Fourth-Level Spells

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A Lert (Conjuration/Summoning, Evocation)
Range: 0
Components: V
Duration: 2 turns per level
Casting Time: 1
Area of Effect: 10-foot per level radius
Saving Throw: None
Author: Jeff Tolle <gitzlaff@uxa.cso.uiuc.edu>

This spell summons into being a lert, which is a small, blue, humanoid creature. This creature is insubstantial, and thus can neither attack, nor be attacked. A lert's main purpose is to alert the party members of imminent danger. It can sense behind doors and around corners, and will telepathically inform the wizard of any danger it senses, provided the wizard is awake.


Acid Spray (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: 1/2
Author: Paul D. Walker <pdwalker@hk.super.net>

When this spell is cast, it causes a cone shaped spray of acid to extend outwards from the wizards hand. The length of the cone is 5 yards per level of the wizard and the cone terminates with a circular area with a radius of 2 yards per level of the wizard. The start of the cone is a circular area of a 1-foot radius.

The damage from the acid is 1d4 + 1 per level of the wizard.

The material component of the spell is a vial of acid which is thrown in the direction which the cone will go.


Advanced Magic Mouth (Alteration)
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One object
Saving Throw: None
Author: Unknown

This spell is identical to magic mouth except in that the maximum activation range is only 10 feet and that it will continue to function as instructed, over and over, until the object is destroyed or the dweomer dispelled.


Alcoreax's Icetrail (Evocation)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: Negates
Author: Alcoreax

This spell creates a wave of hardened ice which the wizard actively directs. After casting, the wizard simply taps the ground to activate the spell. The wave of ice begins where the wizard taps the ground, and reaches its full dimensions after advancing only 10 feet. It travels at a speed of 40 feet per round. The crest of the wave is 10 feet high and 15 feet wide; after the crest of the wave has passed, the remaining "trail" is only 3 feet high.

Creatures coming into contact with the crest suffer 2d6 points plus 1 point damage per level of the wizard, or half this amount if the creature is cold-using (in general, cold-dwelling creatures take half damage from this spell, rounded down, and cannot suffocate as a result of this spell). In addition, creatures of less than large size must save against paralysation or be buried under the crest.

Buried individuals take an additional 1d3 points of cold damage each round and must initially make another saving throw against paralysation or start to suffocate under the ice (use the rules for drowning). Trapped creatures may break free, taking 1 more point of damage per level of the wizard from sharp ice.

The crest of the wave can be disrupted by 30 or more points of fire damage, or negated by a wall of fire in any case. At the end of the spell duration, the crest of the ice wave immediately loses all momentum and melts; the spell will cause no more damage, and trapped creatures can easily break free taking no damage. The material components for this spell are a steel pin and a glass of icewater.

Alcoreax is the headmaster of Talarin Niulivius, one of the better magical schools on the continent of Niulivia. Alcoreax's icetrail is the only spell he has researched. This one took him over five years to develop.


Alpha's Acid Rainstorm (Conjuration/Summoning)
Range: 240 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 30-foot long square
Saving Throw: 1/2
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell, which functions only out of doors, causes thin streams of hissing violet acid to fall within its area of effect. All within the area must save versus spell or suffer full damage. The spell inflicts 1d8 per two levels of the wizard (rounded up). All exposed items in the area must also save versus acid or be destroyed.

Characters under heavy cover which is not destroyed by the acid are fully shielded from the effects of the spell. The acid, once it strikes the ground, harmlessly disappears. The material component for the spell is a small vial of aqua regia and a strip of zinc.


Alpha's Acid Resistance (Abjuration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell grants the subject complete immunity to acid, up to a point. The spell's basic duration is 10 rounds per level of the wizard. However, for every point of acid damage that would have been suffered by the character (after saving throws and any other protections have been considered), the duration of this spell is reduced by one round for every point of acid neutralised by the spell. This spell also protects the subject's equipment from needing to make any item saving throws versus acid for as long as the spell is in effect. The material component is a small glass vial containing lye and water.


Alpha's Ball Lightning (Evocation)
Range: 10 yards + 10 yards per level
Components: V, S
Duration: 4 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

The caster of this spell can create one to four spheres of glowing electrical energy. These spheres resemble dancing lights (q.v.), and the wizard can control them in the same way. The spheres can be moved up to 120 feet per round. Each ball is about 5 feet in diameter, and any creatures approaching within 5 feet will dissipate that ball's charge. The charge values are:

Number of
Lightning Balls
Damage Done
1 4d12
2 5d4 each
3 2d6 each
4 2d4 each

A saving throw versus spell results in half damage, indicating that contact was across an air gap. Note that more than one creature approaching within 5 feet in a single round can be affected by the ball if that occurs.


Alpha's Chill of the Void (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: 20-foot wide, 5-foot per level long path
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell brings forth a wave of supernatural cold, rolling forth from the wizard's outstretched arms to the maximum area of effect.

Its cold vacuum kills all normal vegetation in the area except for trees, which have a 50%-100% chance to survive (DM's discretion, based on size and native environment). This cold inflicts 3d4 damage and the vacuum an additional 3d4 to all living creatures within the area of effect. Vegetable and fungoid monsters suffer double damage from this spell. The material component is a piece of ice.


Alpha's Elemental Form (Alteration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

Use of this spell enables the wizard to transform the matter of a creature's body into the stuff of a particular elemental plane. The elemental form enables the character to engage in normal combat with an elemental of the same or opposite form (i.e., water would allow combat versus water or fire elementals), or an elemental creature, without needing a magical weapon to hit. It also provides protection versus the same element as if a ring of warmth (+2 on saving throws, -1 per die of damage, regenerate 1 HP of elemental-caused damage per turn). The subject can also exist without danger on the appropriate elemental plane, and can move normally there. It does not empower the subject with perceptions not normally possessed (for example, seeing through the rock of elemental earth), but it does prevent elemental damage. A character possessing a ring of elemental command who assumes elemental form of the same type gains the cumulative effects of both, and is empowered with senses on the appropriate plane as if in normal air.

If this spell is cast on the prime material, the spell will last 1 turn per level of the wizard. If cast on the appropriate elemental plane, or in the border ethereal of that plane, it will last 12 turns per level. If cast while on an elemental or para-elemental plane different from the form assumed, start with the base of 12 turns per level and halve the duration for each plane removed. An elemental form in opposition to the plane the wizard is on (air versus earth, fire versus water) cannot be assumed at all.

The material component is a small amount of the appropriate element on hand (a handful of clay or earth or a torch flame will suffice).


Alpha's Firefall (Alteration)
Range: 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell is an improved version of the 2nd-level pyrotechnics spell (q.v.), specifically the fireworks application of that spell.

That portion of the spell functions exactly as the pyrotechnics spell does with respect to duration, area of effect, saving throw, and the blinding effect created. However, the fireworks created by this spell are more along the lines of a geyser of brightly burning liquid fire, arcing upwards approximately 60 feet into the air and raining down within a 30-foot radius area surrounding the perimeter of the basic fire source. All in this area of effect suffer 2d6 fire damage with no saving throw allowed. Further, a central prominence of flame is thrown upwards by this spell, and the wizard may direct this column of fire at a single target within 60 feet of the fire source. This plume of fire will inflict 4d10 damage to the victim, although a saving throw versus breath weapon is possible to halve this damage.

The liquid fire continues to burn during the following round, under the same conditions as during the first round, although the fire is less intense and causes only half the damage caused during the first round. Combustibles in the area of effect must save versus normal fire (if struck only by the burning spray) or magical fire (if the victim of the central plume fails his saving throw or if the central plume is directed at an inanimate object) to avoid being set afire. A creature who is within the area of the spray who is targeted by the central plume will not also suffer fire damage from the spray, as this minor flame is all but lost in the fury of the central prominence. The spray does not fall within the area of the original fire source, but only within 30 feet of the perimeter of the fire source. An aerial creature flying within 60 feet above the rising geyser of liquid fire is affected just as a creature on the ground would be, and may also be targeted with the central plume, if the wizard so desires. The material component for this spell is a lump of pitch mixed with sulphur, saltpetre, and magnesium, as well as an existing fire source.


Alpha's Flames of Falroth (Alteration, Evocation)
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell conjures an extra-dimensional black flame to surround a single object or creature within range. This fire has exactly the opposite effect of normal fire, in that it restores creatures or objects burned to destruction by fire or acid to their original state. This will not restore life to a person slain by a fireball, but it will restore the body to full health, such that a raise dead will bring the character back to full physical health (though an amount of time equal to the time dead must be spent recovering from the psychological shock). Similarly, it will not restore enchantment to a once destroyed magic item, though a limited wish is capable of restoring the lost enchantment to the item reconstructed by the flames of Falroth.

In order to restore an item or creature, the target must fail a saving throw of the same type that resulted in its destruction.

Hence, plate mail destroyed by the breath of a black dragon must fail a saving throw versus acid, and an adventurer felled by a fireball must fail a saving throw versus spell. For effects against which there is no saving throw (for example, wall of fire), assume the saving throw to be as against breath weapon for creatures or magical fire for items. It is thus more difficult to restore items that were more difficult to destroy in the first place. One such saving throw may be attempted each round, and as many saving throws as desired may be attempted during the use of this spell. No object can ever be affected by this spell after the spell has been used on it once, whether or not it was successful. Once the saving throw is failed, the object will take 2 rounds to be fully reconstructed from its remains. The flames of Falroth may be moved to another object or creature at any time during the spell's duration, with 1 round of concentration on the part of the wizard.

The flames of Falroth are very hostile to ordinary fire. They may be used as a fire extinguisher of sorts, and will extinguish a 10-foot cube of normal flame every round. Magical fire spells must be checked as per dispel magic, but multiplying the wizard's level by 2 for the purposes of determining whether the target spell has resisted the effects of the flames of Falroth. If this dispelling attempt is unsuccessful, the flames of Falroth will vanish back from whence they came.

If cast at an elemental fire creature of any sort, the flames of Falroth will automatically cause 6d6 damage to that creature. After this initial attack, the target creature may make a saving throw versus spell at 3. If successful, the flames disappear without causing further harm. If failed, however, the flames continue to attack the creature's very substance, causing 3d6 damage every round. A new saving throw is allowed each round, the chance to save improving by 1 each round (-2 after the second round, then -1, etc.). This continues until the creature is dead, the wizard moves the flames away (after which time that creature will no longer be affected by the flames of Falroth); or until the spell expires or a saving throw is made - in both of these cases, the flames disappear.

A fire-using or dwelling creature that uses fire but is not native to the elemental plane of fire (for example, a fire giant, a red dragon, or a chimera) will not be harmed by the flames of Falroth, but any external fire powers (fire breath, spells, immolation, etc.) will cause only half normal damage, as their effectiveness is mitigated by the flames. The material component is a bit of green wood, a handful of ashes, a smoky quartz crystal, and a piece of obsidian.


Alpha's Hunting Pack (Conjuration/Summoning)
Range: 30 yards
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell summons into the wizard's vicinity a pack of canines who will fight on behalf of the wizard, if such is required. The composition of the pack will be as follows:

D100 Roll Pack
01-10 4d4 jackals
11-60 3d4 wild dogs
61-90 2d4 wolves
91-00 1d4 dire wolves

The pack will follow commands to the best of its ability, so long as they are relatively simple (attack, return, heel, etc.). If attacked by the wizard or his fellows, all creatures summoned will instantly disappear. The hounds can track as well as a 5th-level ranger, and can be commanded to perform this activity if it is requested of them (such as by allowing them to smell an article of clothing from the creature to be tracked, etc.). The hounds will arrive 1d10 rounds after the spell is cast. The material components are a piece of fresh, uncooked meat and a finely crafted silver or ivory hunting horn, worth not less than 100 gp, which must be sounded during the casting of the spell.


Alpha's Rainbow Blast (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1-foot wide, 10-foot + 5-foot per level long
beam Saving Throw: Negates
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell is very much like the 2nd-level rainbow beam spell, but is much more powerful. Besides a slightly larger area of effect, and the fact that a solid object will not stop the beam unless larger than 2 feet wide and formed of solid stone or some such similar dense material, i.e., the beam is not stopped by mere flesh, even if armoured, but would be stopped by a stone wall.

The spell does 1d6 HP of damage + 1 HP per level of the wizard. The swirling, coruscating tendrils of multihued light also have properties as listed under the rainbow beam spell. A target resistant to one or more of these forms of attack takes one less point of damage per die per attack that it is resistant to. The opposite applies for creatures that are particularly vulnerable to a certain form of attack (for example, a frost giant is immune to cold, but is not particularly vulnerable to fire, so it would take one less point of damage per die. A green slime, vulnerable only to fire and cold, would take 5 fewer points of damage per die). The indigo (holy water) beam does normal damage except to creatures affected by unholy water (paladins, lammasu, etc., who are considered being resistant), and those affected by holy water (undead, demons, etc., who are considered specifically vulnerable).

The victim is entitled to a saving throw, which, if successful, indicates that the beam has missed. It may hit another target, though. Also, if a target is struck by the beam, he must save versus petrification or be struck in the face and blinded for 1d4+2 rounds.

The material component for this spell is a small diamond worth not less than 100 gp.


Alpha's Ray of Paralysis (Alteration)
Range: 10 feet + 5 feet per level
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

The wizard extends his arm, points his finger, and speaks a word to cast the spell. A thin, light blue ray leaps from the wizard's finger. The intended target must save versus petrification. If the saving throw is failed, the creature is struck by the beam and, unless the creature possesses some innate magic resistance, is paralysed for 2 rounds per level of the wizard. If the saving throw is made, the pencil-thin ray has missed its original target and continues on in a straight line to the extent of its range. Any creature in the path of the beam must make the same saving throw or be struck and paralysed. If the ray actually strikes, there is no saving throw versus its effects. Size L creatures must save at -1, size H at -2, and size G at -4. Conversely, size S creatures save at +1 and size T at +3. The ray can affect only target in any event. The material component is a clear gem or a piece of amber worth at least 100 gp.


Alpha's Shadowfire (Evocation, Necromancy)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1-foot diameter, 5-foot per level long ray
Saving Throw: 1/2
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell calls forth a seething black ray shot through with veins of green fire. All creatures in the path of the spell will suffer 1d4 damage per level of the wizard, up to a maximum of 20d4. A successful saving throw versus breath weapon will result in only half damage. A creature that is immune to fire or to energy drain will suffer only half damage (a quarter if a successful saving throw is made). If the damage rolled exceeds a target's remaining hit points, that target is disintegrated. The material component is a black opal worth at least 500 gp.


Alpha's Sheet Lightning (Evocation)
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 10-foot per level long square
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell creates a very bright flashing jolt of sheet lightning within the area of effect. All those in the area receive 4d4 electrical damage with no saving throw. In addition, those within must save versus petrification to avoid being blinded for 1d3 rounds and must save versus breath weapon to avoid being stunned for 1d3 rounds. Those carrying large, mostly metallic weapons (for example, swords or battle axes) or wearing partial metal armour (studded chain) save at -2 versus the stunning and suffer +1 per die of damage. Those in full metal armour (splint mail or better) save at -4 versus the stunning and suffer double damage. The material component is a bit of fur and a sheet of fine crystal worth at least 50 gp.


Angel's Negation (Abjuration, Enchantment)
Range: 0
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Person touched
Saving Throw: None
Author: A.C. <ac001@freenet.carleton.ca>

This spell instantly negates the obsessive, compulsive behaviour caused by a seducer, and renders the recipient immune to the non-magical charms of that seducer. The seducer class is described in detail in The Net Carnal Knowledge Guide.


Animate Clothing (Illusion/Phantasm, Necromancy)
Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One or more pieces of clothing
Saving Throw: Special
Author: <lrw5@psuvm.psu.edu>

By casting animate clothing, the cast can add body and substance to an illusion. The spell animates one or more articles of clothing, drawing its power from the vestiges of life energy left by the most recent wearer. The clothing fills out to the proportions of the previous owner, around which the caster can create an illusion, generally of someone wearing the clothing. The animated clothing moves, wrinkles, and stretches as if worn, and exerts tension and mild force. Should someone touch or come into contact with the clothing, it will feel as if someone was actually wearing the clothing. Attacks or forceful contact adds a +2 to disbelieving the illusion.

The material component is any article of clothing that has been worn within one week. Almost any article of clothing can be animated: shirts, pants, dresses, hats, boots, gloves, etc. One article per three levels can be animated at once, clothing that comes in pairs counting as one (gloves, socks), and can be mismatched, although mismatched articles filling out to different proportions could be suspicious. Even pieces of armour may be animated, however due to the heavier mass and lessen flexibility, each counts as two articles of clothing (a complete suit of plate armour is not counted as one item, but a leather jerkin is).

Animated clothing can move and lift light objects, turn pages in a book, pick up a small gem, but cannot perform actions requiring dexterity, such as unrolling a scroll or picking a pocket. They furthermore cannot attack or wield weapons, not even daggers or darts. Any attempt exhausts the life energy fuelling the spell instantly and the clothing ceases to be animated. Animated clothing remains so as long as the caster concentrates.

The illusion of the creature is not a separate spell, but part of animate clothing. Additionally, an illusion of the creature who most recently wore this clothing is not automatically supplied by the spell.

The clothing used has to have been worn for at least 8 hours for there to be enough residual life energy to animate with. Once the spell has been cast on the spell (successfully or not), the clothing cannot be animated again until it has been worn again for another 8 hours. The clothing remains animated for as long as the caster concentrates, but, like phantasmal force, the caster cannot perform other actions.


Armour (Abjuration)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
Author: Ally's Spellbook <knudsenm@wpsmtp.ohsu.edu>

This spell armours the recipient creature in a magical aura. The armour bonus is 4 plus one point of Armour Class per level. Thus, a 7th-level caster would get an Armour Class of 2, while an 11th-level caster would get an Armour Class of 0. If actual armour is worn, the better of the two (real armour versus the armour spell) is used. This spell works with rings and other magical protections plus the creature's Dexterity bonus if any. The material component of this spell is a left glove.


Atom Blast (Invocation/Evocation)
Range: 5 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 pound per level
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell causes any solid, non-animate, non-magical, non-living substance to explode from within causing 1d4 points of damage per level of the wizard to creatures within ten feet of blast.


Attacking Mist (Conjuration/Summoning)
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Author: Unknown

This spell can summon a class II type of intelligent mist from the elemental plane of air. The creature is summoned when an event triggers the spell (similar to magic mouth). The spell attacks first person encountered. The mist will stop an attack after it has been summoned upon conditions set by the wizard.

The mist is actually a being from the elemental plane of air (albeit a low powered one). The difference between intelligent mists and other summoned creatures is that the mists actually have access to the knowledge of their summoner. This includes 1 language (chosen by the wizard) and information (not spells) dictated by the casting wizard.

For a detailed description of the different types of intelligent mists, see the monster description provided with the 5th-level magic mist. The instructions for the attacking mist must be written on a piece of paper (the material component of this spell), which must be burnt in the casting.

Whether the mist stops attacking or wins the battle, it will not return to its own plane until either dispelled or the spell duration expires.

For example, Raji casts an attacking mist spell. He states that a mist will be summoned when anyone comes into this room, and will cease to attack anyone who speaks his name.


Beacon (Alteration)
Range: 60 yards
Components: V, S
Duration: 1 round per level
Casting Time: 4
Area of Effect: 5-mile long, 1-foot wide beam
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

A ray of light of any colour springs from the caster's palm. It can be up to 5 miles long. This ray inflicts 2 points of damage per level of the caster to any creature directly affected by sunlight.


Become Phantasmal Lover (Illusion/Phantasm)
Range: 5 yards per level
Components: V, S, M
Duration: Until the next morning
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
Author: Adelheyde <mfassben@ucs.indiana.edu>

When this spell is cast, the wizard causes his features to shift in the mind of his victim to conform to those of an individual that the victim considers to be the ultimate lover. Once the spell is successfully cast (the saving throw varies according to the amount of preparation in casting the spell), the recipient will be putty in the hands of the caster, not out of enchantment but only out of the recipient's own sense of wish-fulfilment.

This spell takes as much time to cast as it takes to get the recipient drunk. The more thoroughly tanked up the recipient gets, the worse will be the saving throw (see the Net Alcohol Guide for more information):

Recipient's
State
Saving Throw
Modifier
Had a serving of alcohol -1
Slightly intoxicated -2
Moderately intoxicated -4
Greatly intoxicated -8

The material component of this spell is a large quantity of alcohol, which must be passed through the gullet of the recipient.


Beetle Call (Conjuration/Summoning)
Range: 50 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell summons a variable number of beetles to fight for the wizard. The beetles cannot be used for other tasks. The type of beetle that can be summoned depends on the level of the wizard:

Wizard's Level Summoned Beetles
7-10 fire, bombardier
11-13 water, boring
14-17 stag, slicer
18+ death watch (11 HD), rhinoceros

Note that beetles from a lesser level may always be summoned. Up to 1 HD per level of the wizard can be summoned (round down). Only one type of beetle can be summoned, and all remainders are dropped.

Other types of beetles may be summoned at the DM's discretion. The material component of this spell is a small, live beetle.


Bergil's Fire Bolt (Evocation)
Range: 20 yards + 5 yards per level
Components: V, S, M
Duration: Instant
Casting Time: 4
Area of Effect: Special
Saving Throw: 1/2
Author: Bergil

The spell creates a powerful bolt of plasma that in inflicts 1d8 points of damage per level to anyone in its area of effect (maximum damage is 12d8). This bolt is 60 feet long x 5 feet wide, it cannot be forked. It streaks outward much like a lightning bolt. It does not reflect, however. If the firebolt hits a wall, the plasma spreads out in a 5-foot radius hemisphere, anyone in the hemisphere takes damage. Thus it is possible to hit someone standing near a wall twice with the firebolt, once with the bolt and once with the hemisphere. The firebolt automatically sets fire to anything combustible in the path or in the hemisphere. The bolt has the same penetration ability as a lightning bolt. The material components are a stick, a bit of sulphur, and a dab of royal honey.


Bigby's Bitch Slap (Evocation)
Reversible
Range: 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One female (male for the reverse)
Saving Throw: Negates
Author: James A. Hooper <hooper2@snycanva.bitnet>

and Boudewijn

Wayers (dedos4@win.tue.nl) This is yet another version of the "Bigby's Hand" spells (although probably not from Bigby). A quasi-real hand (five feet) comes into existence and smacks the nearest women that the caster commands it to. If the woman knows her place is in the kitchen, the hand only does 1 point of damage as a reminder. However, if the woman has complained, whined or not been to the kitchen in three days, the hand instantly grows to a Titan's hand's size (25 feet) and knocks the woman into the nearest kitchen (be it 10 feet or 10,000 miles) and forces her to cook a three course meal. If she continuously refuses, the hand will inflict damage on her until she submits (DM's decision on damage per hit). The hand has as many hit points as the caster in full health and has an Armour Class of 0. The material component of the spell is a leather glove.

The reverse of this spell, Bigbabs' brute slap, is quite alike, except that it only works on males, to remind them that they should leave the house and go to work. The man is immediately reminded that he should work, not hang around in, say, a comfy living room or bar. The hand evoked will continue slapping the male until he submits and goes to work. If the man had complained, abused women at work, or not been to work in three days, the hand will grow to 25 feet and beat the man until he complies, forcing him to perform overwork for at least two hours.


Blood Scent (Alteration)
Range: 0
Components: V, S, M
Duration: 9 rounds
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

This spell causes the recipient to give off the strong smell of blood as if they were bleeding profusely. The victim will take no damage from the spell and there are no visible effects, only the scent of blood. The smell attracts carnivorous creatures in the area - usually sharks. The spell has a 10% chance of attracting wandering monsters on the first round after casting, with an additional 10% each round thereafter. This chance increases to a maximum of 90% on the ninth and last round of the spell duration.

The type of creatures appearing depends on the area the spell is cast. The DM can do a wandering monsters check to determine what shows up. The creatures that appear will be so strongly attracted to the spell victim that they will ignore all other living things in the area. When the spell duration expires, the scent immediately disappears and the attracted carnivores will no longer be attracted to the individual. However, if they successfully drew blood from the victim, chances are they will continue to attack. The material component for this spell is a shark's tooth.

Note: this spell was created for use underwater. If the DM allows, the spell can be used in a land-based campaign to attract carnivorous creatures. The spell may not be as effective out of the water - at the DM's discretion.


Bolt's Hell Hail (Evocation)
Range: 10 yards per level
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: 40-foot square
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>

Hell hail is a fire version of ice storm with some implementation differences. As a storm, it has the same area of effect as an ice storm, but causes only 3d8 for damage. The storm is largish hailstones that drop from above. On impact, they burst in a fiery flash of heat and energy. It will ignite flammable materials failing their saving throws and break fragile containers on impact, perhaps igniting the contents. The storm is unlikely to burn a table, stout chairs, large logs, leather objects and the like, The storm doesn't last long enough to light them. In this form, its duration is instantaneous.

When cast as a sheet of flames, its effect is quite different.

While the spell has a longer duration in this mode (1 round per level of the caster), it has only one initial flash of heat and power, so thin hair, very dry and thin paper or other fiery substances will be consumed. Scrolls, books and the like will not be harmed unless they are unrolled, open, in use or in other vulnerable circumstances. Even then, only the exposed areas will suffer the damage. Creatures are not normally harmed though small insects may be consumed in the initial flash. The area radiates heat, but not enough to cause damage, though passing through will be uncomfortable. The fires rage 7 feet high in the area for the duration of the spell and may block vision. The crackling of the flames makes communication across the field difficult if not impossible. Low Intelligence creatures won't enter the burning area and will try to flee from the fire zone immediately. Standard Intelligence creatures must make a saving throw versus paralysation to willingly enter the area. High Intelligence creatures may enter and exit the area freely.


Bone Bow (Evocation)
Range: 0
Components: S, M
Duration: 1 round + 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Bret Mikeal O'Neal <bo@csd4.csd.uwm.edu>

This spell calls into being a magical long bow, consisting entirely of human bones. For each round that the spell is in use the caster can fire two bone arrows a round. These are shot with long bow range brackets at a THAC0 of a fighter of half the wizard's level.

These count as +3 for what creatures can be hit, are not stopped by magic resistance and do 1d8+2 damage (plus Strength bonus) each hit.

The material components are a wish bone and a length of silk thread.


Bone Lock (Necromancy)
Range: 10 yards per level
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell causes the bone joints of a creature to lock, effectively immobilizing it for the duration of the spell unless it makes a successful saving throw versus death magic. Even if the saving throw is made, the creature is slowed. Obviously, a creature must have a bone structure in order for this spell to be effective.

Any creature that is entirely composed of bone saves at -3. The material component of the spell is a bone shard.


Branit's Backstabbing Surprise (Conjuration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Person touched
Saving Throw: Negates
Author: Arrvid Carlson <arrdiv@shumv1.ncsu.edu>

This spell provides protection against backstabbing. When the recipient of the spell is backstabbed, a cloud of acid is created behind the spell recipient which blows back and out to form a semi-sphere 8 feet in radius. All within this area, the recipient not included, take 6d4+6 points of acid damage. Note that the backstabber gets no saving throw (due to surprise and proximity), all others receive half damage upon a successful saving throw.

A backstabbing attack is any physical attack or combination of attacks initiated from behind which causes damage equal to one fifth or more of the victims hit points at the time of the attack, assuming the attacker is within 8 feet of the victim when the attack is initiated. The spell is in effect until dispelled or discharged. This spell will work in combination with other defensive spells.

The material component is 100 red ants which must be rolled in the wizards hands, the husks then thrown over each shoulder of the recipient, and the juice rubbed into the recipients back.


Broom (Enchantment)
Range: 0
Components: V, S, M
Duration: 1d6 hours + 1 hour per level
Casting Time: 1 turn
Area of Effect: Broom touched
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

A witch uses this spell to enchant her broom with the power of flight. The broom flies with a movement rate of 30, minus 1 per 14 pounds above 182 pounds which it is carrying, and it can climb and turn at an angle of 30 in response to the verbal command of its mistress. While the enchantment lasts, the witch can summon the broom from up to 300 yards away. The material components are a broom, which is not used up by the casting, and a feather, which is. The long casting time is necessary to set the command words, but if the spell is recast on an already enchanted broom, it has a casting time of 3.


Byrnaal's Apologetic Release (Conjuration/Summoning)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>

This spell is not for the animal lovers out there. For the rest of you: sick of that toad you got stuck with for a familiar? Bored with your skunk (he never was very good for parties)? Now there is Byrnaal's apologetic release! This spell releases any creature from a find familiar spell with no adverse effects to either the animal or the caster. It causes the ex-familiar to return to the exact state it was in before bound as a familiar: in age, memories, etc. Not appropriate for very serious campaigns, but there are times when this spell could have a serious, beneficial use in a campaign (for instance, the wizard is a wild magician and rolls that evil wild surge that gives him an assassin imp as a familiar).

Byrnall Magefyre was the very first character I ever created, and still going strong (when he's not too busy fighting off Cyric, the Night Parade, the Cult of the Dragon, Orcus, and the Second Unhuman war on Toril).


Byrnaal's Astounding Negation (Alteration, Necromancy)
Range: 10 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: One creature
Saving Throw: 1/2
Author: Phill Hatch <phatch@slc.mentorg.com>

This spell reduces the magic resistance of any creature by 2d10% + 1% per level. A successful saving throw reduces this loss to half (round up), but the creature's magic resistance has no effect on this spell.

The somatic component consists of merely pointing at the target.

The verbal component is this: the caster must utter three truths about the target. Depending on how well this is roleplayed, the DM should give saving throw bonuses or penalties, or change the amount by which the magic resistance is lowered.

Note: This spell was made three years before the Tome of Magic containing the 5th-level lower resistance spell came out, so seniority is claimed by the original poster.


Chaos Vision (Illusion/Phantasm, Wild Magic)
Range: 10 yards per level
Components: V, S
Duration: 1 turn per level
Casting Time: 2 rounds
Area of Effect: 10-yard per level radius sphere
Saving Throw: None
Author: Unknown

This spell offers some protection from teleport spells by constantly shifting and shaping what an area looks like. Thus, a wizard cannot use information gathered previously to teleport to the affected area as the surroundings will have seemingly changed.

Objects located in this environment or entering it will be affected as well, first appearing as one object or animal and then shifting to another.

Another use found for this spell is as a trap. Slimes, moulds and other creatures that don't need senses to attack can be placed in this environment and are effectively invisible. Any attacks on anything in the area of effect is hindered by a -4 modifier to-hit.

Note that true seeing and similar spells that see through illusions will likewise penetrate this one. The illusion itself will not cause any damage, although it may cause characters to react in such a way as to hurt themselves. The main purpose of this spell is simply to constantly conceal.


Cheffield's Kingly Feast (Conjuration/Summoning)
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One person fed per level
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell is similar to Cheffield's major feast except that it brings into existence food and drink which is of extremely high quality. The food is excellent and nourishing. The drink is rich and tasty. This meal is truly fit for a king and his kind. In addition to the main meal are appetizers to serve before and desserts to be eaten afterwards. Nobody who is being served by this spell will be unable to finish their food.

The material components of this spell are rich spices (40 gp) and a good quality wine (minimum 10 gp) which must be mixed together when the spell is cast. As a final note it must be pointed out that the four and twenty black birds baked in a pie is an optional feature.


Chill Grasp (Alteration, Necromancy)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Savanthalas <kumm7779@snyplava.bitnet>

This spell combines shocking grasp and chill touch. As on chill touch, the cold aura is generated and creates an aura around the caster covering him on all sides. All attackers should make a saving throw versus fear or paralysis. The next aspect of this spell is the release of an electrical discharge when the character touches a creature. The charge is a little less damaging than the original shocking grasp spell due to the energy being diverted to the chill aura. The damage ends up as 1d6+1 per level. There is no saving throw for damage.


Circle of Protection (Alteration, Necromancy, Summoning)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

By means of this spell, the necromancer inscribes a circle of protection (usually with magically prepared chalk) to which he "ties" a thaumaturgic triangle into which a demon or spirit or elemental may be summoned by other spells. Inside the circle, the wizard cannot be hurt by the summoned creature, nor can that creature be loosed except by the wizard's will. An Intelligence check must be made to determine if the circle was properly inscribed.

The circle (along with any other merged inscriptions) may be temporarily neutralized by simply rubbing a break. In this way, no creatures may find their way into the wizard's plane, though the circle may be easily restored by casting a restore circle spell and inscribing out the break.

The material component for this spell is some incense to be burnt, worth at least 1000 gp.


Conjure Drink IV (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 alcoholic drinks, the quantity being determined by the quality desired by the caster. Either wine (one tun per 5 levels) or spirits (one keg per 5 levels) can be conjured. 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.


Continual Ambience (Alteration)
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: 60-yard radius globe
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell is the same as the 2nd-level wizard spell ambient light (q.v.), except as noted above.


Continual Weather (Alteration)
Range: 40 yards + 5 yards per level
Components: V, S, M
Duration: Permanent (until dispelled)
Casting Time: 4
Area of Effect: 10-yard per level radius area
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is used to create a standing weather pattern in an area.

It creates a zone in which the desired weather repeats indefinitely, and lasts until dispelled. The varieties of weather possible are numerous, but cannot include cataclysmic upheavals of the environment.

It is possible to cause precipitation, whose run-off vanishes at the borders of the spell, being recycled so as not to unduly disturb the environment outside the spell's area of effect. Snow, sleet, hail, and rain are all possibilities for the continual weather. The temperature is also variable, but heated or cooled air does not heat or cool air outside the zone. The maximum temperature of the zone is 110 degrees F, and the minimum is -10 degrees F. The humidity (in absence of precipitation) and wind speed can be set as well, although wind speed cannot be greater than 35 miles per hour.

Again, these effects end at the borders of the spell.

Astronomical oddities cannot be maintained by this spell: it is impossible to have a region of eternal sunlight or star patterns.

Day and night do occur within, although overcast conditions may reign in the zone, and the heat of the sun has no adverse effect on snow or ice within.

The material component is a pinch of dirt from a wild magic zone.


Create Poison (Conjuration)
Range: 0
Components: S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
Author: Ally's Spellbook <knudsenm@wpsmtp.ohsu.edu>

This spell creates a poisonous liquid or gel. The potency of the poison is dependant upon the level of the caster. The saving throw against the poison is at -1 per 3 levels of the caster. Up to one ounce of poison per casters level may be created and be of contact, ingestion, or injection type. Note that any creature normally immune to poison will be totally unaffected by this spell. The material component of this spell is a wand of hemlock.


Create Smithy (Conjuration/Summoning)
Range: 10 feet
Components: V, S, M
Duration: 2 hours per level
Casting Time: 1 turn
Area of Effect: 20 square feet per level
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell creates a complete smithy. It includes a forge (normal metals), large forge with articulate bellows (for very hard metals (up to and including mithril), a full set of hammers, a full set of clamps, a water basin for tempering, a large anvil, a small curved anvil, small smithing tools, a set of metal chisels, a set of artistic metal working tools, a small amount of welding wire, a welding iron, and several other miscellaneous tools for metal working. The spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings.

The tools cannot be used for combat nor for sale. They cannot be used to hide behind, under or in. If any of these are tried the whole arrangement vanishes in a puff of smoke. Water or other material vanishes instantly if it is not used for the required purposes.

The material components can be used either during casting (for a casting time of one turn) or during memorisation (for a memorisation time of 1 hour and 20 minutes). If the material components are used during casting the casting time is one turn. If they are used during memorisation the smithy can be created with a snap of the caster's fingers.


Cyril's Bungee Cord (Evocation, Wild Magic)
Range: 30 feet per level
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 4
Area of Effect: One 10-foot per level long magical cord
Saving Throw: None
Author: Craig Allen Campbell <craigc@csd4.csd.uwm.edu>

This spell creates a cord similar to the one created with Cyril's bungee snap. However, there are a few notable differences.

This cord will loop itself over the caster and one other creature within the range of the spell. On the round after the casting, the two will be drawn together to meet in the middle of the cord. They will not hit each other, however, and will pass harmlessly past one anther until the cord stretches out to its original length. In essence, the two switch places in between rounds. During the "in between round switching", both are allowed a melee or item attack on the other when they meet in the middle. These attacks are made at a +2 to-hit.

The cord will continue to switch the two back-and-forth for its full duration, unless cut. The caster can cut the cord at any time.

Any other character may cut the cord by successfully dispelling it or by inflicting damage to it with slashing weapons. The cord has an Armour Class of -2 and as many hit points as the caster has levels. If the cord is cut before the full duration has been reached, a wild surge results. The person who cut the cord is treated as the caster and the person attached to the cord and furthest away from the cut point is treated as the target for the wild surge result. If the caster himself cuts the cord, his level is added to the surge roll, as per Nahal's reckless dweomer.

Both the caster and the target may take any normal action during regular rounds (between switches), but all actions are at a +6 penalty to initiative. Movement is restricted to one quarter the normal rate. Armour Class bonuses for high Dexterity are lost while entangled in the cord, as are Dexterity bonuses to hit with missile weapons. If either the caster or the target move such that a solid object is between them, they are still drawn together, but will take falling damage, much as in Cyril's bungee snap, and the cord will be cut, causing a wild surge.

The material component for this spell is a piece of gold wire, looped at both ends.


Damian's Insulated Envelope (Abjuration)
Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round per level
Casting Time: 4
Area of Effect: The caster
Saving Throw: Special
Author: Jay <krzyston@garfield.cs.wisc.edu>

Due to his personal dislike of lightning the archmage Damian crafted this spell to specifically counter its harmful effects.

When cast, this spell seems to cover the wizard in a pale blue light resembling an envelope. Once cast the wizard gains 2 Benefits (much like fire shield):

The material component is a self addressed stamped envelope.


Dardan's Dehydration (Evocation)
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: 7 rounds
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: Special
Author: Craig Singsank <singsank@oshkoshw.bitnet>

When this spell is cast, a small dusty ecru-coloured sphere will issue from the palm of the wizard's hand. When hurled in the air the sphere will explode at the desired range into a billowing cloud of cascading dust and powder. All creatures in the area of effect must save versus death magic. If the targets make their saving throw they are only effected for the first three rounds of the spell. Otherwise they are affected as follows:

All fire-using, undead, animated, and related creatures are immune to this spell. However, all amphibious creatures, slimes, jellies, puddings, molds, and water-using creatures incur twice the duration and intensity of the spell.

The material components of this spell are several pinches of powdered bone and a bit of spittle.


Darklight's Alcohol Fountaining (Conjuration)
Range: 0
Components: V, M
Duration: 3 rounds
Casting Time: 1
Area of Effect: 20-foot radius area
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell was designed in order to aid one in freeing oneself from webs, viscous globs, and other such sticky substances which can be dissolved with alcohol. The material component, a flask of any alcoholic liquid, must merely be in range for the spell to work.

Upon the casting of this spell, the caster's body begins to emit great amounts of alcohol, which spray in all directions for the duration of the spell. The caster may wish to waterproof his more delicate belongings to save them from damage before casting the spell. Any substance which could normally be dissolved with the aid of alcohol is quickly broken down.

Note that the alcohol sprays reach a 20-foot radius, so that a sizeable section of web or such could be covered. Note also that alcohol is highly flammable, so this spell should be used with caution.


Darklight's Creature Item (Alteration)
Range: 20 feet
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell functions in a similar way to the 3rd-level item spell, but is designed to work upon living creatures. A creature affected by the spell is altered into a piece of cloth, as per the item spell. Very small creatures who have been itemized will be cloth pieces of roughly life size, but large ones are shrunk to no more than 1x1 foot cloth representations. While in this state, they are in a state of suspended animation, and could remain in such a state indefinitely. If an intelligent being's possessions have all been itemized previously (disregarding magic items - those resist the process), then they will be included in the final item. A willing creature can forego its saving throw; charmed creatures are considered willing. Unwilling creatures (who have somehow been kept still for a turn) get a saving throw versus polymorph to resist the change. The cloth piece resulting is somewhat resilient, getting +3 to all material saving throws, but if destroyed, kills the creature. Returning the creature to (normal) life merely entails tossing it upon the ground (with this being the stated intent) or speaking a command word specified by the caster upon casting.


Darklight's Delivering Bolt (Alteration, Metamagic)
Range: 10 yards per 2 levels
Components: V, S
Duration: Instantaneous
Casting Time: 2 (but see below)
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell "loads" any one 1st-, 2nd- or 3rd-level spell that is normally cast via touch into a bolt of magic which can be used to deliver it at range. Single-charge spells, such as shocking grasp, are fired through the bolt and work normally on the target if the bolt hits. If a spell works over a number of rounds rather than a certain number of touches, or if there are multiple possible charges delivered over a series of touches, then the spell can be "fired" through these bolts, one bolt per round throughout the normal spell duration. Other types of touch spells should be dealt with in a similar manner at the DM's option. Beneficial as well as offensive spells can be loaded and launched in this manner. Only one spell per casting of this Metamagic spell can thus be affected.

The casting time of the Metamagic includes the casting time of the secondary spell within itself, adding 2 to the latter's normal casting time. The bolt looks like a pointy beam of light in the wizard's preferred colour. Note that the caster must make a successful roll to-hit for the bolt to strike its target, unless the target is willing to be struck or cannot dodge.


Darklight's Inexplicable Manifestation (Enchantment, Illusion)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One object
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is cast upon an inanimate object so that when a being next touches it, a limited illusory manifestation of the caster's choosing occurs. The manifestation can be of almost any nature the caster desires, but cannot be designed to fool or scare anyone, as it is clearly some sort of phantom sensation. The manifestation can be visual, sonic, or olfactory; it appears or manifests near or around the creature touching the enspelled object. It could be, for example, the image of a white rose, the scent of the ocean, or the sound of a crying kitten. An image cannot be larger than about 3 feet across at most, a sound cannot be louder than loud conversation, and a smell cannot incapacitate or choke anyone. The dweomer remains passive within the object until a creature touches it, at which point the image manifests. Their reaction may vary:

although they may not associate the image with the thing touched, they are aware that a distinct "something" has happened to deliver this manifestation - usually this seems to be some sort of ghostly phenomenon. The nature of the image also affects their reactions:

the image of a pink bunny rabbit is less disturbing than that of a looming skull.

This spell is often made permanent for various reasons. First, so that every creature touching an object causes the same manifestation. This is accomplished by simply laying a permanency upon inexplicable manifestation. Secondly, it is often incorporated into the enchantments of a magic item (often a sword) to give the item personality and flair. A piece of paper with a colour drawing or detailed description of the manifestation is the material component.


Darklight's Invisible Spell (Alteration, Metamagic)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1 round
Area of Effect: One spell
Saving Throw: Negates
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This metamagic spell can affect any one spell of fifth level or lower. It functions to cloak all visible effects of the spell, making it invisible. This has the effect of reducing its damage by 1 per die (but not below 1 point per die), but making it more conducive to stealth. For example, a fireball modified by invisible spell would explode with normal noise, heat, impact, and such, but would be invisible. Note that this does not conceal either the caster or the spell's victims, only the visible portion of the spell. It adds 3 to the casting time of the other spell, but requires no extra material components. The casting of the other spell must be started within the duration of this spell.


Darklight's Lofty Eye (Divination)
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Sight (see below)
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This unusual spell gives the caster an elevated view of his surroundings. The caster must stand still with eyes closed for the duration; he is then able to look down from a point hundreds of feet directly above the spot where he is standing. Needless to say, the spell's utility is limited by visibility conditions - it does not grant the ability to see through trees, clouds, smoke, etc. It will not function at all if cast indoors or underground. Trees are not a barrier to the spell's operation, but it does not lend any special visual acuity, so fine details of things on the ground may not be picked out. The duration is limited by caster concentration.

The spell's material component is a looking glass.


Darklight's Minor Planar Weapon (Conjuration, Wild Magic)
Range: 0
Components: V, S, M
Duration: 5d6 rounds
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell summons a small weapon composed of planar energies. It is solid and non-damaging to the caster, but its substance is usually unusual. It typically takes the shape of a dagger, but can be any small-sized weapon the caster is proficient in. Its base damage is equal to that of a weapon, +1 of its type, as is its ability to hit, but it does 1d10 points of special damage based on its extraplanar energies. When this spell is cast, roll 1d100 and consult the table below to see what plane is drawn upon.

Note: when multipliers are given to damage, apply the multiplier only to the "special" planar damage of the weapon (1d10, usually), and when the description says that it can attack certain creatures "normally", then the special planar damage does not apply to that creature type.

The material component is a carved ivory representation of the weapon to be generated, with runes representing the various planes of existence scribed upon it.


Darklight's Mysterious Manservant (Conjuration)
Range: 0
Components: V, S, M
Duration: 1 week per 3 levels
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is a favourite of eccentric or showy wizards. The spell calls into being an invisible, intangible force which is imbued with a limited intelligence. It is especially receptive to permanency, with no risk of losing Constitution points. The force obeys verbal commands and is able to produce a variety of useful, usually mundane objects. It tends to become confused if the request is not specific, however: due to its comprehensive knowledge of the multiverse, the request "give me my hat" might result in a black top-hat or a Stetson rather than the wizard's favourite pointy cap.

No information about other people, places, or things can be surmised from quizzing the manservant, however. wizards who use this spell tend to anthropomorphize the force, carrying on one-sided (to others) arguments with it over misguided conjurations, such as the Stetson mentioned earlier. Strangely enough, they speak as if they receive actual replies, even though no other person can hear them, and they themselves do not recall actually hearing anything. Any conjured object leaving the wizard's possession or which the wizard tells the manservant to get rid of immediately vanishes. Conjured objects are limited in size to no more than 5 pounds or so; also, since nothing conjured can be given away and expected to exist any more, value matters little. Also, no magic items, components, weapons, or other offensive items may be conjured. Alternatively, the servant can "hold" indefinitely up to 100 pounds worth of material or up to 25 items of any sort for later recall. No item held may weigh over 1,000 pounds. These, being items with actual existence, are not limited in nature or substance as conjured items are. Held items vanish completely, but the manservant will always remember that they are there. The second application is not recommended for the temporary casting of the spell, because any items still held when the spell lapses vanish forever. The manservant can be cast onto another person (and even made permanent), but only if they both are wizards, and able to cast conjuration magic.


Darklight's Personality Fragmentation (Enchantment)
Range: 60 yards + 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One target
Saving Throw: Negates
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This rather ruthless spell may be targeted upon one intelligent creature within range. Only non-humanoid creatures get a saving throw versus spell to avoid the spell's effects, as their minds are harder to "lock onto". The target of the spell, and no one else, sees a glowing sledgehammer which strikes him on the head. The target's psyche immediately splits into 2d4+1 separate personalities, each having a 30% chance of being insane, the original personality not counted in that number, but still in existence. Their alignments, nicknames, and insanity should be then determined randomly by the DM. The target has a 20% chance of being stunned for four rounds, otherwise a random personality takes control within one round. The victim can fight the spell over the long run: for each week of this malady, the original personality may make a saving throw versus death magic to remove one random personality. Otherwise, the insanity works like the standard form, with the normal chances for random switching.

The material component is a small silver hammer, with the word "Maxwell" inscribed upon it.


Darklight's Rubbery Transformation (Alteration)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell transforms the caster temporarily so that he is extremely flexible, bouncy, and rubbery. Blunt weapons, impact, and falling damage do not affect him in this state, but knock the wizard 1 yard per point of damage over 5 points in the direction opposite to that from which the attack came. Falling damage causes the caster to bounce in a random direction (use the grenade-like missile chart), one yard for every 20 feet fallen.

The caster can attempt to control the direction of his bounces (off walls, floors, ceilings, people) by making a Dexterity check at -5 upon impact (but only if he sees it coming). Bladed or piercing weapons do -2 points of damage per die, with the possibility of no damage inflicted. Magical attacks may or may not injure the caster:

heat, cold, and most energy damages him normally, but force attacks are resisted as blunt weapons.

The wizard's equipment is transformed in the same fashion, and remains rubbery as long as he does. If the wizard bounces into a person with a velocity of more than MV 10, he may do damage or knock them over, at the DM's discretion.

The material component is a chicken bone, boiled to flexibility.


Darklight's Shockwave (Evocation)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 30 feet to 100 feet wide, 50-foot long arc
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This pulse of force, sound, and wind can be emitted when the caster swings his arms (or, optionally, his staff). This action causes a thunderous wave of force along a 50 foot long path; it is 30 feet wide at its beginning, but expands to 100 feet wide at the end of its travel. The force will knock back creatures caught in it as follows:

Size Distance
Thrown
Saving throw
Type
Side Effect
T 3d6x10 feet Wands, -3 Unconscious for 2d10 rounds;
1d10 damage
S 2d6x10 feet Death, -2 Unconscious for 2d8 rounds;
1d8 damage
M 1d4x10 feet* Death, -2 Unconscious for 2d6 rounds;
1d6 damage
L 1d3x5 feet* Spells Topples over; 1d4 damage
H 10 feet* Spells, +2 1d4 damage
G 5 feet* None Nothing
* - If an Open Doors roll is failed.

This spell has no material component.


Darklight's Staff of Pain (Enchantment)
Reversible
Range: 0
Components: V, S
Duration: 2 rounds per level
Casting Time: 4
Area of Effect: The caster's staff
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell causes the caster's staff to be surrounded at both striking ends with a crackling, dark aura. The colour varies, but is generally dark and ominous. The aura enhances the staff's value as a weapon in several ways. It gives a +1 to-hit (this does not affect what creatures may be hit by it). Also, it induces extreme, mind-numbing pain in any target it hits. This pain forces the creature to make a system shock roll at -30% or fall unconscious for 2d6 rounds. Even if they succeed, they can take no action for the rest of the round, and are at -3 (or -15%) on all rolls for the next two rounds. The aura is not dispelled by a single attack, it lasts for the entire duration and can be used for as many attacks as the caster is able to make.

The reverse of the spell, staff of pleasure, causes the ends of the staff to be surrounded at both ends with a bright, metallic glow.

The colour varies, but is generally positive and cheery. The staff can still be used as a weapon, but has a chance of inducing sadomasochistic tendencies in the creatures hit (5% chance for any single being hit). The aura induces extreme pleasure in a being hit by the spell, effectively disrupting all concentration and making them unable to do anything else in the round. If they fail a system shock roll (no modifier), they pass out from the pleasure. The aura lasts for the entire duration, and people might just line up to be tapped by it.

There is a third application of the spell, which must be memorised separately, as if it were a reversed version, and which is called staff of pleasure and pain. It combines the spells, making one end of the staff glow with the pain aura and the other end with the pleasure aura. Both ends function as above, and a creative wizard can find hundreds of uses for this version.


Darklight's Subliminal Message (Enchantment)
Range: 0
Components: V, S, M
Duration: 3 days per level
Casting Time: 4
Area of Effect: Special
Saving Throw: Negates
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is cast upon a paragraph of writing, a sign, or a drawing of some kind. The writing or image should be freshly made by the caster himself or while he watches, and upon its completion the caster casts the spell.

The spell implants an invisible "subtext" into the work, causing all who read it to subconsciously be compelled by its meaning. The message conveyed subliminally is chosen by the caster, and should follow the guidelines of suggestion (q.v.). Those viewing or reading the work are then required to roll a saving throw versus paralysation or be compelled to follow its directives. A person succeeding the throw is unaware that anything has occurred, and even those whose behaviour has been altered by the spell have no idea where their implanted urges originated.

The suggestion remains for a maximum of two weeks, or until acted upon. The exact duration of the behaviour changed depends on the nature of the suggestion. As with suggestion, no obviously suicidal or alignment rending activity can be forced upon a victim.

The material component is the paper upon which the subliminal message is inscribed.


Darkray's Absorbing Cloak (Abjuration, Evocation)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

When a wizard casts this spell, he is surrounded by an invisible aura, like a cloak, that absorbs and stores magical energy in the form of spell levels. Once cast, the cloak lasts until it absorbs its maximum (see below). One such cloak can absorb up to half the caster's level (round down) in wizard spell levels. The spells absorbed must be cast directly at the caster. Area effect spells (like fireball and cloudkill) cannot be absorbed. If a spell cannot be totally absorbed, the cloak has no effect on it.

When the cloak absorbs its maximum, it remains active for another round. During this time, the wizard can enhance the effects of a single other spell using the previously stored energy: he can cast one spell as if he was one level higher than he actually is, per two full spell levels absorbed. If the wizard chooses not to use the stored energy, it is released the following round as a harmless warm light around him.

Example: an 8th-level wizard casts absorbing cloak; he can absorb up to 4 spell levels. Some time later, he is hit with a magic missile (+1) and a lightning bolt (+3), all absorbed. At the same round, another magic missile hits, but as the cloak is full, damage is normal. In the following round, the wizard decides to use the stored energy to enhance his own lightning bolt. The bolt will inflict 10d6 points of damage instead of 8d6 HP, with appropriate adjustments to range and area of effect.

The use of true seeing or similar magic will reveal the presence of the protective aura, in the form of a shadow cloak worn by the caster.

The material component of the spell is a silver or gold piece, consumed in the casting. The spell is not cumulative with itself.


Darkray's Antimagic Blade (Abjuration, Evocation)
Range: 0
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell is a rather offensive version of dispel magic and is primarily used to actively counter hostile magic. Upon casting it on a blade of any type, the weapon is surrounded with a red aura and thereafter acts as a +1 weapon (with normal penalties if the caster is not proficient in it).

Every successful strike of the blade dispels magic, as per the spell, at the caster's level and using the attack roll as the dispel roll. This can be used against anything normally subject to dispel magic: magical barriers, items, or effects of any kind.

The caster can end the spell at will. The use of the blade does not hinder movement and does not preclude spellcasting any more than an ordinary blade does. The caster is immune to the dispelling effects of the blade.

The material component of the spell is any bladed weapon, which is not consumed when the spell expires.


Darkray's Fiery Disruptor (Evocation)
Range: 10 yards per level
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Darkray formed this spell from Melf's minute meteors and magic missile. Its main purpose is not to inflict damage but to counter a hostile spellcaster.

The spell enables the wizard to cast small fiery globes, one per level of experience he has attained. The wizard can throw one globe per round at the same or different living targets. Each of them inflicts 1 point of damage. They are formed from pure magical energy and seem to materialize over the head of the caster before speeding towards their target.

The missiles have two special characteristics: they never miss (as do magic missiles) and they always strike at the very beginning of a round.

The conditions required to hit a target with this spell are the same as those of magic missile. If a target goes invisible after he has already been struck by at least one ball, he is allowed a saving throw versus spell to avoid each missile aimed at him while he remains invisible. The conditions in case (B) of Melf's minute meteors also apply to this spell.

Since the globes created by this spell are similar to magic missiles, they can be countered with appropriate ways.


Darkray's Magical Enhancer (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell belongs to the field of metamagic. Using it, a wizard can augment the effects of spells cast the rounds following the casting of this one. The duration of the spell is one round per two full caster levels, up to seven. Magic that can be affected includes all spells of fifth level or less with a casting time that is less than or equal to seven rounds. The effects of an augmented spell persist even beyond the duration of the enhancer.

The material component is a small gem stone of any value. The stone starts to glow when the spell is cast and from then on, it acts as a transformer of energy: the caster can spend some of his own hit points each round to increase the casting level of his spells, 1 HP per spell level.

For example, a 5th-level wizard wants to cast fly as if he were eleventh level. He casts magical enhancer; in the following round, he must spend 6 HP to be able to cast fly at eleventh level (11- 5=6). The duration of the fly will be at least 12 turns (duration of fly: 1d6 turns + one turn per level), even though this is much longer than the duration of the enhancer.

The maximum casting level that can be achieved with this spell is 20. The enhancer will not affect other metamagic spells. If the augmentation brings the caster's hit points to zero or less, the character dies but the desired spell is completed.


Darkray's Poison Protector (Abjuration, Evocation)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Since poisons on Athas can be extremely lethal, Darkray created this spell to protect himself and his companions from such attacks.

The spell can protect against any one method of poisoning:

injected, ingested or contact. Upon casting, an invisible aura surrounds the recipient (using detect invisibility, eg., reveals the aura). If protecting against injected or contact poisons, the aura covers the whole body. If it is against ingested poisons, it just covers the mouth. The aura protects the subject against a number of poison attacks equal to the half the caster's level (five times at ninth level, etc.). The protection lasts until dispelled.

If an attack using poison is made using the suitable method, the subject suffers no damage from the poison; he suffers normal damage if a weapon was used to deliver the poison, however. An individual can only be protected against one method by means of this spell at any given time.

The material component of the spell is a drop of a poison that the subject must consume during the casting; the poison must be of the appropriate type, that is injected, ingested or contact. Protection against natural poisons is granted only if these belong specifically to the poison table.

The spells stoneskin and Darkray's mail of power (q.v.) take precedence over the poison protector; attacks negated by these spells do not affect it.


Darkray's Spell Booster (Alteration, Evocation)
Range: 0
Components: V, S
Duration: 1 round per two levels
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This is a metamagic spell. When a wizard casts this spell, he strengthens the power of spells he subsequently casts. The spell lasts for one round per two experience levels of the caster.

While the spell is in effect, the saving throws of opponents struck by the caster's spells suffer penalties: -2 at seventh level, -3 at tenth, -4 at thirteenth etc. The penalties are cumulative with every other saving throw modifier.


Deadly Strike (Enchantment)
Range: 0
Components: S
Duration: 1d6 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell causes all successful hits on hand-held or hurled weapons to strike for maximum damage versus opponents. The caster must be the one using the weapons.


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

This is essentially telepathy with a corpse, as the wizard probes the brain of the deceased for specific data. The DM must decide if the information sought is basic, well known, merely known, or forgotten. The table below lists the chance of finding the information and the amount of time required by the search (if location is in fact possible), but the DM can alter these numbers if the body is in a particularly advanced state of decomposition.

Type of
Information
Chance of
Finding
Time Required Examples
Basic 96% 1 Name and profession
Well Known 70% 2d4 Relating to current mission
Known 30% 3d4 Relating to previous missions
Forgotten 2% 1d10+10 Overheard once

This spell will continue as long as the wizard concentrates, but on every round there is a 1% chance of that he will go insane. The material component is a pair of metal helmets, linked by a copper wire.


Deave (Alteration, Illusion/Phantasm)
Range: 10 yards per level
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell causes a temporary sensory overload to occur in all the sensory nerve endings of the target creature. Because of this overload of all the senses (sight, smell, touch, taste, hearing), the target will be "burnt out" for the duration of the spell. The creature will find himself in a state of total sensory deprivation for the spell's duration. This means that the creature will not be able to see, hear, taste, feel or smell anything. The creature will remain completely helpless for the duration.

There is an additional side effect of this spell. Because the loss of the senses can be so shocking an experience to some creatures, there is a 1% chance per point of Intelligence and Wisdom that the creature will suffer from the insanity of catatonia for a duration of 2d4 weeks afterwards. This can be cured with a cure insanity.

If the creature makes its saving throw versus spell, then the spell does not completely take effect. Only 1d4 of the creature's senses are affected (determine randomly which). Note that some combination of lost senses could leave the creature helpless anyway.

The material components for this spell are a small leather hood, a shrill whistle, several sharp pins, smelling salts, and a drop of lemon juice.


Dehydrate (Alteration)
Range: 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: 1/2
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell causes 1d6 points of damage per level of the caster (maximum 15d6) to any creature that is water-based or has a substantial amount of water in its system. Thus, for example, spectres, stone golems and air elementals are immune to this spell.

Creatures that dwell primarily in water save at -1 and those from the elemental plane of water save at -2 and take +1 on each die of damage.


Deja Vu (Divination)
Range: 20 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Vernon Lee <scorpion@rice.edu>

This spell throws the victim back to the location he occupied at a point in the recent past. It does not turn back time, it merely teleports back along the victim's "time line". This restriction makes the resistance that the magic must overcome much less than a full teleport other would have to fight. Deja vu sends the victim to the position he occupied 1d6 hours in the past per level of the wizard.

If the victim would be placed inside another object or creature, the victim is placed in a random direction along his time line until an unobstructed location is found. The material component is a timekeeping device which is destroyed at the time the spell is memorised by the wizard.


Delusion (Enchantment/Charm, Illusion)
Range: 10 feet
Components: V, S, M
Duration: 1 turn per 5 levels
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell causes the affected character to be deluded into thinking that one or more of his statistics or powers have been modified (either positive or negative, at the wizard's option). The material component for this spell is a drop of perfume.


Detect Planar Stress Point (Divination)
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell allows the wizard to find special planar stress points where the casting of gate or planar gateway is easily accomplished.

This spell searches through the planar structure. The planar stress points occur naturally. At these stress points, the planar clusters form a natural gap through which travellers might pass. The range depends on the casting time: for every turn cast the wizard can
search through an area of 100 square miles per level shaped in any shape he desires. Thus, it could be a long thin strip or a true square shape that spreads out from the wizard. This might seem rather large but considering that not many natural planar stress points exist, that might be relegated. The duration also depends on the casting time: the effect of this spell lasts for two rounds per
turn of casting time after the points have been found and the caster has stopped casting. During this time any planar stress points in the area of effect glow with magical power. They thus become a beacon for any creatures looking for them on both sides of the planes - and not all of them will be benign creatures. Once a planar stress point is located the casting time of conjuration/summoning spells such as gate or planar gateway can be reduced by a full 50%. Thus, a conjure elemental would only take five rounds to cast. The problem with such stress points is that there is a 5% chance per turn of the follow-up spell that some kind of creature breaks through the gap created by the follow-up spell:

a conjure elemental, cast by a 10th-level wizard would have a 5% chance for the full 10 turns duration that something breaks through - whether the wizard stops early or not. The casting of a conjuration/summoning spell significantly weakens the border between the planes. If the caster decides to use the normal casting time he can receive double the results: either a double Hit Dice monster, or double the normal number of monsters, etc. but in that case the chance of breakthrough rises to 20% per turn.

These stress points are created everywhere one finds an artifact of other-planar power or an item of very strong magical power that links somehow into another plane (very strong means over 8000 XP per item) or with a concentration of over 20 magic items with planar connections that have a sum of over 100,000 XP total.

The material component for this spell is a magical item of no less than 1000 XP worth plus a compass made completely from diamond except the needle which is made from adamantine (no less than 5000 gp).


Detect Spellcasting (Divination)
Range: 10-yard per level radius
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Unknown

This spell allows the wizard to scan a surrounding area for spells being cast by other spellcasters. The affected area has a radius of 10 yards per level of the wizard (up to a maximum of 200 yards); the wizard may make the area of effect smaller if he wishes. Any wizard spells that are currently being cast, will be detected (priestly magic is not affected). The wizard is instantly aware of the school of magic of all spells in this area; the name of the spell will also be known, if it has already been learned by the wizard; in addition, the wizard gains a general feeling of the location of the caster of each of the spells (i.e., approximately 30 feet east).

The relative strength of two spells from the same school will also be detected. For example, if a meteor swarm and a burning hands are both being cast in the area of effect, this spell will detect which is more powerful (this will also work for two fireball spells cast by two wizards of different levels); the actual level of the spell is not revealed, and two spells of different schools cannot be compared in this way.

The wizard may choose one spell to target for specific information; this includes: the name and level of the spell (as well as the wizard's level, if that is relevant to the strength of the spell), the spell's target (object, location, creature, etc.), and the exact location of the wizard. Illusions of fourth level or less are revealed, as long as the wizard is of higher level than the caster of the illusion. Illusions of fifth level or higher will return a false reading (i.e., what the wizard believes the spell to be) unless the wizard has already disbelieved that illusion.

This spell does not detect spells which are already in effect. It does however detect all spells as they are cast, as long as the duration lasts (i.e., if this spell is cast by a 10th-level wizard, it will detect all spells that are cast in the following ten rounds).

This spell does have a drawback: the maximum number of spells that can be processed safely is equal to the wizard's Intelligence divided by three (round fractions down). If there are more than this number of spells being cast inside the area of effect, the wizard must make a successful system shock roll or fall unconscious for 1d6 rounds (this roll must be made every round this condition exists).

The material component for this spell is a powered gem worth at least 100 gp which must be tossed in the air when the spell is cast.


Dheryth's Monomorph (Alteration)
Range: 0
Components: V, S
Duration: 1 day per 3 levels of experience
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

This spell was designed to allow a wizard to look like something he does not for an extended period of time. It grants the non-magical locomotive powers, senses, and metabolic processes of the race of creature whose form is taken. However, a significant part of the spell is dependent on the specific creature whose shape the wizard wishes to assume. Thus, only one shape may be taken on by the wizard using this spell - ever.

When this spell is found (for instance, on a scroll or in another person's spell book), it already was custom designed by some other wizard to adopt a certain form (race, height, weight, hair colour, etc.), and nothing the finder can do will make it do otherwise.

This is because the choice of creature vastly changes the structure of the Monomorph, and thus the choice of shape may only be made when researching the spell from the ground up.

When this spell is independently researched by a wizard, he gets to decide the specifics of the form the spell grants.

If any wizard wants to "change" an existing monomorph, so that a different shape can be assumed, he must head into a library and research this change as if it were an entirely new spell. The costs for this, though, are at -25% because the wizard has a copy of the other form of monomorph as a model. There is no reason why a wizard with enough time and money could not possess several "versions" of this spell.

When this spell is cast, the wizard is able to assume the form of a single bipedal humanoid (human, demi-human, faerie, goblin, etc.) with which race the wizard is familiar, but not any quadruped (for example, a centaur), wholly magical being (for example, a golem or demon), or other creature not relevantly humanoid. The wizard assumes the shape of one such creature upon casting the spell, and retains that shape until the spell ceases to function. He may cancel the spell before it would normally elapse, but may not alternate between the monomorphed and regular forms while the spell is functioning. Monomorph will allow changes as follows:

Wizard's
Level
Weight
Minimum
Weight
Maximum
Races Maximum
Age Change
7-8 -10% +10% as wizard none
9-11 -20% +25% any known 10%
12-13 -30% +50% any known 20%
14-15 -50% +80% any known 40%
16-17 -70% +125% any known 60%
18+ -90% +200% any known any

The colour of eyes, skin, and hair can be changed to any possible value, as can hair length, sex, and other details.

The body whose shape is assumed has the same physical statistics as the wizard, subject to all racial and age modifiers, minimums, and maximums (of the form adopted, of course). The new form will not radiate magic, but it may be dispelled.


Dimmable Light (Invocation/Evocation)
Range: 10 feet per level
Components: V, S
Duration: 1 turn per level
Casting Time: 4
Area of Effect: 60-foot radius sphere
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell simulates the light spell but it can be dimmed to absolute darkness (if there is a natural darkness around). Thus, it is very useful for those sneaky groups that have always been detected by their light source - until now. This light output can be change from zero to 100% with but a mental command of the caster or the recipient - if the recipient is willing and has been given the mental command word. With the exceptions noted above it works like the normal light spell.


Disenhandment (Alteration)
Range: 0
Components: V, M
Duration: 4 rounds + 1 round per level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Bret Mikeal O'Neal <bo@csd4.csd.uwm.edu>

By means of this spell, the caster removes his hands from his body and controls them from up to 60 yards away. This does not damage the caster, although it may look strange. The enchanted hands may do anything that the wizard could normally do with them: attack (with or without weapons), manipulate objects, and cast spells that do not require verbal components.

The hands can move up to 90 feet per round, and leap 15 feet. They have AC 7 and hit points equal to twice the caster's level. The hands attack with the wizards THAC0 and do 1d3 damage per hit. If the hands are killed, they will lay prone until the caster can recover them, when they will reattach themselves and act normally.

The components are a sticky length of gauze and a silver scalpel.


Disguise (Alteration)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
Author: Ally's Spellbook <knudsenm@wpsmtp.ohsu.edu>

This spell changes the appearance, smell, and vocal sounds of the affected creature. The size of the creature may be changed up to 2 inches per level of the caster. The effectiveness of disguising a creature as one of another type depends on the casters familiarity with the target creature (left to the DM's discretion). Note that this spell does not imbue any of the racial abilities or resistances of the disguise type creature. The material component of this spell is a piece of coloured clay.


Dispelling Bolts (Alteration)
Range: 20 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One or more creatures
Saving Throw: None
Author: Ally's Spellbook <knudsenm@wpsmtp.ohsu.edu>

This spell sends out bolts much like the magic missile spell. One bolt per level is created. Creatures hit by a bolt are treated as if a dispel magic had been cast upon them. The material component is a bit of india rubber.


Displacement [1] (Illusion)
Range: 0
Components: V, S, M
Duration: 24 hours or until dispelled or destroyed (see below)
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown

When cast on a subject, this spell causes the subject to appear to be 2 metres to the left or right (50% chance of each at time of casting) of his actual location. The subject will appear to react to attacks aimed at his apparent position as if they had actually hit him. If the subject appears to have been killed by an attack aimed at his apparent position, he cannot move more than 2 metres from the apparent location of his corpse without cancelling the spell. The material component of this spell is the eye of a displacer beast.


Dissolve Lesser Quasi-Elemental (Abjuration)
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
Author: Francois Menneteau <mennetea@acri.fr>

This spell cause a lesser radiance, lightning or mineral quasi-elemental to lose its internal integrity: the lesser quasi-elemental dies. The material component is a miniature golden shield, worth at least 20 gp.


Dreamoore's Eldritch Shield (Abjuration)
Range: 30 yards
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)

This spell protects the recipient from any magic-energy based attack. Each individual manifestation (magic missile, eldritch sphere, etc.) directed at the recipient is absorbed by the shield, whether or not they successfully hit. The eldritch shield can withstand up to 1d4 attacks + 1 attack per three levels.

Note that regular attacks also reduce an eldritch shield without any penalty, and the shield may only absorb spells which the wizard has sufficient levels to cast (for example, a 9 HD eldritch shield can protect from 1d4+4 magic missiles or similar spells, while a griffon would take three off from the shield and still inflict normal damage). The material component is sapphire and diamond dust which is sprinkled upon the creature to be protected.


Dreamoore's Warding Shield (Abjuration)
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)

The warding shield is a unique magical screen which encompasses one creature and protects it from harm. The shield remains completely invisible until struck by any attack, including weapons and spells which cause direct damage. Then it then flares pale blue, absorbing part or all of the attack (any damage which is not absorbed goes directly to the character using the shield).

The warding shield may absorb up to base 1d4 HP of damage + 2 HP per level of the wizard. If a magic resistant creature attacks the spell's host, then its resistance is checked first. Success indicates that the shield is bypassed during that attack, and damage goes directly to the person being protected. However, the shield remains intact until it loses all hit points, gets dispelled, or until all hit points elapse, at a rate of 1 HD per turn. A person may have only one warding shield at a time.

The material component is 50 gp worth of diamond dust which is thrown into the air as the spell is cast.


Drider Form (Alteration)
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell allows the wizard to transform himself into a drider, the drow-spider cross. The wizard gains all the abilities of a drider, except spellcasting. The wizard can still cast his own spells normally. The wizard gains the once-per-day innate spellcasting of drow, a poisonous bite, 15% magic resistance, and night vision. However, unlike similar polymorph spells, the wizard must remain in the drider form until the spell ends or is dispelled. The wizard who cast drider form cannot dispel it:

another spellcaster must do it. The wizard is not healed at the end of the spell.


Dwarkanath's Tutor (Enchantment)
Range: 0
Components: V, S
Duration: 1 hour per level
Casting Time: 2 rounds
Area of Effect: Creature touched
Saving Throw: Negates
Author: David E. Brooks Jr. and Elizabeth H. Bro <dbj@central.keywest.mpgn.com>

Dwarkanath's tutor is a highly useful spell in situations that require that the recipient to use some skill not presently known.

Any non-weapon proficiency that is listed in the Player's Handbook (or other official supplement) may be learned, provided a suitable "tutor" is used as a base from which to draw the knowledge. This tutor should be a willing, intelligent creature that possesses the skill desired. If unwilling, the tutor must fail a saving throw versus death magic (at +4) for the spell to be successful.

The recipient of the skill gains use of the borrowed proficiency as if he actually gained the knowledge through normal means. Note that his level of knowledge is exactly that of the tutor. Under no circumstances (short of a wish) can this knowledge be retained after the spell's expiration. If the recipient already knows the skills that are to be endowed upon him, the spell automatically fails, except when the tutor's knowledge of the skill is higher.

Although not specifically mentioned above, languages can be learned through the use of Dwarkanath's tutor.


Eldarr's Flameshroud (Abjuration, Evocation)
Range: Special
Components: V, S, M
Duration: 1 round per level (but see below)
Casting Time: 4
Area of Effect: The caster
Saving Throw: Special
Author: Eldarr

When this spell is cast, the wizard is enveloped in an invisible shroud of flames. True seeing or similar magic will reveal the shroud, and detect magic will reveal strong lines of abjuration and evocation magic. The spell imparts on the wizard the equivalent of fire resistance for the duration of the spell (see the description of the ring of fire resistance in the Dungeon Master's Guide).

In addition to the protection aspect of this spell, the wizard may also use it offensively: any target that comes within 10 feet of the wizard may be attacked using the shroud; a small finger of (clearly visible) flames shoots from the shroud and strikes the victim, inflicting 1d4 points of damage, plus 1 point per level of the wizard (up to a maximum of 1d4+20). A successful saving throw versus spell reduces the damage by half. Only one such attack may be made per round, and each attack reduces the spell's duration by one round (thus, an attack may not be made the last round the spell is in affect).

Anyone who scores a successful melee hit on the wizard while he is under the protection of this spell suffers damage equal to that inflicted by an attack from the shroud (1d4 + 1 per level); again, a successful saving throw versus spell reduces the damage by one half. The duration of the spell is not affected in this case.

The material component for this spell is any normal cape with a chunk of sulphur placed in the pocket; the cape must be worn throughout the duration of the spell; if it is removed, the spell ends prematurely. The cape is not affected by the casting of this spell, but the sulphur is consumed when the spell ends.


Eldarr's Shockshroud (Abjuration, Invocation/Evocation)
Range: Special
Components: V, S, M
Duration: 1 round per