First-Level Spells

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Acid Hands (Alteration)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Unknown

This spell is very similar to the 1st-level wizard spell burning hands (q.v.), except that the wizard's hands eject a corrosive acid. Damage is one hit point per level of the wizard.


Ahrvar's Forgery (Alteration)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Tim Prestero <ez003387@george.ucdavis.edu>

With this spell, the wizard is able to perfectly duplicate the any style of handwriting of which he has a sizable sample. The forgery is good enough to fool even the closest scrutinisation, although it does radiate faint magic.

The wizard merely casts the spell, and begins writing. His handwriting will perfectly match that of the sample, for the length of the spell's duration. Those watching the wizard write will believe that the handwriting on the page is actually that of the wizard, unless of course they witness the casting of the spell, which may make them rather suspicious. The wizard need not be writing the entire duration of the spell; he is free to stop and resume writing any number of times within the duration.

Also, the wizard only needs the handwriting sample to be copied during the initial casting of the spell.

The material component of this spell is the sample of the handwriting to be copied (containing an example of every letter in the alphabet to be used), and a writing instrument. The latter is not consumed in the casting.


Alenman's Ritual of Minor Burning Hands (Alteration)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

Once cast, a fan of flame shoots from the wizard's touching thumbs and outstretched hands. The fan reaches three feet forward from the thumbs, and extends 60 degrees to the right and left, gradually shortening until the fan slopes into the wrists. The flames change colour depending on the power the wizard is able to put into them, and follow this chart:

Wizard's
Level
Colour of
Flames
Damage
per level
Will Ignite
1-2 Yellow 1 easily flammables (paper, thin cloth)
3-5 Orange 1.5 flammables (cloth, hair, kindling)
6-8 Red 2 difficult flammables (wood)
9-12 Violet 3 semi-flammables (wet wood)
13+ Blue 5 many non-flammables (flesh)

The verbal component of this spells are syllables of power, the somatic ones are touching your thumbs and spreading the fingers of each hand.


Alpha's Acid Stream (Conjuration)
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

The spell causes a thin stream of purplish, hissing acid to shoot forth from the wizard's outstretched hand, out to the maximum range of the spell. This acid causes 1d4 points of damage per level of the wizard, up to a maximum of 8d4. The intended target may attempt a saving throw versus petrification to dodge the jet of acid (save at -4 if size G, -2 if size H, -1 if size L, +1 if size S, and +3 if size T), and if successful the jet of acid will have been avoided, and will continue on in a straight line out to the extent of its range. Any creature in the path of the acid must save as above or be struck by the spell. The acid stream can affect only one target in any event.

The material component is a drop of any acid.


Alpha's Electric Arc (Evocation)
Range: 10 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell causes an arc of electricity to leap from the wizard's extended fingertip. This electricity unerringly strikes one target of the wizard's choice, inflicting 1d4 HP + 1 HP per level of the wizard (up to a maximum of +12), with no saving throw. A target in metal armour or wielding a large, mostly metallic weapon (any sword or battle axe, for example) must save versus spell and, if the saving throw is failed, the bonus (i.e., per-level) damage inflicted by the spell is doubled.


Alpha's Hunting Hound (Conjuration/Summoning)
Range: 10 yards
Components: V, S, M
Duration: 12 turns + 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell calls a canine creature to be a helper and boon companion to the wizard for the duration of the spell. The type of hound summoned depends upon the wizard'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 a ranger of half the level of the summoner, and can hunt sufficiently well to feed the wizard for one day, provided there is game existant in the wizard's area.

The type of hound summoned is as follows:

Wizard's
Level
Hound
1-3 jackal
4-7 wild dog
8-12 wolf
13+ dire wolf

If the wizard takes a lower-level hound (or a dire wolf when he is eighteenth level or higher), it will have maximum hit points, gain a +1 to-hit and on damage, track at +1 level, and can understand even relatively complex commands of up to 50 words in length. The material component is a piece of fresh meat.


Alpha's Sparkle Beam (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 20-foot long cone, 5-foot diameter at end, 1
foot at base Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

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 versus 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 points of damage, plus an additional 1d4 at every even level of the wizard (eg., 4d4 at eighth level), up to a maximum of 8d4. These creatures may save versus spell to halve this damage. The material component is a bit of crushed sunstone.


Alpha's Starlight (Evocation, Illusion)
Range: 5 yards per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 10 square feet per level
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell illuminates an area as a cloudless outdoor night sky filled with stars. This light is pale and wan, and dilutes vision mostly to black and white. Full visual acuity is possible only out to a range of 10 yards, but general identification can be made out to 20 yards.

Stationary figures can be made out at 40 yards, and movement detected out to 80 yards. Intervening cover will, of course, reduce sighting distances accordingly. This light does not interfere with infravision, and there are ample shadows within the area of effect to hide in. The illusionary component of the spell creates the appearance of an actual starry night sky. The area of effect is stationary. The material component is a piece of black velvet and a few bits of glass.


Alpha's Wall of Darkness (Alteration)
Range: 60 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 10 feet per level long square
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

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.


Alter Taste (Alteration)
Reversible
Range: 0
Components: S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One pint per level
Saving Throw: None
Author: Philippe Goujard <ppg@oasis.icl.co.uk>

This spell allows the wizard to give an alcoholic flavour (taste and smell) to any liquid. It does not turn the liquid to alcohol. It merely gives it the taste of beer, ale, wine, mead, or liquor. Also, it only changes the flavour and not its appearance.

Now, a wizard can buy a glass of water (cheap), cast this spell, and enjoy an alcohol flavoured drink without suffering the negative effects of swigging the real thing. A wizard could also improve the flavour of a drink. For example, cheap beer can now taste like elegant wine, but the alcohol level is that of beer.

A normally bad tasting potion will taste quite nice as well.

The flavour (cider, ale, wine, etc.) is chosen by the caster.

However, there is always a 100% - 10% per level chance of the spell screwing up. In this case, the DM chooses the taste. Note that, since the component is only somatic, the spell can be cast unnoticed easily.

The reverse of this spell, disguise alcohol, allows the caster to remove the alcoholic flavour of a drink, but without removing the alcohol itself. It can also be used to restore its normal taste to a previously altered drink.


Analyze Drink (Divination)
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One drink
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell requires the caster to sip a drink of any sort. The spell will then analyze all the components of the drink and make them known to the caster.

The various liquids which make up the drink are revealed specifically, as well as the proportions in which they are existant. Specific brews, vintages, or brands (if applicable) are known exactly, and any dilution of the drink with water is also revealed.

Since the casting requires actually tasting the drink, it is not really useful in safely identifying poisons (although the caster will instantly know the kind of poison that just hit him!).


Animal (Illusion/Phantasm)
Range: 3 yards + 1 yard per level
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One animal formed per level
Saving Throw: Special
Author: Brian Dawson

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 wizard, and each can be no larger than a fox, a rabbit, or a medium hawk. Animals created can be of more than one type. The illusion is visual and auditory, being much like a specialised form of the 2nd-level wizard spell improved phantasmal force.


Animate Mist (Alteration)
Range: 30 yards
Components: V, S, M
Duration: 2d4 rounds + 1 round per level
Casting Time: 1
Area of Effect: 20-foot + 10-foot per level cube of mist or fog
Saving Throw: Special
Author: Unknown

This spell allows a wizard to shape a dense mist or fog into any shape within the confines of the area of effect. The shape can then be animated.

The details of the shape and the complexity of the animation are poor at lower wizard levels, but increase with experience. A 1st-level wizard may be able to make a humanoid shape of a given size, but couldn't make it look like a dwarf. Similarly, he couldn't animate it, but could displace it within the spell's range. By third level, the wizard could animate the shape to the point where it would resemble a dwarf (but not a particular dwarf) and could talk.

The material component is a bit of dense mist, fog or smoke. The spell can add more mist, but it can't create mist out of nothing. For example, the smoke from a fire or a fog spell would be sufficient.

Mist mages: when cast by a mist mage, animate mist has the metamagic ability of increasing the effect or potency of other spells. If animate mist is cast prior to spook, the spook can affect more creatures - usually 1 HD more -, or a -2 penalty on the victim's saving throws can be added.


Anti-Magic Aura (Abjuration, Enchantment, Metamagic)
Range: 70 yards
Components: S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
Author: K. Yavuz Ozbay <e73857@vm.cc.metu.edu.tr>

The origin of the spell is still unknown, but it is said that it was found accidentally by a magic student who was killed by a powerful wizard a few days later. That wizard is said to have been his teacher. The distinction of this spell is that only a small number of wizards has heard of or used it. It is said that it travels from one wizard to another with a spellbook with a cost of the death of the last wizard carrying it.

When the spell is cast, a bright grey light occurs on the wizard's finger. As the wizard points the target, a grey aura covers the victim but gives no harm. The victim is unaware of this, but every round the spell sucks the enchantments from every item carried, including swords, armour, cloaks, potions, rings, staves, wands or anything else that is magical. Items that do not have bonuses in the form of plusses or percentages immediately become useless, until the spell ends. The ones having bonuses lose one point each round. For example, Ayala has a broad sword, +4. When he is under the spell's effect, the sword is +4 in the first round, +3 in the second round, +2 in the third round, +1 in the fourth round, and an ordinary broad sword after that, until the spell's duration expires.

The enchantments never go negative and negative ones stay the same. At the instant the spell expires, the bonuses return by one point per round. Items having an ego are allowed to save versus spell, but they suffer a -1 penalty for every two levels of the caster. Other items are not allowed to save. Also, there is a 20% chance that a wizard will fail casting a spell when surrounded by the aura, even if he is casting dispel magic. By the way, dispel magic negates the effects. The material component of this spell is an ornate fan, worth at least 10 gp.


Association (Divination)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Two surfaces
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

When casting this spell, the wizard must brings two surfaces into contact with one another. Possibilities include the surface of a jewel and that of a safe, or the surface of an arrow and that of a bow. If the two surfaces were ever before adjacent, the spell so indicates, and if the surfaces were ever directly connected as a single item, an even stronger reading results.


Aura of Lawfulness or Chaos (Divination)
Range: 30 yards
Components: V, S
Duration: 2 rounds + 1 round per level
Casting Time: 1 round
Area of Effect: One humanoid
Saving Throw: None
Author: Daniel Gelinas <gelinas@cam.org>

This spell was originally created for the "lawmaker" class. It allows the caster to see an aura about his subject. By observing this aura he can tell how far along the lines of lawfulness or chaos the person is. In general, a lawful character will have a steady, bright, close-to-white aura, while a chaotic character would have a shimmering, dim, dark aura. This spell is mainly used in the ceremony of change, when a lawmaker must be judged on his past deeds. This spell helps eliminate people who are not fit to be in the lawmaker class. This spell can be cast on any humanoid, not only on lawmakers.


Autopsy (Divination, Necromancy)
Range: 0
Components: V, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One corpse touched per level
Saving Throw: None
Author: Al Singleton (Isaac Winthrop) <eaay@catcc.bitnet>

With this spell a wizard can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels, the spellcaster can learn more of the target's actions immediately prior to death.

Wizard's
Level
Maximum
Time Dead
Maximum Time
Frame Allowable
up to 5 1 week 1/10 round
6-7 1 month 1 round
8-10 1 year 1 turn
11-13 10 years .5 hour
14-17 1000 years 1 hour
18+ any age 1 hour

The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at 2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible.

The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge.


Awaken (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell will wake a one or more characters to full alertness instantaneously. It can be set to trigger on a specific action, such as a word or action. The material component is a horn (which can be reused). Each being to be woken must be named when the spell is cast.


Azalldam's Fabricated Bridge (Conjuration/Summoning)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: 10-yard per level long, 5-yard wide bridge
Saving Throw: None
Author: Azalldam

Using this spell, the wizard conjures material from the plane of shadows and uses it to shape a semi-real bridge. This bridge is 5 yards wide and 10 yards long per level of the wizard; both ends of the bridge must rest on solid ground. The bridge will support 100 pounds per level of the wizard; any additional weight will cause it to collapse. The bridge will normally last for 2 rounds per level of the wizard, but the wizard may end the spell with a single word.

The bridge is not an illusion per se, and so cannot be disbelieved; it may however, be dispelled normally.

The material component for this spell is a small wooden carving of a bridge; this carving is not consumed when the spell is cast.


Bending (Illusion)
Range: 100 feet
Components: V, M
Duration: 3 rounds per level
Casting Time: 3
Area of Effect: One object or person
Saving Throw: None
Author: Vegard Hamar (Elothinel Silverstar) <vegard.hamar@nhidh.nki.no>

This spell makes an object or person appear 10 feet away from its actual location. If the object or person attacks, the illusion is broken (as invisibility). The material component is a piece of a mirror.


Bleeding Touch (Necromancy)
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

This spell causes a bleeding wound to appear on the victim.

Wizards do not have to attack their chosen victim to hit. The victim must save versus death magic or suffer 1d6 points of damage for every two levels of the caster. The material component of this spell is a needle.


Blown Kiss (Enchantment/Charm, Metamagic)
Range: 0
Components: S
Duration: 1 round
Casting Time: 1
Area of Effect: One spell
Saving Throw: None
Author: John Daniel <c548285@umcvmb.missouri.edu>

This spell enhances any "kiss" spell by extending its range to 12 feet instead of 0. This spell must be cast one round prior to the kissing spell. Any kissing spell may be used in conjunction with this spell. Note that this allows the caster to blow a kiss to those that may not desire one. Problems with physical contact during combat and such are thus eliminated.


Campfire (Alteration)
Range: 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One fire
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell lights small fires easily, and ignites anything up to kindling (cloth, kindling wood, oil, etc.). The caster points at the target materials and mutters "Fire" in an arcane tongue. If cast directly on the clothing or hair of a person, it does 1d2 points of damage each round until put out. A particularly fun use of this spell (and one the lady-like Katrine would never consider) is to light the rope someone else is climbing.


Cat Spirit (Alteration)
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown

Cat spirit grants many of the abilities traditionally associated with cats, though it does not significantly alter the features of the recipient. The spell grants a +2 bonus to stealth, as the recipient's tread will be absolutely quiet for the duration. The spell also halves all damage taken from falls and allows the recipient to land on his feet. Finally, it grants the ability to grow claws, allowing each hand to do 1d3 points of damage. It does not, however, improve singing ability. The material component is whiskers from a cat.


Change Sexual Preference (Enchantment/Charm)
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

The victim of this spell receives a saving throw to avoid the effect, with any adjustment due to Wisdom. If the person receives damage from the caster's group in the same round the spell is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.

If the victim fails his saving throw, his sexual preference is changed to the opposite. Thus a man who liked women would now prefer other men.

The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table).

Intelligence
Score
Time Between
Checks
up to 3 3 months
4-6 2 months
7-9 1 month
10-12 3 weeks
13-14 2 weeks
15-16 1 week
17 3 days
18 2 days
19+ 1 day

The DM must make sure that the spell recipient adheres to the effects of the spell, but it isn't necessary to go into detail.


Chill (Alteration)
Range: 10 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell chills the victim, lowering its body temperature and slowing reactions. Any creature that fails its saving throw suffers a -2 penalty to initiative and a -1 to-hit. Any creature without a normal, living body is immune to this spell (golems, undead, elementals, etc.). Creatures immune or resistant to cold are also immune to this spell.


Chip (Alteration)
Range: 30 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One cubic yard of ice per level
Saving Throw: None
Author: Perry Horner <aopch@acvax.inre.asu.edu>

This spell causes a volume of ice to crack and chip away. This spell starts at the point closest to the caster, and chips one cubic yard every half round. Note that the pieces remaining can be rather sharp. The wizard can also use this spell to loosen densely packed snow into powdery snow. The spell will affect one five foot cube of snow per level, each cube taking half a round to loosen. If used against an ice based creature (para-elemental), it will do 1d3+1 points of damage per level of the caster, save for half (duration instantaneous). Note that a non-solid snow based creature would take only 1 point of damage per level, save for half. Cold related creatures (white puddings, white dragons, etc.) take no damage from this spell.

The material component is a hand sized ice pick, which must have a metal head, which is unharmed by the casting of this spell.

Note that the Katti'n tribes had access to native copper, as well as very basic metal working skills (they had copper swords, axes, and arrow heads, so hand sized ice picks were available).

This spell is useful for creating a storage niche or even an impromptu shelter in a large ice mass, but it does not guarantee structural integrity. Still, a 10-foot cube hole in a one-mile long glacier will generally be safe.


Clean [2] (Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown

This particular version of clean was researched by Carlene the Rose a few years earlier in her career, to maintain her appearance with care.

When cast, the recipient is immediately relieved of any dirt or filth from the body and clothes. The skin is softened as if washed by the finest soap and spiced perfumes. The hair is set back to a current fashionable style as envisioned by the wizard.

These effects normally last until nature takes its toll upon the recipient.

This spell also has a 5% chance per level, applicable once, of cleaning the recipient of any non-magical skin disease or parasites.

The material components are a small piece of soap and a fairly freshly plucked rose or similar flower.


Coloration (Alteration)
Range: 1 yard per level
Components: V, S, M
Duration: 1 day per level
Casting Time: 1
Area of Effect: 10 square feet per level maximum
Saving Throw: Negates
Author: Brian Dawson

This spell causes a chosen surface to change colour, glow, or both, be it a section of wall, a box, a sword, or a creature (a saving throw versus spell will negate the effect if the subject is unknowing or unwilling). Multiple colours can be chosen (up to 256 different colours and shades). If made to glow, the object will emit light for a range of five feet. The material component for colour is a small amount of die or ink of the appropriate colour, and to cause a glow, the spell consumes a bit of phosphorus or a glowworm.


Comeliness (Illusion/Phantasm)
Reversible
Range: 0
Components: V, S
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Negates
Author: Brian Dawson

A comeliness spell will increase a creature's Comeliness score (or decrease it if the reverse, ugliness, is cast) by means of illusion. The change in points depends on the recipient's present Comeliness:

Comeliness Ugliness
Present
Score
Change in
Comeliness
Present
Score
Change in
Comeliness
up to 6 2d8 up to 6 -1
7-12 2d6 6-7 -1d2
13-15 1d6 8-9 -1d4
16-17 1d4 10-12 -1d6
18-19 1d2 13-16 -2d6
20+ 1 17+ -2d8

An unwilling victim receives a saving throw, which, if successful, will negate.


Condense Water (Alteration)
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 10 square feet + 1 square foot per level
Saving Throw: None
Author: Ronald Jones (Greymoon) <jonesrd@sjsuvm1.bitnet>

When casting this spell, the caster condenses water out of the air, the water collects as dew on any appropriate surface or in a specially prepared container. The water is not magical, it is simply condensed out of the surrounding air the amount of water condensed is related to the relative humidity. The centre of the spell can be located at any point up to the maximum range of the spell. The spell creates 2 ounces of water per 10 square feet of the area of the spell, assuming up to 10% relative humidity (see the table below for higher humidity). If the area of effect is not at an even number such, as at fifth level (15 square feet), the caster should get, at 10% humidity, 3 ounces of water, or 2.2 ounces at sixth level, etc., until you get 4 ounces with 20 square feet, at tenth level. Consult the following table:

Humidity Water Condensed
up to 10% 2 ounces
11-20% 4 ounces
21-30% 6 ounces
31-40% 8 ounces (1 cup)
41-50% 10 ounces
51-60% 12 ounces
61-70% 14 ounces
71-80% 16 ounces (2 cups)
81-90% 20 ounces
91-100% 24 ounces (3 cups)

The material component is a pinch of very fine river or sea silt, tossed into the air when the spell is cast. The water simply condenses on all nearby surfaces (trees, rocks, ground, characters, and especially metal). At fifth level, the condensed water can be directed into a specially constructed flask or jar.

The somatic component is tracing the square in the air and then pointing toward where the centre of the spell will be.

This spell can only be cast once in any particular area as it does drain the liquid out of the air. The air around the spell's area of effect will decrease in relative humidity by 10%. It may take two to eight (2d4) turns for the moisture level to return to a level where the spell could be cast again.

Note: Athas is a very dry place, normal humidity runs at less than 10%, Athas is similar to a high dry desert. A lucky character might meet 20% to 40% humidity near a large river or lake, not a well, stream, or even a geyser. The only place that a character might find humidity over 50% would be in the Halfling Jungle of the Ringing Mountains' forest ridge. Needless to say if this spell was cast by a high level preserver in one of these areas of high humidity, it could be dangerous.


Confuse Self (Charm)
Range: 0
Components: V, S
Duration: 1d8 rounds + 1 round per level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: The Wizard <ier101@psuvm.psu.edu>

This low-level curse developed by the wizard Merlin, causes the caster to be confused to the point of being incapacitated. This prevents the caster from doing anything that requires conscious thought during the duration of the spell, but also prevents enemies from gaining any useful information from the caster.

Also, there is a 50% chance that the caster is rendered unconscious for 2d8 rounds, following the spells completion.

This spell can only be removed by a remove curse followed by dispel magic.


Conjure Drink I (Conjuration/Summoning)
Range: 10 feet
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell conjures beer or ale, the quantity being determined by the caster's level. This spell will conjure one mug per 5 levels. The components are only the desire to have the desired drink in the container in hand and a snap of the fingers of the other hand.


Conjure Fundamental (Conjuration/Summoning)
Range: 60 yards
Components: V, S, M
Duration: 30 rounds
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Kris <simonis@stpc.wi.leidenuniv.nl>

With this spell the wizard brings forth the weakest kind of elemental possible: the fundamental (see the D&D Creature Catalog). Since it's a weaker version of conjure elemental, everything else is the same except that the amount of material to conjure the creature with is much less. A shovel of earth, a bucket of water or a decent burning torch would suffice.


Cramps (Enchantment/Charm)
Range: 30 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell forces the victim to save versus death magic or suffer from severe stomach cramps which will cut that creature's movement rate in half and put it at -1 on all to-hit rolls.

Creatures without a normal metabolism (such as undead and elementals) are not affected by this spell.


Create Outhouse (Conjuration/Summoning)
Range: 10 feet
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 turn
Area of Effect: 6 square feet per 3 levels
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell creates a small wooden outhouse (including the walls, floor, and ceiling) which can be used for the obvious reason of - ahem, well, let's say disposal of bodily wastes. It is furnished with a wooden sitting board, a small wad of toilet-paper, a small bowl of water, and a small towel. Anything which is usually deposited in an outhouse vanishes with it at the end of the duration. This outhouse cannot be used to hide in combat (whether hiding in or behind it is irrelevant); if tried it will vanish with a puff of smoke. The same goes if someone tries to sell it or if someone tries to take money for using the outhouse.

The material component is a piece of wood taken from the usual outhouses carved into a small heart shape (yes, your outhouse has a small heart-shaped opening in its door).


Crier's Boon (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Bro <dbj@central.keywest.mpgn.com>

This simple spell grants the recipient the ability to effortlessly speak in a loud clear voice for the duration.

Persons as far away as 200 feet can hear the recipient of crier's boon over a normal crowd as if they were standing next to him. Exceptionally noisy areas can reduce the distance the recipient's voice will travel, as determined by the DM.

Crier's boon has been used for countless years by town criers and nobility alike to address large numbers of persons. Many times, this spell is used in conjunction with power word, attention (q.v.) to great effect. To cast this spell, the wizard is required to take a piece of fine vellum and roll it into a cone-like shape during the casting of the spell.


Cure Hangover (Abjuration)
Reversible
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: The Net Alcohol Guide Creator and E. Wade Bluebaugh <c/o c2mxblue@fre.fsu.umd.edu>

This spell enables the wizard to relieve a person of intoxication. Once cast, a person does not need to recover from intoxication or suffer the effects of recovery. Note: It may be difficult for a wizard to cast this cantrip upon himself if intoxicated, given the chance of spell failure.

The reverse of this spell is cause hangover. The wizard must make a successful attack roll to touch a person in combat. If successful, the victim gets a hangover. Roll on the Hangover Effects Table in the Net Alcohol Guide, to get the effects of the hangover.


Cyril's Attempted Enhancement (Alteration, Wild Magic)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: One spell
Saving Throw: None
Author: Craig Allen Campbell <craigc@csd4.csd.uwm.edu>

With this spell, a wild mage can attempt to enhance one aspect of the next spell he casts. This second spell must be cast in the round immediately following the casting of Cyril's attempted enhancement. However, due to the randomness of the spell, the wild mage only has a 50% chance of enhancing the second spell.

The wild mage first casts this spell and states the aspect of the second spell he wishes to enhance. Possible aspects include the area of effect, range, duration, damage, or a -2 penalty to targets' saving throws. At the end of casting, the wizard is covered in a green glow. This glow is the latent energy he will direct into the second spell to attempt to enhance it. On the second round, the wizard casts his chosen spell. After Cyril's attempted enhancement is cast, the DM rolls 1d6.

On a roll of 4-6, the chosen aspect of the second spell is doubled. On a roll of 1-3, the second spell still functions, but the chosen aspect is halved (or a +2 bonus is applied to the targets' saving throw) and a wild surge is generated from the uncontrolled magical energies. Regardless of the 1d6 roll, the level variation roll (see the Tome of Magic) must be applied before modifying. If the second spell is not cast in the round immediately after this spell is cast, Cyril's attempted enhancement is wasted. If the casting of either spell is interrupted, both spells are lost (the second spell is, in fact, tied into the first one when casting the first spell). The material components for this spell are identical to the spell to be enhanced. Note that this requires the mage to expend two of each material component in order to cast both spells. For example, to double the duration of a light spell, the caster needs two fireflies or two pieces of phosphorescent moss. If the second spell has no material component, no material component is needed for this spell.


Dainty Screaming Wake-Up Call (Illusion/Phantasm)
Range: 10 feet
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell causes the target, and only the target, to hear a piercing scream of utter terror and anguish for a split second.

The sound is sufficient to waken most slumbering pretties, or to require a Wisdom check (roll under Wisdom -2 on 1d20) for wizards casting a spell. A wizard failing the check will have his spell casting interrupted. The caster must point his finger at the target.

Katrine originally devised this spell for those party members who weren't responding to buckets of water in the morning.


Darklight's Fashion Whim (Alteration)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

Created during the dark one's social days, it was designed to relieve a budget strained by money spent on fashion changes.

This spell instantly transforms the clothes which the wizard is currently wearing to another design of the caster's imagining.

However, low-price, shoddy raiment may not be transformed into finery, but the opposite is possible (and the cheap rags resulting may be reverted to their original, expensive state).

The clothes are also mystically cleansed and freshened with each transformation. The clothes will maintain their altered state while in the possession of the wizard or until dispelled. Each new transformation requires a recasting of the spell.


Darklight's Illusion of Taste (Illusion)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Meal touched
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

Designed to be used with Darklight's universal digestion (q.v.), this spell creates the culinary illusion that the meal being eaten is very tasty indeed. The nature of the taste mimicked is up to the caster, so a nasty taste could be simulated, but in practice is rarely done. The texture of the food is not changed much, either, so the taste must be logically connected somehow.

If this spell is used to mask poison, the person eating gets a saving throw versus spell to notice the taste of the poison. The illusion may affect enough "food" to feed 1 creature per level of the caster, and this effect lasts for 1 turn per five levels of the wizard.


Darklight's Mystic Bolt (Evocation)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10-foot per level long bolt
Saving Throw: One-half
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell conjures a bolt of pure magical energy, which leaps from the caster's outstretched hand out to the stated range instantly. It is coloured as the wizard desires (normally the wizard's chosen colour). It is impossible to damage inanimate matter with this spell, as it can affect only two sorts of targets: living beings and magical effects.

Living beings are automatically struck by the spell, but can save versus spell for half damage. The base damage of this spell is a flat 3 points per level of the caster. It does not leave a physical wound, as it directly attacks the life energy of the victim (not in a necromantic way, but through mystic energy damage). In this regard, it ignores armour and shields.

Magical effects, including conjured matter, magical shields, golems, and other magical effects with physical existence, can be targeted. Golems and magically animated things can be dealt damage directly, with no saving throws. Magical shielding spells are reduced in duration by one-fourth per 10 points of mystic bolt damage inflicted if no spell damage threshold is listed in the description of the shielding spell.

This spell will not damage a wall of force or prismatic sphere.

Effects of a mystic bolt on lesser protective spells and magical armour are left to the judgement of the DM.


Darklight's Mystic Shield (Abjuration)
Range: 0
Components: V, S
Duration: 4 rounds per level
Casting Time: 1
Area of Effect: 6-inch per level radius
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell can be used to block magical attacks, being a shield of pure protective energy. It is coloured as the wizard desires (usually the wizard's chosen colour), and can be manoeuvred to block any portion of the wizard's body.

Area effect spells cannot be blocked unless the wizard is at the centre (targeted point) of the spell's area, in which case it is treated as a normal spell. The shield can absorb up to 5 points of magical damage per two levels of the caster before being destroyed. Magical missiles, bolts, rays, and so forth can be blocked with a successful Intelligence check, and do full damage to the shield (any excess damage penetrates to the caster).

Other spells do 8 points of damage to the shield per level of the spell (for example, a blocked flesh to stone does 48 points to the shield; if such a spell penetrates with "excess damage", the caster saves versus its effect with a +4 bonus).

The mystic shield will not block physical attacks at all. A magical bolt of force, although it has a physical manifestation, is magical energy, and would be blocked. An arrow enchanted with flame arrow would not be blocked, but any targeting bonuses gained from magical energy (including plusses on magical arrows) are only half as effective when blocked by a shield (round down).


Darkness (Alteration, Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: 1 hour + 1 turn per level
Casting Time: 1
Area of Effect: 40-foot radius around one object touched
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell cay be cast upon an object to create a temporary forty-foot sphere of darkness. Non-magical light will not penetrate. Infravision will not work. Ultravision will work, however. The spell may be used to cancel a light spell. The material component for this spell is a red blindfold.


Darkray's Irresistible Tickling (Evocation)
Range: 20 yards per level
Components: V, S
Duration: 1 round + 1 round per level
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Upon casting this rather humorous spell, a pair of disembodied hands appear and are directed at the target. The hands start tickling the victim around their waist. The victim must be humanoid (undead excluded). No saving throw is allowed, but he can make a Wisdom check to avoid the effect, with a -1 penalty for every 2 levels of the caster. Failing that, the tickling has the following effects:

On the first round the victim suffers a -1 penalty on his attack rolls and saving throws and any magical concentration is broken.

On the second and third he has a penalty of -3. On the following rounds, until the spell expires, he can do nothing but trying to avoid the small hands that disturb him, laughing and crying at the same time. Every three rounds the victim rolls another Wisdom check to get rid of the spell.

If a person is affected for a number of rounds that exceed his Constitution score, he must roll a Constitution check each round or fall unconscious for 2d4 rounds. The caster can end the spell at will.


Davenet's Seduction (Enchantment/Charm)
Range: Special
Components: V, S, M
Duration: Permanent (until dispelled)
Casting Time: 1 hour
Area of Effect: One person
Saving Throw: Special
Author: Dave

The spellcaster may affect one individual of the opposite sexual orientation to become enamoured with the spellcaster and willingly subject to all of his or her commands. That the victim has been seduced (magically or otherwise) will be readily apparent to those who make a successful Wisdom check. In order to cast the spell, the spellcaster must extract a personal item of the victim's, and then cast the spell onto the item in solitude. When the item is given back to the victim and recognized, the spell is complete. The material component is not consumed, of course.

The victim is allowed a special Intelligence check: the roll is modified by adding the victim's Wisdom and subtracting the spellcaster's Charisma (Comeliness if that statistic is used).

The spell is effective until dispelled.

While under the enchantment, the victim will take as gospel everything the spellcaster says, and will strive to protect and defend the spellcaster at all times. If the spell is broken by another magic or by the will of the enchanter, however, the victim will remember everything and know that magic was involved.


Deforest (Necromancy)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: Keith C. McCormic (Darktooth) <dunkelza@twain.ucs.umass.edu>

This spell causes all normal, stationary plants in an area to turn to grass. The affected area's topography remains unaltered, and many stones still need to be removed before crops can be planted.

Deforest can affect a region of up to 100 square feet or a 5-foot per level radius area. Thus, a 1st-level wizard can clear a circle ten feet across, and so on. The dimensions of the area can be altered to make elongated rectangles, so that straight paths and roadways can also be cleared by this method. Any plant whose roots are inside the area of effect are also considered inside, so a well placed casting could actually clear several large trees instead of one or two.

The spell, if used in radius format, centres on the caster, and if in square or rectangular format, begins directly in front of the caster and clears an area as wide as desired (up to the limits) for as far as it can go in a straight line.

Mobile plant-like monsters, such as shambling mounds, are unaffected by the spell. However, plant-like monsters which have a root system, such as the snapper saw or tri-flower frond, must save versus spell or receive 1d4 points of damage per level of the caster. For every 8 points the plant loses, it also permanently loses one Hit Die. If the plant is killed by the spell, it is also turned to grass. If not, it remains and may heal damage up to its new Hit Die total.


Destroy Barrier (Alteration, Metamagic)
Range: 120 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell breaks a protection from evil or good spell, unless the victim saves versus death magic at -1. If used against an area protection (protection from evil or good, 10-foot radius), it must be cast against the person who cast the spell. Any protection spell broken is totally destroyed.


Detect Poisoning (Divination, Necromancy)
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

With this spell, the wizard can determine if a corpse has been poisoned. One corpse can be checked each round. The wizard can determine the means by which the poison was administered and the place at which it entered the body, and he has a 5% chance per level of being able to identify exactly the poison.


Diminutive Darkness (Alteration)
Range: 1 yard per level
Components: V, S
Duration: 2d4 rounds + 1 round per level
Casting Time: 1
Area of Effect: 2-foot radius sphere
Saving Throw: Negates
Author: Brian Dawson

This spell is very similar to the reversed 1st-level priest light spell. It has only a 2-foot radius, however. This gives the spell many different uses. For example, it can be used to block the light of a torch, lantern, magic sword, etc. This would prevent all sorts of vision only within the 2-foot radius, so one could still see about with infravision or ultravision (or normal vision, if there is another light source). It can blind a creature as a light spell would without creating light that could alert others, and also without obscuring the wizard's own sight as would a normal darkness spell (if cast upon a creature or its possessions carried, the creature gets a saving throw, and if the throw is made, the darkness appears 5 feet behind it). The spell can cancel a light spell, but has no effect on continual light or ambient light.


Divine Sexual Orientation (Divination)
Reversible
Range: 10 yards
Components: S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell reveals the hetero- or homosexuality of a given creature of a species with two genders. The material component is a clear, colourless gem, which is not consumed in the casting, and changes colour as follows:

Colour Sexual Orientation
red totally heterosexual
orange strongly heterosexual
yellow bisexual leaning towards heterosexual
green 50-50 bisexual
blue bisexual leaning towards homosexual
violet strongly homosexual
ultraviolet totally homosexual
Sage's note: this is simply the Kinsey scale of sexuality.

In normal daylight, of course, ultraviolet will not show clearly, and will appear to anyone without infravision as lavender. The creature being scried must be alive and visible to the caster. The method of sight (infravision, scrying, clairvoyance, etc.) does not matter. Portraits, illusions, or statues, however, will not suffice. The gem will remain white, indicating spell failure, if the creature is asexual, its attractions are completely unrelated to gender, or is magically protected, as by the reverse spell, hide sexual orientation, which conceals sexual orientation from magical or psionic detection for 24 hours.

Sage's note: although psionics are still a young discipline in the Realms, it has been demonstrated that the psionic science of aura sight can reveal sexual orientation, especially when the subject has expended a great deal of psychic energy on sex or sexuality.


Dog Call (Conjuration/Summoning)
Range: 30 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell summons a number of dogs to fight for the wizard. The dogs summoned will only fight, they cannot be used for other tasks. The wizard can summon 1.5 HD of dogs per level, selected from the following chart:

Wizard's Level Summoned Dogs
1-4 wild dogs (1 HD)
5-7 war dogs (2 HD)
8+ blink (4 HD) or death (2 HD)

The wizard can always chose the dogs from a lower level. Only one type of dog can be summoned, and any remainders are dropped.

A maximum of 10 dogs can be summoned.


Don Juan's Irresistible Kiss (Enchantment/Charm)
Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Hugo M. Nijhof <sbbehn@hlerul57>

When a wizard casts this spell, he must kiss the intended victim and the victim must be able to receive a kiss (cannot be in combat). The wizard is in control and can decided how long to kiss. After the kiss, both the wizard and the victim are stunned for one tenth of a round per round of kissing.


Ecstasy (Enchantment/Charm)
Range: 5 yards
Components: V, S
Duration: 1 round + 1 round per level
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

The gestures of the wizard, along with his erotic incantations causes the person to go into an enjoyable, screaming, orgasmic, erotic fit.

The person receives a saving throw versus spell to avoid the effect, with any adjustment to Wisdom. If the person fails the saving throw, he loses all Dexterity bonuses to Armour Class.

Also, he cannot move from his current location. He cannot cast spells, attack, use items, etc. Basically, the character is caught up in a real pleasurable experience and can't function properly.


Eldron's Secret Writing (Enchantment)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One piece of paper
Saving Throw: None
Author: The Wizard <ier101@psuvm.psu.edu>

Eldron's secret writing allows the wizard to enchant a piece of paper with two key words. The wizard then writes a message on the paper and evokes the first key word, rendering the papers contents illegible even to the writer. The paper remains in this condition until the second key word is spoken, either by the caster or the paper's designated recipient. A comprehend languages will not reveal the nature of the paper. Dispel magic removes the second key word permanently and prevent decryption forever.


Electric Blades (Evocation)
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Two blades
Saving Throw: None
Author: Unknown

This spell must be cast with a metal blade of some sort in each hand. Both blades then acquire a flickering blue glow. When a hit by either blade is scored it causes 1d4 extra hit points of electrical damage. If both blades hit the same target in the same round the victim must save versus petrification or be stunned for one round. Each blade only shocks once and then is normal again.


Energy Beam (Evocation)
Range: 60 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

This spell is a variation to the 1st-level magic missile.

Instead of magical energy, the missiles are made of pure light drawn from the quasi-elemental plane of radiance. An attack roll versus AC 10, adjusted for Dexterity and magical bonuses is needed to touch the target. Undead creatures must save versus rod to avoid taking maximum damage.


Far Sight (Alteration)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Special
Author: Brian J. Toleno <brian@opus.chem.psu.edu>

This spell allows the target's sight to be increased up to five times (the target has control over this, and can change it during the spell's duration). The spell can be cancelled at any time. While the spell is in effect, the target cannot see anything close; after the spell is cancelled, the target is disoriented for 1d4 rounds and has a 5% chance per sight multiplier used to fall unconscious for 1d6 rounds unless a Constitution check is made. The material component for this spell is a small round piece of glass which is consumed in the casting.


Fascination (Enchantment/Charm)
Range: 12 feet
Components: V, S, M
Duration: 20 turns
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: John Daniel <c548285@umcvmb.missouri.edu>

The affected person will be unable to do anything at all except follow the wizard wherever he (or she) goes, unable to take his (her) eyes off him (her). If attacked, the affected will try to beat off any opponents, including his (her) own comrades, in a berserk fury (+1 to-hit, -1 to Armour Class) in order to continue moving towards the wizard. The material component is a lodestone, which is not consumed in the casting.


Fellstar's Flame Finger (Evocation)
Range: 25 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: One-half
Author: Fellstar

When this spell is cast, a thin bolt of searing flames shoots forth from the caster's index finger. This bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 point per level of the caster, up to a maximum of 1d10+10. A successful saving throw versus spell reduces this damage by half. If a saving throw is failed, possessions do not have to make a saving throw, unless they were targeted specifically by the spell, in which case the owner suffers no damage, but the object must save versus magical fire (at +2) or be destroyed (only one object may be targeted per casting).


Find the Chair (Evocation)
Range: 0
Components: V
Duration: instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Nemesis <gitzlaff@uxa.cso.uiuc.edu>

When cast, this spell will help an intoxicated person to sit steadily. When there is a brawl going on, it will automatically summon the nearest chair within the area of effect so the wizard may be comfortable in watching the battle.


Find Water (Divination)
Range: 1 mile, depth 10 feet per level
Components: S
Duration: 2 rounds per level
Casting Time: 1 turn
Area of Effect: One twig
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

When casting this spell, the diviner grasps two ends of a Y-shaped twig. The remaining end twists around to point in the direction of the nearest source of fresh water within the spell range. The branch can twist but twenty degrees, and then the diviner will feel a tug in the direction of the water. The diviner can specify a minimum amount of water to seek (greater than the amount in a human body, for example). Also, he can restrict the depth at which to seek the water.


Fire Burst (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: 24 hours
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: One-half
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

This spell, when cast brings into being a protection field one foot distant from the caster's body. When detonated, the spell produces a burst of flame around the caster's body, doing 1d4+1 points of flame damage for every two levels of the caster (cf.

magic missile). The flame does not affect the caster, his items, or any creatures immune to fire. The spell is set off when something attempts to cover up, engulf, grapple, or other wise engage the caster in unarmed combat (eg., green slime falling on the caster). The spell is not set off by weapon attacks, be they melee or ranged, nor is it set off by other spells (although it can, of course, be dispelled or end up in an anti-magic shell or the like). All damage from the fire burst is resolved before the grappling attack is made, and the target gets a saving throw for half damage. The material component is a pinch of sulphur.


Flash [1] (Evocation)
Range: 12 yards
Components: V
Duration: 3 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Unknown

Victims failing their saving throw are blinded for the next round due to a flash of light that appears in their eyes. All to-hit rolls for the next two rounds are made at -2 due to spots in their eyes.


Flash [2] (Enchantment)
Range: 10 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature per level of the caster
Saving Throw: Special
Author: A.C. <ac001@freenet.carleton.ca>

In casting this spell, the wizard must expose a body part (knee, thigh, shoulder, or something more sensitive, as the caster desires) and call out something appropriate. It will only affect members of the opposite sex or homosexuals. It will cause all creatures affected to be stunned by the incredible attractiveness of the body part they have just seen exposed. If the victim makes its saving throw, the duration of the spell is halved.


Flicker (Illusion/Phantasm)
Range: 60 yards + 10 yards per level
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature or object
Saving Throw: Special
Author: S. W. Marshall <u9116878@muss.cis.mcmaster.ca>

When this spell is cast, the target creature or object undergoes a momentary flickering or blurring. This flickering is not automatically noticed by observers and all creatures viewing the target must make a saving throw versus spell. Those who make the saving throw fail to notice the flicker and are unaffected by the spell. Those who fail, however, must immediately make an illusion disbelief roll with a +4 modifier.

Those passing this second saving throw think that the target is probably illusionary and will react accordingly. For example, those seeing a rolling boulder flicker might not move out of the way, suffering full damage, or may ignore the illusionary thief circling them for a backstab. While the flicker itself lasts for but a moment, the belief that the target is an illusion persists, until it behaves in a way that is evidentially non-illusory, such as supporting weight or causing damage. This instantly reveals the true nature of the target, but any damage done in this manner cannot be saved against.

The target of the flicker must be a creature or object which could fit in a 30-foot cube. Thus a castle or a great wyrm dragon could not be flickered while a small tower or an ogre could be affected. Any one target, up to the area of effect restrictions, including (but not limited to) bonfires, pits, monsters, and walls can be affected. The spell cannot be used to affect purely magical effects such as a wall of force or spells with an instantaneous duration, such as fireball. It does work on real objects or creatures summoned or created by magic, however.

Individuals that know or suspect that an illusionist is present, or have recently encountered illusion magic, suffer a -2 penalty to their initial saving throw versus the flicker. The material component for this spell is a small lump of candle wax.


Flu (Alteration)
Range: 1 feet per level
Components: V, M
Duration: 1d6 days + 1 day per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell will cause the victim to get the flu, which will last 1d6 + the level of the wizard in days. Flu is very contagious:

anyone within 1 yard of the victim will also get the flu. With subsequent victims, the flu is no longer contagious, however.

Flu reduces surprise by 5%, and combat attack and defense rolls by 5% for the duration of the spell. The flu will start 1d4 hours after the victim has failed his saving throw. The material component for this spell is a handkerchief.


Fools (Alteration, Metamagic)
Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>

A wizard can cast fools prior to casting any other spell in a given round; it costs the caster a +1 to initiative. When the spell's power is called upon, it makes the next spell cast by the wizard appear to be another spell. An example: a wizard casts fools followed by domination in a court of law. Since other wizards are watching, he makes domination look like comprehend languages. Only spell tell, or other dedicated divinatory methods (detect lie) can detect the use of the fools spell.


Force Bolt [2] (Invocation/Evocation)
Range: 40 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature or object
Saving Throw: None
Author: Jason Riek (Karaieth) <jriek@shs.mv.com>

This spell causes a small sphere of force to spring from the caster's hand and fly toward any target desired. If used as a weapon, it causes 1d6 points of damage. It has a Strength of 18/00 for purposes of breaking down doors, etc. It can also be used to set off traps, or for many other uses: be creative.


Freeze [1] (Enchantment)
Range: 30 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 8 cubic feet per level (2x2x2 feet cube)
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>

This spell instantly freezes a quantity of water in any shape the wizard desires. If a living creature has any part of it inside the area of effect, it can make a saving throw versus paralysation (with a +4 bonus) to escape, or be stuck in the ice. The ice is non-magical and can be affected normally.


Freudian Thoughts (Illusion, Invocation)
Range: Hearing
Components: V, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

Sage's note: this is a great roleplaying vehicle for some players, if one of their characters gets this spell cast on him (or her). It could be real fun having a pervert for a character.

A person subject to this spell begins consciously and subconsciously to interpret everything in sexual terms. For example, the subject would perceive a sword attack not only as melee but also as an attempted rape by a male, and would experience eating a taco as... well, you get the idea. The material component is a magic wand, and the verbal component is a lewd innuendo.


Friendspeak (Alteration)
Range: 10 feet
Components: V
Duration: 1 round
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell allows the caster to speak with one person at a time completely understandable by subvocalizing (whispering under your breath) the message. Who she is talking to can be changed, as long as all of the talking takes place within the one-minute time limit.

I recommend that DMs actually time the message to one minute.

This will eliminate hassles about whether or not there is enough time or not to say something (like "the solution is...").


Frost Hands (Alteration)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Unknown

This spell is very similar to the 1st-level wizard spell burning hands (q.v.), except that ice is ejected. Damage is one hit point per level of the wizard.


Frost Touch (Evocation)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Johnny Lydon <jensenjp@clutx.clarkson.edu>

This spell delivers 1d6 points of damage. In addition to this, add 1 point of damage for every level above first. Cold based creatures are immune to this spell, while fire based creatures take double damage.


Fyltar's Pheromonal Force (Illusion/Phantasm)
Range: 10 yards
Components: S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: 10-yard radius
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell functions as the arousal cantrip, with two minor adjustments. First, creatures which cannot smell are automatically unaffected. Secondly, it raises the morale of all affected creatures by 1d4. The material component is a rose petal, crushed during the casting.


Gem Access (Divination)
Range: 10 feet per level
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell allows the wizard to read anything which is stored within a single gem by another spell called gem write or gem store. This spell allows the character access to one gem per 3 levels. The gems have to be determined during casting. This spell may be made permanent with a permanency. In that case, all gems which contain information or other material may be accessed.

The material component is a single gem worth at least 100 gp per level of the caster. This gem has to cut exactly in half, hollowed out and then to be filled with a single drop of blood from the caster per gem which is to be accessed (up to the maximum of one per three levels).


Gizmo's Sticky Fingers (Alteration)
Range: 0
Components: V, S
Duration: 1 turn + 1 round per level
Casting Time: 1 round
Area of Effect: One pair of hands
Saving Throw: None
Author: ElvnShadow <elvnshadow@aol.com>

This spell makes the caster's hands very sticky, like being dunked in honey and let dry. This stickiness will add a +10% to climbing percentages and a +15% to pick pockets skills (this is added to thieves only, it does not convey the ability to pick pockets). The spell can be activated and deactivated through out the duration of the spell. Uses for this spell include picking up powders, palming small objects, and better grips on weapons.


Glow (Alteration)
Range: 2 feet per level
Components: V, S, M
Duration: 1 hour per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell causes the object or person affected to emit an eerie glow. The colour ranges from blue to green. It cannot be dispelled but it can be negated by a darkness spell. The saving throw is made at +1 per level (or Hit Die) of the victim, but at a -1 per level of the wizard. The glow is not bright enough to read by, but is easy to spot in the dark. The material components of this spell are some fireflies.


Glowstone (Alteration)
Range: 0
Components: V, M
Duration: 1 hour
Casting Time: 1
Area of Effect: Pebble touched
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell causes any smoothed, ordinary pebble to glow with enough light to see about 20 feet well. The spell requires a pebble held in the caster's hand while arcane words are muttered. Unfortunately, this spell works only on small, rounded stones, which are consumed by the spell (imagine yourself in the middle of a desert or sea and all you have is a small, uncut diamond: agony).


Good Grooming (Alteration)
Reversible
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature touched per level
Saving Throw: None
Author: Barbara Haddad <melchar@shakala.com>

This spells cleans the individual and its clothing; it gives a shave and trim (… la personal style), scenting them with the scent agent used. The reverse, poor grooming, renders the person filthy. The material components for this spell is some scent agent.


Guilda's Treacherous Tripwire (Enchantment/Charm)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: Tripwire touched
Saving Throw: Negates
Author: Colin Roald <hobbit@ac.dal.ca>

One wire (up to 10 feet long) can be stretched across a hall, or such. The wire becomes camouflaged - undetectable without find traps. The first creature to attempt to pass must save versus rod, staff or wand (adding its Dexterity defensive adjustment) or be caught when the wire springs free. The wire will twine tightly about the ankles of its victim, tripping him. It must then be tediously untangled (or sawed loose) which takes at least 30 seconds under ideal conditions. If hacked loose in combat, it will take 1 round, and the victim will take 1d4 points of damage unless an enchanted blade is used (which will cut without effort). Note that the wire is required, but not consumed. The material component is a small spring.


Hallucinatory Steps (Alteration, Illusion/Phantasm)
Range: 10 feet
Components: S
Duration: 2d6 rounds + 1 round per level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell, when cast, will cause the affected person to keep thinking there is a just one more step (or stair) in front of them, you know, like when you go up 10 flights and start forgetting you have got to a landing and take that extra step.

It reduces movement rate by 5% and is extremely annoying. This effect happens, even when the affected person is walking on flat ground.


Harbald's Fire Arrow (Evocation)
Range: 0
Components: S, M
Duration: 5 hours + 2 hours per level
Casting Time: 1
Area of Effect: One arrow
Saving Throw: None
Author: Paul Ferron <paulf@solist.htsa.aha.nl>

When cast on an arrow, this spell enables that arrow to ignite itself as soon as it's in free flight (shot, thrown, fallen, etc.). As soon as nothing is in touch with the arrow any more, it will spring to fire and act like a normal burning arrow.

The arrow radiates light in a 30 foot radius, just like a torch does. But when it hits a target, it delivers damage as an arrow, +1 due to the fire.

After the arrow ignite, it will burn for 10 rounds, setting fire to all combustible materials which come into contact with the arrow, unless the fire is extinguished.

After the arrow is used, it is completely burned up. If it was extinguished, it will disappear. If the arrow wasn't used, it will become an ordinary arrow after the spell's duration expires.

The fire is not magical and the arrow does not count as a +1 weapon when fighting against creatures that can only be hit with a +1 or better weapon.

The material components for this spell are the arrow and a bit of sulphur to be applied to the arrow.


Hesitate (Alteration)
Range: 120 yards
Components: V
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell slows down the victim's reaction time, adding 1d6 to the initiative roll of each round the spell is in effect. This amount is rolled every round. A haste negates a hesitate, and a creature under the effect of a haste (or a potion of speed) is immune to hesitate.


History (Divination)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One object or place touched (up to 1000
square feet) Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

This spell allows the wizard to "tune in" to the psychic impressions left on an object or small area. This power gives the wizard the ability to divine hidden purposes, prior owners, secret compartments, and powerful alignment bends.

The spell will not identify a magic item per se, but would for instance tell the wizard that the ordinary looking golden ring he holds is in fact the signet ring of a long deceased noble house. Further, use of the history spell doubles the chance that the value of an antique or relic will be correctly guessed.

This spell is usually used on non-magical plunder, books, and items sold at auctions (to verify claims made about their antiquity). Although the casting time is long, it is unobtrusive, and only a single touch is required to make the spell work. The material component for this spell is a page from an encyclopedia.


Human Torch (Evocation)
Range: 0
Components: V, S, M
Duration: 3 rounds
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: Unknown

This spell causes the wizard and all his clothing to become engulfed in flames. These flames do not harm the wizard or his equipment but cause 1d4 points of damage to anyone within 5 feet and an additional 1d6 to anyone who actually touches him. The flames themselves are only about as hot as a torch but the surrounding area will feel like a blast furnace. The material component for this spell is a burning torch, which is consumed in the casting and must be used to set fire to oneself.


Illusory Wyvern (Illusion/Phantasm)
Range: 50 feet
Components: V, S, M
Duration: 1 turn
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell generates the image of a large, brown scaled dragon-like creature (about 15-20 feet long). The illusory wyvern is realistic, but relies heavily on the wizard's Dexterity. It fades away if moved more than 50 feet (yards outdoors) away from the wizard, but will fade back into view if moved back into range before the end of the spell duration.

After casting, the wizard must use his hands in order to manipulate the motions of the Wyvern, and her Dexterity will affect the believability of the illusion according to the following chart:

Wizard's
Dexterity
Bonus or Penalty
to Disbelieving
8-12 +3
13 +2
14 +1
15 0
16 -1
17 -2
18 -3
19 -4
20 -5
21 -6

Casting requires a reptile scale (from any reptile) while the caster mutters the arcane verbal component.


Imbue with Touch (Enchantment)
Range: 0
Components: V, S, M
Duration: 2 rounds
Casting Time: 1 round
Area of Effect: Object of size S or M touched
Saving Throw: None
Author: The Ghost <c572909@mizzou1.bitnet>

The object that this spell is cast upon is imbued with the ability to deliver the effects of one touch-based spell subsequently cast upon it. The caster must handle the item completely for the entire round this spell is cast, and must then cast a touch-based spell and touch the item. This second spell takes effect on the next creature to come in contact with the object who is not already touching it.

Thus, a wizard could cast imbue with touch upon an arrow, hand the arrow to his fighter companion, cast shocking grasp upon the item, while the fighter holds his shot until after the wizard has touched the arrow, thus imbuing it with the shocking power.

Then, when the fighter releases the arrow, the creature it strikes receives not only arrow damage, but the effects of the shocking grasp as well.

The material component for this spell is a specially prepared oil, used to anoint the object being imbued with the touch power.


Impotence (Enchantment/Charm)
Range: 5 yards
Components: V, S, M
Duration: 10 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: John Daniel <c548285@umcvmb.missouri.edu>

This spell enables the spell caster to render one creature, himself or otherwise, impotent (incapable of sexual intercourse). The material component is a bucket of cold water.

The incantation consists of a specific personality (such as "Baba Yaga") who might be unappealing to the creature. The saving throw is actually a check on the disgust the personality generates in the creature. If the creature finds the person repulsive, he fails the saving throw.

Optional effect: during the period of impotence, the creature will attack at -2 and make morale and saving throws at -2.

Wisdom, Constitution, and Charisma scores are lowered by 1d3 points each for the duration of the spell. Also, during this time the creature will feel downright miserable.


Inaudibility (Illusion/Phantasm)
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Thomas Watson <gitzlaff@uxa.cso.uiuc.edu>

By means of this spell, all sounds made by the recipient become inaudible - breathing, talking, walking, and the like. Items on the wizard's person are likewise silenced, but thrown or dropped items may make noise once released. While under the effect of this spell, the affected creature cannot cast any spells with a verbal component. An unwilling victim receives a saving throw against this spell.

Unlike a silence spell, inaudibility masks only the sounds made by the recipient or items in his possession, so it provides no defense against sound based attacks such as harpy singing, a horn of blasting, etc. The spell remains in effect until it is magically dispelled, until the wizard or the recipient cancels it, or until its duration has passed; it is not dispelled by the recipient attacking another creature. The spell can only be cancelled by the recipient if the wizard has stated so when the spell was cast.

The material component for this spell is a small wad of cotton.


Influence Other (Alteration)
Range: 1 feet per level
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

On success of the spell, the wizard may cause the victim to produce any of the following bodily functions: giggle, belch, hiccup, sneeze, wink, spit, pee, trip, fall, gag, congest, choke, stumble, limp, nod, punch self, faint, nap, sleep, drool, think, moan, screech, giggle, bark, hoot, caterwaul, shout, yell, boo, whoop, cry, cheer, applaud, bawl, roar, whimper, shriek, scream, hiss, heckle and any other you can think of.

Success of each is determined as 10% chance of failure for each level the victim has higher than the wizard (maximum 99%, minimum 1%). The material component is a genuine licence of some sort, which is not consumed in the casting.


Ingold's Instant Insanity (Enchantment/Charm)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Ingold <erolb1@aol.com>

When cast, this spell causes the caster to go completely insane for one round per level. During this time, the caster is incapable of doing anything but babble, giggle, and play with his toes. But also during this time, the caster is completely immune to any spell, power, or force that attempts to mess with his mind: ESP, Charm spells, mind control, unspeakable elder horrors saying "Boo!", and the like have no effect on the character. Afterwards, the character is once again completely normal, but has no recollection of what happened during the period of insanity.


Ink Cloud (Alteration)
Range: 30 yards
Components: V, S, M
Duration: 2d4 rounds
Casting Time: 1
Area of Effect: 20-foot radius
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

Upon casting this spell, the wizard creates an ink cloud in the water, similar to that which an octopus releases. The cloud covers a 20-foot circular area, either at the casters position or at any location within spell range. The ink cloud remains stationary for the duration of the spell, unless cast in moving water (such as a river), where it dissipates in one round. The cloud will block all vision, including infravision. When the spell expires, the ink cloud vanishes.

The material component of this spell is the eye of an octopus.


Insolence (Illusion/Phantasm)
Range: 2 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Brian Dawson

This spell causes its victim to sound and appear crude, insulting and arrogant, in all that is said or done, 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 his saving throw, the spell will not be noticed (unless the somatic and verbal components of the wizard are seen and recognised).

If an observer has reason to believe that something is amiss, he gains a 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 wizard'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.


Intoxicate (Enchantment)
Reversible
Range: 100 feet
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: The Net Alcohol Guide Creator <c/o c2mxblue@fre.fsu.umd.edu> This spell allows the wizard to increase a person's intoxication state by one. Thus, a sober person would become slightly intoxicated, a moderately intoxicated person would become greatly intoxicated, and so on (see the Net Alcohol Guide for more information).

The reverse of this spell, lessen intoxication, will decrease a person's intoxication state by one. The material component for both versions is a pint of pure alcohol.


Jamye's Melodramatic Music (Alteration, Conjuration,
Enchantment/Charm) Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 1
Area of Effect: One intelligent creature
Saving Throw: Negates
Author: P.K. Whitehurst <whitehur@calvin.tymnet.com>

The spell causes the music to be played whenever the victim performs certain actions; such as entering a room, charging into battle, or making an announcement. The type of music is determined by the wizard. The material components for this spell are a miniature golden horn, mustache wax, a short length of rope, and a lace handkerchief.


Kasegott's Chaotic Keenness (Alteration, Wild Magic)
Range: 0
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Marc Sherman <msherman@zeus.uwaterloo.ca>

This spell grants the caster a +1 bonus to subsequent rolls on the Wild Magic Level Variation table. This bonus remains in effect for one round for every two experience levels of the caster.

Wild surges are determined using the adjusted roll, and the +1 bonus is applied to the percentile roll for the surge as well.

The material component of this spell is a rabbit's foot, a four leaf clover, or another good luck charm. The charm cannot be purchased; the caster must create the charm on his own: by killing the rabbit and procuring the foot, by finding a clover on a patch, etc. Any charm may be ruled valid by the DM, though it must be similarly difficult to come by. While this charm is not consumed by the spell, the caster should take care that a perishable charm like a rabbit's foot or a four leaf clover is suitably preserved.


Katrine's Kitty Kat (Alteration)
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell transforms the caster into a house cat for a day, or until dispelled. The cat's fur will be the colour of the caster's hair, and eyes will match eyes. As the cat is considerably weaker than the caster nine times out of ten (the tenth being what is known as dead), it is not suggested that this be used as a combat spell. The caster must have a maximum Strength of 10, and cannot weigh more than 150 pounds for the spell to be able to affect her.

While a cat, the caster has a movement rate of 18, 1d2 claws, night-vision, keen hearing, and keen smell. Her Strength is lowered by -4 (to a minimum of Strength 1) and Dexterity is increased by +2. Her hit points are decreased by -2 per Hit Die, to a minimum of 1 HP per level.

While transformed, the caster is still able to speak, but not very well, and any spells requiring a verbal component will have a 50% chance of failure, -2% per level of the wizard. Somatic components will be close to impossible for anything other than cantrips. Material components, as long as they require little manipulation, are simple enough.


Katrine's Blinding Beauty (Illusion/Phantasm)
Range: 0
Components: V
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell is a minor illusion affecting small details of appearance, for a better overall image. In game effects, it increases the caster's beauty and, to a small extent, her charm as well. Smiles seem to be lit up, eyes twinkle just a little more, the face seems to have a little more definition, etc. The bonus is normally +2 to Charisma, or +1 to Charisma and +1 to Comeliness if that attribute is used. If the caster has a non-weapon proficiency in a visual art (sculpture, painting, etc.), then it is a +3 Charisma in the former case, or +1 Charisma, +2 Comeliness in the latter.


Katrine's Claws (Alteration)
Range: 0
Components: V, S
Duration: 5 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell causes a set of long claws to grow from the fingers of both hands of the casting wizard. These claws do 1d4 damage.

This is a flexible spell, in that many different wizards may tweak the initial pattern to get a "look" to their own claws, such as cat-claws, bear-claws, gee-that's-a-neat-claws, etc. The basic length and effectiveness of the claws is changeable, however, so bear claws will seem small on a bear, and cat claws large on a cat. Katrine always tweaked them to look like the talons of a bird of prey, such as the owl.

To cast this spell, the caster snarls and pulls both hands into a fist before releasing the fist as if popping claws.

These claws require a to-hit roll to be made to do damage, so it is recommended that DMs allow wizards to take a weapon proficiency in claws. This is easily justified as they take little training. In general, either a wizard will pick up the skill after finding the spell, or will start with both.


Katrine's Dart (Alteration)
Range: 20 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Thomas Weigel <nsbos0340@nsula.edu>

This causes a small cylindrical object (splinter, dart, needle, etc.) to become a flaming dart which will strike the desired target. If the target fails the saving throw, the dart does 1d4 damage per level. This spell is overall weaker than magic missile, but more versatile in that the caster need not see the target in order to hit it. As long as the target is within range, and the caster has some way of distinguishing it (whatever's causing that smell around the corner, or the orc guard behind the cracked door), the dart will strike the target.

This is particularly effective in sheer darkness. It is cast by muttering arcane words while tossing the cylindrical object in the initial direction the dart will take.


Katrine's Falcon (Alteration)
Range: 0
Components: V
Duration: 1 hour
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell turns the caster into a pseudo-falcon. This form is as close to being a real falcon as Katrine could manage at the time, but is not entirely real. This spell can be overlapped with Katrine kitty kat, which lasts for 24 hours, so that when this spell wears off, rather than being a falcon, the caster will be a house cat. In order to affect herself with this spell, the caster must have a maximum of 10 Strength, and cannot weigh more than 150 pounds.

The falcon form has a movement rate of 3 on ground, and 24 in flight. Compared to the caster, its Strength is -4 (with a minimum of 2), and its Dexterity is at +1. It has 1d4 talons, keen sight, and -3 HP per Hit Die of the caster, with a minimum of one-half HP per level.

While a falcon, the caster can still speak, but the voice is strained and wild, like a falcon. Any verbal components other than "shriek" have a 50% chance (-2% per level of the wizard) of failing. Most somatic components are impossible while a falcon (adjudicated by the DM). Material components, as long as the material is easily accessible, are simple enough.


Katrine's Pleasure Touch (Charm, Illusion)
Range: 0
Components: V, S
Duration: 1 hour
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell stimulates the pleasure centres of any one person that the caster is in contact with. It is a combination of an illusion of mild pleasure, and an enhancement of pre-existing pleasure. It lasts for one hour, but is only active while she is in contact with the person. The illusory pleasure is not very intense, simply a thrill along the appropriate sense, but the enhancement depends on the strength of the initial pleasure. For example, the taste of chocolate, smell of old books in a library, brush of skin on skin, sound of a symphony, or even looking at a sunset. In casting it, the wizard forms a simple pattern with her fingers while muttering arcane words. The spell's target must be willing for the spell to function.


Katrine's Total Tent (Invocation/Evocation)
Range: 10 feet
Components: V, M
Duration: 1 night
Casting Time: 1
Area of Effect: One tent
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell produces a small, one person tent composed of opaque blue kinetic energy. The tent is capable of sustaining up to 80 pounds of force, or extremely strong winds (81 pounds of person or object falling on the tent will collapse it, or someone weighing at least 150 pounds kicking it will collapse it). The spell fades into a fine mist when the first rays of the sun hit it. The caster must grasp a pinch of the earth the Tent will be on while muttering several arcane phrases.


Katrine's Winning Smile (Illusions/Phantasm)
Range: 0
Components: V, S
Duration: 5 hours
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This is a spell similar to charm, but weaker, and more diffuse.

It tugs at the heartstrings of all who are close enough to speak with her normally, and makes her look more helpless. Obviously, this is not the spell for a Strength 14 male magic-user with an imposing look and great staff. The casting is simply a few arcane words and a pulling motion from the caster's heart, but the effects won't build up for a full round. The spell effectively adds +25% to the caster's reaction modifier (under Charisma), and makes others more willing to believe a single story she tells. Disbelieving simply means that they have shaken off the idea that she is more helpless than she is, and will not be more or less likely to react favourably. Only creatures within a 10-yard radius are affected.


Kazago's Lock Pick (Alteration)
Range: 0
Components: S, M
Duration: 1 day + 1 day per 5 levels
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Martin Ott <p581mao@mpifr-bonn.mpg.de>

This spell allows the bard to pick locks. The bard's pick pockets chance becomes his open locks chance, and the bard is treated as a thief in this respect for the entire duration of the spell.

This spell is different from both the 2nd-level knock spell and the unlock cantrip in that it can possibly affect much more than one lock, and that its effects are far less certain. It is especially useful on fact-finding missions where the bard is worried about coming across many locked doors along the way.

The material components for this spell are a set of thieves' picks and tools, which are not consumed in the casting.


Kiss of Sleeping (Enchantment/Charm)
Reversible
Range: 0
Components: S
Duration: 10 rounds per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: John Daniel <c548285@umcvmb.missouri.edu>

When a wizard casts this spell, he must kiss the intended victim and the victim must be able to receive a kiss (cannot be in combat). After the kiss, the victim goes into a deep comatose slumber. Slapping or wounding awakens the affected creature but normal noise does not. Awakening requires one entire round. The reverse of this spell is kiss of awakening, which will awaken a person who is magically asleep.


Kiss of Wounding (Conjuration/Summoning)
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: One-half
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

When a wizard casts this spell, he must kiss the intended victim and the victim must be able to receive a kiss (cannot be in combat). This kiss causes the victim to suffer 1d3 hit points of damage, plus 3 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points.


Klaus' Krazy Kustard Pie (Conjuration)
Range: 40 yards + 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Iain Clarke <imcc@ukc.ac.uk>

With this spell the caster conjures a gooey custard pie which he can hurl at one creature within range. The caster must roll to hit the creature, ignoring its armour, but Dexterity and magical bonuses apply. If the caster hits, the pie has struck the creature in the face, and the creature must make a saving throw versus spell, or be blinded. The creature must spend 1d3 rounds clearing its face.

The target is unlikely to appreciate this, especially if the caster gloats. The material component for this spell is a small amount of custard, which is consumed in the casting. Being hit alone is enough to disrupt spellcasting.


Klaus' Kulinary Kustard Kreation (Conjuration)
Range: 1 foot per level
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 4-inch cube per level
Saving Throw: Negates
Author: Iain Clarke <imcc@ukc.ac.uk>

This spell creates about 60 cubic inches of custard per caster level - useful for getting hold of components for other Kustard spells.


Klaus' Kustard Kleanup (Conjuration)
Range: 1 foot per level
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: 5-foot per level radius
Saving Throw: None
Author: Iain Clarke <imcc@ukc.ac.uk>

This spell is cast on a container, and over the duration of the spell all the custard within range of the container is drawn in towards it. Custard securely contained elsewhere will not be able to move, and custard behind solid objects may take some time to get around them; otherwise all custard in range will probably be in the container (space permitting) within twenty seconds or so. The container can be moved around to pick up custard from a larger area. This spell would be useful for clearing up laboratories after failed attempts to research other custard spells. The container used will disappear at the end of the spell's duration, since it is the material component of the spell.


Know Class (Divination)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One creature or object per round
Saving Throw: Negates
Author: Al Singleton (Quasi Nogum) <eaay@catcc.bitnet>

This spell enables the caster to know the profession (or class, if there is no real profession) of a creature or object (this applies to magic items that are class-specific). Concentration for more than one round will reveal whether the target has more than one class. The caster sees an aura as follows:

Colour Class
Red Fighter
Green Ranger
Brown Druid
Blue Paladin
Silver Wizard*
Yellow Priest
Grey Monk
Black Thief
Orange Bard
Violet **
* Specialists appear as any other.
** This appears if the target is in an official position of authority (not just party leadership or such).

Every round of concentration, the DM should roll randomly which colour appears, if more than one is viable. The same colour may appear more than once before all possible colours have been noticed.


Korel's Last Word (Alteration)
Range: 10 feet per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: 20-yard radius sphere
Saving Throw: Negates
Author: Edward Keyes <keyesea@ctrvax.vanderbilt.edu>

Korel the necromancer created this spell as a way to deal with insults in taverns. Being Suloise, dressed in black, and not at all personable tended to draw the hecklers. Unfortunately, there was little for him to do short of killing the person, which would be too much of a nuisance.

Thus he made this spell, which is essentially a "silence, 2-inch radius" spell. Typical use is to cast it on someone's tongue, rendering all articulated speech impossible (spellcasting too), although deep-throat moans might still be possible. The victim can still hear, though, a necessity in getting in your last word. The sphere is mobile with the object it was cast upon.

The somatic component is a wave of dismissal in the subject's direction, and the verbal component is some phrase like "be quiet", "shut up", or some more colourful version. A successful saving throw against spells completely negates the effect, but the victim will not know that a spell was even cast, due to the innocuous nature of the components. This was specifically designed to prevent secondary insults regarding the failure of the spell ("Hah! Your feeble magics cannot touch me!").

Magic using thieves can also use this spell by casting it on a lock to cover up lock picking noises, while still keeping an ear out for guards' footsteps. Creaking hinges are another good use.

It's also a good way to shut up the stupid Intelligence 8 dwarven battlerager in the party, although this may result in a two-handed battle-axe between the eyes.


Last Image (Divination, Necromancy)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

When the wizard casts this spell, he sees whatever the recipient corpse saw at the very instant of death, with the intent of learning the identity of the murderer, or at least the location of death. If the recipient was killed by a gaze attack, the wizard suffers this attack as well, but with a +4 bonus to his saving throw.


Lesser Aura of Protection (Evocation)
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

This spell creates a bright aura around the caster, making him appear more powerful and subtracting 2 from all attacks. It also grants a +1 bonus to his saving throw for any targeting attacks.

Note that none of the aura spells are cumulative with one another.


Lesser Invisible Object (Illusion/Phantasm)
Range: 1 yard
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One object not larger than 3 cube feet per
level Saving Throw: None
Author: Brian Dawson

This spell causes an object to vanish from sight, much like the 2nd-level wizard spell invisibility (which affects only creatures). The spell lasts only 2 rounds per level of the wizard or until the wizard wills it to end. For example, a quiver of arrows or a bow could be made invisible and carried, and when desired, a moment's thought could make them appear.

Note that not even the wizard can see the invisible object, so if he is to use it most effectively, it may be necessary to make it visible.


Lhaeo's Distant Bandage (Abjuration)
Range: 5 yard + 5 yard per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Paul Ferron <paulf@solist.htsa.aha.nl>

When this spell is cast, the wizard is able to bind the wounds of a creature up to 5 yards away plus 5 yard per level. This spell is to be used together with the optional "hovering on death's door" rule on page 75 of the Dungeon Master's Guide.

The bindings are only able to tend to someone's bleeding wounds.

They have no power to hinder a creature's movement. The creature on which the bindings are used immediately stops bleeding from serious wounds but does not recover any hit points. Hit points must be recovered normally.

This spell is very useful if nobody of the party can reach the character who just reached 0 or less hit points. Lhaeo (no, not the Lhaeo) often meets this problem because he travels with a bunch of suicidal maniacs who always manage to get themselves below 0 HP and this always happens when that person is as far away from the party as possible.

The material component of this spell is a piece of bandage which must be thrown toward the injured creature. While the piece of bandage flies toward the target it grows and grows until it reaches the exact size needed to stop the wound from bleeding.

Then the bandage wraps itself around the wound and stays there until someone removes it. The wizard does not need to concentrate on this spell.


Little Death (Necromancy)
Range: 60 feet
Components: V, S
Duration: 1d4+1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jeff Vogel <jvogel@jarthur.claremont.edu>

This spell may be cast on any living (not golem, undead, etc.) creature native to the prime material plane and with 6+4 or less Hit Dice. The victim must save versus death magic at -3 or fall paralysed for 1d4+1 rounds.


Lohocla's Create Beer and Pretzels (Alteration)
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>

Lohocla didn't want priests to be the only spell casters able to create food. Unfortunately, the results might not be as nourishing as a priest's food and water. However, Lohocla's beer and pretzels have their benefits.

When this spell is cast, the wizard causes beer and pretzels to appear. For every level of the wizard, a quart of beer is created and a half pound of pretzels. The pretzels come in a wide variety of sizes and types. The beer is of excellent quality and quite filling.

The beer becomes flat and the pretzels become stale in 24 hours, although they can be restored for another 24 hours by a purify spell of some sort.

The material components of the spell are a pinch of salt and a pinch of hops.


Lohocla's Deadly Bottle Rockets (Evocation)
Range: 50 yards + 10 yards per level
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 25-foot cube
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>

This spell was created by Lohocla or at least commissioned by him. Lohocla wanted to give a gift back to those wizards who have supported him in the past. This spell is bizarre in that a person must be intoxicated to use it. Lohocla has a unique concept of magic and the best way to wield it. Yet, this may be a benefit because this eccentric spell allows the wizard to cast at low-level, a powerful and damaging (possibly dangerous) rockets at its opponents even though his current ability is poor because the intoxication.

The material components of this spell are a bottle of alcohol (any type) and a 1-foot long smooth stick that can fit into the bottle with one end sticking out.

An unusual spell indeed, this spell cannot be cast unless the caster is under the influence of alcohol (i.e. in a state of slight, moderate, or great intoxication). Of course, the wizard generally doesn't go adventuring while drunk, so this becomes a big hindrance if not useless. On the other hand, it can be a real benefit when the wizard goes to a place knowing full well that he will become intoxicated. Mainly, because there is no chance of spell failure for this spell (note that the chance of spell failure is still there for all other spells). This becomes very valuable because the wizard can get intoxicated, with all the problems it entails, and always have a memorised spell that will work (especially when greatly intoxicated when the chance of spell failure is 100%).

When the wizard casts the spell, he must take a swig of alcohol from the bottle, place the stick in the bottle, and then aim the bottle at its target which all takes place while saying the magical words.

Once the spell is cast, 2 sparkling rockets of magical energy per level fly out of the bottle with a ear piercing whistle to unerringly strike their targets with a dazzling display of colours (see below). This includes enemy creatures in a melee.

The target creature must be seen must be seen otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective.

Likewise, the caster must be able to identify the target. He cannot direct a rocket to "strike the captain of the guard", unless he can single out the captain from the rest of the soldiers. Specific parts of a creature be singled out. Inanimate objects (locks and the like) cannot be damaged by the spell, and the rockets disperse with no effect.

Very fascinating, the damage a rocket does is dependent on the state of intoxication the wizard is in. If in a state of slight intoxication, each rocket will do 1d4+1 points of damage. If in a state of moderate intoxication, each rocket will do 1d8+1 points of damage. If in a state of great intoxication, each rocket will do 1d12+1 points of damage. This is possibly the only instance where being more intoxicated is a benefit in combat.

When a rocket hits a target, a spray (5x10x10 foot wedge) of vivid multiple colours spring forth from the impact spot.

Usually, the colour splash is harmless but dazzling. There is a 1% chance per level of the caster that the colour slash will be harmful. If harmful, then from one to six creatures (1d6) within the area are affected in order of increasing distance from the target. All creatures above the level of the wizard and all those of sixth level or 6 Hit Dice or more are entitled to a saving throw versus spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the wizard's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the wizard are stunned (reeling and unable to think or act coherently) for one round.


Lohocla's Enchanted Bartender and Staff (Conjuration/Summoning)
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1
Area of Effect: 40-foot radius
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>

Lohocla created this spell for a tavern owner, who happened to be a retired adventurer wizard, that was having business trouble. Lohocla gave him 100 gold pieces, bestowed the bartending nonweapon proficiency on him, taught him an abundance of alcohol drinks, gave him the spell, and cast a permanency spell on an enchanted bartender to serve the wizard as a main bartender. The spell is not one normally studied by adventuring wizards but is often used by retired adventurers and other sedentary types.

This specialized version of the unseen servant was developed with one particular task in mind - bartending and barkeeping.

The enchanted bartender and staff are magical forces under the control of the wizard.

The main power of the spell creates an enchanted bartender. It can perform simple barkeeping actions like making, serving, and doctoring drinks, wiping the bar, cleaning dirty drinking vessels, filling snack bowls, etc.

The enchanted bartender can only make mixed drinks that the wizard himself has prepared at some point in his life.

Hopefully, the wizard has the bartending nonweapon proficiency so that his enchanted bartender can make perfect drinks.

Every three levels, the wizard can create an enchanted barmaid to assist the enchanted bartender. Thus, at level 3 the wizard can create one barmaid, at level 6 he can create two barmaids, at level 9 he can create three barmaids, etc. An enchanted barmaid cannot mix drinks like the enchanted bartender. An enchanted barmaid can perform simple barmaid actions like serving drinks and snacks, wiping off tables, sweeping up messes, etc.

Every six levels, the wizard can create an enchanted bouncer.

Thus, at level 6 the wizard can create one bouncer, at level 12 he can create two bouncers, at level 18 he can create three bouncers, etc. An enchanted bouncer serves only one purpose: to expel disorderly persons (with the exception of the wizard of course) in a bar or tavern. An enchanted bouncer has a Strength of 18/1d100, a Dexterity of 18, and a number of hit points equal to the wizard's. If an enchanted bouncer is given resistance, he proficiently attacks with non-lethal combat such as punching and wrestling. DMs must be sure that a player does not abuse an enchanted bouncer's power. It is only created to expel disorderly people from a bar or tavern, not to enter the wizard's combative battles while adventuring.

The enchanted bartender and staff with the exception of the bouncers are no stronger then an unseen servant and no more dextrous than its creator. The enchanted bartender and staff can be left to do their duties on their own. If something disrupts the smooth flow of their routine (such as the arrival of Tiamat), the staff will go to the enchanted bartender who will seek the advice of its creator.

All creations may be dispelled by the caster at will. Also, an enchanted bartender or any staff other than the bouncers can be dispelled by taking 6 points of damage from area of effect attacks such as breath weapons, explosions, etc. A dispel magic will get rid of everybody. The material components of this spell are a block of birch wood and some string.


Magic Motes (Evocation)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Benjamin C. Ford <benford@wpi.edu>

Casting magic motes creates a number of motes of light around the caster. One mote is created at first level with one additional mote being created for every two levels of the caster beyond first to a maximum of five (as per magic missile). Each mote moves to intercept physical attacks or magical attacks that have some physical or magical form. The motes reduce the damage from such attacks by 1d4+1 points. Each attack causes one mote to disappear, except for area effect spells, which cause all the remaining motes to wink out of existence. If not used within one turn per level of the caster, any remaining motes wink out.


Masturbation (Enchantment)
Range: 10 yards
Components: S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell causes the horniness of Arousal with the added irresistible urge to masturbate with any and all external sexual organs. This spell functions like a combination of an arousal cantrip with a command to "masturbate!". If no appendages are free for this purpose, the subject will rub the sexual organs against any nearby functional object. The material components are two pieces of cloth, rubbed quickly against one another.


Mental Notepad (Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: The caster
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell allows the wizard to store information in the unused portions of his brain for later recall. The in