%This level one of the net spellbook. \documentstyle[twocolumn]{article} \columnsep=0.5in \columnseprule=1pt \oddsidemargin=0in \textwidth=6.5in \headsep=1in \topmargin=0in \textheight=8in \setcounter{secnumdepth}{0} \begin{document} \newcommand{\spell}[8]{\subsection{#1} School: #2 \\ Range: #3 \\ Components: #4 \\ Duration: #5 \\ Casting Time: #6 \\ Area of Effect: #7 \\ Saving Throw: #8 \medskip} \newcommand{\half}{ {\small 1}/{\small 2} } \pagenumbering{roman} \pagestyle{headings} \tableofcontents \newpage \section{First-level Spells} \pagenumbering{arabic} \spell{Alpha's Acid Stream}{Conjuration}{30 yards}{V, S, M}{Instantaneous}{1}{1 target}{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. \spell{Alpha's Electric Arc}{Evocation}{10 yards + 10 yards/level}{V, S}{Instantaneous}{1}{1 target}{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 armor or wielding a large, mostly metallic weapon (e.g. any sword, battle axe) must save vs. spells and, if the save is failed, the bonus (i.e. per level) damage inflicted by the spell is doubled. \spell{Alpha's Hunting Hound}{Conjuration/Summoning}{10 yards}{V, S, M}{12 turns + 6 turns/level}{1 round}{1 creature}{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: \medskip \begin{tabular}{ccc} {\bf Level of Caster} && {\bf Type of Hound} \\ 1 to 3 && jackal \\ 4 to 7 && wild dog \\ 8 to 12 && wolf \\ 13 or more && dire wolf \end{tabular} \medskip 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. \spell{Alpha's Sparkle Beam}{Evocation}{0}{V, S, M}{Instantaneous}{1}{1$' \times$ 20$' \times$ 5$'$ cone}{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. \spell{Alpha's Starlight}{Evocation, Illusion}{5 yards/level}{V, S, M}{1 turn/level}{1 round}{10 square feet/level}{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. Inter- vening cover will, of course, reduce sighting distances accordingly. This light does not interfere with infravision, and there are ample shadows within the area of effect to hide in. The illusionary component of the spell creates the appearance of an actual starry night sky. The area of effect is stationary. The material component is a piece of black velvet and a few bits of glass. \spell{Alpha's Wall of Darkness}{Alteration}{60 yards}{V, S, M}{1 round/level}{2}{One 10-foot square/level}{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. \spell{Animal}{Illusion/Phantasm}{30 yards + 10 yards/level}{V, S}{Special}{1}{1 animal/level}{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 illusionist, 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 specialized form of the second level illusionist spell improved phantasmal force. \spell{Association}{Divination}{0}{V, S}{Instantaneous}{5}{2 surfaces}{None} When casting this spell, the caster brings together two surfaces in contact with one another. If the two surfaces were ever adjacent, then the spell indicates so. If the two surfaces were ever in direct contact, then the spell will tell this information to the caster as well. Some possibilities would be a jewel and a safe, a bow and an arrow, etc. \spell{Cat Spirit}{Alteration}{Touch}{S, M}{1 turn/level}{5}{Creature touched}{Neg.} 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 recipeint'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 or her feet. Finally, it grants the ability to grow claws, allowing each hand to do d3 damage. It does not, however, improve singing ability. The material component is whiskers from a cat. \spell{Coloration}{Alteration}{10 yards/Level}{V, S, M}{1 day/level}{1} {10 square feet/level}{Special} This spell causes a chosen surface to change color, 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 colors can be chosen (up to 256 different colors and shades). If made to glow, the object will emit light for a range of five feet. The material component for color is a small amount of die or ink of the appropriate color, and to cause a glow the spell consumes a bit of phosphorous or a glowworm. \spell{Comeliness}{Illusion/Phantasm (Reversible)}{0}{V, S} {1 hour/level}{1 round}{Creature touched}{None (neg.)} A comeliness spell will increase 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: \medskip \begin{tabular}{ccc} \multicolumn{3}{c}{\bf Increasing Comliness} \\ Target's Comeliness && Comeliness Gain \\ 6 or less && 2d4 \\ 7 to 12 && d6+1 \\ 13 to 15 && d6 \\ 16 to 17 && d4 \\ 18 to 19 && d2 \\ 20 or more && 1 \end{tabular} \medskip \begin{tabular}{ccc} \multicolumn{3}{c}{\bf Decreasing Comliness} \\ Target's Comeliness && Comeliness Loss \\ 6 or less && 1 \\ 7 to 12 && d2 \\ 13 to 15 && d4 \\ 16 to 17 && d6 \\ 18 to 19 && d6+1 \\ 20 or more && 2d4 \end{tabular} \medskip \spell{Detect Poison}{Divination, Necromancy}{0}{V, S}{1 turn} {1 round}{Special}{None} With this spell, the caster can determine if a corpse has been poisoned. One corpse can be checked each round. The spell will tell the caster the means in which the poison was administered, and the place at which it entered the body. The spell also gives the caster a 5\% chance per level of the caster of being able to directly identify the poison. \spell{Diminutive Darkness}{Alteration}{10 yards/level}{V, S}{2d4 rounds + 1 round/level}{1}{2 foot radius sphere}{None (neg.)} This spell is very similar to the first level illusionist spell darkness (see also the second level magic-user spell darkness). It has only a 2$'$ 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$'$ 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 his/her/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. \spell{Drowse}{Illusion/Phantasm}{30 yards}{V, S}{1 round/level}{1}{1 creature}{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). \spell{Find Water}{Divination}{1 mile, 20$'$/level depth}{S, M}{2 rounds/level}{1 turn}{20 degree arc}{None} When casting this spell, the diviner grasps two ends of a Y-shaped willow wand. The remaining end twists around to point in the direction of the nearest source of fresh water within the spell range, and then the caster will feel a tug on the wand. The branch can but twist only twenty degrees, so it would require 18 castings of the spell to check all the area around the caster. The diviner can specify a minimum amount of water to seek (e.g. greater than the amount in a human body) \spell{Frost Touch}{Envocation}{Touch}{V, S} {1 round/level}{1}{1 creature}{None} This spell delivers d6 hit 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. \spell{Guilda's Treacherous Tripwire}{Enchantment} {Touch}{V, S, M}{1 round/level}{1}{1 tripwire}{Neg.} 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 attemptto pass must save vs wands (add dex def. adj) or be caught when the wire springsfree. 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 sec under ideal conditions. If hacked loose in combat, it will take 1 round, and the victim will take 1d4 dmg unless an enchanted blade is used (which will cut effortlessly). Note that wire is required, but not consumed. The material component is a small spring. \spell{Inaudibility}{Illusion/Phantasm}{Touch}{V, S, M}{1 hour/level}{1}{1 creature}{Neg.} This spell completely masks all sounds made by the recipient. These include sounds such as breathing, talking, as well as sounds made when the recipient strikes another object, in fact, any object held by the recipient will also likewise be silenced. Objects thrown, dropped, or knocked over by the recipient will not be silenced by the spell, as they are not in contact with the inaudible creature. An unwilling creature is allowed to make a saving throw against this spell, and it is a great way to silence spell casters (unless they have the spell vocalize). The material component for this spell is a piece of cotton. \spell{Insolence}{Illusion/Phantasm}{20 yards}{V, S, M}{1 round/level}{1}{1 creature}{Neg.} 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 recognized). 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 illusionist'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. \spell{Last Image}{Divination, Necromancy}{0}{V, S}{Instantaneous}{1 round}{One corpse}{None} This spell allows the caster to see whatever the corpse saw at the very moment of death, so that the caster can learn the identity of the murderer, or the location and the event that caused the death. If the victim died because of the effects of a gaze attack, then the caster suffers from this attack as well, but with a +4 bonus to his/her saving throw. \spell{Lesser Invisible Object}{Illusion/Phantasm}{10 yards}{V, S}{1 turn/level}{1}{One object smaller than 3 cubic feet/level}{None} This spell causes an object to vanish from sight, much like the second level illusionist 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. \spell{Mental Notepad}{Alteration}{0}{V, S, M}{Permanent}{Special}{Caster}{None} This spell allows the caster to store information in the unused portions of his/her 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/her 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/her brain, then the caster will be required to recast the spell and re-memorize 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. \spell{Minor Mimicry}{Illusion/Phantasm}{Touch}{V, S}{Special}{1}{Creature touched}{Special} This spell allows the illusionist 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 illusionist, 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 3 cubic yards + 3 cubic yards/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 illusionist maintains faint concentration (spell casting and taking damage break the spell, but talking and walking do not) and remains within 10 yards/level of the location of the recipient (obviously not a problem if the illusionist 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/level of the caster. The illusion does not follow any movement made by it's recipient. \spell{Murder Weapon}{Divination, Necromancy}{Touch}{V, S, M}{1 turn}{1 round}{Special}{None} The caster of this spell can check one weapon each round to determine if that weapon was used to kill a specific corpse, that the caster has a sample of blood from. The murder weapon is considered to be the weapon that delivered the victim to zero or fewer hitpoints, or administered the poison that killed the victim. \spell{Protection From Rain}{Abjuration}{0}{S, M}{1 hour/level}{1}{Caster}{None} After casting this spell, the caster will remain dry, even is standing in the midst of a torrential downpour. Any water touching the caster will bead and flow down an invisible force field which surrounds the caster and all of his/her possessions to a distance of one inch. The caster will be protected from splashes and drops, but he/she will not be protected from standing in a puddle, as the water will eventually sink in. If the caster just passes through a puddle quickly, then the he/she will remain dry. The material component for this spell is an oiled leather rag. \spell{Shadows}{Illusion/Phantasm}{Special}{V, S}{Special}{1}{Special}{None} This spell has three different potential functions, the choice of which may be made at the time of casting: \begin{enumerate} \item The illusionist 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 illusionist can take advantage of (or is penalized 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 illusionist's person (a range of 0 for this function), and the illusionist 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\%/level (illusionist's level) to the character's normal thief chances of hiding in shadows. \item This version causes a number of shadowy forms to dart about up to 60 yards distant in a 20 square yards 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. \item 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$'$/level square area. The illusionist 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 illusionist must maintain concentration, and even then the maximum duration of 3 rounds/level still applies. If she or he breaks concentration, the shadows will last 1-2 rounds longer before fading away. \end{enumerate} \spell{Skulkskin}{Illusion/Phantasm}{Touch}{S, M}{1 turn/level}{1}{Creature touched}{None} Similar to the effect of the skulk's renown ability, this spell enables the recipient to change color so as to blend with her or his background; however, unlike the skulk's ability, it changes not only the skin color, but the color 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: \medskip \noindent \begin{tabular}{ccc} {\bf Movement Rate} && {\bf Chance of Success} \\ 0 (stationary) && 80\% + 2\%/level \\ Up to 1 && 60\% + 2\%/level \\ Up to 3 && 40\% + 2\%/level \\ Up to 6 && 20\% + 2\%/level \\ Up to 9 && 00\% + 2\%/level \end{tabular} \medskip The recipient may attack without ruining the spell, and will surprise on a 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 color-changing creature (such as a chameleon, troglodyte, skulk, pseudo-dragon, etc). \spell{Small Fire Ball}{Evocation}{5 yards + 5 yards/level}{V, S, M}{Instantaneous}{2}{1 target}{\half} This is similar to a normal fireball spell with the following exceptions: \begin{itemize} \item only one target is affected (the caster chooses the target and the fireball expands until the target is engulfed), \item damage is 1d4 per caster's level (up to a maximum of 10d4), \item and exposed items receive a +2 on their saving throws. \end{itemize} The material components for this spell are a bit of burning insense, and any gem worth at least 5 gp; both are consumed with the casting. \spell{Snapshot}{Evocation/Invocation}{Sight}{V, S, M}{Instantaneous}{Instantaneous}{Special}{None} This spell causes an image of whatever the caster sees, even thermal or magical auras, to appear on a sheet of parchment or vellum. The image will always be in focus, even if the casters eyesight is not. This spell is special in that it can be cast in the same round that the caster has cast another spell. Even if the caster is maintaining his/her concentration on another spell, then the spell can be cast if the material component is ready. The material component is a page of vellum or parchment. The verbal component for the spell is some cutsie word such as ``cheese'' or ``sex.'' \spell{Spirit Command}{Enchantment/Charm}{V}{30 yards}{1 round}{1}{1 creature}{Special} 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 creater 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 6th). \spell{Time of Death}{Divination, Necromancy}{V, S, M}{Touch}{Instantaneous}{1 round}{One corpse}{None} This spell allows the caster to estimate the time of death of the recipient corpse to within 5\% if the corpse had died within one day per level of the caster, else the error will be within 20\% \spell{Urlic's Unwholesome Meal}{Illusion/Phantasm}{0}{V, S, M}{1 turn + 1 turn/level}{5}{2 portions + 1 portion/level}{Neg.} 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 neutralize 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 completely illusionary meal is consumed, a victim will believe that his or her 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 illusionist to sprinkle a pinch of gold dust over the food (or air) where the illusion is to be created. \spell{Werp's Unseen Escape}{Illusion/Phantasm}{0}{V, S, M}{1 round/level}{1}{Caster}{None} This spell is a weakened version of the second level illusionist 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. \spell{Whither}{Necromancy}{30 yards}{V, S, M}{Instantaneous}{1}{100 square feet/level}{Special} This spell kills all normal vegetation within an area of 100 square fee per level of the caster. The shape of the effected area may be determined by the caster at casting time. Tougher plants get a saving throw vs the effects of the spell. Normal trees get a saving throw of 11, while larger or older trees have a saving throw of 6. Special plants such as Treants suffer but 1D6 points of damage. The material component for this spell is acid, which is sprinkled towards the area to be effected. \spell{Wimbly's Wonderful Web}{Conjuration/Evocation}{10 yards/level}{V, S, M}{2 rounds/level}{1}{1 creature}{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 immobilizes 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 \spell{Wizard Glue}{Enchantment}{Touch}{S, M}{Permanent}{1}{20 square feet/level}{None} Wizard glue will hold one relatively flat surface to another, such as a mirror to a wall as an example. The strength of the bond is 10 pounds per level of the caster. To remove two objects separated by this spell requires a dispel magic, or a strength$\times$10 equal to or greater than the bond strength. The material component of this spell is some honey mixed together will tree sap. (The wizards call this mixture an epoxy-resin) \section{Second-level Spells} \spell{Acid Water}{Alteration}{20 yards}{V, S, M}{1 round/level}{2}{1 gallon/level}{None} This spell turns water into an acidic substance. If a creature touches this stuff, he takes 2d4 damage. If it is drank, we will take 4d4 damage. The caster can do anything in or to the substance without without taking any damage. \spell{Ahshay's Mystic Mutable Aura}{Illusion/Phantasm}{Touch}{V, S, M}{1 day/level}{1 round}{1 target}{Special} This spell creates a magic aura around an object similar to the one from Nystul's Magic Aura. However, it hides not the magic property, but the alignment of the target. The caster can specify which alignment he wants the object to radiate and the strength of the alignment.The higher the level of the caster the more radical alignment he could place on the object or person. Note that this aura DOES NOT change the alignment(if present) of a person or object. This spell foils such spells as detect good,evil, a paladins detect evil ability and the spell know alignment. It does not change the effect of the Prot from good/evil spells. Note that the priest version of true sight or a gem of seeing will see through this spell. If the object or person acts in a different way other than is indicated by the aura, other people will get a DISBELIEVE check. A mage with the true sight spell will now get a true reading off a detect evil. The material component of this spell is a sheeet of filmsy silk in an appropriate color to the alignment being cast. It is consumed completely. \spell{Alpha's Moonlight}{Evocation}{5 yards/level}{V, S, M}{1 turn/level}{1 round}{10$'$/level radius circle}{None} This spell creates an area of soft blue-grey light, apparently coming downwards from above. This light effectively washes out all color, but clear vision is certainly possible within the area of effect. Vision is also possible out to 10 yards beyond the spell's radius, but such vision is dim and shadowy at best. The moonlight does not interfere in any way with infravision, but the nature of the light is such that creatures adversely affected by bright light suffer only half the normal penalties when within the Moonlight and none when within its shadowy fringes. The Moonlight spell may be centered on the caster, in which case it moves with him. Otherwise, the spell must be cast on an area and is stationary. The material component of this spell is a moonstone that has been exposed to actual moonlight for a full night. \spell{Alpha's Rainbow Beam}{Evocation}{10$'$ + 5$'$/level}{V, S, M}{Instantaneous}{2}{One target}{Neg.} This spell draws upon the power of the Quasi-Elemental Plane of Radiance and brings forth a beam of pure light. The color of the light making up the beam is normally randomly determined by a roll of a d8. However, the caster has a chance equal to 5\% per level of being able to select the color of the beam (the caster may NOT select a multi-hued beam. Such occurs only as the result of an aberration in the magic). The colors of the beams are as follows: \medskip \begin{tabular}{ccc} {\bf D8 Roll} && {\bf Beam Color} \\ 1 && red (cold) \\ 2 && orange (heat) \\ 3 && yellow (acid) \\ 4 && green (poison) \\ 5 && blue (electricity) \\ 6 && indigo (holy water) \\ 7 && violet (force) \\ 8 && multi-hue$^{\dag}$ \end{tabular} $^{\dag}$Roll again twice ignoring any 8s \medskip The beam does a base of 2d6, plus an additional point of damage for each level of the caster (e.g. a 7th level caster would inflict 9-19 (2d6+7) points of damage). Any creature resistant to the attack form indicated by the color of the beam takes NO damage, while a creature vulnerable to the specific attack form (such as heat vs. a yeti) will suffer double damage. A saving throw indicates that the beam has missed and the intended victim is unaffected. Note that the beam may hit a target other than the one intended. Once the beam hits a solid object, it stops, even if that object is transparent. Any creature suffering damage from the spell must make item saving throws if appropriate. The material component of the spell is a small clear gem or crystal prism worth at least 50 g.p. \spell{Alpha's Spark Shower}{Evocation}{0}{V, S, M}{1 round}{2}{5 $' \times$ 20$'$ long $\times$ 10$'$ base wedge shape}{\half} The caster extends his arms and speaks the spell, and a sheet of sizzling purple sparks shoots forth from the caster's hands. These sparks cause 1d4 electrical damage per three levels of the caster, rounded up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or wearing partially metal armor (ring, scale, chain) save at -2 and suffer +1 point of damage per die. Those wearing full metal armor (splint, banded, plate, etc.) save at -4 and suffer double damage. The material component is a bit of fur, glass, and copper. \spell{Alpha's Starblades}{Conjuration}{10$'$ + 10$'$/level}{V, S, M}{1 round/2 levels}{2}{1 target/3 levels}{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. armor, and the caster's to hit rolls with them are at +3, in addition to any bonus for high dexterity. Each Starblade that strikes causes 2d4 damage, +2 vs. creatures with powers drawing on the negative material plane or plane of shadow. The material component is a small silver star. \spell{Alpha's Star Gaze}{Evocation}{60 yards}{V}{Instantaneous}{2}{1 creature/2 levels}{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. \spell{Ambient Light}{Alteration}{60 yards}{V, S, M}{1 turn/level}{2}{20 yard radius globe}{None} This spell is in many ways similar to the first level illusionist 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 osquip tunnels below the hall) up to the full area of effect. Just beyond the 20 yard radius globe, reflected light from the actual area of effect 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. \spell{Bigby's Groping Fingers}{Evocation}{30 yards}{S}{1 round/level}{2}{Special}{None} This spell allows the caster 'grope' his/her target. This spell is usually used by mischevious apprentices in bars and such...have fun. \spell{Byen's Arrow}{Illusion/Phantasm}{Touch}{V, S, M}{6 turns/level}{1 round/arrow}{1 arrow/2 levels}{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, audial, 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 illusionist 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 illusionist 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, specialization, a magic bow, etc. Only 25\% of this damage is actual, but even after the illusion fades (which happens in 5 rounds + 1 round/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 h.p./round of rest or 1 h.p./turn of even mild activity, but not at all for strenuous activity. Creatures brought below zero h.p. because of this illusionary damage will be unconscious and must make a system shock survival roll of else die of shock, losing 1 h.p./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. \spell{Cause of Death}{Divination, Necromancy}{0}{V, S, M}{Instantaneous}{1 turn}{One corpse}{None} This spell allows the caster to determine the cause of death of the target corpse. This spell involves the dissecting of the corpse to actually determine the cause of death. The information received from examining the corpse will be what kind of damage the corpse took that actually caused the creature to die. An example of the kind of information received is as follows: \begin{description} \item[Aging:] natural, unnatural, organs that failed \item[Exposure:] cold, fire, heat, lightening, drowning \item[Falling:] (or hanging) height fallen from, type of fall \item[Disease:] parasites, type of disease \item[Magic:] applies to magic missile or necromantic \item[Wound:] piercing, bludgeoning, slashing, etc. \end{description} The DM may introduce a chance of failure if the body is badly decomposed, or if the cause of death closely resembles something else. The material component for this spell is a set of scalpels and a magnifying glass. These components are not used up after the spell has been cast. \spell{Cheffield's Major Feast}{Alteration}{30 yards}{V, S, M}{Permanent}{5 rounds}{Feeds 4 people/level}{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. \spell{Cloud Walk}{Alteration}{Touch}{V, S, M}{1d6 turns + 1 turn/level}{3}{1 creature}{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 purchase on fine mist. The material component is a hair from a nightmare. \spell{Death Armour}{Necromancy}{0}{V, S}{1 round/level}{2}{Caster}{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 caster from damage, nor does it have any effect on an opponent wielding a weapon, but it will effect undead. In any hand attacks, the caster adds one point of damage to the total. \spell{Detect Phase}{Divination}{5 yards/level}{V, S, M}{1 round/level}{2}{Caster}{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/she will have none of the ill effects that normally occur when trying to attack (ie. 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/her 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. \spell{Detect Spirit}{Divination (Reversible)}{20 yards + 5 yards/level}{V, S}{Special}{5}{1 creature or object}{None} Detects the presence of a soul spirit or mentality in any body or object (enchanted swords, etc.), and wether 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 1 turn/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. \spell{Disease}{Illusion/Phantasm}{30 yards}{V, S}{Special}{2}{1 creature}{Neg.} 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 (p.), with the full effects described inflicting the target. Rolls are subject to the following modifiers: UNFINISHED, OF COURSE \spell{Dispel Silence}{Abjuration}{10 yards/level}{S, M}{1 round/level}{2}{15$'$ radius}{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 g.p., and is consumed in the casting. \spell{Dumbness}{Illusion/Phantasm}{30 yards}{V, S}{Special}{2}{1 creature}{Neg.} 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. \spell{Dust Warriors}{Conjuration, Necromancy}{5 yards/level}{V, S, M}{Special}{3}{20 yards $\times$ 20 yards square}{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 hp equal to the age catagory of the dragon (count 4 hp = 1 hit die for turning and attack purposes). Furthermore, they will be immune to the attack type of the dragon's breath weapon. \spell{Expose Magic}{Divination}{10 yards/level}{V, S}{Instantaneous}{4}{Special}{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 (ie - that a fireball was cast rather than a spectral forces) unless the caster has already disbelieved successfully. \spell{Greysky's Improved Missile}{Evocation}{20 yards/level}{V, S}{Special}{2}{Special}{None} This spell is exactly the same as the first level magic user spell magic missile except for two changes: \begin{enumerate} \item the area of effect -- everyone in spell range could possibly be hit with 1 or more missiles and \item 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. LV 1-3, 2 missiles / LV 4-6, 4 missiles / LV 7- 9, 6 missiles etc.). \end{enumerate} \spell{Guilda's Sneakabout Light}{Alteration}{5$'$}{V, S, M}{10 rounds + 1 round/level}{2}{5$'$ radius}{None} Creates a dim, floating light of variable intensity that follows the caster. At its brightest, it is enough to read with good eyesight, and it can be extinguished and restored at will during the duration. No light produced by the spell escapes the 5$'$ radius, preventing the caster from being given away by his light--so this spell is ideal for thieves. Note that background light pentratesthe AoE freely, so the caster is in no way concealed by this spell. \spell{Hand of Ithiqua}{Illusion/Phantasm}{30 yards}{V, S}{3 rounds/level}{2}{1 creature}{Neg.} A target of the Hand of Ithiqua failing to save vs. magic will be pinned to the ground by an invisible force. The force is illusionary, but will seem completely real to the victim, so that she or he will be unable to move. The victim will be pinned to the ground at a location of the illusionist's choice, and dispite any struggling will have a movement of 0 regardless of strength. The subject will be very prone, +4 to be hit (with no AC adjustment for dexterity) and -4 to attack. \spell{Imitation}{Illusion/Phantasm}{0}{V, S}{2 turns + 1 turn/level}{2}{Caster}{None} This spell is similar in nature to change self (q.v.), but allows the illusionist to assume the form of a specific creature. There is, however, a chance that the form will not be accurately imitated, with some inconsistency or fault being noticed by the observer(s). The chance of an observer detecting this ruse is dependent on the caster's and observer's familiarity with the form as follows: \medskip \begin{tabular}{cc} {\bf Observer's Familiarity} & {\bf Base Chance} \\ Very well known & 25\% \\ Seen often & 15\% \\ Seen occasionally & 10\% \\ Seen once & 5\% \\ Never seen & 0\%$^{\dag}$ \end{tabular} $^{\dag}$Note: This is also the chance of a creature recognizing a non-specific form as a false one. \medskip \begin{tabular}{ccc} {\bf Caster's Familiarity} && {\bf Modifier} \\ Very well known && -5\% \\ Seen often && - \\ Seen occasionally && +10\% \\ Seen once && +20\% \end{tabular} \medskip Additional Modifiers: \begin{itemize} \item +5\% per level of the viewer \item -5\% per level of the illusionist \item +20\% if listener attempts to determine authenticity (+10\% if only seen occasionally, +5\% if seen once or never seen) \item -1\% per one foot of distance \end{itemize} The chance of detection should be rolled upon initial contact, once for every three turns of exposure or one turn of direct conversation, and once for an attempt to determine authenticity. The spell may not be immediately recognised as an illusion, even if a fault is detected, for it could be seen as a disguise or a physical change (as with a doppleganger). Note that strong physical contact could reveal the spell, as the illusion is only visual. Also, unless a Voice spell is also used, observers could become very suspicious. The size of the alteration can be 50\% of actual. Note that the change is entirely illusionary (unlike Alter Self) -- no actual physical properties are gained whatsoever and special abilities (gaze attacks, horror effects, etc.) cannot be reproduced so as to have these special effects. \spell{Improved Detect Magic}{Divination}{0}{V, S}{2 rounds/level}{2}{10$'$ path, 600 yards}{None} This spell acts like Detect Magic except it works out to hundreds of yards range. \spell{Inaudibility}{Illusion/Phantasm}{Touch}{V, S, M}{1 hour/level}{2}{1 creature}{Neg.} This spell completely masks all sounds made by the recipient. These include sounds such as breathing, talking, as well as sounds made when the recipient strikes another object, in fact, any object held by the recipient will also likewise be silenced. Objects thrown, dropped, or knocked over by the recipient will not be silenced by the spell, as they are not in contact with the inaudible creature. An unwilling creature is allowed to make a saving throw against this spell, and it is a great way to silence spell casters (unless they have the spell vocalize). The material component for this spell is a piece of cotton. \spell{Last Experience}{Divination, Necromancy}{0}{V, S, M}{1 round}{1 round}{One corpse}{None} This spell causes the caster to re- live the last minute of the corpses life. If the victim was conscious during this time, then the caster must make a system shock roll or be knocked out for 1d4 hours. The material component for this spell is a convex lens and a scalpel. \spell{Lightservant}{Alteration, Conjuration/Summoning}{0}{V, S, M}{2 turns/level}{2}{30 yard radius}{None} This spell is a variation of the first-level magic-user spell Unseen Servant. The servant created by this spell is visible as a vaguely manlike form of glowing light, and is slightly stronger, being able to lift 3000gp weight and taking 8 hit points of magical damage to destroy. The light provided by the servant is enough to allow normal vision in a 10 yard radius around the servant. Except as noted above, and that the material components of this spell are a live firefly and a piece of thread, this spell behaves as Unseen Servant. \spell{Malta's Pattern Creation}{Conjuration}{0}{V, S, M}{Permanent}{Special}{Special}{None} With this spell, the caster can create a pattern for use with the spell Malta's Pattern Transport. The Pattern can be any image with any colors, but it must include a circle which forms the outer edge. The Pattern can be any radius, but the cost of making the Pattern is dependent on the materials used -- so bigger Patterns cost more. The Pattern can be woven into cloth, painted onto cloth or a hard surface, or inlaid into a hard surface. The Pattern must be at least 1 yard in diameter with no maximum size. The cost to make a Pattern is equal to the square yards of the Pattern times the amount below: \medskip \noindent \begin{tabular}{lccc} {\bf Material} & {\bf Cost} & {\bf Time} & {\bf Save} \\ Painted on Cloth & 5 Silver & 1 hour & 15 \\ Woven into Cloth & 1 Gold & 10 hours & 12 \\ Woven into Rug & 2 Gold & 15 hours & 10 \\ Painted on Wood & 1 Gold & 3 hours & 10 \\ Painted on Stone & 2 Gold & 4 hours & 8 \\ Inlaid in Wood & 3 Gold & 12 hours & 5 \\ Inlaid in Stone & 5 Gold & 16 hours & 2 \end{tabular} \medskip Patterns cannot be repaired, they must be remade completely. Patterns can be moved (assuming the material can be moved as one unit) without damage. The Save listed is the save the Pattern must make when used for transport (See Malta's Pattern Transport for details) - the material saves normally for any other damaging situation. \spell{Malta's Pattern Image}{Conjuration}{0}{V, S, M}{Special}{1 hour}{One pattern}{None} With this spell, the caster can imprint the size and image of an undamaged Pattern. This imprinted image can later be used by the caster to create a matching Pattern of his own. The imprinted image can be recalled by the caster for upto 1 month per caster's level (at casting time). If this time is exceeded, or the caster creates a matching Pattern (even if different size), then the imprinted image is dispelled. This spell is necessary to create an exact size matching Pattern if the original Pattern is not present for the creation of the matching Pattern. The caster can have upto one imprinted image/size per level at a time. \spell{Mimicry}{Illusion/Phantasm}{Touch}{V, S}{3 rounds/level}{2}{1 creature}{None} This spell is similar to the first level spell Minor Mimicry (q.v.). However, the spell continues even after a form is dispelled by movement, and once the spell recipient again becomes stationary, she or he can be concealed by a new form (again chosen by the illusionist). Therefore, the only ways the spell would end are an end to concentration by the illusionist or the spell recipient passing beyond 10 yards/level range. If the caster's concentration is ended, any illusionary form will last 5 rounds + 1 round/level. \spell{Noise Filter}{Illusion}{10 yards/level}{S, M}{1 round/level}{2}{5$'$/level radius}{Special} All creatures within the area effect at the time of casting will have their hearing muted -- they will not hear anything unless they have some other confirmation of its existence. Thus, you can only hear people speak if you can see their face or know precisely what they will say; background noise will continue if you know it should be there but sudden noises from the next room will not be heard, etc. Once a creature notices or becomes suspicious of the effect (by turning around and seeing a large pile of broken crockery they did not hear break, for example), it will automatically be dispelled with respect to that creature. The material component is a pair of blinders. \spell{Paldeggeron's Accurate Arrow}{Enchantment}{Special}{V, S}{1d6 turns + 1 turn/level}{1}{Special}{None} When cast, Paldeggeron's Accurate Arrow minorly enchants one missle weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit and target normally within the waepon's range. Effective with ``called shots'', and situations of that nature. The missile's enchantment does normal damage as it were an unaided hit of the same nature. The enchantment instantly wears off upon the arrival of the missile's destination. \spell{Petition}{Conjuration}{Special}{Special}{V}{Instantaneous}{1 round}{1 creature}{Special} This spell is used to alert an extra - planar being that the caster wishes to contact it. The spell does not allow further communication (though the extraplanar being may then contact the caster through other magic). \spell{Plane Source}{Divination (reversible)}{5 yards/level}{V, S, M}{Instantaneous}{2}{1 creature or object}{Neg.} Reveals the Plane of origin of any one creature, object or magical phenomenon in spell range, or the Plane reachable by the closest gate or dimensionnal nexus point. Hostile or unwilling creatures save vs spells to avoid their origins being divined. The reverse obscures detection by this spell for 24 hours. \spell{Pobithakor's Pacifier}{Alteration}{0}{V}{Instantaneous}{Special} {Caster}{None} This spell is used when the caster is the subject of the Pobithakor's placer spell. What this spell does is disrupts the energies and allows the caster a saving throw vs spells to avoid the effect. There is enough time when the caster is being pulled through to cast this spell. The verbal component varies, but usually sounds something like ``not tonight, I have a headache'' or ``not on the first date.'' \spell{Protection from Enchantment}{Abjuration}{Touch}{V, S, M}{1 round/level}{2}{1 creature}{None} The recipient of this spell will become partially immune to magical forms of sleep, charm, and fear. The caster will automatically receive a saving throw, even against enchantment spells that normally do not allow a saving throw (e.g. sleep). If the spell normally allows a save, then the saving throw is made at a +6 bonus to the die roll. This spell does not protect the caster from natural drowsiness, or from the obvious charms of a member of the opposite sex. The material component of this spell is a lapis lazuli. \spell{Resist Paralysis}{Abjuration}{Touch}{V, S, M}{1 round/level}{5}{1 creature}{None} For the duration of this spell, the recipient is immune to all forms of paralysis, including gaze attacks, paralytic poison, and hold spells, but it does not negate paralysis already in effect. The material component is a feather and an infusion of tea and ginger (to be consumed by the recipient). \spell{Reveal Owner}{Divination}{Touch}{V, S, M}{1 round/level}{1 round}{1 object}{None} The caster of this spell will receive a mental impression of the most recent owner or owners of the object that the spell is cast on. An ``owner'' is defined as an intelligent entity who was in direct physical contact (i.e. no gloves) with the object for less than 1 hour, or who had the object on his/her person for more than one hour. For every four levels of the caster, one of these previous owners can be identified. The information gained is sufficient that the caster will recognize the owner on sight, and he/she can uniquely specify the owner for the purpose of such spells as legend lore. The material component for this spell is a handful of dust. \spell{Shocksphere}{Evocation}{60 yards + 10 yards/level}{V, S, M}{1 segment}{2}{20 yard diameter sphere}{\half} This spell creates a small ball of crackly blue light which expands outwards when it contacts a solid object, hits its target, reaches its maximum range or it reaches the point where the caster wishes it to expand. When it does expand, a large amount of electrical energy is given off, small lightning bolts arc from object to object inside the sphere and blue light is given off in a 60 yard diameter sphere. All creatures within the area of effect must make a save vs spells or take 1-3 points of damage per level of the caster (a successful save means damage is halved). If a particular creature was targeted for the spell then they take 1-4 damage per level of the caster and their saving throw is made at a -2. If the area in which the shocksphere expands is not circular then the sphere will expand an conform to the volume it can occupy. The shocksphere covers a volume of 4200 cubic yards. If a creature fails its saving throw vs spell then all of his/her items must make a saving throw vs lightening or be destroyed. Otherwise this spell is similar to a fireball spell in many respects. The material components for the spell is a small chunk of dried flesh from an electric eel or any other creature that uses electricity for an attack. \spell{Sonic Barrier}{Abjuration}{0}{V, S, M}{1 turn/level}{2}{10 yard radius sphere}{None} This spell creates an invisible, spherical barrier through which sound cannot pass. The spell remains centered on the caster, enabling a group to in absolute silence without giving up the inter-communication. Note that since sounds cannot pass into the barrier either making the party deaf to outside events for the duration of the spell. The material component for this spell is a small glass globe which shatters at the end of the spell. \spell{Veschiul's Shadowbolt}{Illusion}{120 yards}{V, S}{Instantaneous}{2}{Special}{None} The spell Shadowbolt allows the mage to mold a bolt of shadowstuff from the Plane of Shadow, and fire it up to 120 yards range. A to hit roll is required, but is made as a fighter at a level of 1.5 times the mage's level, rounded up. The Shadowbolt does damage by impace: at ranges under 40 yards, the damage is 1d4 perlevel, at ranges between 40 yards and 80 yards the damage is 1d4 per 2 levels, and at greater ranges the damage is 1d4 per 4 levels. The number of dice should be rounded down in all cases (thus, a 5th level mage at 50 yards does 2d4 damage, but a 6th level mage does 3d4). The creature must make a DEX check to remain standing, adjusted by a -1 for every two levels of the mage (again, rounded down), as well as by mass: \medskip \begin{tabular}{ccc} {\bf Mass(lbs)} & {\bf Dex Adj.} & {\bf Distance} \\ 30 or less & -8 & 25 yards \\ 31 to 60 & -6 & 20 yards \\ 61 to 90 & -4 & 15 yards \\ 91 to 120 & -3 & 10 yards \\ 121 to 150 & -2 & 5 yards \\ 151 to 180 & -1 & - \\ 181 to 210 & 0 & - \\ 211 to 240 & +1 & - \\ 241 to 270 & +2 & - \\ 271 to 300 & +3 & - \\ 300 or more & +4 & - \end{tabular} \medskip The distance column indicates how far the target has been knocked away from the mage if the modified DEX check was failed. \spell{Veschiul's Shadowcurse}{Enchantment}{30 yards}{V, S, M}{Special}{3}{Special}{Neg.} The Shadowcurse can affect any creature of the world of light. The area of effect is 1 creature for every two levels of the mage above 1st; i.e. a 3rd level mage can affect 1 creature, a 5th can affect 2, and so on. The effect of the Shadowcurse is to afflict the victims with some of the vulnerabilities of a shade. The effects depend on the light conditions, as shown on the following table: \medskip \begin{tabular}{cccc} {\bf Light} & {\bf Abilities} & {\bf Move} & {\bf Max HP} \\ Bright & -2 & 1/2 & 1/2 \\ Average & -1 & 3/4 & 3/4 \\ Twilight & - & - & - \\ Shadowy & - & - & - \\ Night & - & - & - \\ Darkness & -1 & 3/4 & 3/4 \end{tabular} \medskip See the description of Shade in the MMII for exact descriptions of these light conditions. The material component is a piece of pitch. \spell{Wound Closure}{Necromancy}{Touch}{V, S}{Permanent}{5}{1 creature}{None} This spell closes the wounds of the recipient to prevent bleeding and infection, incidentally curing 1-4 hitpoints of damage. All of the victim's wounds will be closed by a single casting, but further applications are possible to increase the healing effect. The spell can be used to on corpses to disguise the cause of death, but it does not work on non-corporeal or extra-planar entities \section{Third-level Spells} \spell{Alpha's Comet}{Evocation/Conjuration}{10$'$ + 5$'$/level}{V, S, M}{Instantaneous}{3}{Special}{None} This spell creates a flaming missile with a trail of superheated noxious gases. The comet unerringly strikes one target, the impact causing 3d6 damage and the flames an additional 3d6. Furthermore, any creature within 5$'$ of the comet's path will suffer 2d4 fire damage. All those within 5$'$ of the point of impact will suffer 3d4. Anyone who suffers damage from this spell is also considered to have been engulfed in the noxious fumes, and will be at -2 on all rolls (10\% spell failure chance) for 1-6 rounds due to coughing, choking, and blurred vision. The material component is a ball of pitch mixed with sulfur and phosphorus. \spell{Alpha's Darklight}{Alteration}{10 yards/level}{V, S, M}{1 turn + 1 round/level}{3}{15$'$ radius globe}{None} This spell is exactly the same as the second level magic-user spell darkness 15' radius (q.v.), except in that the caster can see normally through the darkness so created as if in normal lighting conditions. Alternatively, the caster can bestow the visual benefits to another character by crushing the material component and sprinkling the dust into the eyes of the recipient. The material component is a piece of coal or charcoal, which must be crushed and applied as above. Note that the spell only allows normal vision through the darkness caused by the particular casting, and lends no benefit towards other darness, either normal or magical. \spell{Alpha's Flames of the Faltine}{Alteration, Evocation}{0}{V, S, M}{2 rounds + 1 round/level}{3}{Special}{None} This spell sheathes the caster in hot yellow flames and blurs the caster's features somewhat, causing them to assume a smooth and somewhat indistinct shape, also turning a dark red color. The flames will appear to be present even coming out of the caster's eyes and mouth. These flames give the caster no special protection, but they do shed bright light in a 30$'$ radius. Furthermore, any creature striking the caster with a claw, bite, or similar attack or a hand-held weapon less than 5 feet long will suffer damage as though contacting a Wall of Fire spell (q.v.)--2d6 damage + 1 point per level of the caster. Undead suffer double damage, and creatures especially susceptible to flame may also take additional damage. The caster may attempt a melee attack to burn others with this fire, a successful blow causing 1d6 damage + 1 point per two levels of the caster. Creatures passing within a 5$'$ radius of the caster suffer 1d4 heat damage. By standing still and concentrating, the caster may extend this heat radiation, inflicting 2d4 within a 5$'$ radius and 1d4 within a 10' radius, but this falls back to the usual level if the caster stops concentrating or resumes moving. The caster can attempt to destroy inanimate objects by touching them, requiring a save vs. normal fire to avoid destruction. This may be attempted once per round, at a -1 cumulative penalty for each consecutive round of handling. Items on the caster's person at the time of the casting of this spell are unaffected by the flame. The caster may end this spell prematurely if desired. The material component for this spell is a flask of oil, poured over the caster's head during the casting of the spell, and an open flame of any size. \spell{Alpha's Heat Lightning}{Evocation}{10 yards/level}{V, S, M}{Instantaneous}{3}{1 creature}{\half} This spell calls down a bolt of reddish-purple lightning which strikes a single creature within range. The bolt inflicts 1d6 of damage per level of the caster. Cold or water-based creatures suffer an additional 1 point of damage per die, while creatures resistant to heat OR electricity suffer 1/2 normal damage (1/4 with a successful save). All non-magical metal worn by the target must save vs. lightning (at +2 if the save was made, but at -2 if the save was failed) or be fused to any nearby metal (sword fused to gauntlet, pieces of armor fused together, preventing movement). The material component of this spell is a short glass rod, a bit of fur, and a bit of iron or lodestone. \spell{Alpha's Ice Bolt}{Conjuration/Summoning}{60 yards}{V, S, M}{Instantaneous}{3}{Special}{Special} With this spell, the magic-user opens a small hole in the spatial fabric into the preternatural cold of the para-elemental plane of ice. It brings forth a shaft of solid para-elemental ice 6 inches thick and 10 feet long (the hole is opened for only a very brief time). This missile hits with great force, causing 3-30 points of damage from the impact alone. If the target saves vs. petrification, only a glancing blow is dealt, and the victim suffers only 1-10 points of damage. An additional save (also vs. petrification, and at +4 if only a glancing blow was suffered) must be made, or the victim will be stunned for 1-6 rounds from the force of the blow. The ice absorbs heat from the nearby air, and this causes 1-6 points of cold damage (no saving throw) to all within 5 feet of the bolt's path, and within a 10' radius of the target creature. The bolt shatters upon striking its target, and the victim will suffer an additional 4-24 points of cold damage (2-12 if only a glancing blow was suffered). Fire-using creatures take double damage from the cold caused by the bolt, while those resistant to cold take none. Both types of creatures suffer full damage from the bolt itself. Water-based creatures in liquid form will suffer only 1-10 points of damage from the blow, and cannot be stunned, but they will automatically be slowed for 2-8 melee rounds. If the target creature is struck fully (i.e. fails the initial saving throw), then exposed items on that side of the caster must make a save vs. crushing blow, and all items carried by the caster must save vs. magical frost (note also that items on the side struck by the bolt must save at -10, due to the cold and the blow). The material component of this spell is a clear gem worth not less than 100 g.p. \spell{Alpha's Images of Ikonn}{Illusion/Phantasm}{0}{V, S, M}{2 rounds/level}{3}{15$'$ radius}{None} This spell is similar to the 2nd level Mirror Image spell (q.v.). The caster gains 1 mirror image for each level of experience, rather than rolling randomly. These images can appear anywhere within 15$'$ of the caster, and a blurring distortion effect occurs in the casting of this spell and at the end of each melee round which prevents isolation of the true wizard in the new melee round, even if the wizard was successfully attacked in the previous round. Area effect attacks (Fireball, etc.) can still affect the caster even if his location is not known. As a final benefit, if one of the images is struck by an opponent, the caster may make an unmodified save vs. breath weapon. If successful, the image will not be dispelled by the blow. The material component of this spell is a small carving or doll of the caster and a broken mirror. \spell{Alpha's Lightwall}{Evocation}{10 yards/level}{V, S, M}{1 round/level}{3}{10$' \times$ 10$'$ square/level}{Special} This spell causes a wall of dazzling yellow-white light to come into being at any point within the range of the caster. Vision through the wall by any means is quite impossible, though it is negated by a darkness (q.v.) spell cast at it. When the wall first comes into being, all those within 10 feet of it who are not averting their eyes (thus a mage could warn his companions that he was about to cast this spell) must make a save vs. petrification to avert their gaze from the wall in time to avoid being dazzled by its brightness. This dazzling results in a -2 penalty to hit, a 20\% spell failure chance for spell casters, and a -1 penalty on initiative dice rolls. These effects persist for as many rounds as the difference between the victim's die roll and the roll needed for him to save. These effects can persist even after the duration of the spell has elapsed. Naturally, blind or sightless creatures are unaffected by this spell, but subterranean or dark dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3 on their saving throw. Further, they are not protected by thier normal magic resistance, as the spell is not cast directly at them. They are as vulnerable to its existence as any other creature would be. The light given off is equivalent to a continual light (q.v.) spell within 20$'$, and equivalent to a light spell (i.e. normal torchlight) in an additional 80$'$ radius. The lightwall, if cast out of doors, can be seen up to a mile away per level of the caster (reflecting the additional size of a larger caster's lightwall). The wall can, of course, be created smaller than the maximum size for the caster's level. The wall itself causes no damage to creatures passing through it. However, a character fighting someone with a lightwall directly behind him suffers a -1 on his or her chances to hit (note that this is cumulative with the dazzling effects described above). Similarly to the first level wall of darkness (q.v.) spell, sound is blocked by the lightwall, assuming that it does not allow sound waves to travel around the sides of it (as when cast outdoors, for example). It does not absorb sound or prevent spellcasting, it merely does not allow sound to pass through it (even if such sound is from a Horn of Blasting or a Shout spell). The material component is a clear gemstone or a sunstone worth not less than 100 g.p. \spell{Alpha's Lucent Lance}{Alteration}{10 yards}{V, S, M}{1 round}{1 round}{Special}{None} There must be some ambient light available in order for this spell to work. The effectiveness of this spell is determined by the amount of ambient light available. The caster must concentrate for a full round to focus the light into the Lucent Lance, after which its energy may be released. The power of the Lance is such that it can carve through wood or soft metal up to 4 inches thick, stone up to 1 inch thick, or hard metal up to .25 inch thick, this thickness multiplied by the appropriate modifier on the table below. Items carried by a living creature are partially protected by that creature's aura, and gain a save vs. magical fire (modified as below) to avoid being damaged by the Lance. Living creatures suffer a base of 1d6 damage, modified as below, with a maximum upper limit of not more than 1d6 per level of the caster. The Lucent Lance coalesces as a ball of light around the caster's hand holding the material component, and shoots forth until maximum range is reached or until a sufficient thickness of material blocks its progress. The Lucent Lance may be traversed over an arc up to 1$'$ per level of the caster at its maximum range. The caster's hand glows brightly while the spell is being cast and while it is active. \noindent \medskip \begin{tabular}{lcc} {\bf Type of} & {\bf Damage} & {\bf Save} \\ {\bf Light} & {\bf Modifier} & {\bf Modifier} \\ Candlelight & $\times$ .5 & +3 \\ Single torch & $\times$ 1 & +1 \\ Lantern & $\times$ 1 & +1 \\ Multiple torches & $\times$ 2 & +0 \\ Light spell & $\times$ 2 & +0 \\ Starlight & $\times$ 2 & +0 \\ Magical dagger & $\times$ 2 & +0 \\ Large bonfire & $\times$ 4 & -1 \\ Bright moonlight & $\times$ 4 & -1 \\ %Continual light spell & $\times$ 4 & -1 \\ Magical sword & $\times$ 4 & -1 \\ %Multiple magic lights & $\times$ 6 & -2 \\ Indirect sunlight & $\times$ 6 & -2 \\ Filtered sunlight & $\times$ 6 & -2 \\ Direct sunlight & $\times$ 12 & -4 \\ Sunray spell & $\times$ 12 & -4 \end{tabular} \medskip If the light source used is a fire of some sort, that fire has a 50\% chance of going out. A permanent light effect (e.g. magical sword or dagger) will lose its power to shed light for 1d10 rounds. A spell used as the light source will be automatically dispelled if it's a 1st-3rd level spell, and will have its duration cut by 25\% if a higher level spell. The material component is a small, oblong corundum rod worth at least 100 g.p. \spell{Alpha's Night of the Leonids}{Conjuration/Summoning}{30 yards + 10 yards/level}{V, S, M}{1 round}{3}{Special}{None} This spell can only be cast outdoors at night. It calls down a number of flaming meteorites to strike unerringly any targets within range. The caster can call down 1d4 meteorites, plus another for every five levels of experience (d4+1 at 5th-9th, d4+2 at 10th-14th, etc.). Each meteorite strikes a single target, though more than one may strike any given target. Each of these `leonids' comes blazing down from the heavens, striking for d6+1 impact damage and an additional d6+1 fire damage. The material component for this spell is a bit of meteoric iron. \spell{Alpha's Rolling Thunder}{Evocation}{0}{S}{Special}{1}{5$'$ radius circle}{Special} The caster need but throw his arms heavenward and a great rolling thunderclap will sound directly overhead. All creatures within 10$'$ of the caster must save vs. petrification or be knocked prone, suffering d4+1 damage, and are automatically stunned for 1 round and deafened for d4+1 rounds. Those within one-half the radius of the spell (e.g. within 25$'$ of a 10th level caster) but not within 10$'$ must save vs. spells or be stunned for 1 round, and are automatically deafened for d4+1 rounds. All others in the area of effect must save vs. spells or be deafened for d4+1 rounds. \spell{Alpha's Silverlight}{Evocation}{60 yards}{V, S, M}{2 rounds/level}{3}{30$'$ radius sphere}{Special} This spell is similar to the 2nd level Continual Light spell in that it creates a very bright light (almost as bright as full daylight). However, any creature within the area of light which is vulnerable to silver (e.g. wights, wraithes, lycanthropes, devils) will suffer 1d6 damage every round that it remains in the area of effect, and will be at -2 to on to hit rolls and +2 to be hit due to the intense discomfort felt by such creatures while within the Silverlight. Alternatively, the caster may throw the spell directly at a single target. Such a creature must save vs. spells or be blinded for the duration of the spell. If the save is made, the spell forms as per usual about one foot behind the intended target, and its duration is halved. A creature vulnerable to silver who is thus targeted need not save vs. blinding, but will instead suffer d6+1 (2-7) points of damage per level of the caster, up to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A successful saving throw vs. spells at -2 will halve the damage and reduce the duration of the stun to a single round. If thrown thus at a creature vulnerable to silver, the spell will not form normally, regardless of the saving throw, as its magic is used up in the attack on the creature. The material component is a bit of pure silver. \spell{Alpha's Starfire}{Evocation}{30 yards}{V, S, M}{1 round}{1}{5$'$ diameter column, 30$'$ high}{Special} This spell creates a column of brilliant, blazing silvery-white flames. All within 10$'$ of the column not looking away must save vs. petrification or be blinded for 1 round and dazzled (-2 to hit, +2 to be hit) for an additional 1d3 rounds. Creatures adversely affected by bright light (e.g drow, duergar) save at -3 vs. this effect. Any creature within the narrow column of fire (most likely only a single creature) is automatically blinded and dazzled as above, and additionally suffers 1d6 damage per level of the caster, up to a maximum of 10d6. A save vs. spells will halve this damage. If the spell is cast outdoors under a night sky, a bonus of +1 per die of damage is added. The material component for this spell is a bit of silver and a shard of crystal. \spell{Astral Wall}{Abjuration}{1 yard/level}{V, S, M}{1 turn/level}{1 round}{100 square feet/level}{None} This creates a wall (which can have any shape the caster desires, including a sphere) which prevents physical effects which would pass through normal walls, such as Teleport, Astral Projection, Monkish 'phase' ability, etc. Any such attempt by a character will fail, leaving the character on the other side of the wall. It is, however, possible to simply walk through an Astral Wall. If the spell is linked to an existing physical wall (including one created by Wall of Stone or Iron), the duration becomes 1 hour/level. The Astral Wall can be disrupted by Dispel Magic cast from either the physical or astral plane. The material component is a piece of parchment. \spell{Conceal Magic}{Abjuration}{Touch}{V, S, M}{1 month/level}{5}{1 item}{None} This spell causes one magic items magical aura to be completely undetectable by all but the most powerful detection methods for the duration of the spell. This has great uses for when a creature does not want an item to be detectable my normal detection methods. The effect of this spell will be obviously negated when a creature does something like pulling out a glowing sword that is supposed to be nonmagical. The material components for this spell is an amount of lead equal in mass to the object to be rendered non-dectable. \spell{Detect Charm}{Divination}{30 yards}{V, S}{1 turn}{3}{1 creature/round}{None} Explanation/Description: This spell will to the caster whether or not the recipient(s) are under the effect of a charm like spell. Up to 10 persons can be checked by this spell before the spell wanes. The caster has a 5\% chance per level of determining the exact type of charm (or charms) that the recipients may be affected by. \spell{Free Action}{Enchantment}{Touch}{M}{5 rounds/level}{3}{Creature touched}{None} This spell grants the recipient the benefits of Protection from Paralysis, and the additonal benefits of being able to function without penalty in a constricting environment (such as water, web spells, entangle spells, etc). It does not affect paralysis already existing, unless it is cast specifically to counter such in which case it gives no further benefit. \spell{Hold Spirit}{Enchantment/Charm}{120 yards}{V, S, M}{2 rounds/level}{3}{1 to 4 spirits in 20$'$ cube}{Neg.} This spell paralyses creatures which do not come from the plane they are on, including conjured spirits and spirits possessing another creature. If the spell is cast at 3 or 4 spirits, each gets an unmodified saving throw. If two are being enspelled, they save at -1. If there is a single target, it saves at -3. Held beings remain aware of events around them and can use abilities which do not require motion or speech. The material component for this is a straight piece of cold iron. \spell{Kallum's Cold Frost}{Evocation}{100 yards + 10 yards/level}{V, S, M}{Instantaneous}{3}{30 yard radius sphere}{\half} This spell creates a ball of extreme cold and sharp ice particles which expands outward from its detonation point. All creatures in the area of effect will take 1d6 hit points of damage per level of the caster from the cold (save vs spells for 1/2 damage). All objects in the area of effect will be frozen, and a layer of frost will cover the surface of everything in the area of effect. If a creature fails its saving throw then all of his/her items must make a saving throw vs frost or be destroyed by the extreme cold. Because of the sharp particles of ice created in the detonation, the explosion will still cause damage to those who are immune to cold. If a creature is immune to cold, then the damage will be 1-2HP per level of the caster with a saving throw for half as normal. The spell can do structural damage to woden structures as can the fireball spell. Otherwise this spell is the same in all respects as fireball. The material components for this spell is a handful of glass crystals or any kind of crystals which is thrown in the direction that the caster wishes the iceball to go. \spell{Improved Armour}{Conjuration}{Touch}{V, S, M}{Special}{3 rounds}{1 creature}{None} This spell is identical to the 1st level spell Armour although it provides its wearer an armour class of AC 2. The Armour lasts until dispelled or until it has recieved 16 + 2 points per level of the caster worth of damage. Note: The armour does not absorb damage nor is it ordinarily visible. It will work with a shield (fighter/mages only), Dex bonuses, and other magical protection devices, like rings and cloaks of protection, although it will not protect a creature wearing artificial armour. Artificial armour includes all manufactured armours, but does not include skin or hides that are a natural part of the creature to be protected. The material component is a small piece of finely cured blessed leather which the caster must rub all over his body while casting. Note: the leather is reusable. \spell{Malta's Pattern Transport}{Alteration}{0}{V, S, M}{Instantaneous}{1 turn}{Special}{None} With this spell, the caster can move himself and other materials from one Pattern to another Pattern. The two Patterns must have the same image and the destination Pattern must be at least as big in radius as the source Pattern. Both Patterns must be known to the caster (current locations) and they must be laid flat. The destination Pattern must not be supporting any object (even partially). The destination Pattern must also be uncovered such that there is room for the incoming creatures/objects. If all of the above conditions exist, then casting the spell will transport the caster and any objects/creatures which are completely supported by the source Pattern to the destination Pattern. All objects transported will end up on the destination Pattern at the same ratio of distance to the edge as on the source Pattern. That is, if an object is halfway from the center to the edge on the source Pattern, then it will be halfway from the center to the edge on the destination Pattern (regardless of the size of the destination Pattern). An object is considered to be completely supported by the pattern when its weight is supported by the material inscribed in the outer circle of the Pattern or by something which is itself completely supported. That means that a person held in the air by another will be transported only if the holder is completely supported. Flying creatures must not be flying at the time of transport. To cast the spell, the caster must stand in the center of an undamaged Pattern and cast the spell. In the first round of the casting, the Pattern will begin to glow (each color of the Pattern will emit its own color). Over the next eight rounds, the Pattern brightness will increase to approximately the same as outside on a sunny day. As the last word of the spell is stated, the brightness of the Pattern doubles and all completely supported objects/creatures are transported to the destination Pattern. If the destination Pattern is not available (see above), then the transported objects/creatures are returned to the source Pattern after one second (and the source Pattern's save is at -4). The source Pattern is subjected to some heat and other energies in the course of the transport. These energies cause the source Pattern to make a save or be damaged (a single crack or burn mark will alter the Pattern and render it unusable). The destination Pattern is not subjected to the same amount of energy, so it does not need to make a saving throw. The lighting conditions at the destination Pattern do not change, so the transported creatures will have to adjust to the current lighting (1-2 rounds, depending on lighting). Some notes: \begin{enumerate} \item Tossing a rug over an inlaid Pattern prevents incoming transports. \item Rolling up a rug/cloth Pattern prevents incoming and makes it easier to transport the Pattern. \item The only bi-directional Patterns are exactly the same size (hence the Pattern Image spell). \item The caster must remain in the middle for all of the casting, but creatures/ objects also transported only have to be on the Pattern in the last segment. \end{enumerate} \spell{Marty's Magic Bow}{Invocation/Evocation}{Touch}{V, S, M}{1 round/level}{3}{Caster}{None} Marty's Magic Bow causes a magical force to propel objects from the caster's fingers much as a bowstring. With arrows, the effect is to allow the caster to release 1 arrow/rd, each arrow attacking as a fighter of 1/2 level of the spellcaster. The advantage of this spell is the fact that the arrow attacks are not magical: thus there is no magical saving throw involved for the target, so if the caster makes his to-hit roll (at 1/2 his level on the fighter table) he hits, even if the target is, say, in an anti-magic shell, or in a Cube of Force of Keeps Out All Magic, or (this next point is debatable, but we allowed it) if the target is magic resistant. There's probably a material component (say, a length of string made of silver thread, or somesuch) but the arrows are not components - i.e. they're not consumed, and you might be able to reclaim some of them. Also, magical arrows would provide the appropriate bonuses to hit/damage. \spell{Molten Ground}{Alteration}{10 yards/level}{V, S, M}{1 round/level}{3}{2 yards radius/level}{None} This spell will cause an area of the earth to bubble up molten lava in its area of effect. On the round following the casting of the spell, the ground tremors slightly, and those not wearing heavy foot gear will notice a considerable warming of the ground beneath their feet. On the round following, the heat becomes very pronounced, and will ignite paper, cloth, and dry vegetation touching the ground. If the people in the area of effect decide to stay this round, then they will take 1d6 points of damage. In the third round, the ground becomes molten lava, wooden furniture busts into flames and metals with low melting points start to soften. From this round onward any creatures remaining, or crossing over the area of effect will take 3d6 points of damage from the intense heat generated. Any person who remains for two rounds in the area of effect will start having to make saving throws vs. fire or else these items will be destroyed. The intense heat will cause structural damage to walls made out of stone, while walls made out of wood will be completely consumed by flame. A person who is under the effect of a protection from fire will only take 2 points of damage a round from the spell while they are in the molten area. The material components for this spell are sulphur and lava rock. The lava rock must be from natural sources, and cannot be the rock that is formed from the after effect of this spell. \spell{Robithakor's Tracer}{Evocation, Divination}{Special}{S}{Special}{1}{Special}{None} This spell was created by an archmage known as Pobithakor the Powerful, a mage who was better known as Pobithakor the Paranoid. His fear of absolutely everything around him drove him to take extreme measures to protect himself. This spell is cast when the caster is being scried upon (DMG Detection of Scrying, pg 141). If the caster detects that he/she is being scried upon, by any means, then the spell can be cast. This spell causes the scrying device to become two-way. Not only does the scrying creature see the caster, but the caster can see the scrying creature. Also, whatever powers the scrying device has, such as clairaudience, then the spell also gives the caster such powers. The range and area of effect are those of the scrying device itself. The duration is that of the scrying device. Once the caster breaks off contact the spell ends. If the scrying creature breaks off contact, the caster can still scry up to the maximum duration of the scrying device. The caster will receive all the information inside his head. If the scrying creature becomes aware that he/she is being scried upon and then casts a dispel magic, the spell will end, but his/her own scrying device will become unusable for one day. If the scrying creature casts a Pobithakor's Protection spell then the Pobithakor's tracer spell will end and the creature's scrying device will be usable. This spell can be a useful device for long range communication for prearranged meetings between two people. \spell{Rathe's Trigger}{Abjuration}{0}{V, S, M}{Special}{1 turn}{1$'$ cube/level}{None} The Trigger spell is designed as a defensive spell. When it is cast, the caster defines a volume which must be at least 1/2 foot in every dimension. This area begins to glow faintly. The caster then casts another spell directly upon the Trigger's area. The Trigger's area of effect must be touched by the caster when applying the second spell. The glow then vanishes, but both spells remain. The second spell is held by the Trigger until someone enters or touches the Trigger's area of effect. At this time the second spell will go off. If it is an area effect spell (e.g. fireball, web) it will be centered on the center of the Trigger area. Other considerations (the dimensions of the web, for instance) must be specified at the time of casting the second spell. Person-affecting spells (e.g. hold person, charm person) will be applied to the person who triggered the spell. A saving throw is applicable only if allowed by the second spell. If the caster is in or touching the Trigger's area of effect, it will not go off. This allows the caster to escort others safely through the trapped area. One possible use for this spell is two triggers overlaid in a corridor, one with a fireball, and the other, placed slightly behind the first, with a wall of force. If a person enters the regions from the wrong direction, the fireball will go off, and the wall of force will instantly restrict the blast to one direction. If a person enters the regions from the other direction, the wall will trigger first and shield him from the blast. The spells will last until triggered, but if the second spell is not applied immediately, the trigger will only last one turn per level of the caster. The material component is a black pearl of not less than 500 gp value per level of the second spell. \spell{Reconstruct}{Alteration, Divination}{0}{V, S, M}{1 round/level}{3}{1 pound/level}{None} This spell will temporarily resurrects an item that was shattered, burnt, etc, so that the caster may study the item. The caster must gather as much of the debris as possible. The spell will reconstruct the rest of the object. The object will be exactly as the original allowing the caster to use other divination spells on it. The reconstructed item will be very fragile. The material component for this spell is a drop of honey. \spell{Replay}{Divination, Illusion}{60 yards}{V, S, M}{2 rounds/level}{1 round}{400 square feet}{None} This spell causes past events to be re-enacted in the area of effect. The replay will consist of a three-dimensional, tran- sparent image superimposed over the area of effect. The wizard can freeze the action, reverse it, scan rapidly for a desired event, or skip to any time within range of the spell, as given in the table below. An hourglass is the material component. \medskip \begin{tabular}{ccc} {\bf Level} && {\bf Spell Range} \\ 5 to 9 && 1 day/level \\ 10 to 15 && 1 month/level \\ 16 to 17 && 1 year/level \\ 18 or more && 1 century/level \end{tabular} \medskip The speed of the search is determined by the DM and limited by the magnitude of the event in question. It would be easy to spot the passage of an army, for example, even when scanning at a month per turn, but spotting a pick-pocket would require a real-time search. \spell{Resist Paralysis}{Abjuration}{Touch}{V, S, M}{1 turn/level}{4}{Creature touched}{None} For the duration of this spell, the recipient is immune to all forms of paralysis, including gaze attacks, paralytic poison, hold spells and dragon induced fear paralysis. This spell does not remove paralysis already in effect, it just prevents the recipient from being paralyzed in the future. The material component of this spell is a feather, and an infusion of tea and ginger which is consumed by the caster. \spell{Rhuva's Spellscan}{Divination}{0}{V, S, M}{4 hours + 10 minutes/level}{1 round}{10 yards/level}{None} Provided the caster is conscious and within the area of effect, he will be made aware of any spell-casting conducted in that area. The particular spell cast is not made known, but the location of the wizard is, precisely if the caster is familiar with the area, generally otherwise. The notification is sufficient to disrupt casting in progress, unless it is consciously suppressed before casting. (If suppressed, caster does not realize the scan was triggered.) Material component is a handful of crystal dust. \spell{Soul Safe}{Abjuration/Necromancy}{Touch}{V, S, M}{1 day/level}{1 turn}{1 creature}{Special} With this spell, the caster stores the soul of the recipient in a piece of black jet. While the soul is thus stored, the trapped creatures body suffers a -2 to all attack and saving throw rolls. The body functions as an automan while the spell is in effect, with the body responding to order and direct questions. The body does not heal naturally and magical healing is only half as effective as normal. If the character is slain by undead while under the effects of the spell, the soul cannot be corrupted and forced to rise as an undead. The body could still be used for a skeleton or zombie, however. If the soul safe is destroyed, or the spell expires the soul will return to the body, across any distance or planes to its body if the body is still alive. If the body has dies, then the soul will return to its final resting place. This spell effects only races with souls, such as dwarves halflings and humans. The material component for this spell is a piece of black jet which is used to hold the soul. The jet is reusable. \spell{Spirit Call}{Conjuration/Summoning (Reversible)}{10 yards}{V, S, M}{3 rounds + 1 round/level}{1 round}{Special}{None} This summons one incorporeal spirit from the astral plane of hit dice equal to one half the caster's level. The round after it is summoned, it will begin to perform services for the wizard. In its native form, it is a powerful Unseen Servant which can go up to 100 yards from the wizard, lift 50 pounds per hit die, and fly at 18. This form has a punch for d6 damage, AC 0, and takes 1 point of damage from any weapon blow. Secondly, it may provide animating force to a body or statue, in which case it uses whatever weapons or armor are available (a stone statue will be AC 0, damage 2d6 or by weapon, move 9 unless affixed or possessing wings). Thirdly, it may attempt to take over the body of one enemy creature. The being so affected is allowed a save, and the spirit will be forced back to the astral plane immediately if the save is successful. If the save fails, effects are as a Domination spell for the duration of the Spirit Call, but the domination cannot force someone to use magic (the Spirit would not understand the instructions). A spirit who has less than 1/2 of its hit points left will be unable to possess someone. The material component is a piece of candy. \spell{Stren's Improved Floating Disk}{Evocation}{0}{V, S, M}{3 turns/level}{Special}{Special}{None} This spell is an improved version of Tenser's Floating Disk. The big improvement is the speed of the disk - now 30. The disk can also move from 3$'$ to 30$'$ off the ground/water. The disk movement is based relative to the caster, which prevents the caster from riding their own disk. However, if two casters use this spell, they can ride each others to travel. This travel can either be in the form of independent movement (tricky to communicate since somebody else is steering yours) or master-slave. In the master-slave travel, one caster steers a disk while he rides on a disk which stays the same distance from its caster. S1----S2----M Caster 1 is the master and riding in the back (caster 3's disk). Caster 2 is in the front riding on the master's disk -- his own disk stays x feet behind him. Caster 3 rides in the middle and his disk also stays x feet behind him. Caster 1 steers the chain while the other two can sleep, eat, cast spells, etc. \spell{Suggest Illusion}{Illusion/Phantasm}{60 yards + 10 yards/level}{V, S, M}{4 rounds + 1 round/level}{3}{1 creature per 3 levels of caster}{Neg.} This devious spell causes a targeted creature to believe that they have just discovered and successfully disbelieved an illusion. This is a bit of misdirection caused by the caster, as the item selected by the caster to be believed as an illusion could actually be real. This spell could be great for causing enemies of the caster to walk into a pit because it 'does not really exist' If the victim has a reason to believe that a so called illusion is actually not an illusion, then he/she get a saving throw vs illusion to actually determine if the item is an illusion or not. ** unfinished ** \spell{Tenser's Deadly Strike}{Enchantment}{0}{V, S, M}{1 round/level}{3}{Special}{None} This spell improves the martial prowess of the caster. All melee attacks made by the caster are at the usual chance to hit, but every sucessful attack does maximum normal damage to the opponent for the duration of the spell. The spell only affects hand -- held melee weapons and hurled weapons, not device -- propelled missle weapons. The material component is a set of tiger claws. \spell{View Past}{Divination}{0}{V, S, M}{1 turn/level}{1 hour}{5 feet/level radius circle}{None} The spell is cast on an area, and allows the caster to create a three-dimensional image of the past in that location. The caster specifies the time in the past by the material component: one gold piece equivalent of gold dust is used for each hour back that is viewed. Thus if the caster uses 24 gold pieces worth of dust, he or she can view a period starting roughly 24 hours in the past through the duration of the spell (a 10th level caster could view the period from 24 hours in the past to 24 hours - 100 minutes, that is 22 hours and 20 minutes, in the past). After the spell has been cast, the DM rolls 1d20-10 to determine the error in the time frame. Thus if the DM rolls 15-10 = -5, the time viewed is actually N hours and 5 minutes in the past; a roll of 10-10 = 0 indicates exactly the right amount of gold was consumed. The caster should roll a d20 to determine the clarity of the casting. A 1 indicates an the scene comes through as shadows in a fog; a 20 indicates a crystal-clear picture. This roll can be repeated in subsequent castings, and represents the difficulty of seeing through time. Events that were cloaked by spells that hide themselves from Clairvoyance also mask out View Past, and can never be seen using this spell. \spell{Wimbly's Enwrapment}{Alteration}{5 yards/level}{V, S, M}{1 round/level}{3}{1 creature}{None} When this spell is cast, a little blob of a sticky, web-like material flies toward it's target and completely wraps it in a very strong, very sticky webs. The webs cannot be broken unless the target creature has at least a 23 strength. To determine if the blob hits, roll the attack as if the blob was a monster of hit dice equal to the caster's level. There are 3 applications of this spell: \begin{enumerate} \item As a glowing sigil drawn in the air by the caster and pointed at the intended target; \item As a glyph marked on a surface that is touched or gazed upon; \item As a small character written on some magic work to protect it. \end{enumerate} The material components of this spell is some strands of web that a giant spider uses to bind up it's captured prey. \end{document}