeff Neeser)
Conjuration/Summoning
Level: 8
Range: Special
Components: V,S
Duration: 1 round/level (up to a maximum of 120 rounds or 2 hours)
Casting Time: 8
Area of Effect: Special
Saving Throw: None
After this spell is cast a sword or dagger appears in the caster's hand (the caster's choice whether it is a sword or dagger and any type of sword or dagger can be chosen.) The weapon can cut through anything (except anything magical) as easily as swiping the blade through air. If the caster gives someone else the weapon it still has its magical ability for the duration of the spell. After the duration of the spell the weapon disappears.
Touch of Age Drain (by Jeff Neeser)
Necromancy
Level: 8
Range: Touch
Components: V,S
Duration: Special
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Neg.
After the spell is cast the wizard touches a creature and drains the life out of them. One to five years are drained from the creature's life span and the creature ages one to five years. The caster can then give the life-force to anyone including themselves, the receiver grows younger by one to five years. The life-force must be given within one hour or it disappears.

Flaming Beam (by Nick)
Elemental
Level: 9
Range: 10 ft.
Components: left blank by author
Duration: 2d8 rounds
Casting Time: 3
Area of Effect: 10 ft. by 10 ft.
Saving Throw: See Below
This is a powerful beam of incredible beauty and awesome power. The damage is 10d20. At full power (max damage) it can do 200 damage. The beam is a red blast of intense heat. Swirling around the beam is a mixture of blue and yellow flame. The tip and centre of the blast can reach up to 6500 degrees Celsius. The blast can be dodged with a successful saving throw versus spell if the creature is at half distance, otherwise the creature is incinerated and the blast continues to travel to its max range.
Laboratory Out Of Time (by Brian McBride)
Alteration
Level: 9
Range: Within the laboratory
Components: V,S
Duration: Special
Casting Time:1 hour
Area of Effect: Caster's laboratory
Saving Throw: None
This spell allows the character to create spells or magical items without the inconvenience of wasting time. This spell allows all beings within the laboratory to do their business for the regular amount of time and exit the laboratory. To the characters outside the laboratory the time used to create the spell or item seems like a few minor seconds. The characters in the laboratory still experience time as normal (they age, have to eat and sleep, etc.).
Teleport Lab (by Jeff Neeser)
Alteration
Level: 9 (or 10)
Range: Special
Components: V,S,M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Caster's laboratory
Saving Throw: None
This spell allows the wizard to teleport heir lab from one location to another. The caster must first find, or make a flat location to where the lab will be teleported to. The caster then casts the spell and this new location AND then also has to cast it again at the original location of the lab. The caster must cast this spell twice in order for the spell to work.
After the spell has been cast on the lab, the building and all of its contents (excluding any living
creatures) are transported to the new location. The only limitation of distance is that the new location must be within 10 miles of the original location.
The material component of this spell is: earth from the new location and something else that is hard to come by in your world.