:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 - Supra 14.4 - Sysop: Gug A Game Master Support BBS RPG, Homebrew Beer, & Fiction Text .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Hi, As I promised a while ago, I am sending you (the ASCII version of) The Great Net Spellbook, version 3. I have edited the spells to make them somewhat more legible (for example: SOME OF THEM WERE COMPLETELY CAPITALISED, while some of the other spells contained some lines that did not fit on an 80-line screen, while others contianed much speeling missteaks). Anyway, with this introduction you will find 15 other files, with the following subjects and approximate length: Net Spellbook: List of spells 17217 Net Spellbook: Index 9420 Net Spellbook: Index-macro 275 Net Spellbook: Attributions 4818 Net Spellbook: Cantrips 6598 8 cantrips Net Spellbook: Level 1 51317 56 spells Net Spellbook: Level 2 70447 74 spells Net Spellbook: Level 3 78800 63 spells Net Spellbook: Level 4 93141 74 spells Net Spellbook: Level 5 71821 56 spells Net Spellbook: Level 6 65943 45 spells Net Spellbook: Level 7 40775 26 spells Net Spellbook: Level 8 30171 19 spells Net Spellbook: Level 9 56885 29 spells Net Spellbook: Conclusion 688 These files contain the names of the spells, the names of the people who posted them, an index to the spells, a macro to print that index using troff, and the spells themselves, respectively. You are free to redistribute them, and copy them for your own use, as long as you do not prevent others to do the same. You may not sell them for profit. If you distribute them, make sure that you distribute the entire package as you have received it yourself, especially the list of contributors, unchanged. One small note about the files containing the spells: after you've removed the headers and the .signature, you can just "cat" them into one large file: all of them end with a ^L (page break). I will eventually (re)post these spells, whenever I think I have accumulated enough new ones. I will mark these updates as being another version. Note that this version (3) contains 450 Magic User spells. Well, enough rambling for now, get them and enjoy! Boudewijn Wayers (wsbusr@eutws1.win.tue.nl). The Great Net Spellbook! Version 3, June 21st 1991. The following is a list of the new spells, as they were posted to the net in the last two years or so. Cantrips -------- Compass (Divination) Jamye's Appearing Ink (Alteration) Reversible Pitch (Evocation) Silvadel's Magic Feather (Enchantment) Stepping Stone (Evocation) Tune (Alteration) Reversible Umbrella (Abjuration) Vision (Alteration) First Level ----------- Acid Hands (Evocation) Ahrvar's Forgery (Alteration) Alpha's Acid Stream (Alteration) Alpha's Electric Arc (Evocation) Alpha's Hunting Hound (Conjuration/Summoning) Alpha's Sparkle Beam (Evocation) Alpha's Starlight (Evocation, Illusion) Alpha's Wall of Darkness (Alteration) Animal (Illusion/Phantasm) Association (Divination) Azalldam's Fabricated Bridge (Conjuration/Summoning) Cat Spirit (Alteration) Coloration (Alteration) Comeliness (Illusion/Phantasm) Reversible Detect Poisoning (Divination) Diminutive Darkness (Alteration) Drowse (Illusion/Phantasm) Electric Blades (Evocation) Fellstar's Flame Finger (Invocation/Evocation) Find Water (Divination) Flash (Evocation) Frost Hands (Evocation) Frost Touch (Evocation) Guilda's Treacherous Tripwire (Enchantment/Charm) Human Torch (Evocation) Inaudibility (Illusion/Phantasm) Insolence (Illusion/Phantasm) Jamye's Melodramatic Music (Alteration, Conjuration, Enchantment/Charm) Kazago's Lock Pick (Alteration) Last Image (Divination, Necromancy) Lesser Invisible Object (Illusion/Phantasm) Little Death (Necromancy) Mental Notepad (Alteration) Minor Annoyance (Illusion) Minor Mimicry (Illusion/Phantasm) Murder Weapon (Divination, Necromancy) Painting (Illusion/Phantasm) Personal Magnetism (Alteration) Protection from Chaos (Abjuration) Reversible Protection from Rain (Abjuration) Quantas's Target Bow (Enchantment) Sand Skin (Conjuration) Sangfroid (Abjuration) Shadows (Illusion/Phantasm) Skeleton (Necromancy) Skulkskin (Illusion/Phantasm) Small Fire Ball (Evocation) Snapshot (Invocation/Evocation) Spirit Command (Enchantment/Charm) Time of Death (Divination, Necromancy) Tree Swipe (Alteration) Urlic's Unwholesome Meal (Illusion/Phantasm) Werp's Unseen Escape (Illusion/Phantasm) Wimbly's Wonderful Web (Conjuration, Evocation) Wither (Necromancy) Wizard Glue (Enchantment) Second Level ------------ Acid Water (Alteration) Ahrvar's Instant Offensiveness (Enchantment/Charm) Ahshay's Mystic Mutable Aura (Illusion/Phantasm) Alpha's Moonlight (Evocation) Alpha's Rainbow Beam (Evocation) Alpha's Spark Shower (Evocation) Alpha's Star Gaze (Evocation) Alpha's Starblades (Conjuration) Ambient Light (Alteration) Annoyance (Illusion) Azalldam's Fabricated Boat (Conjuration/Summoning) Bigby's Groping Fingers (Conjuration) Byen's Arrow (Illusion/Phantasm) Cause of Death (Divination, Necromancy) Cheffield's Major Feast (Alteration) Circle of Power (Evocation) Cloud Walk (Alteration) Dancing Fire Light (Alteration, Evocation) Death Armour (Necromancy) Detect Chaos (Divination) Reversible Detect Magic II (Divination) Detect Phase (Divination) Detect Spirit (Divination) Reversible Disease (Illusion/Phantasm) Dispel Silence (Abjuration) Dreamoore's Explosive Missile (Alteration/Evocation) Dreamoore's War Disk (Evocation) Duck! (Enchantment/Charm) Dumbness (Illusion/Phantasm) Dust Warriors (Conjuration/Summoning, Necromancy) Expose Magic (Divination) Exterminate II (Abjuration) Fellstar's Flamehand (Invocation/Evocation) Greysky's Improved Missile (Evocation) Guilda's Sneakabout Light (Alteration) Hand of Ithiqua (Illusion/Phantasm) Heat Feet (Alteration) Imitation (Illusion/Phantasm) Improved Detect Magic (Divination) Improved Identify (Divination) Inaudibility (Illusion/Phantasm) Last Experience (Divination, Necromancy) Lightservant (Alteration, Conjuration/Summoning) Magic Mike's Projection (Conjuration) Malta's Pattern Creation (Alteration) Malta's Pattern Image (Alteration) Mangar's Bloodfire (Evocation, Necromancy) Memorise Song (Enchantment/Charm) Mimicry (Illusion/Phantasm) Noise Filter (Illusion) Paldeggeron's Accurate Arrow (Enchantment) Petition (Conjuration/Summoning) Plane Source (Divination) Reversible Pobithakor's Pacifier (Alteration) Protection from Enchantment (Abjuration) Resist Cold (Alteration) Resist Paralysis (Abjuration) Reveal Owner (Divination) Sarius' Golden Squares of Protection (Evocation) Secret torch (Illusion/Phantasm) Shield II (Abjuration) Shocksphere (Evocation) Sillvatar's Silver Lining (Enchantment/Charm) Sonic Barrier (Abjuration) Sonoric's Lodestone (Divination) Spider Climb II (Alteration) Summon Undead (Necromancy) Transcribe Song (Alteration, Evocation) Trosli's Spontaneous Defenestration (Illusion/Phantasm) Veschiul's Shadowbolt (Evocation) Veschiul's Shadowcurse (Alteration) Wings (Alteration) Wound Closure (Necromancy) Zombie (Necromancy) Third Level ----------- Alpha's Comet (Conjuration, Evocation) Alpha's Darklight (Alteration) Alpha's Flames of the Faltine (Alteration, Evocation) Alpha's Heat Lightning (Evocation) Alpha's Ice Bolt (Conjuration/Summoning) Alpha's Images of Ikonn (Illusion/Phantasm) Alpha's Lightwall (Evocation) Alpha's Lucent Lance (Alteration) Alpha's Night of the Leonids (Conjuration/Summoning) Alpha's Rolling Thunder (Evocation) Alpha's Silverlight (Evocation) Alpha's Starfire (Evocation) Astral Wall (Abjuration, Conjuration) Azalldam's Waterspray (Invocation/Evocation) Brains (Alteration) Burning Hands II (Alteration) Channel Item (Enchantment, Invocation) Charm Undead (Enchantment/Charm, Necromancy) Conceal Magic (Divination) Curse Weapon (Enchantment/Charm) Detect Charm (Divination) Detect Teleport (Divination) Dreamoore's Eldritch Sphere (Evocation) Eldarr's Spell Conversion (Alteration) Enhance Illusion (Alteration) Exploding Coins (Enchantment/Charm) Fellstar's Flaming Vortex (Invocation/Evocation) Free Action (Abjuration) Gaseous Form (Alteration) Grasping Hands of Horror (Necromancy) Hang (Alteration) Hold Spirit (Enchantment/Charm) Improved Armour (Conjuration) Jam Radio (Alteration, Divination) Jamye's Prismatic Snowball (Alteration, Conjuration, Enchantment) Kallum's Cold Frost (Evocation) Magic Missile II (Evocation) Major Annoyance (Enchantment/Charm) Malta's Pattern Transport (Alteration) Marty's Magic Bow (Evocation) Merkridan's Misplayal (Alteration) Molten Ground (Alteration) Necromantic Bolt (Necromancy) Pander's Improved Identify (Abjuration, Divination) Pobithakor's Tracer (Divination, Evocation) Protection from Chaos, 10 Foot Radius (Abjuration) Reversible Rathe's Trigger (Conjuration) Reconstruct (Divination) Resist Electricity (Alteration) Resist Fire (Alteration) Resist Paralysis (Abjuration) Rhuva's Spellscan (Divination) Sarius' Golden Circles of Protection (Evocation) Snowball (Evocation) Sonoric's Magic Tracker (Divination) Sonoric's Trance (Enchantment/Charm, Divination) Soul Safe (Abjuration, Necromancy) Spirit Call (Conjuration/Summoning) Reversible Stren's Improved Floating Disk (Conjuration, Evocation) Suggest Illusion (Illusion/Phantasm) View Past (Divination) Wimbley's Enwrapment (Alteration) Fourth Level ------------ Acid Spray (Evocation) Alcoreax's Icetrail (Evocation) Alpha's Acid Rainstorm (Conjuration/Summoning) Alpha's Acid Resistance (Abjuration) Alpha's Ball Lightning (Evocation) Alpha's Chill of the Void (Alteration, Evocation) Alpha's Elemental Form (Alteration) Alpha's Firefall (Alteration) Alpha's Flames of Falroth (Alteration, Evocation) Alpha's Hunting Pack (Conjuration/Summoning) Alpha's Rainbow Blast (Evocation) Alpha's Ray of Paralysis (Alteration) Alpha's Shadowfire (Evocation, Necromancy) Alpha's Sheet Lightning (Evocation) Bergil's Fire Bolt (Evocation) Branit's Backstabbing Surprise (Conjuration) Broom (Enchantment) Chaos Vision (Illusion/Phantasm) Cheffield's Kingly Feast (Alteration) Continual Ambience (Alteration) Damian's Insulated Envelope (Abjuration) Deadthought (Divination, Necromancy) Deave (Alteration, Illusion/Phantasm) Deja Vu (Divination) Detect Spellcasting (Divination) Dreamoore's Eldritch Shield (Abjuration) Dreamoore's Warding Shield (Abjuration) Eldarr's Flameshroud (Abjuration, Invocation/Evocation) Eldarr's Shockshroud (Abjuration, Invocation/Evocation) Enemy Blink (Alteration, Enchantment/Charm) Fellstar's Flaming Water (Alteration, Invocation/Evocation) Glamden's Mixer (Alteration) Hand of Time (Necromancy) Hold Person II (Enchantment/Charm) Hydro Shield (Alteration, Evocation) Illumine (Alteration) Improved Magic Mouth (Alteration) Independent Spectral Hand (Necromancy) Inertia (Alteration) Jamye's Greased Pig (Alteration, Conjuration) Jamye's Headless Flying Roasted Pig (Enchantment, Summoning) Jamye's Morning After (Alteration, Enchantment/Charm) Jibril's Anti-Magic Shield (Alteration) Justin's Mental Map (Divination) Mimic (Enchantment/Charm) Missile Multiplication I (Alteration, Evocation) Mystyk's Backlash (Abjuration, Invocation/Evocation) Negative Bolt (Evocation) Pander's Whirlwind Travel (Conjuration/Summoning) Pobithakor's Alarm (Divination) Reversible Protection from Domination (Abjuration) Rathe's Mage Lock (Alteration) Resist Acid (Alteration) Rhuva's Counter-Scry (Divination) Rhuva's Tracker (Divination) Sarius' Golden Triangles of Protection (Evocation) Sarius' Mage Ward (Alteration, Enchantment) Shadow Wall (Abjuration, Conjuration) Sillvatar's Dragon Wings (Conjuration/Summoning) Sleep II (Enchantment/Charm) Sonoric's Animal Awareness (Divination, Enchantment/Charm) Sonoric's Fly on the Wall (Divination, Necromancy) Sonoric's Spying Minions (Conjuration/Summoning, Divination) Spirit Skill (Enchantment) Steal Skill (Conjuration) Suppress Magic Resistance (Abjuration) Teleport Trace (Divination) Time Warp (Alteration) Uldark's Conjured Fireball (Conjuration/Summoning) Uldark's Conjured Frost Bolt (Conjuration/Summoning) Uldark's Conjured Lightning Bolt (Conjuration/Summoning) Vander's Librarian (Conjuration/Summoning) Vandergast's Forcetrap (Invocation/Evocation) View Past (Divination) Fifth Level ----------- 5-Mile Carrier (Alteration) Alpha's Aurora Borealis (Evocation) Alpha's Balefire (Conjuration/Summoning) Alpha's Blue Blaze (Conjuration, Evocation) Alpha's Incantation of Elemental Domination (Abjuration, Enchantment) Alpha's Lightningarmour (Abjuration, Evocation) Alpha's Moons of Munnopoor (Alteration, Invocation/Evocation) Alpha's Saint Elmos' Fire (Evocation) Alpha's Shooting Stars (Conjuration/Summoning) Alpha's Spectral Hound (Conjuration, Phantasm) Alpha's Star-Powered Magery (Invocation) Alpha's Starshield (Abjuration, Alteration) Alpha's Wizard Light (Alteration, Evocation) Auralon's Deflective Plates (Evocation) Azura's Death Shadow (Conjuration/Summoning, Necromancy) Azura's Soul Whip (Evocation, Necromancy) Blizzard (Evocation) Bone Splinter (Evocation) Chaos Magic (Alteration) Cone of Acid (Evocation) Cone of Fire (Evocation) Deflect Normal Weapon Attacks (Abjuration) Detect Spell (Divination) Dreamoore's Greater Eldritch Sphere (Evocation) Dreamoore's Spellblade (Evocation) Fellstar's Flame Cone (Invocation/Evocation) Greenfire (Evocation) High-Energy Lightning Bolt (Evocation) Improved Fire Ball (Evocation) Jamye's Armour Reversal (Abjuration) Jamye's Greased Lightning (Evocation) Kalessin's Long Arm (Conjuration) Meillikhom's Room of Seclusion (Alteration) Mental Ledger (Alteration) Missile Multiplication II (Alteration, Evocation) Pobithakor's Protection (Abjuration) Rathe's Contingency Trigger (Alteration) Rhuva's Wizard Stomper (Divination, Evocation) Sarius' Ethereal Transfer (Alteration, Enchantment) Sarius' Golden Stars of Protection (Evocation) Scrybane (Divination, Enchantment/Charm) Sillvatar's Dragon Claw (Conjuration/Summoning) Sillvatar's Flamestaff (Enchantment/Charm, Invocation/Evocation) Sillvatar's Shockingstaff (Enchantment/Charm, Invocation/Evocation) Sonoric's Illusionary Observer (Divination, Illusionism/Phantasm) Sonoric's Superior Minions (Conjuration/Summoning, Divination) Summon Warrior (Conjuration/Summoning) Superior Sleep (Enchantment/Charm) Taint Alignment (Enchantment/Charm) Tonguetwister (Abjuration, Alteration) Traelanger's Extermination (Alteration, Conjuration/Summoning) Tryton's Armour (Abjuration) Tryton's Death Grip (Necromancy) Wiley's Door (Alteration) Wiley's Teleport (Alteration) Wolldin's Backstabber (Illusionism/Phantasm) Sixth Level ----------- Acid Rain (Evocation) Alpha's Firefountain (Alteration) Alpha's Rainbow Warrior (Evocation, Summoning) Alpha's Starlight Citadel (Conjuration/Summoning) Alter Occurrence (Conjuration/Summoning, Invocation/Evocation) Azura's Black Scythe (Evocation, Necromancy) Block Teleport (Abjuration) Copyright (Abjuration, Divination) Coradon's Cataclysmic Corinary (Invocation/Evocation, Necromancy) Create Ghast (Necromancy) Diamondblade (Enchantment/Alteration) Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation) Dreamoore's Eldritch Decagon (Alteration, Evocation) Dreamoore's Missile Tempest (Evocation) Dreamoore's Viper Lance (Alteration) Eldarr's Improved Spell Conversion (Alteration) Energy Field (Conjuration, Evocation) Fellstar's Flame Arc (Invocation/Evocation) Fellstar's Flame Dome (Invocation/Evocation) Glamden's Acid Fire (Invocation/Evocation) Glamden's Acidic Gas (Invocation/Evocation) Glamden's Gas Jet (Invocation/Evocation) Hold Person IV (Enchantment/Charm) Improved Wiley's Door (Alteration) Justin's Skimmer (Evocation) Kalessin's Spell Load (Evocation) Lich's Palm (Necromancy) Lorth's Stasis (Alteration) Mage Lock (Alteration, Evocation) Mass Teleport (Alteration) Minor Accursed Rite (Necromancy) Moloranis's Marvelous Map (Invocation/Evocation) Mystyk's Improved Backlash (Abjuration, Invocation/Evocation) Quintessa's Slaying Spear (Evocation) Replay (Divination, Illusion) Retroactive Dispel Magic (Abjuration, Alteration) Sarius' Frost Giant Manifestation (Conjuration) Sarius' Platinum Platform (Alteration, Enchantment) Sillvatar's Surgical Strike (Invocation/Evocation) Spell-link (Alteration) Staff of Light/Darkness (Alteration, Evocation) Teleport Trap (Alteration) Teleport via Fire (Alteration) Vandergast's Armoured Forcetrap (Invocation/Evocation) Wizard Watch (Alteration, Divination) Seventh Level ------------- Chaos Environment (Alteration) Create Mummy (Necromancy) Create Undead (Necromancy) Deflect Magic Weapon Attacks (Abjuration) Delayed Blast Snowball (Evocation) Electrosphere (Evocation) Eye of the Beholder (Evocation) Fellstar's Flame Fog (Invocation/Evocation) Jamye's Flesh to Toast (Alteration) Jamye's Improved Armour Reversal (Abjuration) Llewllynn's Wall of Force (Evocation) Magic Quench (Abjuration, Alteration) Mind Find (Divination) Nearthia's Combat Spell (Abjuration, Alteration, Divination) Nearthia's Spell Vortex (Evocation) Pobithakor's Placer (Alteration, Divination) Prismatic Beam (Abjuration, Conjuration/Summoning) Sarius' Fire Giant Manifestation (Conjuration) Sarius' Temporal Demi-Plane (Conjuration, Evocation) Sillvatar's Dragon Bite (Conjuration/Summoning) Stash (Alteration) Summon Wizard (Conjuration/Summoning) Uldark's Radiant Bolt (Conjuration/Summoning) Valcon's Spectral Army (Illusionism/Phantasm) Wolldin's Fearstalker (Illusionism/Phantasm) Zandare's Twist (Alteration, Enchantment) Eighth Level ------------ Caligula's Vitality Drain (Alteration) Fellstar's Flame Jet (Invocation/Evocation) Jamye's Spell Reversal (Alteration) Life Leech (Necromancy) Reversible Long-Range Carrier (Alteration) Lorth's Sending (Alteration) Major Globe of Invulnerability (Abjuration) Mystyk's Halflife (Necromancy) Mystyk's Major Backlash (Abjuration, Invocation/Evocation) Mystyk's Plane Survival (Abjuration, Alteration) Power Link (Necromancy) Sarius' Ethereal Gateway (Conjuration/Summoning) Sheath (Alteration, Conjuration/Summoning) Sillvatar's Dragon Armour (Conjuration/Summoning) Stargate (Alteration) Summon Wraiths (Conjuration/Summoning, Necromancy) Teleport Block (Abjuration) Teleport Warp (Alteration) Vandergast's Vacuous Void (Alteration) Ninth Level ----------- Bone Shatter (Evocation) Coradon's Conflagration (Invocation/Evocation) Damians Mindswap (Enchantment/Charm) Demonic Immunity (Abjuration) Ding Shu's Draconian Holocaust (Invocation/Evocation) Ding Shu's Marvelous Chopsticks (Conjuration/Summoning) Eldarr's Major Spell Conversion (Alteration) Expanded Awareness (Alteration, Divination) Reversible Fellstar's Flame Sheet (Invocation/Evocation) Fenzill's Phantasmal Fingers (Necromancy) Genocide (Evocation, Necromancy) Lazatar's Spellstopper (Abjuration) Lazzaro's Murderous Sword (Enchantment) Lichdom (Alteration) Lorth's Translocation (Alteration) Magic Swarm (Alteration) Mental Library (Alteration) Mezzalldam's Choking Fist (Evocation) Mezzalldam's Lightning Swarm (Invocation/Evocation) Mystyk's Mystical Missile (Invocation/Evocation) Nuke (Evocation) Power Word, Vapourisation (Alteration, Conjuration/Summoning) Sarius' Endosmotic Zone of Magic (Alteration) Sillvatar's Dragon Breath (Conjuration/Summoning) Sillvatar's Superior Summoning (Conjuration/Summoning) Reversible Sphere of Annihilation (Evocation) Symmetry (Evocation) Telnorne Force Layer (Evocation) Uldark's Ultimate Summoning (Conjuration/Summoning) Reversible 0 Compass 0 Jamye's Appearing Ink 0 Pitch 0 Silvadel's Magic Feather 0 Stepping Stone 0 Tune 0 Umbrella 0 Vision 1 Acid Hands 1 Ahrvar's Forgery 1 Alpha's Acid Stream 1 Alpha's Electric Arc 1 Alpha's Hunting Hound 1 Alpha's Sparkle Beam 1 Alpha's Starlight 1 Alpha's Wall of Darkness 1 Animal 1 Association 1 Azalldam's Fabricated Bridge 1 Cat Spirit 1 Coloration 1 Comeliness 1 Detect Poisoning 1 Diminutive Darkness 1 Drowse 1 Electric Blades 1 Fellstar's Flame Finger 1 Find Water 1 Flash 1 Frost Hands 1 Frost Touch 1 Guilda's Treacherous Tripwire 1 Human Torch 1 Inaudibility 1 Insolence 1 Jamye's Melodramatic Music 1 Kazago's Lock Pick 1 Last Image 1 Lesser Invisible Object 1 Little Death 1 Mental Notepad 1 Minor Annoyance 1 Minor Mimicry 1 Murder Weapon 1 Painting 1 Personal Magnetism 1 Protection from Chaos 1 Protection from Rain 1 Quantas's Target Bow 1 Sand Skin 1 Sangfroid 1 Shadows 1 Skeleton 1 Skulkskin 1 Small Fire Ball 1 Snapshot 1 Spirit Command 1 Time of Death 1 Tree Swipe 1 Urlic's Unwholesome Meal 1 Werp's Unseen Escape 1 Wimbly's Wonderful Web 1 Wither 1 Wizard Glue 2 Acid Water 2 Ahrvar's Instant Offensiveness 2 Ahshay's Mystic Mutable Aura 2 Alpha's Moonlight 2 Alpha's Rainbow Beam 2 Alpha's Spark Shower 2 Alpha's Star Gaze 2 Alpha's Starblades 2 Ambient Light 2 Annoyance 2 Azalldam's Fabricated Boat 2 Bigby's Groping Fingers 2 Byen's Arrow 2 Cause of Death 2 Cheffield's Major Feast 2 Circle of Power 2 Cloud Walk 2 Dancing Fire Light 2 Death Armour 2 Detect Chaos 2 Detect Magic II 2 Detect Phase 2 Detect Spirit 2 Disease 2 Dispel Silence 2 Dreamoore's Explosive Missile 2 Dreamoore's War Disk 2 Duck! 2 Dumbness 2 Dust Warriors 2 Expose Magic 2 Exterminate II 2 Fellstar's Flamehand 2 Greysky's Improved Missile 2 Guilda's Sneakabout Light 2 Hand of Ithiqua 2 Heat Feet 2 Imitation 2 Improved Detect Magic 2 Improved Identify 2 Inaudibility 2 Last Experience 2 Lightservant 2 Magic Mike's Projection 2 Malta's Pattern Creation 2 Malta's Pattern Image 2 Mangar's Bloodfire 2 Memorise Song 2 Mimicry 2 Noise Filter 2 Paldeggeron's Accurate Arrow 2 Petition 2 Plane Source 2 Pobithakor's Pacifier 2 Protection from Enchantment 2 Resist Cold 2 Resist Paralysis 2 Reveal Owner 2 Sarius' Golden Squares of Protection 2 Secret torch 2 Shield II 2 Shocksphere 2 Sillvatar's Silver Lining 2 Sonic Barrier 2 Sonoric's Lodestone 2 Spider Climb II 2 Summon Undead 2 Transcribe Song 2 Trosli's Spontaneous Defenestration 2 Veschiul's Shadowbolt 2 Veschiul's Shadowcurse 2 Wings 2 Wound Closure 2 Zombie 3 Alpha's Comet 3 Alpha's Darklight 3 Alpha's Flames of the Faltine 3 Alpha's Heat Lightning 3 Alpha's Ice Bolt 3 Alpha's Images of Ikonn 3 Alpha's Lightwall 3 Alpha's Lucent Lance 3 Alpha's Night of the Leonids 3 Alpha's Rolling Thunder 3 Alpha's Silverlight 3 Alpha's Starfire 3 Astral Wall 3 Azalldam's Waterspray 3 Brains 3 Burning Hands II 3 Channel Item 3 Charm Undead 3 Conceal Magic 3 Curse Weapon 3 Detect Charm 3 Detect Teleport 3 Dreamoore's Eldritch Sphere 3 Eldarr's Spell Conversion 3 Enhance Illusion 3 Exploding Coins 3 Fellstar's Flaming Vortex 3 Free Action 3 Gaseous Form 3 Grasping Hands of Horror 3 Hang 3 Hold Spirit 3 Improved Armour 3 Jam Radio 3 Jamye's Prismatic Snowball 3 Kallum's Cold Frost 3 Magic Missile II 3 Major Annoyance 3 Malta's Pattern Transport 3 Marty's Magic Bow 3 Merkridan's Misplayal 3 Molten Ground 3 Necromantic Bolt 3 Pander's Improved Identify 3 Pobithakor's Tracer 3 Protection from Chaos, 10 Foot Radius 3 Rathe's Trigger 3 Reconstruct 3 Resist Electricity 3 Resist Fire 3 Resist Paralysis 3 Rhuva's Spellscan 3 Sarius' Golden Circles of Protection 3 Snowball 3 Sonoric's Magic Tracker 3 Sonoric's Trance 3 Soul Safe 3 Spirit Call 3 Stren's Improved Floating Disk 3 Suggest Illusion 3 View Past 3 Wimbley's Enwrapment 4 Acid Spray 4 Alcoreax's Icetrail 4 Alpha's Acid Rainstorm 4 Alpha's Acid Resistance 4 Alpha's Ball Lightning 4 Alpha's Chill of the Void 4 Alpha's Elemental Form 4 Alpha's Firefall 4 Alpha's Flames of Falroth 4 Alpha's Hunting Pack 4 Alpha's Rainbow Blast 4 Alpha's Ray of Paralysis 4 Alpha's Shadowfire 4 Alpha's Sheet Lightning 4 Bergil's Fire Bolt 4 Branit's Backstabbing Surprise 4 Broom 4 Chaos Vision 4 Cheffield's Kingly Feast 4 Continual Ambience 4 Damian's Insulated Envelope 4 Deadthought 4 Deave 4 Deja Vu 4 Detect Spellcasting 4 Dreamoore's Eldritch Shield 4 Dreamoore's Warding Shield 4 Eldarr's Flameshroud 4 Eldarr's Shockshroud 4 Enemy Blink 4 Fellstar's Flaming Water 4 Glamden's Mixer 4 Hand of Time 4 Hold Person II 4 Hydro Shield 4 Illumine 4 Improved Magic Mouth 4 Independent Spectral Hand 4 Inertia 4 Jamye's Greased Pig 4 Jamye's Headless Flying Roasted Pig 4 Jamye's Morning After 4 Jibril's Anti-Magic Shield 4 Justin's Mental Map 4 Mimic 4 Missile Multiplication I 4 Mystyk's Backlash 4 Negative Bolt 4 Pander's Whirlwind Travel 4 Pobithakor's Alarm 4 Protection from Domination 4 Rathe's Mage Lock 4 Resist Acid 4 Rhuva's Counter-Scry 4 Rhuva's Tracker 4 Sarius' Golden Triangles of Protection 4 Sarius' Mage Ward 4 Shadow Wall 4 Sillvatar's Dragon Wings 4 Sleep II 4 Sonoric's Animal Awareness 4 Sonoric's Fly on the Wall 4 Sonoric's Spying Minions 4 Spirit Skill 4 Steal Skill 4 Suppress Magic Resistance 4 Teleport Trace 4 Time Warp 4 Uldark's Conjured Fireball 4 Uldark's Conjured Frost Bolt 4 Uldark's Conjured Lightning Bolt 4 Vander's Librarian 4 Vandergast's Forcetrap 4 View Past 5 5-Mile Carrier 5 Alpha's Aurora Borealis 5 Alpha's Balefire 5 Alpha's Blue Blaze 5 Alpha's Incantation of Elemental Domination 5 Alpha's Lightningarmour 5 Alpha's Moons of Munnopoor 5 Alpha's Saint Elmos' Fire 5 Alpha's Shooting Stars 5 Alpha's Spectral Hound 5 Alpha's Star-Powered Magery 5 Alpha's Starshield 5 Alpha's Wizard Light 5 Auralon's Deflective Plates 5 Azura's Death Shadow 5 Azura's Soul Whip 5 Blizzard 5 Bone Splinter 5 Chaos Magic 5 Cone of Acid 5 Cone of Fire 5 Deflect Normal Weapon Attacks 5 Detect Spell 5 Dreamoore's Greater Eldritch Sphere 5 Dreamoore's Spellblade 5 Fellstar's Flame Cone 5 Greenfire 5 High-Energy Lightning Bolt 5 Improved Fire Ball 5 Jamye's Armour Reversal 5 Jamye's Greased Lightning 5 Kalessin's Long Arm 5 Meillikhom's Room of Seclusion 5 Mental Ledger 5 Missile Multiplication II 5 Pobithakor's Protection 5 Rathe's Contingency Trigger 5 Rhuva's Wizard Stomper 5 Sarius' Ethereal Transfer 5 Sarius' Golden Stars of Protection 5 Scrybane 5 Sillvatar's Dragon Claw 5 Sillvatar's Flamestaff 5 Sillvatar's Shockingstaff 5 Sonoric's Illusionary Observer 5 Sonoric's Superior Minions 5 Summon Warrior 5 Superior Sleep 5 Taint Alignment 5 Tonguetwister 5 Traelanger's Extermination 5 Tryton's Armour 5 Tryton's Death Grip 5 Wiley's Door 5 Wiley's Teleport 5 Wolldin's Backstabber 6 Acid Rain 6 Alpha's Firefountain 6 Alpha's Rainbow Warrior 6 Alpha's Starlight Citadel 6 Alter Occurrence 6 Azura's Black Scythe 6 Block Teleport 6 Copyright 6 Coradon's Cataclysmic Corinary 6 Create Ghast 6 Diamondblade 6 Dreamoore's Blade Summoning 6 Dreamoore's Eldritch Decagon 6 Dreamoore's Missile Tempest 6 Dreamoore's Viper Lance 6 Eldarr's Improved Spell Conversion 6 Energy Field 6 Fellstar's Flame Arc 6 Fellstar's Flame Dome 6 Glamden's Acid Fire 6 Glamden's Acidic Gas 6 Glamden's Gas Jet 6 Hold Person IV 6 Improved Wiley's Door 6 Justin's Skimmer 6 Kalessin's Spell Load 6 Lich's Palm 6 Lorth's Stasis 6 Mage Lock 6 Mass Teleport 6 Minor Accursed Rite 6 Moloranis's Marvelous Map 6 Mystyk's Improved Backlash 6 Quintessa's Slaying Spear 6 Replay 6 Retroactive Dispel Magic 6 Sarius' Frost Giant Manifestation 6 Sarius' Platinum Platform 6 Sillvatar's Surgical Strike 6 Spell-link 6 Staff of Light/Darkness 6 Teleport Trap 6 Teleport via Fire 6 Vandergast's Armoured Forcetrap 6 Wizard Watch 7 Chaos Environment 7 Create Mummy 7 Create Undead 7 Deflect Magic Weapon Attacks 7 Delayed Blast Snowball 7 Electrosphere 7 Eye of the Beholder 7 Fellstar's Flame Fog 7 Jamye's Flesh to Toast 7 Jamye's Improved Armour Reversal 7 Llewllynn's Wall of Force 7 Magic Quench 7 Mind Find 7 Nearthia's Combat Spell 7 Nearthia's Spell Vortex 7 Pobithakor's Placer 7 Prismatic Beam 7 Sarius' Fire Giant Manifestation 7 Sarius' Temporal Demi-Plane 7 Sillvatar's Dragon Bite 7 Stash 7 Summon Wizard 7 Uldark's Radiant Bolt 7 Valcon's Spectral Army 7 Wolldin's Fearstalker 7 Zandare's Twist 8 Caligula's Vitality Drain 8 Fellstar's Flame Jet 8 Jamye's Spell Reversal 8 Life Leech 8 Long-Range Carrier 8 Lorth's Sending 8 Major Globe of Invulnerability 8 Mystyk's Halflife 8 Mystyk's Major Backlash 8 Mystyk's Plane Survival 8 Power Link 8 Sarius' Ethereal Gateway 8 Sheath 8 Sillvatar's Dragon Armour 8 Stargate 8 Summon Wraiths 8 Teleport Block 8 Teleport Warp 8 Vandergast's Vacuous Void 9 Bone Shatter 9 Coradon's Conflagration 9 Damians Mindswap 9 Demonic Immunity 9 Ding Shu's Draconian Holocaust 9 Ding Shu's Marvelous Chopsticks 9 Eldarr's Major Spell Conversion 9 Expanded Awareness 9 Fellstar's Flame Sheet 9 Fenzill's Phantasmal Fingers 9 Genocide 9 Lazatar's Spellstopper 9 Lazzaro's Murderous Sword 9 Lichdom 9 Lorth's Translocation 9 Magic Swarm 9 Mental Library 9 Mezzalldam's Choking Fist 9 Mezzalldam's Lightning Swarm 9 Mystyk's Mystical Missile 9 Nuke 9 Power Word, Vapourisation 9 Sarius' Endosmotic Zone of Magic 9 Sillvatar's Dragon Breath 9 Sillvatar's Superior Summoning 9 Sphere of Annihilation 9 Symmetry 9 Telnorne Force Layer 9 Uldark's Ultimate Summoning The Great Net Spellbook. I'd like to thank the following people for posting all of these spells (I must have forgotten some: my apologies to all of them): adickson@eve.wright.edu Adam Dickson allanm@vulcan.med.ge.com Allan J. Mikkola anagram@desire.wright.edu Stephen P. Potter (Sh'r'ldana) arrvid@shumv1.ncsu.edu Arrvid Carlson ars3_cif@uhura.cc.rochester.edu Aaron Sher (Phrixus) asr@beach.cis.ufl.edu Allen S. Rout beaver@logm.se Per Beremark cl2g+@andrew.cmu.edu Charles Anthony (Tony) Leone ccs017 Jonathon Salazar (peregrin) cscon113@uoft02.utoledo.edu Jim Lewallen davenpor@cis.ohio-state.edu James Davenport deand@polari Dean Dretske dkk@mit.edu David Krikorian dmccart@modl01.intel.com Jamye Worthington dmccart@gomez.intel.com D. J. McCarthy ez003387@george.ucdavis.edu Tim Prestero f35437c@saha.hut.fi Aki Taskinen gcwynne@ecuvm1.bitnet * ??? gefagan@uokmax.ecn.uoknor.edu Geoffrey Fagan goldman@ferris.cray.com Matthew Goldman gt6940a@prism.gatech.edu Daniel L. Rouk hopcraft@mailer.swarthmore.edu Geoffrey Hopcraft jaydee%maple.decnet@pine.circa.ufl.edu ??? jarvis@northstar68.dartmouth.edu Mark A. Robinson jensenjp@clutx.clarkson.edu jon jvogel@jarthur.claremont.edu Jeff Vogel krzyston@garfield.cs.wisc.edu Jay Krzyston (Damian the Pale) lee@sq.sq.com Liam Russell Eric Quin lsargent@peruvian.utah.edu L. Myke Sargent mck1@ra.msstate.edu Matt King (Archmage) murray@fsu.scri.fsu.edu John Murray mwo@beach.cis.ufl.edu Michael Owen nhoj@hicom.hitachi.com ??? null@freja.diku.dk Niels Ull Jacobson ordania-dm@cup.portal.com Charles K. Hughes orion@desire.wright.edu Adam Dickson (Broonsey) PDJ7631@venus.tamu.edu Illithid (Paul D. Jones) pyr530@oz.plymouth.edu Rob Holden pyr563@oz.plymouth.edu Bill Noland rogue@ucrmath.ucr.edu Ed Zeamba rterrell@ncratl.atlanta.ncr.com Roger Terrell sater@cis.ohio-state.edu Ronald P. Sater scorpion@rice.edu Vernon Lee slfxx@cc.usu.edu Craig A. Jensen steig@cs.stanford.edu Mark Steiglitz tjaden@blake.u.washington.edu Jason Nelson tsc0265@rigel.tamu.edu teh "csc outcast" cheng tsouth@pro-pac.cts.com Todd South walker@dalcsug.uucp Paul D. Walker wsbusr@eutws1.win.tue.nl Boudewijn Wayers whitehur@calvin.tymnet.com P.K. Whitehurst NO net access (any more) John Deachman NO net access (any more) Rob van Riel NO net access (any more) Jim Vilandre Address unknown Chong Chou Chu Address unknown Scott Neilly Many thanks to cscon113@uoft02.utoledo.edu, who accumulated a lot of these spells. When he started out, he was going to put each author's name next to each spell. Then he started getting two and three copies of the same spell, and decided to just put their names here, so if you have a question, get in touch with one of these people, not with him or me. Note that some of the spells contained in the Great Net Spellbook have been copyrighted by the author. Permission has been granted by these authors to copy and freely distribute copies of their work, so long as no commercial or barter considerations are obtained in exchange for such copies. All spells are for personal use only. If you distribute these spells, you must also distribute these copyright conditions and the names of the authors and editors. After receiving these spells, I have gone through all of them, edited them to make the format uniform, and to make them more legible. Note that I did not change the wordings in any way, except in some obvious cases of spelling errors. Furthermore, when no level was indicated, I (or cscon113@uoft02.utoledo.edu) just guessed what level it was to be in. Also, in those cases where no school, range, area of effect, or the like was supplied, I made one up. Game Masters should be sure to check these spells, and make sure they are right for the way you run your campaign. Some are awfully powerful but some could use a little more kick, that is for you to decide. Boudewijn Wayers (wsbusr@eutws1.win.tue.nl). ========== * The following spells were researched by Llewllynn. For those who are interested, Llewllynn is a high level mage of Lawful Neutral alignment (hence the Detect Chaos and Protection from Chaos spells). As for access to druidical spells, he is married to Evaine, a half-elven druid; as for cleric spells, he helped build the major temple to his goddess on the world he lives in. Boudewijn's note: You might not want to use these spells in your own campaign, since it might disturb the balance between clerics/druids and magic users. Acid Hands Major Globe of Invulnerability Cone of Acid Protection from Chaos Cone of Fire Protection from Chaos, 10 Foot Radius Delayed Blast Snowball Resist Acid Detect Chaos Resist Cold Frost Hands Resist Electricity Hydro Shield Resist Fire Llewllynn's Wall of Force Snowball :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 - Supra 14.4 - Sysop: Gug A Game Master Support BBS RPG, Homebrew Beer, & Fiction Text .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. The Great Net Spellbook! Version 3, June 21st 1991. ======================================================================== Cantrips ======================================================================== Compass (Divination) Range: Special Components: V Duration: 2 rounds per level Casting Time: 1 Area of Effect: One glowing arrow, 1" long Saving Throw: None This cantrip causes a glowing arrow to appear where indicated by the caster. It is a light green colour, and points directly north. Will work underground, as well as on sea, and is not affected by lodestones (magnets). ------------------------------------------------------------------------ Jamye's Appearing Ink (Alteration) Reversible Range: Touch Components: V, M Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None This cantrip turns a small amount of ink (up to one pint) into water. The ink remains clear and colourless until it dries, at which time it reverts to its normal state. The material component is the ink itself. The reverse, Jamye's Disappearing Ink, turns up to a pint of water into an inky liquid that evaporates like water, leaving no trace when it dries. ------------------------------------------------------------------------ Pitch (Evocation) Range: 0 Components: V Duration: 2 rounds Casting Time: 1 Area of Effect: Caster Saving Throw: None This cantrip sounds a perfectly-tuned note from out of nowhere. The note is centered on the caster, and can be heard from a distance of 20 feet. Things that block normal noise (walls, curtains, Silence 15' Radius, etc.) block this as well. This spell is useful for tuning instruments "by ear", or with the help of a Tune cantrip. It is also slightly disturbing to those around the caster, as any single note would be if held out for two rounds. To cast this cantrip, the bard must speak out loud the name of the note he wishes to hear, such as "Middle C", "B Flat", or "Quarter-step above the first F Sharp above High C". ------------------------------------------------------------------------ Silvadel's Magic Feather (Enchantment) Range: 10' Components: V, S, M Duration: Concentration Casting Time: 1 Area of Effect: One feather Saving Throw: None This spell simply allows the caster to control a feather. This is very useful for writing things secretly, or for tickling someone. It is related to the Unseen servant spell... The material component for this spell is a feather. It lasts until concentration is broken. ------------------------------------------------------------------------ Stepping Stones (Evocation) Range: 0 Components: V, S Duration: 1/10 round per level Casting Time: 1 Area of Effect: 4 spheres, 1' diameter each Saving Throw: None This cantrip creates 4 spheres of force approximately 1' in diameter. They can be place anywhere within 20' of each other, and last approximately 1/10 round per level of the caster. Magical combat of just about any sort will destroy these very useful discs so try not to use them in combat. ------------------------------------------------------------------------ Tune (Alteration) Reversible Range: 0 Components: V or M Duration: Instantaneous Casting Time: 1 Area of Effect: 5-foot radius sphere Saving Throw: None With this cantrip, the bard can bring one note of an instrument in tune with either a hummed note, the equivalent note played by a second instrument (in which case the component of the spell is that other instrument, which is obviously not consumed in the casting; what good would that do?), or the result of a preceding Pitch cantrip (q.v.). The one note will end up perfectly in tune with the reference note. As many instruments as are in the area of effect can be brought into tune at once. A well-Tuned instrument (with two or more Tuned notes) has the effect of making the bard's songs more melodious and enjoyable; this has the game effects of reducing the saving throws of hostile creatures vs. the bard's mood-altering story telling by 1, as well as making the bard's morale-boosting song affect the listeners for half again as long (i.e. one and a half rounds per level) as it usually does. Too many notes perfectly Tuned on an instrument, however, will have a negative effect on other bards in the area, who will realise that the Tuned instrument has been magically altered to sound so perfect. For each note above one that the instrument has been Tuned, the hostile bard personally gets a +1 to his saving throw vs. the playing bard's friendly effects. Although the Tuning is instantaneous, the effects of the cantrip last for a while. In perfect conditions (humidity on the low side, comfortable temperature, no rough handling), the instrument will stay Tuned for a week. In less than perfect conditions (typical adventuring abuse, for example), the instrument will have to be re-Tuned every day. If the instrument is taken apart for storage, such as flutes or other woodwinds are, the instrument will have to be re-Tuned every time it is reassembled. The reverse of this cantrip, Untune, causes one note of the specified instrument to become horribly out of tune. It also has the side effect of turning the caster's hands a brilliant red for one turn after the cantrip is cast, unfortunately. ------------------------------------------------------------------------ Umbrella (Abjuration) Range: 0 Components: V, S Duration: 1 hour per level Casting Time: 1 Area of Effect: Caster Saving Throw: None As with all cantrips this one can be very useful though not very powerful. It manifests itself as a field of force that resembles an umbrella. It lasts for up to one hour per level of caster as a maximum though if the concentration of the caster is broken for more than 1 minute it will fade away. It actually does have some form and is "worth" 6 hit points though only magical weapons will affect it. ------------------------------------------------------------------------ Vision (Alteration) Range: 0 Components: V, S Duration: 1 turn Casting Time: 1 Area of Effect: Caster Saving Throw: None Allows the caster to see things in the distance up to three times better for the duration of this spell. It will also allow him to see things more clearly as they appear to be only one third of the distance from them. It does cause some problems though with trying to see things close up. The spell duration may be ended at any time. ------------------------------------------------------------------------ :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 - Supra 14.4 - Sysop: Gug A Game Master Support BBS RPG, Homebrew Beer, & Fiction Text .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. ======================================================================== First Level Spells ======================================================================== Acid Hands (Evocation) Range: 0 Components: V, S Duration: 1 round Casting Time: 1 Area of Effect: Special Saving Throw: None This spell is very similar to the first level mage spell burning hands (q.v.), except that the caster's hands eject a corrosive acid. Damage is one hit point per level of the caster. ------------------------------------------------------------------------ Ahrvar's Forgery (Alteration) Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: Caster Saving Throw: None With this spell, the caster is able to perfectly duplicate the any style of handwriting of which he has a sizable sample. The forgery is good enough to fool even the closest scrutinisation, although it does radiate faint magic. The caster merely casts the spell, and begins writing. His handwriting will perfectly match that of the sample, for the length of the spell's duration. Those watching the caster write will believe that the handwriting on the page is actually that of the caster, unless of course they witness the casting of the spell, which may make them rather suspicious. The caster need not be writing the entire duration of the spell; he is free to stop and resume writing any number of times within the duration. Also, the caster only needs the handwriting sample to be copied during the initial casting of the spell. The material component of this spell is a sample of the handwriting to be copied (containing an example of every letter in the alphabet to be used), and a writing instrument. ------------------------------------------------------------------------ Alpha's Acid Stream (Conjuration) Range: 30 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special 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) Range: 10 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special 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 armour 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) Range: 10 yards Components: V, S, M Duration: 12 turns + 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: None 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) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: 1' x 20' x 5' cone Saving Throw: Special 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) Range: 5 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 10 square feet per level area Saving Throw: None 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. Intervening 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) Range: 60 yards Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: 10' per level x 10' per level area Saving Throw: None 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. ------------------------------------------------------------------------ Animal (Illusion/Phantasm) Range: 3" + 1" per level Components: V, S Duration See below Casting Time: 1 Area of Effect: One animal formed per level Saving Throw: Special An illusion of one or more small animals can be brought into being by means of this spell. The animals must be of a sort very familiar to the magic user, and each can be no larger than a fox, a rabbit, or a medium hawk. Animals created can be of more than one type. The illusion is visual and auditory, being much like a specialised form of the second level magic user spell Improved Phantasmal Force. ------------------------------------------------------------------------ Association (Divination) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: 2 surfaces Saving Throw: None When casting this spell, the forensic wizard must brings two surfaces into contact with one another. Possibilities include the surface of a jewel and that of a safe, or the surface of an arrow and that of a bow. If the two surfaces were ever before adjacent, the spell so indicates, and if the surfaces were ever directly connected as a single item, an even stronger reading results. ------------------------------------------------------------------------ Azalldam's Fabricated Bridge (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: 10 yard per level x 5 yard bridge Saving Throw: None Using this spell, the caster conjures material from the plane of shadows and uses it to shape a semi-real bridge. This bridge is 5 yards wide and is 10 yards long per level of the caster; both ends of the bridge must rest on solid ground. The bridge will support 100 pounds per level of the caster; any additional weight will cause it to collapse. The bridge will normally last for 2 rounds per level of the caster, but the caster may end the spell with a single word. The bridge is not an illusion per se, and so cannot be disbelieved; it may however, be dispelled normally. The material component for this spell is a small wooden carving of a bridge; this carving is not consumed when the spell is cast. ------------------------------------------------------------------------ Cat Spirit (Alteration) Range: Touch Components: S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates The cat form spell grants many of the abilities traditionally associated with cats, though it does not significantly alter the features of the recipient. The spell grants a +2 bonus to stealth, as the recipient's tread will be absolutely quiet for the duration. The spell also halves all damage taken from falls and allows the recipient to land on his feet. Finally, it grants the ability to grow claws, allowing each hand to do 1d3 damage. It does not, however, improve singing ability. The material component is whiskers from a cat. ------------------------------------------------------------------------ Coloration (Alteration) Range: 1" per level Components: V, S, M Duration: 1 day per level Casting Time: 1 Area of Effect: 10 square feet per level maximum Saving Throw: Special This spell causes a chosen surface to change colour, glow, or both, be it a section of wall, a box, a sword, or a creature (a saving throw vs. magic will negate the effect if the subject is unknowing or unwilling). Multiple colours can be chosen (up to 256 different colours and shades). If made to glow, the object will emit light for a range of five feet. The material component for colour is a small amount of die or ink of the appropriate colour, and to cause a glow the spell consumes a bit of phosphor or a glowworm. ------------------------------------------------------------------------ Comeliness (Illusion/Phantasm) Reversible Range: 0 Components: V, S Duration: 1 hour per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None (Negates) A comeliness spell will increase a creatures comeliness score (or decrease it if the reverse is cast) by means of illusion. The change in points is dependent upon the recipient's present comeliness: Increase in Comeliness Decrease in Comeliness -------------------------- -------------------------- Present Change in Present Change in Score Comeliness Score Comeliness -------- ---------- ---------- ---------- up to 06 2 - 8 up to 06 1 07 to 12 2 - 7 06 to 07 1 - 2 13 to 15 1 - 6 08 to 09 1 - 4 16 to 17 1 - 4 10 to 12 1 - 6 18 to 19 1 - 2 13 to 16 2 - 7 20 + 1 17 or more 2 - 8 An unwilling victim receives a saving throw, which, if successful, will negate. ------------------------------------------------------------------------ Detect Poisoning (Divination, Necromancy) Range: 0 Components: V, S Duration: 1 turn Casting Time: 1 round Area of Effect: Special Saving Throw: None With this spell, the forensic wizard can determine if a corpse has been poisoned. One corpse can be checked each round. The wizard can determine the means by which the poison was administered and the place at which it entered the body, and he has a 5% chance per level of being able to exactly identify the poison. ------------------------------------------------------------------------ Diminutive Darkness (Alteration) Range: 1" per level Components: V, S Duration: 2d4 rounds + 1 round per level Casting Time: 1 Area of Effect: 2-foot radius sphere Saving Throw: None (Negates) This spell is very similar to the first level magic user spell Darkness (see also the second level magic user spell Darkness). It has only a 2-foot radius, however. This gives the spell many different uses. For example, it can be used to block the light of a torch, lantern, magic sword, etc. This would prevent all sorts of vision only within the 2-foot radius, so one could still see about with infravision or ultravision (or normal vision, if there is another light source). It can blind a creature as a light spell would without creating light that could alert others, and also without obscuring the caster's own sight as would a normal darkness spell (if cast upon a creature or its possessions carried, the creature gets a saving throw, and if the throw is made, the darkness appears 5' behind). The spell can cancel a light spell, but has no effect on continual light or ambient light. ------------------------------------------------------------------------ Drowse (Illusion/Phantasm) Range: 3" Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: None This spell creates the illusion in the victim mind that she or he is extremely exhausted, and in fact on the verge of collapsing and falling asleep. There is no saving throw. The victim will suffer a -4 to hit, -2 on AC, 50% vision and 1/2 her or his normal movement rate for the full duration of the spell. Spell casters will have a chance of spell failure equal to 100% - 5% per point of their prime requisite (use intelligence or wisdom). The spell can be negated by Dispel Illusion or Dispel Exhaustion (but not by dispel magic). ------------------------------------------------------------------------ Electric Blades (Evocation) Range: 0 Components: V, M Duration: Special Casting Time: 1 Area of Effect: 2 blades Saving Throw: None This spell must be cast with a metal blade of some sort in each hand. Both blades then acquire a flickering blue glow. When a hit by either blade is scored it causes 1-4 more points of damage of electricity. If both blades hit the same target in the same round the victim must save versus petrification or be stunned for one round. Each blade only shocks once and then is normal again. ------------------------------------------------------------------------ Fellstar's Flame Finger (Evocation) Range: 25 yards Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One target Saving Throw: 1/2 When this spell is cast, a thin bolt of searing flames shoots forth from the caster's index finger. This bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 point per level of the caster, up to a maximum of 1d10+10. A successful save vs. spell reduces this damage by half. If a save is failed, possessions do not have to make a save, unless they were targeted specifically by the spell, in which case the owner suffers no damage, but the object must save vs. magical fire (at +2) or be destroyed (only one object may be targeted per casting). ------------------------------------------------------------------------ Find Water (Divination) Range: 1 mile, depth 10 feet per level Components: S, M Duration: 2 rounds per level Casting Time: 1 turn Area of Effect: One twig Saving Throw: None When casting this spell, the diviner grasps two ends of a Y-shaped twig. The remaining end twists around to point in the direction of the nearest source of fresh water within the spell range. The branch can twist but twenty degrees, and then the diviner will feel a tug in the direction of the water. The diviner can specify a minimum amount of water to seek (greater than the amount in a human body, for example). Also, he can restrict the depth at which to seek the water. ------------------------------------------------------------------------ Flash (Evocation) Range: 12" Components: V Duration: 3 rounds Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Victims failing their saving throw are blinded for the next round due to a flash of light that appears in their eyes. All to-hit rolls for the next two rounds are made at -2 due to spots in their eyes. ------------------------------------------------------------------------ Frost Hands (Evocation) Range: 0 Components: V, S Duration: 1 round Casting Time: 1 Area of Effect: Special Saving Throw: None This spell is very similar to the first level mage spell burning hands (q.v.), except that ice is ejected. Damage is one hit point per level of the caster. ------------------------------------------------------------------------ Frost Touch (Evocation) Range: Touch Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None This spell delivers 1d6 points of damage. In addition to this, you add 1 point of damage for every level above first. Cold based creatures are immune to this, and fire based creatures take double damage. ------------------------------------------------------------------------ Guilda's Treacherous Tripwire (Enchantment/Charm) Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: One tripwire Saving Throw: Negates One wire (up to 10' long) can be stretched across a hall, or such. The wire becomes camouflaged--undetectable w/o find traps. The first creature tO attempt to pass must save vs. wands (add dexterity defensive adjustment) or be caught when the wire springs free. The wire will twine tightly about the ankles of its victim, tripping him. It must then be tediously untangled (or sawed loose) which will take at least 30 seconds under ideal conditions. If hacked loose in combat, it will take 1 round, and the victim will take 1d4 damage unless an enchanted blade is used (which will cut without effort). Note that the wire is required, but not consumed. The material component is a small spring. ------------------------------------------------------------------------ Human Torch (Evocation) Range: 0 Components: V, S, M Duration: 3 rounds Casting Time: 2 Area of Effect: Caster Saving Throw: None This spell causes the caster and all his clothing to become engulfed in flames. These flames do not harm the caster or his equipment but cause 1d4 points of damage to anyone within 5' and an additional 1d6 to anyone who actually touches him. The flames themselves are only about as hot as a torch but the surrounding area will feel like a blast furnace. ------------------------------------------------------------------------ Inaudibility (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 hour per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates This spell completely masks all sounds made by the recipient: bodily functions such as breathing and sleeping as well as sounds made by striking another object (walking, for example). Any object held by the recipient is likewise silenced. Objects thrown, dropped, or knocked over by the recipient are not under the effect of the spell, however, and these may make noise at the ends of their trajectories. An unwilling victim receives a saving throw against this spell. The material component is a bit of cotton. ------------------------------------------------------------------------ Insolence (Illusion/Phantasm) Range: 2" Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates This spell causes its victims to sound and appear crude, insulting and arrogant, in all that she or he says or does, to all observers. The victim, however, will not be aware that anything is amiss. While the general meaning of whatever is said will be the same, the illusion causes observers to see and hear a twisted version in which the speaker is so insolent that all reactions are checked at -50%. Additionally, such speech might not be tolerated at all in some situations (for example, automatic dismissal from a king's court, or perhaps even worse...). Even if the target makes her or his saving throw, the attack will not be noticed (unless the somatic and verbal gestures of the caster are seen and recognised). If an observer has reason to believe that something is amiss, she or he gains as saving throw if an attempt is made to disbelieve. Such a saving throw is made at +4 if the fact that it is an illusion has been communicated. If these saving throws are failed, it still appears real. The material component is a bit of dung or spittle, which is wrapped in the magic user's hand. The hand is then subtly waived at the creature to be affected. The verbal component is a low guttural sound made in the throat. ------------------------------------------------------------------------ Jamye's Melodramatic Music (Alteration, Conjuration, Enchantment/Charm) Range: 10 yards + 10 yards per level Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 1 Area of Effect: One intelligent creature Saving Throw: Negates The spell causes the music to be played whenever the victim performs certain actions; such as entering a room, charging into battle, or making an announcement. The type of music is determined by the caster. Material components for this spell are: a miniature golden horn, mustache wax, a short length of rope, and a lace handkerchief. ------------------------------------------------------------------------ Kazago's Lock Pick (Alteration) Range: 0 Components: S, M Duration: 1 day + 1 day per 5 levels Casting Time: 1 round Area of Effect: Caster Saving Throw: None This spell allows the bard to pick locks. The bard's Pick Pockets percentage roll becomes an Open Locks percentage roll, and the bard is treated as a thief in this respect for the entire duration of the spell. This spell is different from both the second-level Knock spell and the Unlock cantrip in that it can possibly affect much more than one lock, and that its effects are far less certain. It is especially useful on fact-finding missions where the bard is worried about coming across many locked doors along the way. The material components for this spell are a set of thieves' picks and tools, which are not consumed in the casting. ------------------------------------------------------------------------ Last Image (Divination, Necromancy) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 round Area of Effect: One corpse Saving Throw: None When the forensic wizard casts this spell, he sees whatever the recipient corpse saw at the very instant of death, with the intent of learning the identity of the murderer, or at least the location of death. If the recipient was killed by a gaze attack, the wizard suffers this attack as well, but with a +4 bonus to his saving throw. ------------------------------------------------------------------------ Lesser Invisible Object (Illusion/Phantasm) Range: 1" Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: One object not larger than 3 cube feet per level Saving Throw: None This spell causes an object to vanish from sight, much like the second level magic user spell invisibility (which affected only creatures). The spell lasts only 2 rounds per level of the caster or until the caster wills it to end. For example, a quiver of arrows or a bow could be made invisible and carried, and when desired, a moments thought could make them appear. Note that not even the caster can see the invisible object, so if she or he is to use it most effectively, it may be necessary to make it visible. ------------------------------------------------------------------------ Little Death (Necromancy) Range: 60' Components: V, S Duration: 1d4 + 1 rounds Casting Time: 1 Area of Effect: One creature Saving Throw: Negates This spell may be cast on any living (not golem, undead, etc.) creature native to the Prime Material plane and with 6+4 or less hit dice. The victim must save vs. magic at -3 or fall paralysed for 1d4 + 1 rounds. ------------------------------------------------------------------------ Mental Notepad (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: See below Area of Effect: Caster Saving Throw: None This spell allows the caster to store information in the unused portions of his brain for later recall. The information thus stored will be available for complete recall as if the caster was reading the information from a parchment in his hands. The caster is able to store up to two pages of information in the brain through the use of this spell. If at a later time, the caster wishes to add more information, it change the information that is current in his brain, then the caster will be required to recast the spell and re-memorise the information again. There can only be one spell active in the casters brain at anyone time. The material component of this spell is a lead crystal sheet of no less than 50 GP value which disappears after the spell is cast. ------------------------------------------------------------------------ Minor Annoyance (Illusion) Range: 5 feet per level Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates This spell creates the illusion (sound and feel) of a mosquito flying into the victim's ear. The victim will then act appropriately, which usually means stopping and trying to get the illusionary mosquito out of his ear, until either a successful saving throw vs. spell is made, or the spell expires. The spell takes effect at the beginning of the round after it is cast. This means that it cannot be used to interrupt a spell, although it can be used to keep spells from being cast in the round(s) afterward. The victim gets a saving throw at the time of the casting, and then at the end of each round thereafter. ------------------------------------------------------------------------ Minor Mimicry (Illusion/Phantasm) Range: Touch Components: V, S Duration: Special Casting Time: 1 Area of Effect: Creature touched Saving Throw: Special This spell allows the magic user to make the creature touched to appear as something else for the duration of the spell. The illusion has visual and minor auditory (such as crackling of fire, mumbling, etc., similar to Improved Phantasmal Force) components only. The form is chosen by the magic user, and unwilling creatures gain a saving throw. The illusion can be as small as half the size of the creature masked, and as large as something that would fit within 1/4 cubic" + 1/4 cubic" per level. Once the form is taken, it remains almost stationary, with only minor movement possible; for example, a troll illusion could growl and make threatening motions but could not walk and attack, and a fire could dance and crackle but could not spread. For this reason, objects are the forms most often chosen. Movement is not possible for the recipient creature if the spell is to be maintained, as this would break the spell. If the recipient remains still or nearly still, however, the spell will last so long as the magic user maintains faint concentration (spell casting and taking damage break the spell, but talking and walking do not) and remains within 1" per level of the location of the recipient (obviously not a problem if the magic user and the recipient are the same person). If the spell is broken for any reason, it will last a further 1-3 rounds + 1 round per level of the caster. The illusion does not follow any movement made by its recipient. ------------------------------------------------------------------------ Murder Weapon (Divination, Necromancy) Range: Touch Components: V, S, M Duration: 1 turn Casting Time: 1 round Area of Effect: Special Saving Throw: None The caster of this spell can check one weapon per round to determine if it was used to kill a specific corpse, of whom he has a blood sample. A "murder weapon" is one which reduced the victim to zero hit points, or delivered the poison which did so. ------------------------------------------------------------------------ Painting (Illusion/Phantasm) Range: 12" Components: V Duration: Concentration Casting Time: 1 Area of Effect: 2" high cube Saving Throw: Negates By the means of this spell the caster can create an illusion of whatever he wants, as long as he concentrates and the illusion remains in the area of effect. It is usually easy to recognise what the illusion is supposed to be of, but any creature that can do so can also recognise that it is an illusion. ------------------------------------------------------------------------ Personal Magnetism (Alteration) Range: 5" + 1" per level Components: V, S, M Duration: 5 rounds per level Casting Time: 5 Area of Effect: Special Saving Throw: Negates By means of this spell, a mage is able to endow a single target creature with a magical field which causes all creatures within the area of effect (of the same basic species) to be drawn toward the target creature, much in the say way that metal is attracted to a lodestone. The spell will affect target creatures of up to 4 + 2 HD. A saving throw (vs. spells) will totally negate this spell, but the hit dice of the target creature modify its saving throw in the following manner: less than 1 HD: -4 to save, less than 2 HD: -3 to save, less than 3 HD: -2 to save, less than 4 HD: -1 to save, 4 HD or more: normal save. Creatures that have magical auras are totally immune to this spell. This includes dragons, cockatrice, etc. If the spell dweomer successfully affects the target creature it will then attempt to attract all surrounding creatures of the same species, causing them to move at their normal movement rate (and locomotion) toward the target creature. The area of effect is sphere around the target creature which extends outward 1" per level of the spellcaster, up to a maximum of a 10" radius. The number of creatures within the area of effect which the dweomer will attempt to attract is equal to twice the current level of the spellcaster. The mage is unable to change this number in any way and may himself be affected by the dweomer (if of the same species as the target creature) if caught within the area of effect. For purposes of this spell, hybrids are considered an individual species, so half-orcs would only attract other half-orcs, not other orcs and/or humans. The area of effect is stronger near the target creature and therefore has more of a chance to attract a being toward the target than at the outer limits of the sphere. The outer 1" area of the sphere's influence will always allow creatures to save (vs. spells) against the attraction normally. But, for every 1" closer the creature(s) is penalised by a cumulative -1 modifier to its saving throw. Here are examples of a 1st level, 5th level, and 10th level plus mage casting this spell: 1st level Mage Range: 1" -0- 1" Save: 0 0 5th level Mage Range: 5" 4" 3" 2" 1" -0- 1" 2" 3" 4" 5" Save: 0 -1 -2 -3 -4 -4 -3 -2 -1 0 10th level Mage Range: 10" 9" 8" 7" 6" 5" 4" 3" 2" 1" -0- 1" 2" 3" 4" 5" 6" 7" 8" 9" 10" Save: 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 A successful saving throw against the attraction means that the spell is unable to attract this creature toward the target creature. Note that the mage may reduce the size of the area of effect to less than he is able to affect (in 1" decrements) but the saving throw modifiers are a product of the size of the area of effect, not the level of the mage casting the spell. This means that if a 10th level mage reduces the area of effect to a 1" sphere it would only be able to affect creatures within 1" of the target creature and they would receive a normal save, but he will still able to try to attract 20 creatures toward the target whereas the 1st level mage would only be able to attract 2. Also, remember that the area of effect is three dimensional, and can affect creatures through any material that does not shield against magic (e.g., lead). Creatures that are physically unable to become "stuck" to the target will stick to whatever physical object is blocking their path, such as walls, floors, doors, etc. If any creatures become "stuck" to the target creature, it and whatever is stuck to it become entangled with each other, effectively reducing their normal movement rate to 0". Creatures being drawn toward the target are totally unable to attack, but may attack from the mass with one attack form per round if the attack does not require melee combat (e.g., breath weapon, gaze, etc.). If the combat form requires physical contact, a "stuck" creature is only entitled to attack once per round and only if it is first attacked by someone striking at it while it is entangled. Attacks on entangled creatures are at +4 to hit, and the creature(s) are penalised -3 on the return attack. Also, creatures so entangle lose all armour class bonuses for dexterity. The material component of this spell is a lodestone of at least 2 GP in weight. It will disintegrate if the target creature successfully saves against the spell. Otherwise, it is reusable, and only need be touched during the casting to act as a focus for the mage. The source of this spell is Sarius Mendlekine. ------------------------------------------------------------------------ Protection from Chaos (Abjuration) Reversible Range: Touch Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None This spell is very similar to protection from evil (q.v.) except in its purpose and intent; it keeps out chaotic, as well as summoned or enchanted creatures. It acts as magical armour on the recipient; the protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or summoned or chaotic nature. Summoned animals or monsters are similarly hedged from the protected being. Furthermore, any and all attacks launched by chaotic creatures incur a penalty of -2 from dice rolls to hit the protected creature, and any saving throws caused by such attacks are made at +2 on the protected being's dice. This spell can be reversed to become protection from law, although it still keeps out enchanted or summoned chaotic creatures as well. To complete this spell, the mage must trace a 3 feet diameter circle upon the floor/ground with powdered obsidian for protection from law and powdered glass for protection from chaos; or in the air using burning incense or burning dung with respect to law/chaos. ------------------------------------------------------------------------ Protection from Rain (Abjuration) Range: 0 Components: S, M Duration: 1 hour per level Casting Time: 1 Area of Effect: Caster Saving Throw: None After casting this spell, the wizard will remain dry even if standing in the midst of a torrent. The caster is protected from splashes and falling drops, but he is not protected from more concentrated bodies such as puddles. The water will simply bead and flow down an invisible field which surrounds the caster and his clothing at a distance of about one inch. An oiled leather rag is the material component of this spell. ------------------------------------------------------------------------ Quantas's Target Bow (Enchantment) Range: Touch Components: V, S, M Duration: 2d4 rounds + 1 round per level Casting Time: 2 Area of Effect: One bow Saving Throw: None While this spell is in effect, any arrows fired from the bow (which may not be a crossbow) are +2 to hit a specific target. The caster must be able to see the target, and call his shot. The +2 only affects hits on the target, not on someone or something that gets in the way. If the target is in melee, the target gets a +2 to it's size rating when the DM determines the odds of hitting the target as opposed to those around it. For example, if firing on a size six giant who is in melee with a size two elf, there would normally be a one in three chance to hit the elf. With target bow in effect, the giant would be raised to size eight, giving only a one in four chance to hit the elf. Should the arrow go at the elf anyway, it would not get its +2 to hit (since the giant is the target). Note that the arrow fired from the target bow is in no way magical. The material component is a feather from a bird of prey, rubbed against the bow string. ------------------------------------------------------------------------ Sand Skin (Conjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Caster Save: None By this spell, the caster will cover himself with sand that will repel damage. The caster will be able to cover himself with enough sand to block 8 + 1 per level points of damage. The type of sand used causes the body to be slightly shaded to that colour. The spell lasts until all the points are used up. Multiple casting only raises you back to the maximum of a single casting. The material components needed are: ground granite, sandstone, or some other type of fine sand. ------------------------------------------------------------------------ Sangfroid (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell confers immunity to all "nuisance" cantrips and first-level spells cast upon the bard. In addition, it gives the bard a +4 bonus to his saving throws vs. nuisance spells of second level or higher. Nuisance spells are those that do no damage, but are designed to adversely affect the bard's concentration, train of thought, or senses. Most Illusion and Charm spells fall into this category, as do Blindness, Deafness, and such spells that otherwise cause blindness or deafness. All three variations of the Annoyance spell (q.v.) are included as well. There are more such spells, but an exhaustive list here is unwarranted. This spell is primarily used while performing, as it keeps outside events such as hecklers and Taunt spells from interrupting the bard's performance. The material component for this spell is a chip of granite. ------------------------------------------------------------------------ Shadows (Illusion/Phantasm) Range: 0 or 6" (see below) Components: V, S Duration: Special Casting Time: 1 Area of Effect: See below Saving Throw: None This spell has three different potential functions, the choice of which may be made at the time of casting: #1: The magic user may cast shadows upon herself or himself, with this covering giving her or him a chance of hiding in shadows as that for a thief of equal level. The magic user can take advantage of (or is penalised by) dexterity and racial adjustments. This form of the spell is only shadow enhancing, so an effort must still be made to hide. It can be cast only on the magic user's person (a range of 0 for this function), and the magic user must remain still and concentrate faintly to maintain the shadows. This can only be of use where shadows already exist. If the caster is also a thief, this spell can be used to either give the chance of hiding as described above or add a 2% per level (magic user's level) to the character's normal thief chances of hiding in shadows. #2: This version causes a number of shadowy forms to dart about up to 6" distant in a 2" square area, until the spell expires. This could be most distracting, for it appears as though there are humanoid and possibly animal forms moving about. These shadows cannot exist in sunlight or a continual light, but could still be seen jumping between areas of cover. #3: This version creates the illusion of a number of humanoid forms, appearing exactly as the undead shadow. Up to 1 form per level can be made, appearing in a 10' + 1' per level square area. The magic user has control over each form's actions. While they may look like shadows, they are completely powerless (with the exception, perhaps, of causing fear or uncertainty - a normal reaction for one confronted with this situation). The magic user must maintain concentration, and even then the maximum duration of 3 rounds per level still applies. If she or he breaks concentration, the shadows will last 1-2 rounds longer before fading away. ------------------------------------------------------------------------ Skeleton (Necromancy) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: One corpse Saving Throw: None With this spell, The necromancer can turn one humanoid corpse into a skeleton. The skeleton may then be controlled as per animate dead. A mage may only have in existence through us of this spell one skeleton per level. The material component of this spell is a salve that requires 50 GP and 24 uninterrupted hours to create. Hit points of the skeleton are determined randomly. Disposing of skeletons with insufficient hit points is possible, if expensive. When a skeleton created by this spell is damaged, the damage cannot be repaired. ------------------------------------------------------------------------ Skulkskin (Illusion/Phantasm) Range: Touch Components: S, M Duration: 1 turn per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Similar to the effect of the skulk's renown ability, this spell enables the recipient to change colour so as to blend with her or his background; however, unlike the skulk's ability, it changes not only the skin colour, but the colour of any items worn or carried also. The chance of successfully hiding depends on the activity of the recipient, as shown on the following table: Movement Rate Chance of Success -------------- ------------------ 0 (stationary) 80% + 2% per level Up to 1" 60% + 2% per level Up to 3" 40% + 2% per level Up to 6" 20% + 2% per level Up to 9" 00% + 2% per level The recipient may attack without ruining the spell, and will surprise on a 1-4 in 6 if successfully hidden from view. Once seen, a creature cannot successfully hide from an observer until first moving out of its line of sight. Note that chances to detect invisibility (DMG page 60) apply against this spell. The material component is a bit of skin from a colour-changing creature (such as a chameleon, troglodyte, skulk, pseudo-dragon, etc). ------------------------------------------------------------------------ Small Fire Ball (Evocation) Range: 5 yards + 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One target Saving Throw: 1/2 This is similar to a normal Fireball spell with the following exceptions: only one target is affected (the caster chooses the target and the Fireball expands until the target is engulfed), damage is 1d4 per caster's level (up to a maximum of 10d4), and exposed items receive a +2 on their saving throws. The material components for this spell are a bit of burning incense, and any gem worth at least 5 GP; both are consumed with the casting. ------------------------------------------------------------------------ Snapshot (Invocation/Evocation) Range: Sight Components: V, S, M Duration: Instantaneous Casting Time: 0 Area of Effect: One page Saving Throw: None With this spell, the wizard causes an image of whatever he sees, even thermal images and magical auras, to appear on a sheet of parchment or vellum (the material component of the spell). ------------------------------------------------------------------------ Spirit Command (Enchantment/Charm) Range: 30 yards Components: V Duration: 1 round Casting Time: 1 Area of Effect: One creature Saving Throw: None This spell enables the mage to command a spirit or extra-planar creature with a single word. The command can be uttered in a language the creature can understand (or a language the creator could understand if it is a summoned spirit). Spirits and creatures with 6 or more hit dice receive a save; spells save at their caster's level (if the caster is at least of sixth level). ------------------------------------------------------------------------ Time of Death (Divination, Necromancy) Range: Touch Components: V, S Duration: Instantaneous Casting Time: 9 Area of Effect: One corpse Saving Throw: None This spell allows the forensic wizard to estimate the time of death of the recipient corpse to within 5% if the corpse has been dead no more than one day per level of the caster, to within 20% otherwise. ------------------------------------------------------------------------ Tree Swipe (Alteration) Range: 3" + 1" per level Components: V, S, M Duration: 1 round + 1 round per 3 levels Casting Time: 1 Area of Effect: One fully grown tree Save: None By use of this spell, the caster will control a tree branch for the duration of the spell. The caster can make the branch wave, attack, fan a small breeze, etc. If the branch attacks, it does so as a fighter of the same level as the caster and will do 2d6 damage. This spell works only on full-size trees. The material components needed are a tree branch, a verbal "smack" and a swing of the arm. ------------------------------------------------------------------------ Urlic's Unwholesome Meal (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 turn + 1 turn per level Casting Time: 5 Area of Effect: 2 portions + 1 portion per level Saving Throw: Negates This spell is used to disguise existing food or to create a completely illusionary meal. The illusion will have full visual, thermal, touch and smell components. With the former usage, a bland meal can be made to appear in all respects as a royal feast (or vice versa), and even spoiled food or poison can seem irresistible. The serving vessels and utensils can also be disguised. (Spoiled foods will often cause nausea, and as a general rule, if a save versus poison is failed, a character will be incapacitated for 3-18 rounds following a 2-16 round onset time. Allow a 25% or greater chance (depending upon what was eaten) for more serious poisoning lasting 4-48 hours. Both slow poison and neutralise poison would be effective in countering these symptoms.) A saving throw vs. spells is not given until the creature actually begins to consume the affected meal, and this is made at -4 unless a close examination of the food is made. If failed, the diner will believe the illusion to be real, and will have no cause for alarm. If the save is successful, the creature will see the meal's true form, and will be aware of the presence of an illusion. If a complete illusionary meal is consumed, a victim will believe that his hunger and/or thirst has been satiated, but only for as long as the spell duration. A saving throw is allowed, being the same as that of the former application of the spell. The spell requires the magic user to sprinkle a pinch of gold dust over the food (or air) where the illusion is to be created. ------------------------------------------------------------------------ Werp's Unseen Escape (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: Caster Saving Throw: None This spell is a weakened version of the second level magic user spell invisibility (q.v.) (cf. the second level magic user spell invisibility). For the chance to detect invisibility (see Dungeon Master's Guide, page 60), an observer is treated as five levels higher than actual. ------------------------------------------------------------------------ Wimbly's Wonderful Web (Conjuration, Evocation) Range: 1" per level Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: One creature Saving Throw: None This spell, when cast, creates one strand of a very sticky web material similar to the kind spiders use to wrap up their captured prey. When the strand hits a creature, it immobilises them for the duration of the spell. When the spell wears off, the web-like material ceases to be sticky and the creature can easily escape. During the spell, the webs require at least a 21 strength or better to break, or an edged weapon doing at least 2 points of damage per level of the caster. If this is not done carefully then the entangled creature takes 3/4 full damage if the would be helper misses the webs or half damage if he does not. The webs would take 1/4 or 1/2 damage respectively. The webs could be more easily burned off but the entrapped creature would take 2-7 damage from the burning webs. The webs for this case are considered Armour Class 0 In order for the target creature to be hit, the caster attacks as a monster of equal hit dice. Dexterity bonuses are added to the caster's roll, if any. If the spell misses the target creature, then an other creature behind the target may be hit (the spell travels in a straight line out to its maximum range or until it hits something). The material component for this spell is some spider webs which disappear when the spell is cast. ------------------------------------------------------------------------ Wither (Necromancy) Range: 30 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: 100 square feet per level Saving Throw: Special This spell kills all normal vegetation within an area of 100 square feet per level of the caster, who determines the shape of that area at the time of casting. Trees receive a saving throw of 11, and special plants such as treants suffer but 1d6 points of damage. The material component is acid, sprinkled over the whole area of effect. Casting time is exclusive of this administration. ------------------------------------------------------------------------ Wizard Glue (Enchantment) Range: Touch Components: S, M Duration: Permanent Casting Time: 1 Area of Effect: 20 square feet per level Saving Throw: None Wizard Glue will hold one relatively flat surface to another, a mirror to a wall for example. The strength of the bond is 20 pounds per level of the wizard, up to 120 pounds. Dispel Magic will end the spell, and a strength of 10 or greater can break a 20-pound bond. A strength of 12 can break a 40-pound bond, a strength of 14 can break a 60-pound bond, and so forth. If the item held by the glue is brittle, it may be shattered in the separation. Honey is the material component of this spell. ------------------------------------------------------------------------ ======================================================================== Second Level Spells ======================================================================== Acid Water (Alteration) Range: 2" Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One gallon per level Saving Throw: None This spell turns water into an acidic substance. If a creature touches this stuff, it takes 2d4 damage. If the acid is drunk, it will take 4d4 damage. The caster can do anything in or to the substance without taking any damage. ------------------------------------------------------------------------ Ahrvar's Instant Offensiveness (Enchantment/Charm) Range: 120 yards Components: V, S Duration: 2 rounds per level Casting Time: 1 Area of Effect: One person Saving Throw: Negates This spell effects any single intelligent being it is cast upon. By intelligent being, it is meant any creature with a rudimentary form of spoken language. This includes humans, demi-humans, humanoids, intelligent monsters, etc. The victim receives a saving throw vs. spell to avoid the effect, with the appropriate adjustments due to Wisdom. If the victim fails his save, the victim's speech immediately becomes offensive to all who can understand the language the victim is using. The victim, however, only hears what he thinks he is saying, and may become extremely curious as to why everybody is mad at him. The words of the victim become SO offensive, in fact, they act as a low-power Taunt spell, with those hearing and comprehending the victim's speech making a save vs. magic at +4, or else be consumed with a mindless desire to bash the victim's head in. Each person within hearing of the victim will hear whatever would be considered most offensive by them. The caster is the only one able to hear what is actually spoken by the victim, and is thereby immune to the taunt effect. The components of this spell are the command word, and a subtle pointing motion by the caster, at the target. ------------------------------------------------------------------------ Ahshay's Mystic Mutable Aura (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 day per level Casting Time: 1 round Area of Effect: One object or person Saving Throw: Special This spell creates a magic aura around an object similar to the one from Nystul's Magic Aura. However, it hides not the magic property, but the alignment of the target. The caster can specify which alignment he wants the object to radiate as well as the strength of the radiation. The higher the level of the caster the more radical alignment he could place on the object or person. Note that this aura does not change the alignment (if present) of a person or object. This spell foils such spells as Detect Good/Evil, a paladins Detect Evil ability and the spell Know Alignment. It does not change the effect of the Protection from Good/Evil spells. Note that the priest version of True Sight or a gem of seeing will see through this spell. If the object or person acts in a different way than is indicated by the aura, other people will get a disbelieve check. A mage with the true sight spell will now get a true reading off a detect evil. The material component of this spell is a sheet of thin silk in an appropriate colour to the alignment being cast. It is consumed completely. ------------------------------------------------------------------------ Alpha's Moonlight (Evocation) Range: 5 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 10' per level radius circle Saving Throw: None This spell creates an area of soft blue-grey light, apparently coming downwards from above. This light effectively washes out all colour, 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) Range: 10' + 5' per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: Negates This spell draws upon the power of the Quasi-Elemental Plane of Radiance and brings forth a beam of pure light. The colour 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 colour 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 colours of the beams are as follows: 1 red (cold) 6 indigo (holy water) 2 orange (heat) 7 violet (force) 3 yellow (acid) 8 multi-hued beam - 4 green (poison) roll twice ignoring 8's 5 blue (electrical) 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 colour 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 GP. ------------------------------------------------------------------------ Alpha's Spark Shower (Evocation) Range: 0 Components: V, S, M Duration: 1 round Casting Time: 2 Area of Effect: 5' x 20' long x 10' base wedge shape Saving Throw: 1/2 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 armour (ring, scale, chain) save at -2 and suffer +1 point of damage per die. Those wearing full metal armour (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) Range: 60 yards Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: One creature per 2 levels Saving Throw: Special 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) Range: 10' + 10' per level Components: V, S, M Duration: 1 round per 2 levels Casting Time: 2 Area of Effect: One creature per 3 levels maximum Saving Throw: None 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. armour, 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. ------------------------------------------------------------------------ Ambient Light (Alteration) Range: 6" Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: 2" radius globe Saving Throw: None This spell is in many ways similar to the first level spell Light (q.v.). With an Ambient Light spell, while there is a centre for its sphere of effect, there is no point of light at this centre -- the intensity of the light is consistent throughout the entire globe. The light is even behind objects or walls, in a closed chest, in fact, everywhere in the area of effect. Therefore, absolutely no shadows exist. The spell has a number of interesting effects because of this; for example, if cast in a hallway, the light would extend through a door or wall into an adjacent room (or even into secret tunnels below the hall) up to the full area of effect. Just beyond the 2" radius globe, reflected light from the actual area of affect lights up 5' further. This is much dimmer than the globe, is very shadowy (if there is something to cast one), and fades off into complete darkness (assuming, of course, the area would be dark without this spell). One obvious advantage of the spell is to make hiding in shadows impossible within the area of effect. ------------------------------------------------------------------------ Annoyance (Illusion) Range: 5 feet per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature Saving Throw: Special This is a more powerful version of the first level spell Minor Annoyance (q.v.), in that it creates the illusion of a bumblebee flying into the victim's ear. The victim only gets one saving throw; if successful, the annoyance lasts for only one round. The spell's effects start at the beginning of the next round, just like Minor Annoyance. The material component of this spell is a dead insect. If an actual dead bumblebee is used, the victim's saving throw is made at -2. ------------------------------------------------------------------------ Azalldam's Fabricated Boat (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Special Saving Throw: None This spell is similar to Azalldam's Fabricated Bridge except it shapes a boat from the conjured shadows instead of a bridge. The caster may create a boat of 50 square feet per level (up to a maximum of 1000 square feet). The boat will support 100 pounds per level of the caster; any additional weight will cause the boat to capsize. The spell will last 1 turn for each level of the caster, or until the caster ends it. Similar to the Fabricated Bridge spell, the boat may not be disbelieved, but may be dispelled. The material component for this spell is a small wooden carving of a boat; this carving is not consumed when the spell is cast. ------------------------------------------------------------------------ Bigby's Groping Fingers (Conjuration) Range: 3" Components: S Duration: Instantaneous Casting Time: 2 Area of Effect: One creature Saving Throw: None This spell allows the caster to "grope" his target. This spell is usually used by mischievous apprentices in bars and such... have fun! (gee, I don't know if I'm hitting a copyright problem by using the name "Bigby" in here but it just seems the most appropriate name to use, and for all I care, if TSR wishes to claim this silly spell as their own, so be it). ------------------------------------------------------------------------ Byen's Arrow (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 6 turns per level Casting Time: 1 round per arrow Area of Effect: One arrow per 2 levels Saving Throw: None Several decades past, Byen, the famed assassin/illusionist of the City of Yorkad, created this spell so as to be able to execute certain "assassinations" which would seem completely real but in which the victim would (hopefully) not be killed. Byen's Arrow creates a very powerful illusion that is modelled exactly after an actual arrow. The caster must take a real arrow, of fine quality, and spend one entire round chanting and weaving her or his hands along the edge of the arrow. To complete the casting, the caster must prick her or his finger with a splinter of wood and smear it upon the arrowhead. The arrow is then actually replaced by an illusion, that has full visual, audible, tactile, thermal, and olfactory components. An attempt to disbelieve can be made, but the save is made a -2 DM (or +2 if informed of the illusion); however, in most circumstances, there will be no reason to suspect anything is amiss. The magic user can "enchant" up to 1 arrow for every two levels she or he possesses, each arrow taking one round of preparation. The arrows must be shot in a normal manner (i.e. the magic user must have someone of a class able to make use make use of a bow to shoot them). Such a user will in no way suspect that the arrows are illusionary from just examining them. If these arrows hit a target, the illusion continues so that the target will bleed illusionary blood, an will feel illusionary pain. Unless the victim for some reason attempted to disbelieve and this attempt was successful, the victim will take the full 1-6 damage from the arrow, plus any applicable bonuses for strength, specialisation, a magic bow, etc. Only 25% of this damage is actual, but even after the illusion fades (which happens in 5 rounds + 1 round per level after being hit) the victim will still suffer form shock and a loss in confidence and composure. Hit points lost because of these arrows that were not part of actual damage will be recovered at a rate of 1 HP per round of rest or 1 HP per turn of even mild activity, but not at all for strenuous activity. Creatures brought below zero HP because of this illusionary damage will be unconscious and must make a system shock survival roll of else die of shock, losing 1 HP per round until reaching -10, unless they receive aid. Even creatures that can be hit by only by silver, iron or magical weapons will suffer from all the above effects unless they have some special resistance to illusions (or have reason to be suspicious and disbelieve). Note that Byen's Arrow will work on light and heavy quarrels of high quality as well as on arrows. ------------------------------------------------------------------------ Cause of Death (Divination, Necromancy) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One corpse Saving Throw: None With this spell the forensic wizard can determine if the corpse has received damage from any of the causes listed in the table below, and which cause actually reduced him to zero hit points. This spell involves dissection of the corpse, and the material components are a magnifying glass and a set of scalpels. These are not expended by the casting. Cause Notes and secondary information ------------------ -------------------------------------------- Exposure exposure to cold, fire, heat, or lightning; drowning Falling or hanging height fallen from Disease or old age organs affected, parasites involved Magic applies only to magic missile or necromantic effects Wound wound inflicted by bludgeoning, piercing, or slashing The DM may introduce a chance of failure if the body is greatly decomposed, and he might give false information based on nature of the trauma. A corpse swatted by a dragon's tail, for example, might show the same indications as one which fell from a great height, and a poisoned corpse usually looks like one which died of disease. The prudent forensic wizard always detects poison just to be sure. ------------------------------------------------------------------------ Cheffield's Major Feast (Alteration) Range: 3" Components: V, S, M Duration: Permanent Casting Time: 5 rounds Area of Effect: 4 people fed per level Saving Throw: None When this spell is cast into a large pot or onto an appropriate number of plates it brings into being enough food to feed four per level of the caster for one meal. The food is nourishing and filling, the drink is cool and refreshing. The food may not taste the best in the world but it certainly fills the cracks. It also makes, when chilled and rewarmed, exceptional leftovers. This spell requires a handful of rice which is cooked over a low boil while the caster mutters "cooks in just 5 minutes." The spell was created by a magic user whose abilities as a chef far surpassed those of his spell casting. He is known far and wide as a chef of great skill. ------------------------------------------------------------------------ Circle of Power (Evocation) Range: Special Components: V, S Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None This powerful spell allows a group of mages to work in conjunction to create a special area of effect (the circle) into which one mage (or possibly two) may enter and have their working level of experience increased. A minimum of four mages is required to initiate the spell, and the spell must be cast by the mages of the circle, not read or used from any device. First, the mages form a circle and begin casting the spell. The spells from each mage must then synchronise into a rhythmic chanting effect. This means that it will take as many rounds as the highest level member of the circle to make the circle synchronise and become operative. From that point on, a mage may enter the circle and have his working level of experience increased by the total combined levels of the circle spellcasters minus one level for each member of the circle. Once entered, the central mage may rest and study as a higher level mage, but may not use new spell levels, just the higher memorisation capabilities, spell range, duration increases, etc. If the total number of levels bestowed reaches 20, another mage may step into the circle and divide the increased level benefits between himself and the first mage with all odd remaining levels becoming useless and therefore ignored. Any members of the circle who are injured immediately fall away from the circle's synchronisation and the central mage(s) lose(s) the benefits of that member's levels one turn later. New mages may join into the circle at any time (taking an equal number of rounds as their experience level to synchronise with the circle), though, and since the effects of being in a circle will not wear off for one full turn other circles may be formed which the mage may enter to retain his current working level (or increase of decrease it according to the levels of the new circle). Members of the circle may chant (from the synchronisation point) for a period of turns equal to the combination of their intelligence and constitution scores divided by two and then added to their current experience level. The circle members (but not the central mages) gain a magic resistance to any attacks against the circle which would silence the spell equal to the total experience levels of the circle members. The source of this spell is the Telnorne Mageocrat. ------------------------------------------------------------------------ Cloud Walk (Alteration) Range: Touch Components: V, S, M Duration: 1d6 turns + 1 turn per level Casting Time: 3 Area of Effect: Creatures touched Saving Throw: None This spell allows the recipient to walk on any form of fog, cloud, or smoke as if it were solid. The recipient may move at normal movement rate, plus the movement rate of the smoke (thus a rising column of smoke from a fire might carry the recipient up at 12 movement rate). The smoke must be reasonably thick, reducing visibility significantly... This spell will not allow walking on fine mist. The material component is a hair from a nightmare. ------------------------------------------------------------------------ Dancing Fire Light (Alteration, Evocation) Range: 6" + 1" per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: Special Save: 1/2 This spell - except as noted - is the same as Dancing Light (out of TSR's Player's Handbook). The lights are orange-like in colour and give off heat. If the caster concentrates on the balls, he can have them attack doing 1-3 points of damage per ball (4 balls maximum). All the balls must attack the same target in any given round. Optionally, the caster can form one mass that looks like a fire elemental and can attack once per round and does 3-9 points of damage. The heat can set fire to flammables. The material components needed are a piece of flint and either a bit of phosphorus or withwood. ------------------------------------------------------------------------ Death Armour (Necromancy) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 3 Area of Effect: Caster Saving Throw: None While this spell is in effect, any creature who touches the caster with exposed flesh (to cast a spell, for example) will suffer 1d8 points of damage. The spell will not protect the necromancer from damage, nor does it have any effect on an armed opponent, but it will affect undead, and the death master adds one point to damage inflicted with his bare hands. ------------------------------------------------------------------------ Detect Chaos (Divination) Reversible Range: 6" Components: V, S Duration: 5 rounds per level Casting Time: 2 Area of Effect: 1" wide path Saving Throw: None This spell is similar in all respects to the second level mage spell Detect Evil/Good (q.v.), except that the mage is detecting for Chaos/Law. ------------------------------------------------------------------------ Detect Magic II (Divination) Range: 0 Components: V, S Duration: 3 rounds per level Casting Time: 2 Area of Effect: 6" + 2" per level path, 2" wide Save: None This spell is just like TSR's Detect Magic spell except it is more sensitive, has a longer range (6"+1" per level for the TSR version), and the caster will be able to determine accurately what kind of magic (alteration, divination, conjuration, etc.) is in effect if the magic is within 6" + 1" per level. This spell will not blind, hurt, or ... someone if in an area of extreme magic, the caster will simply know that stronger magic is in effect. ------------------------------------------------------------------------ Detect Phase (Divination) Range: 1/2" per level Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: Caster Saving Throw: None When this spell is cast, the caster can see and perceive any creature that is out of or in a different phase than that of the caster. This means that the caster will see clearly such creatures with special defenses as displacement, blinking, duo-dimension, astral, or etherealness and those who can shift out of phase, such as a phase spider. Furthermore, if the caster has means to attack such creatures, he will have none of the ill effects that normally occur when trying to attack (i.e. the caster would know the exact location of a displacer beast, or where the phase spider is etc.). The information cannot be communicated to his fellows by words. The material component of this spell requires a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell. Some Mages have made spectacles of calcite crystal so they would have there hands free to do other things after casting the spell. ------------------------------------------------------------------------ Detect Spirit (Divination) Reversible Range: 20 yards + 5 yards per level Components: V, S Duration: Special Casting Time: 5 Area of Effect: One creature or object Saving Throw: None Detects the presence of a soul spirit or mentality in any body or object (enchanted swords, etc.), and whether or not the mind controlling the body is its "native". Thus, it will not detect charming or hypnosis but will detect possession. Only the fact of a mind is detected, not its nature. If it is cast on a normally invisible spirit (such as an Invisible Stalker or Unseen Servant), the caster can see the creature as a visible force for one turn per level. The reverse, Obscure Spirit, has a range of touch and conceals a single mind or spirit from detection by this spell for 24 hours. ------------------------------------------------------------------------ Disease (Illusion/Phantasm) Range: 3" Components: V, S Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Similar to spells such as Blindness and Deafness, a Disease spell will cause its target to believe that she or he has contracted a real (natural) disease. Even though the spell affects the mind, the victim believes so strongly in the disease that boils, pains and any other symptoms normally associated with the affliction will be imagined, putting the individuals health under considerable stress. If the target has recently been in a situation where contracting a disease is quite likely (such as living in filthy surroundings, falling into sewage or garbage heaps, attacks from giant rats or oygtugs, etc.), a saving throw is made at a penalty of -4; on the other hand, if a character has recently had a Cure Disease cast upon herself or himself, is immune to normal diseases, or has some other strong reason to believe that she or he could not possibly have contracted a disease, then a saving throw at +4 or higher (probably +8 if normally immune) is allowed. Once the spell takes effect, it is permanent until the inflicted receives a Dispel Illusion. The disease is determined randomly from the table in the DMG, with the full effects described inflicting the target. ------------------------------------------------------------------------ Dispel Silence (Abjuration) Range: 10 yards per level Components: S, M Duration: 1 round per level Casting Time: 2 Area of Effect: 15' radius sphere Saving Throw: None 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 GP, and is consumed in the casting. ------------------------------------------------------------------------ Dreamoore's Explosive Missile (Alteration/Evocation) Range: 0" Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: Special This spell actually has two variations. The first produces a special dart which the magic-user hurls toward its target. The dart has a +3 "to hit" bonus at 10' or less, +2 at 20', and +1 at 30'. A successful hit does 3-6 damage points +1 hit point per caster's hit die. The second version enchants an ordinary arrow or quarrel, making it magical for hitting purposes, and delivering double normal damage +1 hit point per caster's level. Both versions also have a residual blast radius, inflicting 2d4 damage, or 1d4 on a save vs. magic. Any item struck directly by an explosive missile must save vs. crushing blow to avoid damage. The material components are sulfur, diamond dust, and the appropriate missile being enchanted. The first version requires a 10 GP silver dart as it's missile. The explosive missile must be used within three rounds of creation, otherwise it detonates and does damage to those immediately around it. ------------------------------------------------------------------------ Dreamoore's War Disk (Evocation) Range: 6" Components: V, S Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: None The war disk is a small hand hurled missile which the magic-user throws toward its target. It's "to hit" bonus is +3 at less than 2", +2 from 2" - 4", and +1 from 4" - 6". The caster must declare which version he is casting prior to the throw. The first type hits only once for 1d4 base damage + 1 hit point per level of the caster. The second may be thrown once per round for 1d4 + 1 point of damage per successful hit and automatically returns at the end of the round. Its duration is one round per level. ------------------------------------------------------------------------ Duck! (Enchantment/Charm) Range: 1" Components: V, S Duration: Instantaneous Casting Time: 1 (but takes up the entire round - see below) Area of Effect: One creature Save: None By this spell, the caster helps the defence out on himself or another creature. If the caster sees an attack coming, the caster can cause the creature to be suddenly moved out of the way so as to cause the attack to miss. This will only work against body (claws, bit, etc.) or hand held weapons. The creature that has been moved must then take 5 segments readjusting his position before it can attack again. The caster must prepare for this spell, and must declare at the end of the previous round that he is casting this spell. The caster then waits until the monster attacks, and throws the spell. Creatures that have never had this done to them before must make a save vs. petrification or be stunned for 2 rounds. ------------------------------------------------------------------------ Dumbness (Illusion/Phantasm) Range: 3" Components: V, S Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: Negates This spell causes the recipient creature to become completely dumb, believing that she or he is unable to speak by means of voice in any way (cf. Blindness, Deafness). This effect can only be removed by Dispel Illusion, or by the will of the caster, and is permanent until such time. The victim does get a saving throw verses spell to avoid the effect. Note: this spell could be very effective against creatures such as androsphinxes, dragonnes and harpies. ------------------------------------------------------------------------ Dust Warriors (Conjuration/Summoning, Necromancy) Range: 5 yards per level Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 2" long square Saving Throw: None The material component for this spell is a full set of teeth from a man-sized or larger carnivore which must be cast on an area of earth, rock, raw stone, sand or gravel as the spell is cast. The spell generates 1 skeleton + 1 per 2 levels which rise from the area. They will fight for the caster until they are turned or destroyed, the caster is slain, rendered unconscious or moves out of spell range of the group, or the magic is dispelled. They last only while there is someone to attack (including each other, if necessary) - any round in which there are no targets available the skeletons will fade back into dust. If dragon's teeth are used as the material component, each skeleton will have bonus hit points equal to the age category of the dragon (count 4 HP = 1 HD for turning and attack purposes). Furthermore, they will be immune to the attack type of the dragon's breath weapon. [ed. note: we use second edition, so dragon's teeth aren't too easy to come by] ------------------------------------------------------------------------ Expose Magic (Divination) Range: 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: Special Saving Throw: None This spell will inform the caster of all of the details of a single spell cast within one round per level - including the destination of a teleport, the target of a charm spell, the name of a spell without obvious effect, etc. The spell does not invalidate illusion magic - the spell will return an answer consistent with the illusion (i.e. that a Fireball was cast rather than a Spectral Forces) unless the caster has already disbelieved successfully. ------------------------------------------------------------------------ Exterminate II (Abjuration) Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: None or special Exterminate negates Call Insect, protects one person against Insect Plague, and gives +6 on saves vs. Summon Insects. Dispel Magic requires a mage of twice the caster's level. Magic resistance applies only to the creature touched. To negate this spell, both victim and insects have to make their saves. ------------------------------------------------------------------------ Fellstar's Flamehand (Evocation) Range: Touch Components: V Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: 1/2 When cast, this spell causes the caster's hands to glow with a soft red light; if the caster scores a hit in combat, his hand will discharge a sheet of flames that will engulf the target. The victim suffers damage equal to 1d10 + 1 per level of the caster (a successful save vs. spell reduces the damage by one half). This spell may be used twice per casting (once for each hand); both charges must be used within 5 rounds plus 1 round per two levels of the caster; after this time, any remaining charges are lost. Two attacks may not be made in the same round unless the wizard is normally capable of doing so; in this case, two separate "to hit" rolls must be made, and each suffers a -2 penalty. The flames from this spell will ignite any combustible material; these flames may be extinguished the following round, if no other action is taken. ------------------------------------------------------------------------ Greysky's Improved Missile (Evocation) Range: 2" per level Components: V, S Duration: Special Casting Time: 2 Area of Effect: One or more creatures Saving Throw: None This spell is exactly the same as the first level magic user spell magic missile except for two changes: (1) the area of effect - everyone in spell range could possibly be hit with 1 or more missiles - and (2) the number of missiles that can be fired by the caster - for every 3 levels of experience, the caster can fire two magic missiles (i.e. level 1-3: 2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles, etc.). ------------------------------------------------------------------------ Guilda's Sneakabout Light (Alteration) Range: 5' Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 2 Area of Effect: 5' radius sphere Saving Throw: None Creates a dim, float