Sixth-Level Spells

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'Irnar's Poloroidic Pregnancy (Necromancy)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates
Author: 'Irnar

This spell will speed up the pregnancy of a woman from 9 stages to 9 hours. One must make a system shock when it's time to give birth.

Success indicates that the birth is successful, failure indicates that child dies and the woman suffers a permanent -1 reduction to Constitution.

'Irnar is still researching, but the priestesses of the Mother Goddess are doing their damnedest to hunt him down and destroy his research, it is a violation if their creed.


Acid Rain (Evocation)
Range: 10 yards + 5 yards per level
Components: V, S, M
Duration: 1 round per 3 levels
Casting Time: 6
Area of Effect: 10 square feet + 5 square feet per 2 levels
Saving Throw: 1/2
Author: Unknown

This spell will cause a sheet of corrosive acid to fall from the sky (actually, it will appear 10 feet over the target spot). All creatures or objects underneath will be subject to its effects. The acid will corrode wood, metal, cloth, and flesh. The initial inundation will cause 1d6 damage per level (with a maximum of 10d6). A successful saving throw will cause half damage, and adds +1 to subsequent saving throws. All items exposed to the acid must also save. If a magical item saves successfully, no further saving throws are necessary.

Armour loses one point of Armour Class per round. If it loses all of its points, it disintegrates and falls to the ground. Weapons lose one point per round. The number of points is determined by size (large: 3, medium: 2, small: 1). When all points are gone, the weapon is too weak to use in combat.

All damage done to items (other than loss of magical properties), can be repaired with a mend or the like, unless the item was destroyed.

Subsequent damage to flesh is 1d6 per round. All subsequent damage can be avoided if victims immerse themselves in water, to wash off the acid.

The material components of this spell are rain water and sulphur.


Alpha's Firefountain (Alteration)
Range: 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell is similar to the 4th-level Alpha's firefall spell, but is more powerful in two ways. First, the spray of liquid fire burns for a total of three rounds, inflicting 3d6 damage the first round, 2d6 the second, and 1d6 the third. There is no saving throw versus the damage inflicted by the spray. Secondly, the wizard is able to throw up one prominence of flame (for 4d10 fire damage the first round, and 2d10 the second, with a saving throw versus breath weapon for half damage) for every six levels of the wizard (rounding off all fractions). The material components are a lump of pitch, sulphur, saltpetre, magnesium, and an available fire source.


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

This spell invokes energy and the spirit of a creature from the quasi-elemental plane of radiance. The rainbow warrior has as many hit points as the wizard would at full health, and attacks as a fighter of half the wizard's level. The warrior has an Armour Class of 0, and can only be struck by magical weapons. It attacks with a spear of radiance, which causes damage the same way as the 2nd-level rainbow beam if the target is struck. As with that spell, the wizard has a 5% per level chance of selecting the colour of the spear, otherwise it is random. The rainbow warrior may fly at a movement rate of 24, but it has no real substance and cannot touch nor carry any material object.

Creatures dwelling on or drawing power from the negative material plane or plane of shadow suffer 1d6 damage every round that they are within 20 feet of the rainbow warrior, as it sheds a bright globe of light strongly infused with energy from the positive material plane.

The rainbow warrior is unaffected by poison, paralysis, petrification, fire, electricity, gas, or acid. Unholy water causes it 2d4 damage, and cold attacks do full normal damage.

Negative energy attacks gain a bonus of +1 per die of damage, and any spells involving darkness cause the rainbow warrior 2d6 points of damage per level of the spell, but the darkness will be dispelled. Any darkness spell coming into contact with the 20-foot globe of light surrounding the rainbow warrior must be checked as if dispel magic was cast at the level of the summoner of the warrior. Only one such dispelling attempt is possible for each darkness spell that could be affected, although the warrior can automatically dispel any darkness spell by touching the area of effect, but it will suffer damage as if the spell had been cast specifically at him. Dark-dwelling creatures (eg. drow, duergar) are affected by the rainbow warrior's globe of light as they would be by continual light. The material component of this spell is a clear diamond worth no less than 5000 gp.


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

This spell can only be cast in an area under star- or moonlight. When cast, it brings into being a deep blue-black tower of magical metal, with many faint silvery gleams. This tower is in all respects similar to Daern's instant fortress (q.v.) except that it grows slowly during the course of the casting, and so no creature able to move could possibly be harmed by its expansion. The door to the citadel is wizard locked at the wizard's level. One creature for each level of experience of the wizard may be designated in the casting of the spell, and such creatures may freely open the door, though the wizard may override this at any time by mental command. The magic of the walls of the citadel prevents the passage of any ethereal, astral, or out-of-phase creature. Teleportation into and out of the tower is still possible. This spell lasts until the first rays of direct sunlight strike the tower, but it cannot last longer than 2 hours + 1 hour per level of the wizard in any event. The material component is a star sapphire and a small steel carving of a tower.


Alter Occurrence (Conjuration/Summoning, Invocation/Evocation)
Range: Infinite
Components: V
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
Author: Saridan Hysakai

This spell is a weaker version of the 7th-level wizard spell limited wish. Alter occurrence enables the wizard to alter the way an event in the very recent past actually occurred. For the casting of the spell, the wizard recounts an event which occurred up to two rounds previous which he viewed firsthand. The wizard, while recounting the incident, modifies it in the way which he would have liked for it to occur. At the end of the casting, the past will be rewoven along the lines of the wizard's version, by a base guideline of 3% per level of the wizard.

For instance, Johann, a 12th-level wizard, uses the spell to make a freak gust of wind blow an arrow totally off course which shot his companion Rykor in the heart a few seconds ago - a critical hit.

Johann has a 36% chance to make the arrow miss, else it still hits doing regular damage. If Johann had asked for the arrow to have missed Rykor's heart, it might have still hit Rykor but would have done only 100-36 = 64% of the designated damage.

This spell will automatically modify the perceptions of the past for all of those, other than the wizard, who were present during both the modified and unmodified events unless they make a saving throw versus spell. Alter occurrence cannot be used to raise character abilities (even temporarily) or mimic other magical effects. Frequent use of this spell may cause the wizard to go insane; make an Intelligence check with a cumulative -1 penalty each time the spell is used by the same wizard over a one week period, or suffer a random type of insanity.

Alter occurrence is a spell published by the wizard Saridan Hysakai after over a decade of study, an unknown amount of which was spent at the plane of time. Saridan subsequently went insane.


Annihilate Matter (Invocation/Evocation)
Range: 10 metres per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 6
Area of Effect: 1-yard radius sphere
Saving Throw: Negates
Author: Unknown

This spell causes a spherical region, 1 metre in radius, to appear anywhere within range of the wizard. In this region all matter vanishes. When it appears, a hurricane-force wind blows into the sphere as the air inside it is annihilated. All human-sized or smaller creatures in the vicinity who have no means of support must make a saving throw versus death magic or lose their balance and be sucked into the sphere and destroyed (in which case a wish or possibly a limited wish is required to recover them). "Means of support" can include, for example, holding onto something solid being held by another character, being under the influence of a fly spell or having the natural ability to fly or levitate (eg. a beholder).

Note that the wizard is not necessarily immune to being sucked into the sphere. Light objects which are not being held by anything or anyone (eg. papers lying on a desk) are also liable to be sucked into the sphere and destroyed. Anything thrown into the sphere, short of an artifact or relic, is automatically destroyed. While the sphere can move under control of the wizard, it is not a useful weapon because it moves only at walking pace, hence even the clumsiest creature can easily dodge it. If an attempt is made to actually cast the spell at a target, a saving throw indicates whether the target dodges or is hit and destroyed. A successful dispel magic will destroy the sphere, otherwise it neither affects nor is affected by spells. The material component for this spell is a 1000 gp ruby.


Anthropomorphization (Alteration, Enchantment, Evocation)
Range: 0
Components: V, S, M
Duration: Permanent (until dispelled)
Casting Time: 3 hours
Area of Effect: Object touched
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell animates one small object of no more than 3 cubic feet in size. The object then takes on a pseudo-life, with a degree of intelligence and the ability to speak and move. If the original object was not flexible, extra flexibility or small limb-like structures form upon it to allow it movement. Its capabilities aren't strong or powerful enough to allow combat or anything more potent than an unseen servant can accomplish physically. The object has a personality appropriate to its original nature, but never a truly malevolent one (unless the object is a torture device or such). In any case, the object's pseudo-intelligence is never more than 8, but it is capable of carrying on reasonable and witty (dependent upon personality) conversation despite its inability to truly learn new fields of knowledge. The object remains animate unless a successful dispel magic is applied, but the same personality can be re-evoked (along with what pass for memories in the object) with a recasting of anthropomorphization. When determining the nature of an object's personality, think of fantasy and science fiction sources such as The Brave Little Toaster (the story) or Beauty and the Beast (the movie).

An intelligent being that has somehow been polymorphed into an object or whose soul is trapped in an object can be spoken to and made "active" using this spell, although they are bound to want to become truly free once more. Secluded or eccentric wizards often have houses full of charming little animated companions, because they really are fun to have around.

The material component is the skull and paw of a naturally deceased and well loved pet (not necessarily the caster's own).


Area of Effect Increaser (Alteration, Metamagic)
Reversible
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell empowers the caster with one spell level per two caster levels. With these spell levels the caster may increase or decrease the area of effect of any other spells he casts during the duration of this spell. The area increase may achieve a maximum increase of up to twice the area at caster levels 12-16, 3 times the area at caster levels 17-21, one time more per 5 caster levels above that.

The size increase does not increase the damage of the spell; to the contrary - a spell decreases in damage to a fraction determined by the factor given above: half damage at factor 2, one third damage at factor 3, etc.

Thus, a fireball would increase to a 40-foot radius sphere, but (if cast by a 10th-level or higher caster) would only cause 5 dice of damage to any within its area of effect. Thus, if a 28th-level wizard cast a cone of cold at a quadruple size, he would only cause 7d4+7 points of damage to all within (which might still be enough in a pinch).

The material component of this spell is a hammered-out sheet of gold no smaller than one square foot per factor increase the caster intends to use during the duration. This is not worth so much due to the amount of gold but due to the finesse with which it has to be worked; thus, it costs 10,000 gp.

The reverse of this spell, area of effect decreaser, reduces the area of effect but increases the damage of the spell by 50% per reduction factor. Thus, if the size of a spell is halved, it can cause up to 150% the number of dice of damage in half its area (the fireball would shrink to a 10-foot radius sphere with a maximum of 15d6 of damage), size reduction to 1/3 the damage (a fireball with approximately 7-foot radius isn't huge but it can cause 20d6 damage) is increased to 200%, etc.

The reverse' component is a solid cube of gold which has been compressed by dwarven machines for well over a year until it reaches a density where one cubic inch weighs 20 pounds. For this spell, a cube of 3 inches per side (27 cubic inches or 54 pounds of gold = 540 gp worth plus the additional cost of paying the dwarves for having to stop their mining machinery (or even worse: of building a new set of machines for the wizard)). The machinery usage might cost somewhere between 1000 gp (if the dwarves really love the wizard) to somewhere around 50,000 or 100,000 gp (if they just hate him normally) for a single cube. All material components are completely destroyed in the casting.

These spells can each be layered up to a maximum of one spell level per caster level at once (per casting of the spell). The normal and the reversed spells are two different spells and their respective spell levels cannot be mixed; the caster has to keep two different quotas: one for those spell levels with which he may increase area of effects and another quota of spell levels with which he may decrease the area of effect. The caster may have up to one spell level per caster level for the normal and another one spell level per caster level for the reversed effect. If these spells' durations run out (or are made to run out by dispel magic) the caster has to succeed at a saving throw versus spell at -1 per spell level of this spell still contained. If it fails, the caster inflates or deflates very forcibly by a factor of one per spell level. To calculate the damage done to the caster, the factor is reciprocated (a six changes to one sixth); this is the fraction of hit points the caster would have left over if he had been at maximum hit points. This might kill the caster, if he is at less than maximum hit points. If the caster is reduced by this damage to less than -30 hit points, he explodes or shrinks to nothing due to this spell. Even if the caster survives the inflation or deflation of the caster may cause serious problems, but this depends on the DM's judgement and it causes some quite gruesome but rather spectacular deaths if the caster isn't really careful! Inflation or deflation lasts for one round (unless the caster exploded due to inflation) per spell level left over, if the caster survives.


Aziel's Fluxuating Silence (Alteration)
Range: 10 yards per level
Components: V, S
Duration: 2 rounds per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Author: Joe <phy_shaffer@valpo.bitnet>

Similar to the priest spell silence, this spell only differs in area of effect. The recipient of this spell can extend the area of effect up to a maximum 10 foot or to the minimum of hugging him skin tight and even only covering certain parts of his body. The area of effect can be shaped however the recipient wishes, all by mental command (verbal commands would defeat the purpose). Fluxuating silence is ideal for being stealthy but retaining spell casting ability.


Aziel's Protect Building from Fire (Abjuration)
Reversible
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 2 hours
Area of Effect: One building
Saving Throw: None
Author: Joe <phy_shaffer@valpo.bitnet>

This spell renders an area completely immune to fire. No normal fires will burn within the area of effect. Magical fires will burn but will not ignite anything. This spell will not stop damage from heat. The reverse of this spell, Aziel's building's vulnerability to fire, will negate the protection, but its area of effect is limited to only affect certain small areas to allow for fireplaces and cooking hearths within the protected area. This spell was created to protect the Great Library of Alexandra in my campaign. The building must fit in a 50-foot per level of the caster cube. The material component for this spell is a miniature maquette of the house being protected from fire.


Azura's Black Scythe (Evocation, Necromancy)
Range: 10 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 6
Area of Effect: 10-yard long, 180 degree arc
Saving Throw: Special
Author: Jonathon Salazar (The Adept's Spellbook)

The black scythe is a fearsome weapon to behold, stretching 8 feet and immolated in wispy green flames. It sweeps a 10-foot long, 180 degree arc and can hit all targets within its area as a monster of the wizard's level. Creatures up to 4+1 HD are slain instantly, while those above 4+1 HD but below 8+3 HD must save versus spell or be stunned for 1d4+1 rounds. Those who possess 8+3 HD up to 10 HD must save versus spell or be slowed for 1d4 rounds. All effects are cumulative. The scythe inflicts 1d10 damage in addition to its other effects. The material component is a miniature sickle with an ebony shaft and an adamantine blade costing 500 gp to construct.


Become Water (Alteration)
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

The wizard is able to transform himself into water upon casting this spell. The amount of water the wizard will become is of equal mass to the caster's body. While in water form, the caster is able to move at MV 18 underwater, or MV 6 on the ground. The wizard only has limited control of their body while in the water form, and cannot make any attacks, manipulate objects, cast spells, or other things requiring a physical form. They can flow across the ground, go between cracks, move freely in water, and whisk away objects in their waves. The caster cannot form water appendages or raise themselves off the ground. While under become water's effects, the wizard can only by hit by magical weapons.

The material component to this spell is a bit of water from a water weird, water elemental, or other creature composed entirely of water, which the caster drinks during casting.


Bigby's Strangulation (Evocation)
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

Bigby's strangulation creates a pair of disembodied hands sized for the victim (up to 1 foot tall per level of the wizard). These hands materialise around the victim's throat and commence strangulation. The victim suffers 1 point of damage the first round, and each round thereafter, sustains double the last round's damage.

Saving throws: a saving throw is permitted at the beginning of the attack, and if successful, the spell is ruined. Each round after the first, a saving throw for half damage (for that round) is permitted, as the victim is struggling to keep his windpipe open. Needless to say, the victim may engage in no other activity.

The hands cannot be attacked physically, but a successful Dispel Magic, a wand of negation, a hungry disenchanter, etc. will destroy them. The material component is a pair of gloves made from the skin of a constricting snake, such as a python or boa constrictor. Upon casting, the gloves vanish (and are worn by the strangling hands).

Once the spell is cast, the wizard need not maintain concentration for it to work.


Block Teleport (Abjuration)
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 6
Area of Effect: 100-foot radius sphere
Saving Throw: None
Author: Unknown

This spell prevents anyone from teleporting into or out of the area of effect while the spell is in effect. It will not effect homing teleport spells (eg. word of recall). It will also not effect gates.


Bone to Mud (Alteration)
Range: 10 yards + 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
Author: The tiger <ma3tcb@sunlab1.bath.ac.uk>

Bone to mud changes all the bones in any one creature, regardless of size, to mud. It has no effect on inanimate objects. Obviously, this does not have a very big effect on creatures which do not rely on an internal skeletal structure (a worm, for example). The spell does affect undead, who save as if they were two levels lower than their actual Hit Dice. Creatures present at the end of the casting of this spell must save versus death magic with effects as in the table below.

Hit Dice of
creature
Saving throw
unsuccessful
Saving throw
successful
up to 6 Death Death
6+ to 8 Death 2d10+1
8+ to 10 Death -
10+ or more - -

The material component is a club shaped piece of bone.


Conjure Succubus or Incubus (Conjuration/Summoning, Necromancy)
Range: 0
Components: V, S
Duration: Special
Casting Time: 6 turns
Area of Effect: Special
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell enables the caster to summon a female or male sexual spirit which is subject to perform the caster's sexual bidding (this cannot be combat). The spirit remains until dismissed. Casting this spell causes 1d8 hit points of damage to the caster, and each orgasm with the spirit requires a saving throw versus death magic. Failing this saving throw permanently reduces the caster's Constitution by one point. If the spirit causes someone besides the caster to orgasm, both the caster and the other person must make the saving throw.

This spell serves few purposes except as a sexual perversion of the wizard. The spell is quite popular amongst Necromancers.


Continual Shadow Light (Invocation/Evocation)
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: 120-foot radius sphere
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is the permanent version of shadow light. It has the same effects, except as noted above.

The material component is a black veil of silk laced with 100 black pearls worth no less than 50 gp each plus a ring of blackened mithril which is sewn into the veil's centre.


Copyright (Abjuration, Divination)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None
Author: Unknown

Cast this spell before starting spell research. The spell to be researched cannot be learnt by others except with permission of the one who researched the spell first or by the use of a limited wish. A full wish enables learning and ability to teach others (variant of the secrecy spell). If the caster dies, they'll require speak with dead to get permission. The material component is a goose' feather.


Coradon's Cataclysmic Coronary (Invocation/Evocation, Necromancy)
Range: 0
Components: V, S
Duration: 1 round per 2 levels
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Special
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>

After this spell is cast, the wizard must make a successful attack in melee to affect the target. The wizard's normal THAC0 is used with a +2 modifier to-hit. The spell will last until a hit is scored, or until the duration expires, whichever comes first. If a hit is made, the victim suffers a massive heart attack and must make a successful system shock roll or die. Even if this roll succeeds, the target suffers damage equal to 1d4 + 1 per level of the wizard.


Create Dry Bones (Enchantment, Necromancy)
Range: 10 feet
Components: V, S, M
Duration: Until destroyed
Casting Time: 4 rounds
Area of Effect: One skeleton per level
Saving Throw: None
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

Dry bones skeletons are essentially normal skeletons, but will come back to life an equal number of times as the caster has levels. This spell has particular good use with spirit legionnaire, spell carrier, fireball, and permanency. The bones blow up each time you kill them - at least 16 times -, and always have starting hit points. The material components for this spell are some mummy wrappings.


Create Ghast (Necromancy)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 hours
Area of Effect: Special
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

This spell creates up to one ghast per six levels of the wizard, and these ghasts will follow the commands of their creator to the best of their ability. Each ghast is formed from the corpse of a human slain by a ghoul, or ghast who has not yet risen as a ghoul itself. These corpses are the material components of the spell. As implied above, humans killed by a ghast will rise as ghouls to follow the pack.


Create State Room (Conjuration/Summoning)
Range: 10 feet
Components: V, S, M
Duration: 1 hour 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 small cosy sitting (or state) room. It includes one large comfortable sitting or rocking chair per level, one or more tables (up to a maximum area of 10 square feet per level), one ashtray per table, a large closet with alcoholics, a tray with the appropriate glasses, a cabinet with smoking material of (almost) all kinds including most kinds of pipes, a small ice container (containing ice), one samovar for tea and one for coffee, tea cups, sugar cubes (or sugar-candy), small silver spoons, a fireplace (with burning fire), a set of fireplace tools, a stand of wood, one oil lamp per level, one sparker set per 5 levels, and rugs large enough to cover the floor of the area of effect.

The effects concerning combat or selling of items are as with the other room spells, but food and drinks conjured can be eaten or drunk normally. This spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings.

The material components are a small piece of an oriental rug, a small red brick (for the fireplace), one drop of 10 ten different alcoholics, a small piece of expensive wood (like mahogany), a small wad of cotton (for the stuffing), a small piece of crystal, a small China tea cup with saucer, a silver coin, a tiny piece of flint (for the sparker sets), a coffee bean and a tiny bag of tea.


Dardan's Desiccation (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
Author: Craig Singsank <singsank@oshkoshw.bitnet>

This spell causes the rapid ripping and rending of all fluids from an individual through every pore and mucous membrane of their body. The spell takes the form of a pale cone of oscillating ecru desiccants.

The cone formed is five feet long and one foot in diameter per level of the caster. For example, a 12th-level wizard would cast a cone 60 feet long and 12 feet in diameter.

Any creature struck by the undulating cone must save versus death magic or have their bodily fluids sucked away leaving behind only a mummified shell. If a creature successfully saves, it still suffers 6d4 points of damage due to the extreme stress the spell inflicts on the creature's body.

Certain aqueous beings are highly susceptible to the effects of this spell. All amphibious creatures, slimes, jellies, molds, and water-using creatures under 4 HD are automatically destroyed when exposed to this spell, creatures over 4 HD suffer a -2 on their saving throw. At the same time all fire-using, undead, animated, and related creatures are immune to the spell.

The material component of this spell is an ounce of ground silica and one mummified insect.


Darklight's Compulsion of Pure Reason (Abjuration, Enchantment)
Range: 1 yard per level
Components: V
Duration: Special
Casting Time: 6
Area of Effect: One creature per 3 levels
Saving Throw: Negates
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell, when directed out toward intelligent targets, causes them to be immediately dominated by the force of logic. Targets must be truly intelligent and must have thought patterns which run along roughly humanoid lines (so it does not affect cloakers or similarly alien creatures). Friendly targets may waive their saving throws versus the spell's effects. Hostile targets save versus spell, with their magical defence bonus from Wisdom working against them (in effect, their wisdom does not help them save against it; instead, it helps the logic take hold), acting as a penalty rather than a bonus in this case.

The magic of the spell is such that it stills all emotion, causing a crystal-clear rationality to take hold of the targets' minds.

Lycanthropes can resist an involuntary change, berserkers have their rages stopped in mid-hack, and spells such as fear or emotion have no effect. It causes the creatures affected to be temporarily emotionless.

The logic lasts until it is disrupted by the target succumbing to strong emotions. Each time something happens which would normally evoke a strong emotional response in the target, they must make a Wisdom check (with magical defence bonuses subtracted from the roll).

A failed check causes the effect to end with respect to that target.


Darklight's Creeping Frost Curse (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 turns
Area of Effect: Structure touched
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is a relatively insidious and nasty way to render a fortification useless. The wizard casting it touches a portion of a man-made structure (castle, etc.) of less than small-city size and casts the spell. A patch of frost in the shape of the wizard's hands will then form. Every 3 turns thereafter, the patch will grow irregularly, covering 10 yards of additional radius, and unless stopped, will coat the entire structure with an exceptionally cold layer of icy frost. Dispel magic, if successful, will force the frost back 10 yards in radius, but the original patch cannot be dispelled with dispel magic alone. Fire spells will remove the frost within their area of damage until the frost spreads back over the burned spots in time. The original area can only be removed with the casting of remove curse and flame strike together. This will disrupt the spell entirely. A structure coated in this ice will be at least 20 degrees C lower in temperature than the surrounding climate, and even lower in a hot area. Contact with the ice will cause 1 HP of damage per round of touch. The ice is also very slick, making movement upon it hazardous. The wizard casting the creeping frost curse will be unable to cast ice or cold related spells for a month afterwards, unless he is a specialist water or ice wizard. (that is, if you allow ice wizards).


Darklight's Finger of Ice (Alteration)
Reversible
Range: 50 yards
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One medium sized creature
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell, when cast upon a human or relatively human-sized creature, will cause the target's blood to instantly freeze solid. The creature is literally frozen in its tracks, and will die unless certain measures are taken. The stricken creature takes on an icy countenance, tinged strongly with blue. The reverse of this spell, Darklight's blood warm, will re-thaw the creature's vital fluids and allow them a system shock roll at -40%. If they fail, they die from the shock. If they make the roll, they are still incapacitated for 1d4 days and must rest in warm conditions, since they are severely frostbitten. Unless the reverse is performed within 12 turns under normal conditions of temperature, the creature will die; this can be forestalled by keeping them in a below-freezing environment. On a non-frozen creature, blood warm has a 40% chance (+1% per level of the caster) of incapacitating the creature from ugly heatstroke for 2d10 turns.


Darklight's Future Self (Conjuration)
Range: Special
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is a very strange temporal conjuration. It causes a quasi-real double of the caster to appear at a place to which the caster is travelling and make arrangements for his arrival. The time of his arrival cannot be more than two weeks away, and the place cannot be more than 300 miles away or on another plane. The destination should be a city, village, town, or trading post, not simply an isolated person's house. Even if the caster has no idea what exact business he has to do or at what inn he will stay, the double will "know" and will have spoken to the right people and made the right arrangements. Therefore, when the caster arrives and enters an inn, the caster's preferred overnight arrangements will have been worked out; people with whom the caster wishes to speak with or trade with will meet him at the time the caster realizes he needs to speak or deal with them (if this seems a bit mind-boggling, realize that it is simply the temporal, quantum nature of the spell which causes it to be so). The arrangements cannot be spread over a time period of more than three days, and the future self cannot be cast when the caster is not going to travel within the spell's time limit. So, if a caster, planning a trip, casts future self and is then detained for more than 2 weeks, the spell will be cancelled. The caster must "set aside" an amount of money in a sealed pouch or box upon the spell's casting, and it is in a state of flux until the events play themselves out, at which point the proper change will be left in the container at the end of the spell's duration. Purchases or accommodations costing more than the reserved funds will simply be reserved by the double, unless the caster isn't able to afford them. The double will only be truly seen or noticed by the people with which transactions or business arrangements are made, and will not "exist" in any other localities in the city. The double will not seem strange or unreal to those contacted, and these persons will realize that it is simply making "arrangements" for the caster's arrival, however odd that this may seem to the ordinary person, it will not disturb these contacted people. The double will not be seen moving through the city streets, as it does not exist apart from its mission. When adjudicating this spell, do not worry yourself about paradoxes, because it is magic.


Darklight's Hideous Rending (Alteration, Necromancy)
Range: 50 yards
Components: V, S
Duration: 1 round per 2 levels
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell requires full concentration on the part of the caster for its entire duration. For 1 round per two levels of the wizard, a gruesome attack may be carried out. The wizard makes grasping and pulling motions with his hands in the direction of a single creature within 50 yards, and rolls to hit. A successful hit will do 2d4 damage to the creature, as a handful of flesh is teleported 3-5 feet from the unfortunate's body. One rending attack may be made per round while the spell lasts. The target will begin bleeding for 2 points of damage per "rend" until they receive healing or serious bandaging. The caster also rolls a percentile on each successful hit; if the score is equal to or under the caster's level in percentage, the target loses a vital organ or chunk thereof, and must save versus death magic or expire on the spot. If the saving throw is successful, they will lapse into a coma, and can only be revived by a cure serious wounds or similar greater healing spell; if not so healed, they die within 24 hours. If a target dies or falls comatose, the wizard may move his focus to a new victim, and so on, for as long as the spell continues. Use of this spell is not an act in accordance with a good alignment. Darklight himself will rarely use it, due to its ruthlessness.


Darklight's Lightning Web (Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: One 5-yard long square per level
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell must be anchored as a web spell, and superficially acts as one. However, the network of strands in this spell are composed of crackling electricity. If it forms around creatures, they take 6d8 electrical damage (a saving throw versus breath weapon reduces this to half damage). When caught, after the initial jolt, they must hold perfectly still or risk breaking additional strands (strands vanish when broken, but dispense damage, on average 1d3 per strand). To escape, one can try to move out carefully, making a Dexterity check at -4 for each 10 yards moved or taking an additional 2d4 damage (no saving throw). Creatures "waiting out" the duration must make a Strength check and a Constitution check at -2 (each) every turn or fail to hold perfectly still, taking 2d4 damage (no saving throw).

They may then safely remain lying where they have collapsed without risking further shock. Creatures immune to electrical damage are, of course, immune to the effects and can break the strands easily and without fear. Large amounts of water sprayed into the web will disperse it in a crackling, sparking burst. However, if anyone is hit by the water as well, they will conduct the spell's energy, taking 6d10 shock damage. If the water is a stream emanating from a being (like a water bolt or decanter of endless water), the being must save versus paralysation or suffer the above damage. The material component for this spell is a scale of an electric eel.


Darklight's Planar Bubble (Conjuration)
Range: 60 yards
Components: V, S, M
Duration: 6 rounds + 1 round per level
Casting Time: 1 round
Area of Effect: One 10-yard long square
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell summons a bubble of material from one of the inner planes.

Any creatures caught inside this bubble will suffer the effects of unprotected exposure to the plane in question (unless, of course, they possess applicable protection). A saving throw versus breath weapon may be made during the second round to jump clear. Anyone failing this saving throw cannot escape, as the bubble's boundary solidifies; at this point, only a dispel magic, disintegrate, or similar spell can destroy the bubble. There is a base 10% chance of accidentally catching a creature native to the elemental plane in question inside the bubble. It will usually react in a hostile and aggressive manner.

The bubble can be of any elemental, para-elemental, or quasi-elemental plane, not including those of time, electromagnetism, shadow, or the positive or negative material planes. The material component is a small sample of the material desired (in the case of lightning, vacuum, radiance, magma, etc., some creativity must be exercised, and the DM must rule what counts as a sample).


Darklight's Planar Weapon (Conjuration, Wild Magic)
Range: 0
Components: V, S, M
Duration: 4d10 rounds
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is similar to Darklight's minor planar weapon, but it conjures a medium-sized weapon no larger than a staff or longsword, of a type the caster is proficient in. It acts as a weapon, +3 in all respects, save that it does 3d6 extra damage of special planar type.

The plane whose energies are drawn upon is determined below:

The material component is as with lesser planar weapon.


Darklight's Readied Dweomer (Alteration, Metamagic)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One spell
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is used to ready another spell for instantaneous casting in tight situations. It can be used with any spell of fifth level or lower, whose casting time is less than 1 turn. The spell is cast ahead of time, with an extra round added to the casting time, and with normal components consumed. The dweomer is then held "ready" and can be loosened at any time the wizard wills. Note that the spell still occupies a "slot" in the caster's memory.

The readied spell has normal duration, area of effect, range, and saving throw, but the casting time is reduced to effectively zero upon its triggering. The metamagic can only affect one lesser spell, and requires the additional component of a miniature golden cage with a swinging door (no less than 300 gp cost).


Darklight's Searing Disk (Evocation)
Range: 15 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell conjures a white-hot, 6-foot wide floating disk of iron.

The caster can manoeuvre the disk about at a rate of MV 20 by mental command. The disk cannot be moved farther than the above range, and can be stopped instantly, as if without any inertia, by the caster's command. It can be used to strike and pummel creatures within range, needing no roll to hit. The intended target gets a saving throw versus breath weapon to dodge it, otherwise they take 6d6 from the impact and heat.

If used to pin a creature down, the victim receives a saving throw versus breath weapon at +3, failure indicating that they are trapped by the disk, taking 8d6 damage per round from pressure and searing damage. Only disruption of the wizard's concentration can free the trapped creature if the wizard does not free them himself.

Creatures resistant to heat and fire take only half damage from any application of the disk. Disruption of the wizard's concentration does not cause the disk to disappear, but merely to hang motionless until the wizard resumes active control. Any cold-based attack or spell of more than 5 dice of damage directed at the disk causes it to shatter from thermodynamic shock, instantly ending the spell.

The material component is a cast iron skillet.


Darklight's Tattoo Creature (Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 turns
Area of Effect: Creature touched
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is a combination of Darklight's creature item and Darklight's tattoo item in all respects.


Darklight's Telepathic Tracer (Enchantment, Metamagic)
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One spell
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell modifies another spell of sixth level or lower so that it can be cast directly across a telepathic link. It extends the range of the dweomer so that it is conducted directly across the telepathic link and takes effect on the creature on the other end of the link. It functions via either magical, psionic, or natural telepathy.

The spell to be cast is also enhanced so that its casting time is reduced substantially, so that the entire incantation can be performed with an initiative modifier of no more than 1. This causes the type of spells available for the tracer to be limited. No spell with a casting time of one round or more can be used, but it can be used to transmit an area effect spell, so that a prying wizard can bring a fireball down on himself and his surroundings.

The spell to be transmitted over the tracer must be in memory as well, and both are cast simultaneously, so in effect, the wizard is casting two spells at once. This is not without risk, there being a base 5% chance that the spell backfires, unleashing the secondary spell on the caster himself.

Note that the link can be initiated by either person involved, but the telepathic tracer spell does not provide a means of telepathic contact. Using the spell via a helm of telepathy is risky, as the chance of backfire increases to 10% with this method.


Darkray's Avenger (Abjuration)
Range: 0
Components: V, S
Duration: Special
Casting Time: 3 turns
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

The wizard can cast this spell on himself only, to avenge himself against future death. Anyone who kills the caster, even if the wizard is later resurrected, becomes the victim of a special curse. The curse manifests 1d4 turns after the killing. There is 95% chance for the victim to be affected. Exceptionally intelligent beings (avangions and the like) receive a normal saving throw versus death magic to avoid the effects. The magic can be dispelled before the wizard's death only by a higher level caster. To determine the effects of the curse, roll on the following table:

D100 Roll Result
01-20 Reduce three random, different ability scores to 2d4+1 each.
21-40 Maximum hit points is 20% of the original; cannot increase until curse lifted.
41-60 -5 penalty to attack, damage (minimum damage is 0), Armour Class and saving throws.
61-80 Magical attacks against the victim cause maximum damage; the victim receives a saving throw versus spell of 18, with no modifications whatsoever.
81-00 This applies only if the killer is a person, roll again if not. Every other NPC who meets the killer senses something very bad about him. Nobody trusts him, since he carries a "smell of death". Such a person will always receive at least a "cautious" reaction from NPCs and is considered to be at most "indifferent", never friendly himself, no matter what he does. Reactions are left to the DM. They may include hostile mobs, ceaseless hunting by templars, animals attacking on the spot etc.

There are five known ways to remove the curse. Other than these, the curse might be removed if a sufficiently powerful wizard could research a custom spell for this purpose. This would certainly require some body part of the original caster.

The spell may be removed:


Darkray's Chest (Alteration, Summoning)
Range: Special
Components: V, S, M
Duration: 1 week + 1 week per two levels
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell is used to protect some "hot" and vulnerable items, such as spellbooks, scrolls and material components. The wizard leaves these in a specially prepared place and then uses a small "linking device" to recall them to his current place.

The store must be created first. This is a chest of up to 4x3x3 foot size. It can have compartments or secret mechanisms and traps. The exterior must be crafted from pure obsidian and carved with scenes of the wizard's life. It costs a minimum of 5000 gp for the basic work.

Regardless of the contents, the chest always weighs 15 pounds.

As long as they fit inside, spellbooks, maps, scrolls, potions, coins, etc., can be stored in the chest, with the exception of weapons: only one weapon can be stored. In addition, everything in the chest must have been in the property of the wizard for at least 24 consecutive hours before storage, otherwise the chest will not function at all.

Then the wizard must construct two identical "linking" devices. These can be almost anything but they must be made of metal. Usually they are something small and discreet, such as earrings or rings or bracelets. Their cost usually is around 3 gp each. The wizard then casts the spell on them and the chest. One of them fuses inside the chest, thus providing the necessary link with the other device.

From then on and for the spell's duration, the wizard leaves the chest in a presumably well guarded place and carries the second device, always in contact with his flesh (failure to do so ends the spell).

Three times per day, the wizard can summon the chest. He can then examine or alter the contents, use his spellbooks to memorise spells, etc. He can send the chest back to its hiding place or keep it, as he likes. Summoning and sending away the chest count as an action and require one round each.

The chest and the caster must be in the same plane of existence in order for the spell to work. The material components of the spell are the chest and the linking devices; the latter are consumed at the end of the spell.

A wizard can only have one such chest in operation at any given time.


Darkray's Death Lightning (Evocation, Necromancy)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This complex spell can inflict massive damage to opponents if successfully cast. During the casting time, the wizard gathers energy from the surrounding land, which is then released as deadly lightning bolts to all creatures within the area of effect (concealment or something like that can help avoid the bolts). Note that this spell does not distinguish between allies and enemies.

The gathering of energy is difficult. The wizard must concentrate for some time and each additional round augments the power of the bolts.

The energy returns to the land through the victims' bodies, while causing great damage. The casting time of the spell equals the concentration time.

The caster is not able to perfectly control the collection of energy, so there is a possibility of spell failure before completion. If this happens, all energy returns to the land and the spell is wasted. A check must be made for each casting round.

Only high level spellcasters can gather large amounts of energy. This fact and all the details above are summarized in the following table:

Conc. Time
in rounds
HP of
damage
Spell
failure
Radius
(feet)
Min.
level
1 4 1% 20 12
2 9 1% 30 12
3 15 2% 50 12
4 22 3% 70 13
5 30 5% 100 13
6 39 7% 130 14
7 49 10% 160 14
8 60 15% 200 15
9 72 20% 250 16
10 85 30% 300 17

During the whole casting time, the caster remains aware of his environment and is able to perform basic mental actions. This includes choosing a target for Melf's minute meteors or ceasing one of his previously cast spells.

The material components are a wooden staff and a small obsidian orb which costs around 50 gp. The wizard must hold the staff on the ground with one hand and hold the orb high with the other. The staff gathers energy and stores it in the orb. When the wizard desires to strike, he must first lift the staff and then crush the orb on the ground (the orb becomes fragile and shatters automatically if dropped). The staff is not consumed.

If the caster is physically hit or the orb is damaged during the casting, the spell is not totally wasted. The orb releases some of the stored energy; some is lost. To find out how much energy is actually released roll 1d4+1 and subtract the result from the current casting round. As a side effect, the caster suffers half the stated damage as well, with a saving throw for quarter damage.

For example, if the wizard is disrupted in the 6th round, the orb breaks. The 1d4 rolled gives 1. Thus, the orb releases enough energy to inflict 22 HP to all creatures within 70 feet. The caster takes 11 points of damage or 5 HP if he saves.


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

This powerful spell offers protection against attacks of elemental nature. It can selectively block attacks based on air, earth, fire and water. The type of the element must be stated at memorisation time. It is a weaker version (although not exactly similar) of elemental aura.

Once the spell is cast, the wizard and his possessions are totally immune to all attacks of that element. However, attacks from the other elements automatically succeed and attacks from the opposite element inflict double damage as well, if not otherwise blocked: the caster lowers his resistance to them in order to better protect himself against the fourth one.

Example: if the caster is immune to fire, a water or earth elemental could hit him with no attack roll needed; the water would cause double damage.

The spell protects against both natural and magical attacks, for example lightning bolt, fireball, Melf's acid arrow, watery double... The caster also gains immunity to physical attacks from creatures of the relevant plane (including conjured elementals). Breath attacks using an element (sand breath, gas breath) are not immune against but have a +3 bonus to the saving throw instead.

The caster cannot use this spell to travel within a given element (natural air excluded). He cannot, for example, breathe underwater or dive in a pit full of silt. In addition, this spell does not function in the elemental planes.

At any given time, the caster can be immune against a single element only. Subsequent casting of this spell with a different element stated cancels the previous one. This of course has nothing to do with magical items that offer element protection, which always operate normally.

The material components are as follows, among with their minimum cost:


Darkray's Ethereal Trip (Alteration)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

With this spell, the caster can simply move from the prime to the border ethereal or in the reverse direction. Up to one creature per two levels can travel with the caster, by joining hands.

Each casting of the spell provides a one-way trip. To travel in the opposite direction, another casting of the same spell or the use of other means is required.

From the border ethereal the caster can move to the deep ethereal or to other planes. See also the Manual of the Planes. As a reminder, for every round that passes in the ethereal, ten rounds pass in the prime material plane.


Darkray's Improved Alter Self (Alteration)
Range: 0
Components: V, S
Duration: 1 day per level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This spell is similar to the 2nd-level alter self with an increased duration. In addition, it can only be dispelled by someone of at least ninth level.


Darkray's Invulnerability (Abjuration)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

When the wizard casts this spell, he becomes completely immune to physical attacks by creatures of up to and including 6 levels or Hit Dice. For every two levels beyond twelfth the caster attains, the level or Hit Dice limit augments by one: 7 HD at fourteenth level, 8 HD at sixteenth level, 9 HD at eighteenth level, etc. The immunity includes attacks from persons, such as punching.

The material component is the claw of a creature having suitable Hit Dice; 6 at twelfth level, 7 at fourteenth, etc. A lesser one can be used, with analogous decrease to the spell's power.


Darkray's Lock (Alteration)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

This simple spell can lock any closeable item in such a fashion that it cannot be opened except by breaking it. The magic strengthens it, so that an effective Strength of 23 is required to break it, using a steel item.

The magic can only be dispelled by a wizard or templar of a level higher than the caster. Clerics and druids cannot dispel the magic.

The spell is not cumulative with a wizard lock.


Darkray's Orb of Spell Patterns (Enchantment, Invocation)
Range: Special
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Using this spell, the wizard can construct a "spell pattern" and place it on a specifically prepared orb. He can then activate the orb and release all the spells at once.

The orb (1-2 inches diameter) must be made of any metal and costs at least 30 gp. The caster must first memorise the spell parts of the desired pattern, plus this spell. He cannot have any other memorised and no other magical items or spell effects should exist in a range of 10 feet from him. The caster begins the spell holding the orb in his hand and then keeps it in touch with him for 2d4 days. If he loses contact with the orb, the spell fails and the orb becomes useless, as well as if he uses other magic or is otherwise interrupted. At the end of this period, the orb becomes noticeably warm. The wizard can then place the desired spells on it, casting it one by one, at the order he desires. When he is done, he finishes the spell and the orb reverts to its normal state.

A command word is used to activate the orb. When someone holds the orb and speaks the word, the spell pattern explodes: all the spells cast on the orb are released, one by one, at the order in which they were cast, with their normal casting time. Activating the orb has an initiative modifier of +3.

If the orb is activated by a non-wizard, the result is a random casting of the spells contained. A wizard of sufficient level to cast the contained spells can control the orb as if it were a normal magical item. A lower level wizard can only control spells he can cast, the others are cast randomly.

The caster can place on the orb one spell for each four full experience levels he has attained. Furthermore, the maximum spell level of each single spell is as follows: fourth at levels 12-14, fifth at 15-17 and sixth at 18 or higher. Finally, all spells must belong to the same school of magic.

Here is an example: Darkray is a 13th-level invoker. He can place a total of three spells, each of them no higher than fourth level.

He decides to place 3 magic missiles. After 5 days of preparation, he has made his orb (supposing he rolled 5). When he wants to use it, he points at the target and speaks the command word. He rolls an initiative of 4. The orb is then activated at 7, the first magic missile going off at 8 and the third at 10.

If he had already placed a fireball, dig and ice storm, this happens when he uses it (after rolling a 1 for initiative):

at moment 4, the orb is activated; at moment 8: fireball, instantaneously; at moment 11: dig, for 1 round per level, and at moment 15: ice storm, for 1 round per level. The result of this is that after the fireball, the poor victims will find themselves struggling not to fall in the pit created by dig as the ice storm makes the ground extremely slippery.

The orb turns to fine powder at the end of the spell and disperses, never to be used again.

If the orb is destroyed before the spells are released, it explodes into a retributive strike. All within 10 feet take 1d10 HP per spell level stored, no saving throw. Those within 20 feet take half this damage and those within 40 feet take half damage or a quarter if they save versus breath weapon. The orb saves as a +3 magical item.

A wizard can only have a pair of such orbs at any given time.


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

With this spell a wizard can lower his Armour Class to 0. The effects are not cumulative with other spells that lower the Armour Class but Dexterity bonuses still apply.

For each level of the caster, the powerguard absorbs 3 points of damage that would normally hit, though not from magical spells or effects. When it has absorbed the maximum damage, it vanishes. It does not hinder movement, it is weightless and does not interfere with spellcasting.

The material component are two silver coins.


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

This simple spell protects the caster from the next feeblemind attack.

No matter what happens, the caster is rendered immune to exactly one such attack, regardless of source. The spell lasts at most three months. It can be dispelled only by someone of higher level than the caster.

The material component is a small animal's brain that the caster must consume during the casting.


Darkray's Teleport Guide (Alteration, Enchantment)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3 hours
Area of Effect: Special
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

To use this spell, the wizard must prepare a special item that will be used as the "target". From then on he can use a "guide" item to home on it, as if using a teleport spell.

The target is usable only once. It must be made of metal and be carved with scenes of the area it is in. It costs no less than 100 gp. The guide costs less, around 5 gp and can be made of any material and formed in any shape or size. It must remain in touch with the wizard, however. Neither the guide, nor the target are reusable.

During the casting of the spell, the wizard must burn a mixture of rare herbs and items belonging to the area around the target, to charge the guide. One charge equals 50 gp of herbs, with a maximum number of charges equal to the caster's level. After the casting of the spell, the target item must remain in the same general place. If it is ever taken farther than 20 yards from the original spot, the spell ends. The caster can always tell whether this has happened if he is on the same plane with the target.

As long as the wizard possesses the guide, he can spend a charge to teleport back to the target if on the same plane. This follows the standard rules for magical item activation, the guide having a +3 initiative modifier. When its charges are expended, the guide burns out.


Dheryth's Energy Cloak (Abjuration, Evocation)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

This spell makes the wizard seem to be inside a varicoloured, shifting aura of light. He is totally immune to any and all spells and powers which deal out damage using pure energy, like for example energy lance (q.v.), xag-ya, or laser rays, and has a magic resistance of 40% + 1% per level of the wizard versus "force" spells, like for example wall of force or the various Bigby spells. Unfortunately, if the force spell is above fourth level, both the force spell and the energy cloak are negated if the resistance roll is made.

Damage from impure sources of positive energy (eg. electricity and fire) is reduced by one point per level of the wizard per round, up to a cumulative maximum of 5 times the wizard's level in protected points.

Any successful attack by a source of negative energy has the following effects:


Dheryth's Energy Globe (Alteration, Evocation)
Range: 0
Components: S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

This spell requires a gem of not less than 50 gp each time it is cast.

The gem's centre briefly becomes a minute gate to the positive material plane, and the energies thus released slowly eat away at the gem from the inside out. When the duration expires or the gem is broken, the gem explodes into a sphere of pure energy. The gem must be thrown at one's opponents to be effective (range: small: 1, medium: 2,
large: 3). Inflicted damage is as follows:

Distance to Gem
Impact Place
Damage
up to 2 feet 4 points per level of wizard
2-5.9 feet 2 points per level of wizard
6-10 feet 1 point per level of wizard

The gem is thrown as a stone for which the wizard has proficiency, and acts as a grenade-like missile if it misses its intended target. If the gem is thrown against someone or something (and hits), it will only break instantly if it fails a saving throw for ceramic versus normal blow (soft objects) or crushing blow (hard objects).


Dheryth's Energy Lance (Evocation)
Range: 10 feet + 1 foot per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature or object
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

Energy lance is a slow spell that works only at very short distances.

If the wizard can get it off, though, its results are rewarding. This spell causes a gem-tipped wand to spew out a directional beam of intense positive energy at a single object or creature. Damage done is 1d6 points per level of the wizard over sixth (up to a maximum of 14d6), with no saving throw allowed. Additionally, if made the target of the spell, objects made of non-magical wood, stone, or metal will have a 6 inch hole drilled through them up to the maximum range of the spell (or out the back of the object). Magical objects will suffer the same fate unless they successfully save versus disintegration at +1.

The material components of this spell are a 6 to 8 inch platinum wand of at least 1000 gp value, with a clear diamond or any opal worth 100 gp set on the end, as well as a loose 100 gp value gem, which is consumed during the casting. There is a 10% chance that the gem on the tip of the wand will shatter as well, reduced to 5% for a 1000 gp gem and to a minimum of 1% for a 10,000 gp value gem.


Dheryth's Spell Support (Abjuration)
Range: 0
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

This spell is cast immediately before any other spell which has a duration (there are some exceptions - see below). It doubles the casting time of the other spell and adds verbal and somatic components of its own. The effect of spell support is to make the other spell totally immune to dispel magic for its normal duration. Spell support itself is not dispellable, and if it is cast in conjunction with permanency, the net effect is to make the other spell both permanent and undispellable.

Certain spells (at the DM's option) may not be supported, including at least the following ones:

Spell support in no way reduces the efficacy of Mordenkainen's disjunction, nor does a single casting protect any additional spells that may be active in the same space.

On permanency, there is a 10% chance per year that the spell support will fail, leaving the permanency intact but unsupported. The wizard has now way of detecting that the spell support has failed.


Diamondblade (Alteration, Enchantment)
Range: 0
Components: V, S, M
Duration: 2 turns + 1 round per level
Casting Time: 1 turn
Area of Effect: Edged melee weapon touched
Saving Throw: None
Author: Unknown

This spell turns an ordinary edged melee weapon into a blade of sharpness, as per sword of sharpness (see the Dungeon Master's Guide, page 186). For the duration of the spell, the weapon is treated as a weapon, +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls.

However, on a very high roll, it will sever an extremity, determined by a dice roll. The spell functions on existing magical weapons, as long as the total combined bonus is +3 or less.

The material component for this spell is a 1000 gp diamond, however, the tooth of a tarrasque may be substituted, in which case the weapon functions as a vorpal blade (see the same reference as above), and gets the +3 bonus to attack and damage rolls.

In the table below, pick the entry listed lowest if more than one row is applicable:

Opponent is Modified Score
to Sever*
Modified Score
to Sever**
Normal or armoured 19-21 20-23
Larger than man-sized 20-21 21-23
Solid metal or stone 21 22-23
* Considering only the sword's bonus of +1.
** Considering only the sword's bonus of +3.


Double-Helix Fireball (Invocation/Evocation)
Range: 40 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: 1/2
Author: Rob Christie (the Griffon) <rchristi@bigcat.missouri.edu>

This spell's material components are phosphorus and two wires, twisted together. When cast, two fireballs rush towards their target, in a double-helix motion. Each fireball causes 5d6 points of damage, but note the casting time. This may not be a very good spell, but it sure is neat looking.


Dreamoore's Blade Summoning (Conjuration/Summoning, Evocation)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)

This spell creates a 5-foot long shimmering blue shaft of force from the wizard's outstretched hands. He must physically wield the weapon in combat, thus spells with somatic components cannot be cast while the summoned blade exists. The "sword", however, has no true material existence and does not conduct shock back to its wielder, thus its overall speed factor is 1. It is neither an edged nor blunt weapon and affects creatures normally immune to either.

The blade strikes once per round with a +5 to-hit bonus, inflicting 2d6+5 damage points per successful hit. It lasts 1 round per level of the wizard and is subject to disintegrate and dispel magic. The material component is a 500 gp crystal sword which requires 2 weeks to construct.


Dreamoore's Eldritch Decagon (Alteration, Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: 1/2
Author: Jonathon Salazar (The Adept's Spellbook)

When this spell is cast, the wizard sets up a brilliant array of pale blue dancing rays which forms a decagon between both hands. The spell draws power directly from the psychic winds of the astral and ethereal plane. Once complete, it may fire a 1-foot wide beam of pure magical force every round, and this ray unerringly strikes any single creature or object within 10 feet per level (invisible targets require a to-hit roll versus AC 6, modified by Dexterity, etc.) and inflicts 1d4+1 damage points per level of the wizard, up to 12d4+12 maximum. A successful saving throw versus spell halves damage. These beams may be unleashed from the decagon:

The wizard must concentrate to maintain the eldritch decagon, thus any successful attack against him negates the spell. The material component is a small crystal in the shape of a 10-sided die set inside an iron ring, and a loadstone.


Dreamoore's Missile Tempest (Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)

Also known as Dreamoore's bolts of seeking, this spell creates a powerfully enchanted bolt which has base 1d12 damage plus 3 points per level of its wizard, up to 1d12+36 maximum (eg., a 12th-level missile tempest does 37-48 HP damage). This bolt, however, can split into two or more missiles striking single or multiple targets (with a minimum of one point of damage per missile). Once the wizard unleashes the bolt, he need but point and close his fist. The missile then flashes outward, dividing into smaller missiles if so directed, and unerringly hits all visible targets in a 90 degree arc before the wizard. The material component for this spell is a 500 gp diamond which is hurled into the air as spell casting is completed.


Dreamoore's Viper Lance (Alteration)
Range: 100 yards + 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Jonathon Salazar (The Adept's Spellbook)

The viper lance launches a 2-foot long solid metal shaft at extremely high velocity. This bolt always travels in a straight line trajectory, its blinding speed making it near-invisible. Any creature struck immediately suffers base 1d10+2 HP of damage, up to 1d10+30 maximum.

The wizard may launch one bolt per six experience levels, though only one bolt may be fired per round. The material component is a solid steel shaft engraved with the wizard's personal rune, with a mithril or adamantine tip, and zinc stabilising fins. Each bolt requires two weeks and 250 gp construction cost.


Eldarr's Improved Spell Conversion (Alteration)
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 2 turns
Area of Effect: The caster
Saving Throw: None
Author: Eldarr

This spell is identical to Eldarr's spell conversion, except that it will convert any spell of sixth level or less to any known lower-level spell. The duration and casting time are also increased.

This spell has the additional spell component of a powdered gem (of any type) worth at least 400 gp (this is in addition to the were-creature pelt). This gem is also consumed when the spell is cast.


Enemies (Enchantment/Charm)
Range: 60 yards
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 3
Area of Effect: One creature
Saving Throw: Special
Author: Douglas Webb <dwebb@binkley.cs.mcgill.ca>

This spell allows the wizard to bestow a Charisma of -1 on any creature unless the saving throw versus spell is made. Creatures with high Charisma get to add 1 to their saving throw per point of Charisma above 14. Creatures with low Charisma subtract 1 from their saving throw per point of Charisma below 8. Any normal creature seeing a being with negative Charisma will attack it immediately trying to kill it in any way possible. The spell has no effect on gods and demigods.

Creatures above 5 HD or fifth level get a saving throw as to whether they attack the spell's recipient. The negative Charisma effect can be negated by making the recipient invisible to normal view (invisibility, darkness, etc.). The spell can also be negated by a successful dispel magic. The material components of this spell are a hemlock bud and a small piece of onyx.


Energy Field (Conjuration, Evocation)
Range: 60 yards + 10 yards per level
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 6
Area of Effect: 1-foot per level high cube
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell creates an invisible field of energy which is impermeable to the passage of magical and psionic energies through its barriers.

Thus, for example, creatures inside the area of effect are completely unaffected by spells which are cast outside the spell area. Similarly people outside are not affected by spells from inside (note that, since magic cannot pass through this barrier, creatures cannot teleport, plane shift, etc. through the barrier). Energy field does not, however, offer any physical protection whatsoever.

Spells which cause physical damage can destroy the shield but these spells must do a total damage of 6 HP per level of the wizard.

Disintegrate will cause the shield to make a saving throw versus death magic at the level of the wizard. If it saves, the spell has no effect. If it fails then the spell does 1d8 points + 1 point per level of the wizard damage to the field. A magic missile actually heals the field on a one-to-one hit point basis.

The shield, if cast upon the wizard, moves with the wizard. If the spell is cast upon another creature, it may make a saving throw versus spells. If it fails its saving throw, the field follows the creature.

If the saving throw is made then the spell becomes rooted to the target area. Otherwise, the spell remains stationary until the spell's duration expires.

The material component for this spell is a diamond cube of not less than 500 gp value. This cube will shatter when the spell expires or the field is brought down by spell damage.


Etherealness (Alteration)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>

When this spell is cast, the creature touched is moved bodily to the ethereal plane with all of its (non-living) equipment subject to a maximum weight of 250 pounds plus 250 pounds per level of the wizard beyond tenth. The creature may then move from the ethereal plane to any adjacent plane (the prime, positive, or negative material plane, or the elemental or para-elemental plane). An anti-magic shell won't disrupt etherealness, provided that this spell is cast prior to the anti-magic shell. If the wizard casts this spell upon himself, he may include his familiar in the weight limit.


Feeblebody (Alteration)
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One creature
Saving Throw: Negates
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell is exactly like feeblemind, except that Strength, Dexterity and Constitution are permanently reduced to 3. The victim's intellect is unaffected. Note: the victim may not be strong enough to move any more. The material component is one live mouse. The mouse vanishes upon casting, but is not destroyed.


Fellstar's Flame Arc (Evocation)
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: 1/2
Author: Fellstar

This spell is similar to the 1st-level burning hands, but it is much more potent. When cast, this spell will emit an arc of flames from the hand of the caster; the arc may be one of four sizes as listed on the following table:

Arc (degrees) Range
90 200 feet
180 150 feet
270 100 feet
360 50 feet

The arc of flames will have a width of one foot, centred on the caster's hand, so the height of the wizard's hand at the time of casting will determine the height of the flames; thus if the flames are at waist level, it is possible to escape the effects of this spell if lying prone.

The caster may elect to cast the arc in a "doughnut" shape; that is, he may create an area around himself that is untouched by the flames (a good idea if the caster is in the midst of a friendly party). The radius of the hole may be any size the caster desires, up to half the range as given in the table above.

Anyone hit by the flames suffers 4d10 points of damage, plus 1 point per level of the caster (to a maximum of 4d10+20); a successful saving throw versus spell reduces the damage by half. If a victim fails a saving throw, all possessions must save versus magical fire or be consumed.

These flames are blocked by obstacles, and they will not rejoin behind the barrier. This will create gaps in the arc; therefore, if a target is standing behind a large enough obstacle, he will be shielded from the flames, even if the blocking obstacle is tens of feet away.

The material component for this spell is a chunk of volcanic rock and a lit candle; the rock is consumed with the casting, but the candle is not.


Fellstar's Flame Dome (Evocation)
Range: 80 yards
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Author: Fellstar

This spell is similar to a wall of fire, but it creates a dome of flames instead of a wall. The dome has a radius along the ground of 10 feet plus 5 feet per level of the caster; it is 25 feet high at its peak. The dome must be cast so its base is resting on solid ground.

Unlike a wall of fire, the flame dome gives off waves of heat on all sides; anyone within 10 feet of the dome suffers 2d6 points of damage, while those within 20 feet suffer 2d4 points of damage. In addition, the dome inflicts 3d8 points of damage, plus 1 point per level of the caster on anyone who passes through the dome (like a wall of fire, creatures subject to fire will suffer more damage at the DM's discretion, and undead always suffer double damage). The procedure for trapping creatures with the dome, as well as the duration of the spell, are as per wall of fire.

The material components for this spell are specimens of phosphorus and sulphur, both of which are consumed with the casting.


Fireblast (Evocation)
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 20-foot radius
Saving Throw: 1/2
Author: The Ghost <c572909@mizzou1.bitnet>

A fireblast is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d10 points of damage for each level of experience of the spellcaster (up to a maximum of 10d10). Unlike fireball, fireblast creates a lot of pressure and generally tries to conform the shape of the area in which it occurs to its shape. In essence, it creates a 20 foot radius crater. Besides causing damage to creatures, the fireblast ignites combustible materials, forces non-combustible items to save versus crushing blow or be destroyed, melts soft metals, and creates general havoc. If cast indoors or within range of a building or other structure, structural damage will most likely occur as dictated by the DM. Fireblast otherwise performs and is cast just like fireball, with the additional material component of saltpetre.


Force Blast (Invocation/Evocation)
Range: 20 yards per level
Components: V, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Author: Jason Riek (Karaieth) <jriek@shs.mv.com>

Force blast is a more powerful version of force bolt. If used against creatures they take 6d10 damage, are knocked back 1d12 feet, and must make a Dexterity check to remain standing. Any objects exposed to the blast, most likely armour or a shield, must make a saving throw versus crushing blow. If used against inanimate objects, the object must make a saving throw versus crushing blow at -4 or be destroyed. The blast has a Strength of 22 against doors, etc. It acts as a double-strength battering ram against structures. The material components of this spell are a pearl of at least 250 gp value, and a giant's tooth.


Gem Protector (Abjuration, Alteration)
Range: 10 feet per level
Components: V, S, M
Duration: 1 year per level
Casting Time: 1 turn
Area of Effect: One gem
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to Item Protector, but it works only for gems of any kind. It is a little higher powered for its specific purposes. It protects the gem it is cast upon from two failed saving throws per caster level. These saving throws may be of any kind. If the effect normally does not allow a saving throw, this spell still protects from the damage done by the effect - at the cost of five saving throws per such effect. This spell may be layered up to 10 saving throws per caster level from the same caster. Once all saving throws are gone, this spell ends.

The material component is a gem of the same kind, worth the same amount, and the same colour. This gem then has to be encased in adamantine, then in hizagkuur metal and last in a case of gold from smelted holy symbols. All of these components vanish in casting.


Giant Strength (Alteration)
Range: 0
Components: V, S, M
Duration: 6 turns + 1 turn per level
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>

When this spell is cast upon a fighter or priest, the spell will increase his Strength to that of a giant. The particular Strength gain is determined randomly by a 1d20:

7-10 11-14 15-17 18-19 20-21
D20
Roll
Strength
Equivalent
Giant
Type
To-hit
Bonus
Damage
Bonus
0 18/00 Ogre +3 +6
1-6 19 Hill giant +3 +7
20 Stone giant +3 +8
21 Frost giant +4 +9
22 Fire giant +4 +10
23 Cloud giant +5 +11
24 Storm giant +6 +12

The die roll is modified by the following:

Other information on boulders, opening doors, and bend bars/lift gates can be found in the Player's Handbook under Strength, and in the Dungeon Master's Guide, page 63.

The material components of the spell are three hairs from three different types of giants.

Note: this greatly improved Strength spell play tested well in our campaign. The limitation of "fighters or priests only" was put on by the researcher to prevent those nasty thieves from using it to backstab, since we multiply all damage in a thief's backstab attack.


Glamden's Acid Fire (Invocation/Evocation)
Range: 5 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: 10x10x5 feet per level cloud
Saving Throw: Special
Author: Glamden

This spell causes an acid cloud to form anywhere within range of the spell; the cloud billows out to its full dimensions (10x10x5 feet for each level of the wizard) instantaneously and everyone caught inside the area of effect suffers 4d6 points of damage; a successful saving throw versus spell reduces damage by half. Anyone who fails the saving throw must roll saving throws versus acid for all possessions to avoid destruction.

Immediately after the acid cloud forms, it bursts into flames, inflicting another 4d6 points of damage to all inside. As before, a successful saving throw versus spell reduces the damage by half; those individuals who successfully saved versus the acid, receive a +4 bonus to their saving throw versus fire. If this second saving throw fails, possessions must save versus magical fire or be consumed (the +4 bonus mentioned previously, does not apply to these saving throws).

The material components for this spell are the intestines of a black dragon and the heart of a red dragon; both are consumed when the spell is cast.


Glamden's Acidic Gas (Invocation/Evocation)
Range: 5 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: 10x10x5 feet per level cloud
Saving Throw: Special
Author: Glamden

This spell is similar to Glamden's acid fire: when cast, this spell forms a gas cloud which is also highly acidic. Anyone caught inside the cloud suffers 8d6 points of damage. This spell requires two saving throws versus spell: the first is against the gas, and the second is for the acid. If neither saving throw is successful, full damage is inflicted on the victim; if one saving throw is made and the second fails, the victim suffers 3/4 of the damage; if both saving throws are successful, the victim suffers half damage. If the saving throw versus the acid fails, all possessions must save versus acid to avoid being destroyed; the gas has no effect on the victim's possessions.

If a target has immunity against one component, damage is halved automatically. It is reduced to one quarter of normal if the saving throw versus the other component is successful as well. Of course, if a target has immunity against both components, it is not affected by this spell at all.

The material components for this spell are the intestines of a black dragon and the stomach of a green dragon; both are consumed when the spell is cast.


Glamden's Gas Jet (Invocation/Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: 5-foot wide, 10-foot per level long beam
Saving Throw: Special
Author: Glamden

This spell is similar to Glamden's other spells, acid fire and acidic gas; when this spell is cast, a jet of green gas shoots from the wizard's palm; a split-second later, the gas erupts in flames. This jet is 10 feet long per level of the wizard, and is 5 feet wide; anyone hit by the jet must make two saving throws versus spell (one for the gas, and the other against fire) to avoid suffering 8d6 points of damage. The procedures for saving throws and immunity versus the two components are the same as for Glamden's acidic gas, except magical fire replaces the acid component.

The material components for this spell are the heart of a red dragon and the stomach of a green dragon; both are consumed when the spell is cast.


Globe of Force (Invocation/Evocation)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 6
Area of Effect: 2-yard radius sphere
Saving Throw: None
Author: Unknown

This spell causes a transparent globe, 2 metres in radius to form around the wizard. The globe acts as a barrier to all matter: no creature may pass through the barrier in either direction, nor may any attack be made through the barrier using physical weapons either against or by the wizard. It does not impede magic in any way: if the wizard is the target of a fireball or a blue dragon's breath weapon, he will still take full damage. The wizard may terminate the spell before the full duration, but he may not lower the globe of force without terminating the spell. A successful dispel magic will bring down the globe. The material component for this spell is a golden globe with silver linings, worth at least 300 gp.


Greater Light Control (Alteration)
Range: 60 yards
Components: V, S
Duration: Concentration
Casting Time: 6
Area of Effect: 100-foot radius globe
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

This spell is a very potent version of lesser light control, allowing control in a 100-foot radius globe.

GrecoInflamitus of the Spartan Bar-B-Q (Conjuring/Summoning) Range: 5 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 6
Area of Effect: One 1-foot radius per level sphere
Saving Throw: 1/2
Author: Scott Brogley <sbrogii@tymnet.com>

This spell creates within its area of effect a sticky, incredibly hot material that adheres to whatever it touches. This material erupts into flame when in an oxygen atmosphere, will not be extinguished by fire, and will cause damage even when not flaming due to its incredible heat. It is only extinguished by the consumption of its fuel or application of enough cold to stop the reaction. Once warmed back up it will reignite, i.e., you can't put it out: it must burn out.

In game terms, the following effects take place:

Material components: pitch or tar, sulphur, saltpetre, magnesium or phosphorus, oil or alcohol.


Gregori's Shadow (Divination, Illusion)
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 3
Area of Effect: Special
Saving Throw: Negates
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>

This spell was created by Gregori in a desire to inconspicuously monitor selected persons. To activate the spell, the wizard must touch the recipient's body anywhere a shadow is visible. A saving throw versus death magic on the part of the recipient negates the spell. Failure to save, however, causes the target's shadow to be replaced by Gregori's shadow for the next 24 hours. During this time, the caster can concentrate and be able to hear and see all that is occurring around the recipient within a 20 foot radius.

Gregori's shadow is made ineffective by the recipient entering an area of total darkness, such as that of a underground cavern or a darkness spell. In this case, the spell is ineffective until the recipient enters a condition where a shadow is again created. In addition, Gregori's shadow can be dispelled by a successful application of a dispel magic or remove curse cast upon the victim.

Gregori's shadow is only effective on creatures of the prime material plane. If the recipient or caster enters another plane of existence, the spell is instantly broken. Also, the casting of light or continual light on the recipient allows another saving throw with a +2 bonus on the die.

It should be noted that during the course of the spell, the caster will not demonstrate a shadow whatsoever.


Gregori's Spell Damper (Alteration)
Range: 10 feet per level
Components: V, S, M
Duration: 1d4+1 rounds
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>

Forever fearful of being outmatched by other spellcasters, Gregori devised this spell to potentially reduce the effectiveness of enemy wizards. When cast, the target creature must make a saving throw versus death magic or be affected by Gregori's spell damper. Failure to save causes the target spellcaster's spells to be reduced in effectiveness, which is represented as a temporary reduction of the target's level with regard to the spell's range, area of effect, damage and duration only. This in no way reduces the target's true level, number of castable spells or other abilities.

For each round the spell damper is in effect, the caster rolls dice to determine the damping effects for the current round. If the caster is tenth level or less, roll 1d2. Wizards of eleventh through fifteenth level use a four-sided die and those of sixteenth through twentieth level use a six-sided die. Spellcasters of twenty-first or higher level also use a six-sided die, but add one to the result for every even-numbered level above twentieth. The maximum amount of dampening that can occur with Gregori's spell damper is six levels.

In order to cast this spell, the wizard must create a miniature drum from platinum and perfect sheepskin then stuff it with the purest cotton available. Total cost of the material components would be approximately 400 gold pieces and two weeks of construction time.


Guardian Warrior (Abjuration, Alteration)
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None
Author: The tiger <ma3tcb@sunlab1.bath.ac.uk>

The spell animates and enlarges (to M size) an intricately carved statue. The statue needs to be of such craftsmanship as to fetch at least 1000 coins, and should be depicted wielding a weapon of some sort. The weapon carved on the statue becomes the guardian's specialised weapon.

The guardian is a fighter of 5 levels lower than the wizard casting the spell, i.e., a 15th-level wizard creates a 10th-level fighter with 9d10+3+(Constitution bonus) hit points, who gets 2 attacks per round with his specialised weapon.

If a shield is carved on the statue then the guardian also gains a buckler and becomes proficient in sword & shield specialisation.

Otherwise, he is specialised in single-weapon-style. If the statue is very finely carved (worth 2000 gp or more), the fighter gains an extra specialisation in one-weapon-style.

The guardian has statistics as follows:

Statistic Value
Strength wizard's Intelligence
Dexterity roll 3d6
Constitution wizard's Constitution
Intelligence wizard's Strength
Wisdom 1d6+2
Charisma 2d6+1

The guardian's THAC0 depends on his level. His Armour Class is as a casting wizard with a +4 bonus. Special attacks: specialisation. The guardian inflicts double damage on a natural 20. He has a 40% magic resistance.


Heisenberg's Uncertain Teleport (Alteration, Wild Magic)
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Author: James Fischman

This spell is a compromise between the 5th-level teleport and the 7th-level teleport without error. It allows a wild mage to improve his chances of teleporting on target by up to five categories on the Teleport table, but these category improvements must be split between separate rolls for position and velocity.

Unlike the standard teleport, the wizard must roll twice on the error table (see the players handbook, page 172). The first roll indicates the error in position, as in a normal teleport. The second roll determines the error in velocity - a high roll indicates that upon arrival, the caster will be flying up into the air, and a low roll indicates that the caster will be flying down towards the ground. The speed of travel is equal to 1 foot per second for each percentage point by which the caster is in the high or low region on the table.

This added velocity will add 1 hit point of damage per foot per second to any falling damage incurred, and will stun the wizard for 1 round per foot per second (even if no falling damage is incurred: if the wizard arrives on target travelling down at 12 feet per second, he will not take any damage, but will be stunned for 12 rounds).

The five categories of improvement can be applied to either of the two rolls, at the wizards preference. For example, a wizard teleporting to an area never before seen may choose to apply three categories to the position roll (thus rolling on Studied Carefully for position) and two categories to velocity (rolling on Seen Casually). Any improvement beyond Very Familiar results in no possibility of error.

Note that unlike teleport without error, this spell cannot be used for interplanar travel.

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