Seventh-Level Spells

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Altar of Protection (Evocation)
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

As lesser aura of protection, except that the target seems like a minor god, and the subtraction is 5 from all attacks. This spell also grants a +3 bonus to the caster's saving throw for any targeting attacks.


Animate Dead II (Necromancy)
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round per level
Area of Effect: Special
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This more powerful version of animate dead creates 1 HD of undead per level of the wizard. Any undead not possessing energy drain up to 5 HD can be created with this spell.

The material component is identical to that of animate dead, with the inclusion of a pinch of dust from each of the undead types to be created.


Anti-Psionics Shell (Abjuration)
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 7
Area of Effect: 1-foot diameter sphere per level
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell causes a moveable shell to spring up in which no psionics work (not the caster psionics (if he has any) nor anybody else's powers). The caster does not need to concentrate on the shell to keep it up. It has a diameter of 1 foot per level of the caster. Anything not completely inside is not protected: a character that pokes his arm out of the sphere is completely unprotected. This shell does not protect against anything else. It is possible to bring down the anti-psionic shell with dispel magic or through psionic combat with a power score versus the level of the caster. In this case, both characters have to roll: the psionic creature versus its power score and the caster has to roll versus his level up to a maximum of nineteenth level. The one with the higher successful roll wins. If the caster wins, the shell remains in effect and the psionicist cannot use his power within the shell. If the psionicist wins, the shell collapses and all psionics can be used within the former shell's area.

The material component is a pinch of powdered mind flayer and intellect devourer brain.


Aura of Panic (Illusion/Phantasm)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell creates a 20-foot radius of fear around the caster. Any creature who enters this area must save versus spell or flee in blind terror for 2d4 rounds. Creatures affected have a 75% - 5% per level (minimum 25%) chance that they will drop whatever they are carrying. Any creature prevented from fleeing will fight as a berserker whomever is restraining them. A new saving throw is required each round spent in the aura.


Blood to Dust (Necromancy)
Reversible
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature or 1 cubic yard per level
Saving Throw: None
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

The blood to dust spell converts blood instantly to an inert substance (dust). This spell will instantly kill any one creature upon which it is cast. Note that this spell is only effective upon creatures which have blood or which need blood to survive. All undead, constructs (including flesh golems), creatures from other planes, and any other monsters that do not need blood to survive are not harmed by this spell. Casting it upon them will only change their appearance to dried up, mummy-like husks. Further, all creatures with 12 HD or more are immune to this spell. Any creature slain by this spell must first have the reverse of the spell, dust to blood, cast on them before being raised. A heal spell will accomplish the same thing, and a resurrection spell negates the need for either.

When cast at a free standing pool of blood, the spell acts like the 6th-level priest spell transmute water to dust. The spell destroys 1 cubic yard (3 cubic feet) of blood per level of the caster. The reverse of the spell creates 1 cubic yard of blood per level of the caster when cast at an open area.

The material components of this spell are a pinch of dust and a drop of the caster's blood.


Body Fire (Alteration, Evocation)
Range: 50 yards
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Up to 4 creatures in a 40-foot radius
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell causes the victim's body to start burning from within. Unless the victim saves versus death magic with a -3 penalty he will be subject to the flames, taking 2d10 points of damage per round. Two rounds after the flames start, and every two rounds thereafter, the victim is allowed another saving throw, with one less on the penalty per time (-2 on round 3, -1 on round 5, and no penalty thereafter).

The flames can also be halted by a successful dispel magic, or a protection from fire, which works automatically. If the flames burn for three or more rounds, all items on the victim must save versus magical fire or be destroyed. If the flames burn for 5 or more rounds, the items save with a -2 penalty. Any creature not naturally resistant to magical fire can be affected by this spell, even those without solid bodies, such as shadows and spectres. The material component is a red gemstone of any type worth 500 gp.


Celestarion's Warding (Abjuration)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 7
Area of Effect: 10-foot radius sphere
Saving Throw: Negates
Author: Celestarion

This spell is designed to ward off undead creatures and creatures from the lower planes. When cast, all such creatures within 10 feet of the wizard are subject to a saving throw versus spell at -5, taking into account their magic resistance. Those failing their saving throw are thrown out of the area by a tremendous force, and land 20 feet away.

Thereafter, the creatures cannot enter the sphere, or use their powers on creatures within the sphere. Spells and attacks can still be cast at these foul creatures from within the sphere.

The material component of this spell is a glass ball or a marble made of crystal.


Channelling (Alteration, Metamagic)
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>

When cast, this spell draws upon extra magical energy to make the next spell cast more efficient and powerful. For every 5 levels of the caster the following effects occur:


Charm Dragon (Enchantment)
Range: 60 yards
Components: V, S
Duration: 1 week per 10 levels
Casting Time: 2 rounds
Area of Effect: One dragon
Saving Throw: Negates
Author: James Bray <jbray@acad.bryant.edu>

This spell is the same as the Player's Handbook's spell charm monster, applicable to all dragons (including gold, platinum, and even Tiamat if you're stupid enough to try). The dragon's saving throw is modified by one up or down per 2 HD of the dragon above or below 15.


Cloud of Death (Necromancy)
Range: 60 yards
Components: V, S
Duration: 1 round per level
Casting Time: 7
Area of Effect: One 30x30-foot cloud, 20 feet high
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell creates a black cloud of acidic smog. The cloud is stationary, and restricts vision as a darkness spell. However, the cloud also has a horrible life draining effect. Any in the cloud when it was created must save versus death magic or be drained of 1d2 levels. This draining only occurs on the instant after the cloud is created, but is permanent.


Cobaltas's Crack of Doom (Evocation)
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius half circle
Saving Throw: Special
Author: Bladehawk <igacork@irtcork.bitnet>

To cast this spell, the wizard raises his hands above his head, palms together. He then brings them down, out and back up again to meet above his head with a flash and a bang, combining the effects of thunderflash and thunderclap (q.v.). Effects are saved against separately.


Conjuration Enhancer (Conjuration/Summoning, Metamagic)
Range: 0
Components: V
Duration: Special
Casting Time: 1 round
Area of Effect: One spell
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This one word spell is cast immediately before any one monster summoning spell. It allows the wizard to choose from the applicable list what creatures are summoned. The two spells must be cast in subsequent rounds; the enhancer does not add any time to the casting of the monster summoning spell.


Contingent Polymorph Other (Alteration)
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Negates
Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>

This spell will polymorph one creature (as per polymorph other) into another until some set condition occurs, eg. polymorphing a toad into a prince until he is kissed by a woman, or polymorphing a fighter into a dragon until he (it) says "I wish I were human", etc. The change from the polymorphed form back into the normal form takes place gradually over 1 round, so it is impossible to crush someone by polymorphing a hippo into a flea, putting it on his head, then triggering the contingency. The material component of the spell is a bit of honeycomb.

This spell was researched by Esmerelda.


Create Mummy (Necromancy)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 4 hours
Area of Effect: Corpse touched
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

This spell creates one mummy from the corpse of a human of at least 7th-level fighting ability. The mummy follows orders to the limit of its low Intelligence, but it must remain within one mile of its place of origin, so it is primarily useful only as a guardian. The corpse of the potential mummy must be properly embalmed with the appropriate proficiency (q.v.).


Create Throne Room (Conjuration/Summoning)
Range: 10 feet
Components: V, S, M
Duration: 3 hours per level
Casting Time: 1 turn
Area of Effect: 1000 square feet per level
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell creates the interior of an opulent throne room. This includes one or two softly padded thrones of over 10 feet height standing on a tier made up from one step per level (each half a foot high), a large (red) carpet leading from the entrance of the room to the tier in the straightest way possible, one large chandelier per full 5 levels holding one hundred lit candles each (which burn for the duration of the spell), one large banner per level with the appropriate heraldry, two large trumpets per level, one lute per level, and one harp per 2 levels, a large court table with hammer and gavel, 10 seats (not too comfy, if desired) per level, and either one or two crowns, one or two regal apples, one or two sceptres, and one or two sets of royal clothing (furs, satin, atlas, silks, etc.). This spell creates only the interior of the room; it doesn't create the walls, floors, or ceilings.

The material components are one 1 foot square piece of a satin rug, a 1-foot square slab of marble (3 inches thick), one 1 foot cube expensive hardwood, one small diamond, emerald, ruby, sapphire, and topaz each (no less than 50 gp each), one piece of each type of fur or clothing to be included in the royal clothing, one 1 foot untarnished cube of mountain crystal, one pure bee's wax candle scented with royal jelly, one piece of brass, and one harp string. The effects of selling and combat possibilities are as with the other room spells.


Create Undead (Necromancy)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: Human corpse touched
Saving Throw: Special (see below)
Author: Unknown

The material components of this spell are a human corpse (not older than 3 days), myrrh (500 gp worth) and a special balm made of certain rare herbs, personally prepared by the necromancer. Ingredients for this balm cost 500 gp, and one uninterrupted week spent by the spell wizard. The balm only stays good for 3 days.

This spell forces back the soul of the corpse, and turns it into either a wight, a spectre, or a wraith. The wizard has a percentage chance equal to twice his level of choosing which is created. Otherwise, roll on the following table, adding the level of the wizard, plus a 5 bonus if the wizard is a necromancer specialist. Also, if the corpse was a person of level 0, subtract 30 from the roll (if the adjusted roll is below 0, the spell fails and the corpse is destroyed).

D100 Roll Created
1-60 wight
61-90 wraith
91-00 spectre

The corpse gets a saving throw versus death magic, at a level equal to the corpse's level before death, with the following bonuses:

Person was Modifier
a good priest +4
a non-good priest +2
good non-priest +4
neutral non-priest +1

If the saving throw is made, the corpse is destroyed and the spell fails. If the saving throw is failed, the undead is created. Said undead will be under the control of the necromancer for one year, following any order that is not obviously suicidal. At the end of the year, or upon such time as the undead receives a suicidal order, it is freed from the necromancer's control and gets a saving throw versus death magic. If it fails, it must leave and may never attack the necromancer unless attacked first. If it succeeds, it becomes free-willed, and might attack the necromancer if it was sufficiently mistreated.

Note that after the year is up, the undead may continue to serve the necromancer, if it was sufficiently prosperous and receives a sufficient bribe. This is a DM call.

A necromancer can only control one undead in this matter at a time. At the end of the year, or when the undead dies or becomes uncontrolled, the spell may be used again. Should this spell be used during the year, it will work, but the fresh undead will immediately attack the wizard.

Finally, a created undead starts out the same alignment as the corpse from which it came. However, due to what these creatures must feed on (i.e. people), an unstoppable shift begins towards the undead's normal alignment. There is a 10% chance per month (cumulative) of the alignment decaying one step. After a switch, the chance returns to 0 and begins building again.


Darklight's Force Armour (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is a modified version of wall of force, with several distinct changes in its operation and the addition of a slight alteration component to the magic. The shape of the force is contoured to surround the caster at a distance of one inch (including possessions); the shape shifts to accommodate the wizard's movements, so that the caster is not held in one place. It is also visible as a slightly yellow glow, which is brighter at the "joints" when the caster is moving. The caster is reduced to half his movement rate by the spell, and it does reduce the wizard's Dexterity while active, both because of its slight awkwardness.

It is airtight and completely insulating (as energy cannot penetrate in either direction), but the alteration component of the spell keeps fresh, comfortable air quality and temperature constant within the armour. Therefore, not only is force armour an effective defensive spell, but it is also the ultimate environmental suit, as it can withstand volcanic lava, the pressure of the sea floor, the positive material plane, and so on. Falling damage is also negated by the armour.

However, a wizard in force armour cannot cast spells through it at all.

Note that sound cannot pass through it either, so unusual means must be used to facilitate communication. It allows a normal level of light to pass through, but not in amounts bright enough to blind or damage. Note that the wizard's weapons are not enhanced by the force' coating.

Rather, they are blunted and do less damage if normally piercing or bladed (-2 damage, with a minimum damage of 1 point). In all other respects, it acts as a regular wall of force (to determine what attacks can dispel it).

The material component is a diamond cut so as to resemble a miniature person.


Darklight's Planar Plume (Conjuration, Wild Magic)
Range: 10 yards
Components: V, S, M
Duration: 5 rounds
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell creates a violent plume of planar energies which erupt from a solid surface within range. Each plume has a base 2 yards across, and shoots 5 yards into the air. The energies last for at least 5 rounds, but may remain if of a solid, stable nature. Creatures in the area described suffers the effects of the plume, as detailed below. The plane whose energies are called upon is determined by random roll (it is wild magic) on the table below:

  • 86-95. Quasi-elemental plane (negative). Roll 1d4 to determine which:
    1. Ash. The plume has a chance of entrapping a creature as an ice plume, but does not cause cutting damage. It has identical cold properties (due to its heat-leeching effect) and does 2d8 impact. It lowers the temperature in a 12-yard radius by 40 degrees F every round (except the caster's body temperature). It does no damage to ash-based creatures, but does double damage to flame or heat-based creatures.
    2. Dust. The plume simply does 3d20 deterioration damage to anyone caught in it. Fine dust spreads over a 140-foot area nearby, possibly obscuring vision. Prolonged contact with solid material breaks down 6 cubic yards of such per round, leaving behind only fine dust. It no damage to particulate (sand or dust) creatures normally, but does double damage to crystalline, rock, or earth-based creatures.
    3. Salt. The plume does damage as a minerals plume, except that creatures failing their saving throw versus polymorph take 2d10 desiccation damage from water loss. If organic materials are left in contact with it, the plume desiccates them completely in 1 round. It does no damage to salt elementals normally, but does double damage to water-based or liquid creatures.
    4. Vacuum. The plume sucks everything within 8 yards towards its centre with a Strength of 20. Creatures caught within it upon formation suffer 7d6 decompression damage. It sucks fifteen 1-yard squares per round full of air into oblivion, creating gale-force winds and having worse effects in enclosed spaces. It does no damage to creatures of vacuum normally, but does double damage to air-based creatures.

    5. 95-00. Strangeness. A border planar, positive or negative material planar, outer planar, or demi-planar plume. The DM must determine which plane, and what exactly the energy from the selected plane will do.

      The material component is a pot containing residue collected from slain creatures from three separate planes.


      Deflect Magic Weapon Attacks (Abjuration)
      Range: 0
      Components: V, S, M
      Duration: Special
      Casting Time: 7
      Area of Effect: Creature touched
      Saving Throw: None
      Author: Unknown

      This spell is similar to the 5th-level deflect normal weapon attacks with the following exceptions: the forcefield's Armour Class is 2 and it has 7 HP per level of the wizard. It affects all attacks made via a magical or non-magical melee or missile weapon. A non-magical weapon cannot affect or penetrate the barrier in any way. If a magical weapon strikes the barrier, the target's saving throw (to determine penetration or deflection) has a penalty applied to it, equal to the bonus of the weapon (i.e. a weapon, +2 that scores a hit on the barrier inflicts a -2 penalty on the protected creature's saving throw). Also, if a magical weapon is reflected back at the attacker (when the barrier is not hit), the weapon bonus is not applied to the reflected attack.

      In addition to its other powers, this spell may affect magic missile attacks. It does not automatically negate them as a shield does, but causes the attacker to make a to-hit roll against the barrier. If the attack succeeds, the barrier automatically takes damage (the recipient earns no saving throw); if the attacker fails to score a hit, the magic missile has no effect. Other spells will pass through the barrier, without affecting it. The material component for this spell is a powdered black sapphire which is consumed when the spell is cast.


      Delayed Blast Snowball (Evocation)
      Range: 100 yards + 10 yards per level
      Components: V, S, M
      Duration: Special
      Casting Time: 7
      Area of Effect: 20-yard radius sphere
      Saving Throw: 1/2
      Author: Unknown

      This spell creates a snowball (q.v.) with a +1 on each of its dice of damage. The spell will not release its burst for one tenth of a round up to 5 rounds, according to the command upon casting. In other respects, this spell is the same as the 3rd-level snowball (cf. delayed blast fireball).


      Detect Individual (Divination)
      Range: 10 yards per level
      Components: V, S, M
      Duration: 2 hours per level
      Casting Time: 7 rounds
      Area of Effect: One specific creature
      Saving Throw: None
      Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

      This is actually not so much a spell as it is a class of spells. Detect individual spells are keyed to detect the presence and location of one specific being, and must be researched as new spells for each being. To successfully cast detect individual, a piece of the being is required.

      This spell will penetrate nearly all forms of invisibility or non-detection.

      When found, 95% of the time, the characters will happen on a spell written for some being. 5% of the time, a set of guidelines and notes will be found which can cut the research time in half.


      Devolution (Alteration, Divination)
      Range: 10 yards
      Components: V, S, M
      Duration: Permanent
      Casting Time: Special
      Area of Effect: One creature
      Saving Throw: Special
      Author: William T. South <tsouth@netcom.com>

      This spell is capable of returning a creature down the evolutionary scale to a form which would be considered a base ancestor of the creature. It can only be cast in a laboratory situation where the caster has no outside influences and the creature is constrained or confined.

      The spell scans the creature for any and all aspects which can be described as a product of evolution or environment in any form, whether normal or magical. This includes Strength, Intelligence, Wisdom, Constitution, Dexterity, organizational habits, activity level, diet, alignment, natural Armour Class, movement speeds and forms, Hit Dice, natural fighting skills (THAC0, number of and attacks and the damage per attack in game terms), special attacks, special defences, magic resistance, size, grow patterns (for example, a frog begins as an egg, becomes a tadpole, polliwog, and finally a frog), and spellcasting ability. Also, the caster is able to determine what the lowest base form of the creature would be like if all abilities were reverted back to the most common ancestor of a varied species. So, all dragons would eventually become some prehistoric lizard, horses would become miniature prehistoric ponies, etc.

      The casting time is one round plus one round for every single item listed above which the wizard would like to discover (though DMs may want to expand on this). During this time no saving throw is allowed to avoid the analysis of the creature in question, although, the creature must be held in relative security so that the wizard will not be disturbed by any distractions during the casting. An initial check against any magic resistance either avoids the entire spell or allows it to function.

      At the end of the analysis the wizard may force the creature to revert back to a base form of its evolutionary scale. However, the surgical abilities of this spell allows the wizard to selectively alter the above listed aspects of the creature to conform to his analogy of what he would like removed. For example, if a wizard somehow captured an adult dragon and was able to analyze it, he would reduce its strength to that of a small lizard, but then he would have the problem of a multi-tonnage creature who was unable to life its own weight unless he also reduced its size. The caster is able to alter 1 aspect for every 3 levels of experience at a rate of 1 per round. Any interruption of the spell during the alterations leaves the creature at the state it retained in the previous round. The creature in question receives a saving throw versus spell every round a reversion is attempted (although, saving throws based upon Hit Dice may change during the casting of this spell).

      Success versus a change in one round does not prevent the wizard from attempting the same change the next round.

      Surgical removal can be very selective. Ability scores may only be lowered and reversions should never change more than a single aspect or attribute per round. Movement requiring wings may be stripped in one round, but the wings would take another round to remove. Ability scores can be reduced by 1 per round. Size may be reduced by a maximum of 10% per round. Hit points could not be affected, though Hit Dice could, therefore lowering the hit points of a creature. Claw attacks could be altered so as to cause a mere 1 point of damage per strike, or removed altogether (the creature simply forgets the attack form ever existed).

      The spell makes no moral alterations and cannot change attitudes concerning a certain idea. But, alignments can be altered one step per round towards a neutral aspect. The final product does not register as being a polymorphed creature (it is a true creature of the form it now embraces) and as such is unaffected by dispel magic. Devolution can also tell if a creature has been the target of the 7th-level evolution spell or any other genetic advancing spells. It may be used to specifically counteract these effects, essentially returning a creature to its normal state. DMs should be free to play with the sanity of experiment subjects.

      The material component of this spell is a vial of aqua vitae (the essence of life), which can only be made by a master alchemist. Aqua vitae may be purchased at the nominal price of 10,000 gp per vial due to its rarity and usefulness in creating artificial life forms. Laboratory, for means of this spell, simply means a non-combat situation. The source of this spell is the Telnorne Mageocrat.


      Dheryth's Energy Net (Evocation)
      Range: 10 feet + 1 foot per level
      Components: V, S
      Duration: Instantaneous
      Casting Time: 3
      Area of Effect: One creature
      Saving Throw: None
      Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

      Note that the casting time of this spell is 3 tenths of a round, not just an initiative modifier of 3.

      When this spell is cast, the wizard spreads apart his hands, and a brilliant net of positive energies streaks forth to engulf the target.

      Damage is equal to 1d6+1 point per level of the wizard, with no saving throw allowed. Furthermore, the target is stunned for the rest of the round. The maximum number of dice is 16.


      Dheryth's Spell Analysis (Divination)
      Range: 20 feet
      Components: V, S, M
      Duration: Instantaneous
      Casting Time: 1 turn
      Area of Effect: One object or 12-foot cube
      Saving Throw: None
      Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

      When spell analysis is cast on an object or area, it lets the caster determine what other spells are operational there. In order to correctly identify each spell that is in effect in the area being analyzed, the caster must make a successful Intelligence check. Thus, if there were three spells in effect in the area in question, the wizard would have to make three Intelligence checks. If he were to make two of the three rolls, he would learn about two of the three spells. The Intelligence checks are modified as follows:

      "Different spells" does not mean multiple spells of the same type. For instance, seventeen magic mouth spells cast on a single statue would require 17 Intelligence checks but none would be penalized. But if four magic mouths and a permanent illusion were cast on the statue, the wizard would make five Intelligence checks, each at a +1 penalty (only 2 different spells).

      "Non-detection type" spell indicates any spell whose primary function is to make other divination spells work incorrectly - non-detection, mind blank, screen, etc. This does not include generic abjuration spells like protection from evil or globe of invulnerability. Multiple non-detection spells do not have cumulative penalties: each +3 penalty applies only to the roll for analysis of the non-detection type spell.

      If a spell is not successfully analyzed, then the caster knows that the spell is there but neither learns its name nor its properties. If the caster makes the Intelligence check but has never encountered the detected spell before, then he learns its name and its basic effects.

      Dheryth's spell analysis will also reveal some basic information about "triggered" spells in the area. This is limited to simple triggers only - some examples are listed below:

      • Simple Triggers: "Opening the book"; "Entering the door"
      • Complex Triggers: "When an elf opens the book"; "Entering the door without saying 'ay'"
      If the trigger is complex, the caster of analysis discovers only the simplified portion of it. Furthermore, if the spell is a simple timed one (delayed blast fireball, for example) then the caster learns only that it is "about to go off" or "far from going off" or something like this, DM's discretion.

      Finally, for spells that have several versions (symbol or glyph of warding, for example), the caster of analysis may attempt another Intelligence check at an additional penalty of +1 to determine exactly which version is active.

      The material components of this spell are a tortoise shell and a book, both of which are consumed in the casting.


      Disintegration Protector (Alteration, Enchantment)
      Range: 0
      Components: V, S, M
      Duration: Special
      Casting Time: 7
      Area of Effect: Creature touched
      Saving Throw: None
      Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

      This spell offers a touched creature absolute protection from one failed saving throw versus disintegration per 5 caster levels. The spell lasts until all protections offered by this spell are absorbed.

      The material component a very dense statue of the creature to be protected.


      Disrupt Spellcaster II (Alteration, Metamagic)
      Range: 5 yards per level
      Components: V, S
      Duration: 1 day per level
      Casting Time: 7
      Area of Effect: One spellcaster
      Saving Throw: Negates
      Author: Peter Gourlay <gourlay@slais.ubc.ca>

      This is an improved version of the 3rd-level disrupt spellcaster. The only change is the increased duration. It makes the victim incapable of casting spells for the duration, one day per level of the wizard. This spell actually makes spellcasting impossible by disrupting the magical energy of memorised spells. Thus, the victim could still cast a spell from a scroll, and innate spell-like abilities are not affected. There is a saving throw versus death magic to avoid this. The only way to remove this spell is with a successful dispel magic.


      Dissension (Enchantment/Charm)
      Range: 10 yards per level
      Components: V, S
      Duration: 2 rounds per level
      Casting Time: 7
      Area of Effect: 30-foot radius
      Saving Throw: Negates
      Author: Peter Gourlay <gourlay@slais.ubc.ca>

      This spell causes all those in the area of effect to be filled with contempt and hatred for all others in that area. Those that save versus spell are not filled with these emotions, but they might still be the target of hatred. There is a 75% chance that creatures affected by this spell will immediately attack their new enemy. Their targets will either be those most different from them (another race, another class, from another country or clan, etc.), or chosen at random. These attacks will continue until all the affected creatures are dead (or one is the only survivor), or the spell duration ends. Leaving the initial area of effect does not end the spell. If there is no initial attack, there will be insults and other slights. This could easily degenerate into fighting, at the discretion of the DM, depending on other events and the nature of those affected. For creatures that are normally hostile to each other, the chance of immediate attack rises to 90%. Lawful creatures save at +1 versus this spell, as do good creatures. Chaotic ones save at -1. These bonuses and penalties are cumulative. If those affected by this spell are directly attacked by another enemy (one that was not in the initial area of the spell), there is a 50% chance that they will turn on this new attacker, afterwards resuming their old attack.


      Dissolve Greater Quasi-Elemental (Abjuration)
      Range: 30 yards
      Components: V, S
      Duration: Permanent
      Casting Time: 7
      Area of Effect: One creature
      Saving Throw: Negate
      Author: Francois Menneteau <mennetea@acri.fr>

      This spell cause a greater radiance, lightning or mineral quasi-elemental to lose its internal integrity: the lesser quasi-elemental dies.


      Ditan's Demolition (Alteration)
      Range: 120 feet
      Components: V, S, M
      Duration: Permanent
      Casting Time: 5
      Area of Effect: 10 feet per level
      Saving Throw: None
      Author: Ditan

      By means of this spell, the wizard may demolish a dwelling as if it where done by an expert demolition team. Unless the dwelling is magical, the spell will totally destroy the building. The nice thing about this spell however is, that when the spell is finished and the dust clears, all that will be left (nicely stacked and reusable) are the following:

      75% of the wood, 50% of all stone, 10% of any metal and 10% of any other odd structural material.

      The material component is a perfectly smooth disc of black onyx which must be smashed during spell casting.


      Ditan's Everdeep Pocket (Alteration)
      Range: 0
      Components: V, S, M
      Duration: Permanent
      Casting Time: 6
      Area of Effect: One pocket
      Saving Throw: None
      Author: Ditan

      By use of this spell, the wizard endows one pocket with half the holding capabilities of a bag of holding. The pocket has all the abilities and restrictions of a bag of holding listed in the Dungeon Master's Guide.

      The material components for this spell are a pinch of fairy dust, and a pocket.


      Ditan's Minor Nullify (Alteration, Necromancy)
      Range: 20 feet + 10 feet per level
      Components: V, S, M
      Duration: 1 day
      Casting Time: 7
      Area of Effect: One creature
      Saving Throw: Negates
      Author: Ditan

      With the casting of this spell, the wielder calls into being a sphere of negative magic energy. This sphere is then hurled at one creature with spell casting abilities. Unless a saving throw at -6 is made, the creature is affected by this spell. If the creature hit is a wizard, the wizard forgets the spells he had memorised for the day, and cannot seem to memorise any more for the remainder of the day. If the creature hit is a priest, they seem to have lost contact with their deity for the remainder of the day, and cannot cast prayers. The effects of this spell can only be cancelled by a limited wish, wish, or divine intervention; dispel magic is not effective against the effects of this spell.

      The wizard has a 10% chance of being affected by this spell as well, since he must hold the sphere before it is launched.

      The material component for this spell is a one foot long, one inch in diameter rod of pure obsidian.


      Ditan's Portable Quarters (Alteration, Conjuration)
      Range: Special
      Components: V, S, M
      Duration: 1 day per 9 levels
      Casting Time: 5 rounds
      Area of Effect: Special
      Saving Throw: None
      Author: Ditan

      When this spell is cast the wizard enchants one doorknob-shaped gem (of 1000 gp value or more) per five levels of the wizard's experience. Once the doorknob is enchanted it will remain so for one day for every nine levels of the wizard, and a number will appear on the doorknob informing the owner on how many days it will function (this number changes as days pass).

      From this moment on, until the end of the duration of the spell, the owner of the doorknob may use it to enter a magical room. The owner simply holds the knob as if it where attached to a door, pushes, and an outline of a door will appear and the door will open into a 30x30x30 feet room. The room that it opens onto depends on the person using the doorknob (examples: a male fighter turns the knob and finds a comfortable room, with weapon cleaning apparatuses, like a sharpening stone and weapon oil; and weapon stands, while a priestess opens it and finds a plush, comfortable room, with an altar to her deity and a place to clean up. All rooms include a bathroom and washing area). The rooms will never have any magic items in them when created, just normal items.

      The owner may have up to two other people in the room at a time. Once the door is closed the only way to open it again is with the doorknob, and it will always open at the very spot at which the character entered.

      Time passes normally while inside these rooms. The owner may leave things in this room and they will be safe as long as the spell is in effect, but if the material is still in the room at the time of the spell's end, the materials are gone forever. Any person in the room at the end of the spell's duration will reappear where the door was last opened or closed.

      There is no way anyone can contact or reach someone in a room once the door is closed, since the outline disappears. This doorknob will only work for the owner: if it is given away, taken, or stolen, it will not work.

      The material component for this spell is the appropriate number of gem doorknobs, a pint of dragonblood, and a bit of unicorn horn.


      Eldron's Second Chance (Alteration)
      Range: 0
      Components: V, S, M
      Duration: Special
      Casting Time: 2
      Area of Effect: Creature or object touched
      Saving Throw: Negates
      Author: The Wizard <ier101@psuvm.psu.edu>

      This spell allows a caster to send an object or creature back in time in accordance with the below chart. Once in the past, an opportunity to relive and even alter that portion of his existence is presented. Upon travel, however, the creature or object returns to the state it was at that time, ignoring any gains made from that time forward, and any losses. If what is sent back is sentient, all memory is retained in spite of this regression and changes can be made. When the time at which the spell is cast is reached once again, the spell ends and time continues as normal with the exception of any benefit or curse which has occurred because of changes made. This spell can be cast on any given creature only once within a one week time period. Roll on the following travel table:

      D100 Roll Travel Result
      01-10 Spell Failure
      11-20 2d8 hours back
      21-50 24 hours back
      51-70 1d10 + 24 hours back
      71-99 48 hours back
      00 48 hours + 1 hour
      per level back

      The material component of this spell is either an hourglass with sand from limbo (not destroyed in the casting) or diamond dust of at least 600 gp in value which is consumed in the casting.


      Electrosphere (Evocation)
      Range: 10 yards per level
      Components: V, S, M
      Duration: Instantaneous
      Casting Time: 7
      Area of Effect: 3-yard per level radius sphere
      Saving Throw: 1/2
      Author: Paul D. Walker <pdwalker@hk.super.net>

      This spell is a more potent version of the 2nd-level spell shocksphere. This spell is quite similar in its effects, but the effects are much more spectacular, and far more deadly.

      When this version of shocksphere explodes, the little lightning bolts are much more powerful, being able to push or throw objects around during the moment that the spell lasts. Therefore, not all the damage is caused by the electricity, one quarter of the damage caused is caused by the force of the blows of the lightning bolts (this means that creatures with protection from electrical attacks will still take damage from this spell).

      If there is a creature which is the target for the spell, its saving throw will be at -4 and it will take (2d4 + 1 per level of the wizard) damage from the lightning when the spell "explodes". All other creatures in the area of effect will take 1d6+1 damage per level of the wizard in hit points if they fail a normal saving throw versus spell. If a creature does fail its saving throw, then all their objects must make their saving throws versus the worst of either lightning or crushing blow.

      If this spell expands in an area which is smaller than its diameter, it will conform to the volume it occupies, filling a volume of 4/3 pi x (level/4)3 cubic feet. Refer to the following table for the volume filled by the spell:

      Level Volume
      14 180
      15 221
      16 268
      17 322
      18 382
      19 449
      20 524

      Unlike shocksphere, this spell will do structural damage to any man-made or natural structure in the area of effect. It will do 1 point of structural damage to wooden constructions, half that to those of soft stone, and only one quarter that to those of hard stone per level of the wizard.

      The material components of this spell is a small chunk of flesh from a blue dragon, or any other similarly powered creature that uses electricity for its principal attack, and a small wand of gold (50 gp value). Both these materials disappear after the spell is cast.


      Energy Shield (Abjuration)
      Range: 0
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 7
      Area of Effect: One creature
      Saving Throw: None
      Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

      When cast, this spell will absorb 6 HP of damage per level of the wizard. The spell will protect against all spells which inflict direct (hit point) damage, and physical attacks. Gases and magics which do not directly harm their victims (charms, polymorphs, etc.) are unaffected. For magics which slay instantly, such as disintegrate and death spell, subtract the recipient's maximum hit points from the energy shield. If the shield cannot absorb them all, the recipient suffers the remainder in damage.

      The material component is a miniature adamantite shield with a diamond set in the centre worth not less than 3000 gp. This shield is lost in the casting.


      Evolution (Alteration, Divination)
      Range: 10 yards
      Components: V, S, M
      Duration: Permanent
      Casting Time: Special
      Area of Effect: One creature
      Saving Throw: Special
      Author: William T. South <tsouth@netcom.com>

      This spell is used to advance the target up the evolutionary scale of development, whether real or imaginary. It can be only cast in a laboratory situation where the caster has no outside influences and the creature is confined or constrained.

      The spell will scan the creature for any and all aspects which can be described as a product of evolution. This includes Strength, Intelligence, Wisdom, Constitution, Dexterity, organizational habits, activity level, diet, alignment, natural Armour Class, movement speeds and forms, Hit Dice, natural fighting skills (THAC0, number of and attacks and the damage per attack in game terms), special attacks, special defences, magic resistance, size, grow patterns (for example, a frog begins as an egg, becomes a tadpole, polliwog, and finally a frog), and spellcasting ability. Also, the caster is able to determine what intrinsic capabilities could be improved to change the creature through an advancement of possible evolutionary development. This means that lizards could become dragons (of a sort), ponies could become horses, horses could become griffins, hippogriffs or pegasi.

      The casting time is one round plus one round for every single item listed above which the wizard would like to discover (though DMs may want to expand on this). During this time no saving throw is allowed to avoid the analysis of the creature in question, although, the creature must be held in relative security so that the wizard will not be disturbed by any distractions during the casting. An initial check against any magic resistance either avoids the entire spell or allows it to function.

      At the end of the analysis the wizard may force the creature to move forward upon a possible evolutionary scale which could alter or develop characteristics not previously owned. The possible changes are immeasurable. DMs need to assure that changes are built upon a reasonable framework. While giving a bird the powers of a phoenix may be nice, unless the wizard has prior specific knowledge of a phoenix's extraordinary powers (through use of this spell's analysis) he has no chance of duplicating the abilities. The caster is able to alter 1 aspect for every 3 levels of experience possessed at a rate of 1 per round. Any interruption of the spell during the alterations leaves the creature at the state it was in on the previous round. The creature must make a successful saving throw versus spell against the change as it happens: each change requires a saving throw. Success versus a change does not mean that the wizard cannot try the same change the next round.

      Using the bird for an example, let's say that we have a large bird that normally fishes for its food by diving at the water for fish. Based upon the imaginary possibilities we could give the bird the ability to breath water or flight through water to make fishing a little easier. The wizard would have to effect two separate changes to achieve both effects. Now, if we had a human subject that lives in a faerie woodland we could give him the ability to use aspects of other creatures in the woods. If we knew that the dryads in the woods had the ability to plant door we could even apply this ability to the human in question. If we changed a horse into a pegasus, though, simply giving it wings does not give it the ability to fly. That instinct requires another aspect slot to be used.

      Changing a creature does not necessarily cause it to be charmed or enthralled by the caster. Even if you turn it into a slobbering idiot or a genius the creature will not automatically become loyal to the caster.

      Although, an inventive wizard could make the creature fixated with a ritual or concept which would make the wizard the central aspect of the creature's heritage (such as a totem or deity), thereby assuring the creature is predisposed rather well to the wizard's commands.

      This spell can also tell if a person has been the target of the 7th-level devolution spell or any other genetic retarding or decreasing spells. It may be used to specifically alter the effects, essentially returning the creature to a normal state. Also, no ability score may be raised more than 2 points above the previous racial maximum and never more than a score of 20.

      The material component of this spell is a vial of aqua vitae (the essence of life), which can only be made by a master alchemist. Aqua vitae may be purchased at the nominal price of 10,000 gp per vial due to its rarity and usefulness in creating artificial life forms. Laboratory, for means of this spell, simply means a non-combat situation. The source of this spell is the Telnorne Mageocrat.


      Eye of the Beholder (Evocation)
      Range: Special
      Components: V, S, M
      Duration: Special
      Casting Time: 7
      Area of Effect: Special
      Saving Throw: Special
      Author: Unknown

      In order to cast this spell, the wizard must have in his possession an eye stalk from a beholder. The stalk is pointed at the intended victims, and after the incantations are complete, one of 10 possible effects shoot forth from the eye stalk towards the targets. The exact result (including saving throws, range, duration, etc.) are determined at random from among the 10 functions of a beholder's eye stalks, as given in the Monstrous Compendium. The eleventh eye function (anti-magic ray) is never one of the spell results.

      The only material component for this spell is the eye stalk, which is used up when the spell is cast. In order to achieve different effects, an eye stalk from a spectator, gauth, or an eye of the deep may be substituted for the beholder's stalk.


      Feather Fall Field (Alteration)
      Range: 0
      Components: V
      Duration: 1 turn per level
      Casting Time: 1
      Area of Effect: 10-yard radius
      Saving Throw: None
      Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>

      When this spell is cast, a magical field surrounds the wizard and moves with him. This field slows free-falling or free-flying objects as per the 1st-level feather fall, subject to a weight limit of 2000 gp weight plus 2000 gp weight per level. This spell will affect all missiles, including giants' boulders, but weight beyond the maximum limit will not be affected.


      Feldegast's Alter Appearance (Alteration)
      Range: 0
      Components: V, S
      Duration: Permanent
      Casting Time: 1 day
      Area of Effect: The caster
      Saving Throw: None
      Author: Ron <rsm58307@uxa.cso.uiuc.edu>

      This spell alters the caster's appearance, but the change is a permanent alteration: the change is not illusionary. Dispel magic will not change back the appearance. Note that this never changes the character's Comeliness, if this optional statistic is used.


      Fellstar's Flame Fog (Evocation)
      Range: 10 yards
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 7
      Area of Effect: 40-foot wide, 20-foot high, 20-foot deep cloud
      Saving Throw: 1/2
      Author: Fellstar

      This spell creates a fog resembling that produced by a cloudkill; the cloud may be created up to 10 yards away, and moves 10 feet per round as directed by the caster. Strong winds will move the cloud in another direction, but will not disperse it, nor will they move the cloud back towards the caster. Thick vegetation will break up the cloud in 3 rounds. The fog itself is not harmful, and has no other effect besides obscuring vision. During any round after the spell is cast, the caster may ignite the fog with a single word. When this is done, the entire fog cloud becomes a roaring sheet of flames inflicting 5d10 points of damage, plus 1 point per level of the caster (up to a maximum of 5d10+20) to those caught inside. A successful saving throw versus spell reduces the damage by half. Those victims who fail their saving throws must roll for all their possessions versus magical fire; those items that fail their saving throws are destroyed.

      If any type of fire comes into contact with the fog cloud, it ignites immediately; if a fireball or similar spell is cast into the cloud, the damage inflicted is cumulative, and a saving throw for each effect must be made separately. The material components for this spell are several strands of hair from a cloud giant, and the scales of a red dragon; all components are consumed when the spell is cast.


      Fiction (Alteration)
      Range: Special
      Components: V, S, M
      Duration: 1 round
      Casting Time: 7
      Area of Effect: Special
      Saving Throw: None
      Author: Mark the Malkavian <kp25@maristb.bitnet>

      This spell allows the caster to control the action in a combat round.

      Fiction takes effect the round following the casting.

      Any person must reroll any rolls they have made during the round if the caster wishes it. The roll could be anything: THAC0, damage, saving throws, and ability checks. The caster can only have the person reroll something once, although he can affect all the rolls made that round.

      In all cases, except in instances where the caster wants to reroll a personal toss, the second roll is taken. If the caster wishes to reroll one of his own tosses they pick which result they want.

      The material component is a leaf that is showing its autumn colours.


      Flesh Box (Alteration, Necromancy)
      Range: 0
      Components: V
      Duration: Permanent
      Casting Time: 7
      Area of Effect: Item touched
      Saving Throw: None
      Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

      This spell enables the caster to store an item of smaller size than he inside of his body. The item remains unusable and ineffective while stored this way. Only one object can be stored at any time. Reduction in size of the body past that of the item size will kill the caster. Only the caster can remove the item.


      Fog of Nightmares (Illusion/Phantasm)
      Range: 10 yards per level
      Components: V, S
      Duration: 2 rounds per level
      Casting Time: 7
      Area of Effect: One 10x10-foot cloud, 30 feet high
      Saving Throw: Special
      Author: Peter Gourlay <gourlay@slais.ubc.ca>

      This spell creates an area of heavy fog where the nightmares of the victims are given form in much the same manner as shadow monsters and phantasmal killers. The fog blocks all sight (as darkness) and infravision. It is heavy and magical; wind does not move it and fire will not burn it away. It automatically extinguishes normal fires in the area.

      Those in the fog must save versus spell or suffer feelings of dread and fear. Any under these feelings suffers -2 to-hit and damage. As well, anyone trying to leave the fog must save versus spell at -3 or become disoriented and wander around for another round. There is a 75% chance on each round (starting on the first) that a monster will attack a creature in the fog (rolled individually for each creature). This monster is either a phantasmal killer (25%) or a shadow monster (Hit Dice equal to 1/3 the caster's level, rounded up; the caster can choose the form of the shadow monster). New shadow monsters can be of different types.

      Shadow monsters and phantasmal killers will leave the fog, but no new monsters will attack the victims unless they reenter the fog.


      Gate Lesser Fiend (Conjuration/Summoning)
      Range: 10 yards
      Components: V, S, M
      Duration: 1 turn per level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: Special
      Author: Peter Gourlay <gourlay@slais.ubc.ca>

      This is the first of a series of risky spells developed to try and harness the power of the fiends of the lower outer planes. Obviously, any spell dealing with these evil creatures entails a good deal of risk and the potential for controlling a lot of power. With this spell, the wizard can gate in a number of lower-powered fiends. These fiends get a saving throw (with a -2 penalty). Magic resistance is not effective against this spell. If the saving throw is successful, then they are free willed and will attack the wizard and his allies. If the saving throw is failed, then they will obey the wizard. However, before the spell is ended, the fiends must kill one creature each, or they will remain behind at the end of the spell's duration, and become free willed. Fiends with an average or higher intelligence or 5 or more Hit Dice must kill an intelligent humanoid creature (human, demihuman or human-sized goblinoid). If the wizard attacks the fiends, they automatically become free willed. Fiends always can defend themselves against attack. Because this is a gate, not a summoning, dispel magic will not send the fiends back where they came from; a dismissal or similar spell is required. Gated-in fiends cannot use their gating abilities. They can perform tasks other than fighting if the wizard requests this. The following types of fiends can be gated in with this spell: 3d10 lemure (they collectively only need to kill one creature to avoid becoming free willed), 3d12 nupperibo (they too only collectively need to kill one creature), 2d6 spinagon, 3d10 manes (they collectively need to kill one creature), 1d6 rutterkin. Free willed fiends are automatically expelled from the prime material plane after 10 turns.

      Casting this spell is an evil act, and will result in a change of alignment for good or neutral wizards.

      The material component for this spell is a holy symbol from any good faith (minimum value 500 gp; it must have been made by that faith) which is broken as the spell is cast.


      Gem Store (Alteration, Enchantment/Charm)
      Range: 10 feet per level
      Components: V, S, M
      Duration: 1 week per level
      Casting Time: 1 turn per 100 pounds
      Area of Effect: 100 pounds per level, or 10 cubic feet per level
      Saving Throw: Special
      Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

      This spell causes unliving, non-undead, non-animated material of any kind to be reduced in size and to be transported into a gem. No material with any intelligence nor any kind of animating or life force may be contained within the gem. Any material can be stored at any time that the wizard has the gem in hand (the gem must still have the required capacity) and the wizard has read gem active. If all these requirements are met, the wizard may add to or take from the gem anything he desires.

      This gem contains the material in its structure. It is not in itself magically stored. It thus cannot be changed by dispel magic, anti-magic shell, or Mordenkainen's disjunction. If the gem is somehow destroyed or alter significantly, the items inside it will be destroyed. The gem can only be accessed by someone with a read gem active. The gem can hold a maximum of 1 pound per gold piece. If its "volume" is too small to contain a caster's ability, it shatters. If the duration of the spell runs out the structure of the gem changes back into its normal structure over the course of 1 week per 100 gp worth. Any items in it are destroyed after it has changed back over half of its worth.

      If the gem is not filled to capacity, there is a chance that items stored within it will not be destroyed if the gem is altered or destroyed. This chance depends on the state the gem is in and on the amount of space still left within the gem. The chance is a base 100%, minus 1% per percentage of storing ability used, minus 1% per fragment of the gem (two large pieces -2, many small splinters probably -2000%).

      The material components are two gems of the same kind, size, price, colour: everything. One gem then has to be enlarged with an enlarge spell. The gem has to be cut in half, hollowed out, and one half filled with enough potions of reduction to be completely filled. For every 100 gp worth, one potion is required. The gem the has to be sealed with ultimate glue. Once this is done, the whole gem has to be reduced again to its original size. Now it can be used as a material component for the actual storing gem.


      Impregnate (Necromancy)
      Reversible
      Range: 0
      Components: V, S, M
      Duration: Special
      Casting Time: 7
      Area of Effect: Creature touched
      Saving Throw: Negates
      Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

      This spell creates life and, according to some mythos, a new soul, in a creature capable of bearing young. Its reverse, abort, destroys unborn life. The casting of these spells upon a male, though theoretically possible, would produce unpredictable effects, although male pregnancy is not impossible. Casting this spell on an undead is rumoured to result in the gruesome death of both undead and caster. Both of these spells, especially abort, are highly controversial both for good and for lawful creatures. The material component for both is an arrowhead dipped in rabbit's blood.


      Improved Alacrity (Alteration, Metamagic)
      Range: 0
      Components: V, S, M
      Duration: 3 rounds per level
      Casting Time: 7
      Area of Effect: Creature touched
      Saving Throw: None
      Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

      This spell is an improved version of alacrity. It reduces the casting time of all spells up to and including seventh level by half (round down if an initiative modifier unless below 1). Casting times of 1 round are reduced to an initiative modifier of 5; casting times of more than 2 rounds are halved with any fraction giving the modifier in the last round of casting (a 7th-level spell with 7 rounds of casting is affected, it has 3 full rounds of casting with an additional modifier of 5 in the fourth round). It is not possible to reduce casting times to zero with this spell, but it might be combined with other time reducing spells. Any spells up to seventh level cast during the duration of this spell are affected by the reduction of casting time. It is not possible to affect more than one spell per round with this spell. Thus, even if speed casting is used, only one of the two spells may be reduced in its effective casting time (but it might be halved and then reduced by 2 for the speed casting).

      The material components is one hour glass which was created by mistake so that its sands run a lot faster than normal (lets say by a factor of 10 minimum). This hour glass has to be made from diamonds so it costs no less than 5000 gp.


      Improved Conjure Elemental (Conjuration/Summoning)
      Range: 60 yards
      Components: V, S, M
      Duration: 1 turn per level
      Casting Time: 3 rounds
      Area of Effect: Special
      Saving Throw: None
      Author: Peter Gourlay <gourlay@slais.ubc.ca>

      This is an improved conjure elemental designed to lower the risks of that spell. In most respects, it is similar to the 5th-level spell.

      However, the elemental will have 12 HD, and there is only a 1% chance per round that the elemental will break free of its control. As well, the wizard can maintain concentration even if wounded or grappled if he can save versus breath weapon. Finally, every three rounds the wizard can cast another spell and still maintain control of the elemental.


      Increase Helm Power (Alteration)
      Reversible
      Range: 10 feet
      Components: V, S, M
      Duration: 1 day per level
      Casting Time: 3 rounds per additional ton of ship
      Area of Effect: One ship's helm
      Saving Throw: Negates
      Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

      This spell causes the towing capability of a helm to be increased. The casting time is dependent on the ship's weight in tons which exceed the normal towing capacity of the helm. It is possible to increase the towing capacity of a helm by multiple castings of this spell (at once or in sequence does not matter). Thus, it would be possible to significantly increase the towing capacity of a helm. Thus, if a casting time of 3 hours were to be used it would be possible to increase the towing capacity of a minor helm to 110 tons (20 tons per hour). It does not increase the helm's speed.

      The reversed spell, decrease helm power, causes the towing capacity of a helm to be reduced by 1 ton per three rounds casting time. If the towing capacity of the helm falls below the ship's tons it does not function. It can be dispelled with a dispel magic.

      The material component is the bone of a giant and a potion of giant strength for each ton of ship to be increased. For the reverse, a scroll with one enfeeblement spell per ton is needed.


      Invulnerability (Abjuration)
      Range: 0
      Components: V, S, M
      Duration: 2 rounds per level
      Casting Time: 7
      Area of Effect: The caster
      Saving Throw: None
      Author: Peter Gourlay <gourlay@slais.ubc.ca>

      This spell protects the wizard from all forms of weapons. The spellcaster is totally immune to non-magical weapons. Magical weapons only inflict damage equal to their plus, no strength or specialization bonuses apply. Natural weapons (claws, bite, etc.) inflict -3 hit points per die of damage (with a minimum of one point). This spell offers no protection against spells or special attack forms, or even weapons created by spells (Mordenkainen's sword, for example). The material component of this spell is a normal metal weapon of any sort.


      Item Protector (Abjuration)
      Range: 10 feet
      Components: V, S, M
      Duration: Special
      Casting Time: 7 rounds
      Area of Effect: One person's items or one item
      Saving Throw: None
      Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

      This spell offers items carried by someone the possibility to survive any failed saving throws as long as this spell is in effect. It offers protection for one failed saving throw per 2 levels of the caster. It includes all effects of saving throws like those against fireball, lightning bolt, disintegration, meteor swarm, crushing blow or any other saving throws which the carrier fails to save against except dispel magic, Mordenkainen's disjunction, and sphere of annihilation. The effects above have their normal chances to affect or destroy the items as usual.

      The spell may also be used to protect items which are not carried by someone. In that case the spell has to be placed on the item directly.

      It cannot benefit from additional protection by an additional casting of this spell on the caster (if the item is protected, it does not gain the protection of the spell on the carrier, but it still has to save only when the caster fails to save). If the spell is cast on an item directly, it protects from one failed item saving throw per 7 levels of the caster (two at fourteenth to twentieth level, three at twenty-first to twenty-seventh level, etc.). Once these protections are used up the item will not receive additional spells of the same kind for one month per failed saving throw.

      The saving throws are used up one by one by failed saving throws. The items do not need save if their carrier saves unless the spell or effect normally requires them to save (the carrier falls 500 feet which causes all items to save versus crushing blow).

      Both types of the spell last until the last protection is used up or until 100 days per caster level have passed.

      The material component is a perfect sphere of adamantine with no hinges which contains a single sheet of paper. On this sheet are written all the items which are to be carried and protected by this spell. This can be done even with conditions under which new items may be picked up by the carrier so that they are also protected. This paper has to be written in the freshly taken blood of the caster (or the carrier) as the spell is cast. Thus, it is a very rare spell to have around during the normal adventuring time.


      Jadwin's Deceiving Forgery (Illusion)
      Range: 0
      Components: V, S, M
      Duration: 1 turn + 1 round per level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
      Author: Jadwin

      By means of this spell, the wizard may disguise his mental signature to be identical to another wizard's. All in-place spells react to the wizard as if he were the other wizard. For instance, the wizard would be able to pass through another's wizard locked door, or use another's passwall. The wizard would even be able to travel through a priest's glyph of warding or forbiddance, provided that the password is known.

      Note that some in-place spells such as prismatic sphere are not designed for access by two persons. Powerful, in-place, wizard specific spells will not be fooled by the forgery if their real wizard is present. While this spell allows the wizard to walk into another one's unoccupied prismatic sphere, should the wizard attempt to enter an occupied sphere the attempt will fail, resulting in the wizard taking the full consequences of such an attempt. The caster of the prismatic sphere will never have a problem entering, however if the caster of the sphere enters after the caster of the forgery, the sphere will no longer be deceived by the forgery. If the caster of the forgery then comes in contact with the sphere he will take the full consequences.

      Less powerful, in-place, wizard specific spells either are not specific enough to exclude two mental copies of the wizard or will refuse the second access attempt even if it is the caster of the original spell.

      This spell does not foil active detection spells such as know alignment and true seeing, only in-place ones. Also, the wizard is not recognised by his own in-place spells for the duration of the forgery.

      The material component of this spell is an ivory plaque on which is inscribed the name and magic symbol of the wizard whose aura is to be duplicated.


      Jamye's Flesh to Toast (Alteration)
      Range: 10 yards
      Components: V, S, M
      Duration: Permanent
      Casting Time: 7
      Area of Effect: One creature
      Saving Throw: Negates
      Author: D.J. McCarthy <dmccart@modl01.intel.com>

      This spell turns the flesh of any creature affected into a golden-brown piece of hot yummy toast. Only the victim is affected; anything the victim may be wearing (or non-organic items ingested) will not be turned into toast. The resultant toast is subject to any forces normal toast is subject to (slicing, buttering, eating, whatever). One cubic foot of toast will satisfy the appetites of four humans, although they may get tired of toast way before then.

      The material components of this spell are a small pat of butter or cream cheese, and 1 foot of steel wire. The steel wire will not be consumed in the casting.

      Note that this spell is not reversible
      . The effects can only be countered with a wish or limited wish.


      Jamye's Improved Armour Reversal (Abjuration)
      Range: 0
      Components: V, S, M
      Duration: 1 round per level, minus 7 rounds
      Casting Time: 7
      Area of Effect: Creature touched
      Saving Throw: Special
      Author: D.J. McCarthy <dmccart@modl01.intel.com>

      This spell is an improved version of the 5th-level Jamye's armour reversal. With this spell, bonuses to-hit by the attacker are added to the die roll (thus working against the attacker) instead of subtracted.

      For example, a 10th-level fighter attacking an AC 5 wizard with improved armour reversal would need a die roll of 5 or less to hit the wizard; if the fighter had a Strength of 17 (+1 to-hit) and a +2 weapon, he would now need a die roll of 2 or less (5 minus 1, minus 2) to hit the wizard.

      This spell also affects missile weapons in the same way it affects melee weapons, unlike the 5th-level spell. Also, whereas armour reversal can be dispelled by a subsequent casting of improved armour reversal on the same subject, improved armour reversal cannot be so dispelled by the weaker spell. If armour reversal is cast upon the subject of a previous improved armour reversal, the armour reversal is wasted and has no effect.

      The spell components for this spell are a small magnet, a piece of black silk of no less than 20 gp value, and a diamond of no less than 250 gp value.


      Jimmy's Ultimate Sight (Divination)
      Range: 0
      Components: V, S
      Duration: 3 rounds + 1 round per level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
      Author: The tiger <ma3tcb@sunlab1.bath.ac.uk>

      This combines wizard sight, read magic and detect magic. The wizard can detect auras of spell casters and enchanted objects normally visible to the wizard, and can detect through one foot of stone, inch of metal and yard of wood. Any visible magical writing may be deciphered. The wizard can see whether anyone is casting any spells and gain information on the spell being cast as well. For example, he could determine the potential and power of a wizard's aura, whether it is a cleric or mage (or specialist priest or wizard), school and sphere, etc. The wizard's eyes become blue and show up as magical.


      Kiri's Mega Magic Missile (Invocation/Evocation)
      Range: 60 yards + 10 yards per level
      Components: V, S
      Duration: Instantaneous
      Casting Time: 1
      Area of Effect: One or more creatures
      Saving Throw: None
      Author: David Kelk <fs337203@sol.yorku.ca>

      In all respects, this is the same as the 1st-level magic missile, except that an unlimited number of missiles can be created and fired at multiple targets (cf. Snilloc's major missile in the Forgotten Realms' Handbook).


      Kiri's Spell Container (Alteration, Metamagic)
      Range: 0
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 1 round
      Area of Effect: Item touched
      Saving Throw: None
      Author: David Kelk <fs337203@sol.yorku.ca>

      The purpose of this spell it to turn an item (a cloak pin, for example) into a container for a second spell. The second spell must be cast while the container still persists or it will fade away and be wasted. After the second spell is cast, it becomes "trapped" inside the enchanted container. It can be released any time later when the command word is spoken that was specified during the casting. The released spell is then under the control of the user of the container.

      Note that instantaneous spells like fireball, magic missile, power words, symbols, etc., cannot be placed in a container.

      The material component of this spell is a platinum infinity symbol worth at least 100 gp. It is destroyed in the casting of the spell.


      Korel's Wisdom Beyond Death (Necromancy)
      Range: 0
      Components: V, S, M
      Duration: Permanent
      Casting Time: 1 turn
      Area of Effect: Undead touched
      Saving Throw: None
      Author: Edward Keyes <keyesea@ctrvax.vanderbilt.edu>

      This spell imbues a formerly mindless undead (typically a skeleton or a zombie - free-willed undead cannot be affected by this spell) with Intelligence. In the casting of this spell, the subject's brain, or the remains thereof, is removed and replaced with a specially prepared gem.

      The crystalline structure of the gem acts as a focus to draw together and intensify the dark forces already present in the undead, giving it an Intelligence of its own, determined by the size and perfection of the gem (see the table below). In no case can the Intelligence of the undead meet or exceed the caster's Intelligence at the time of casting.

      Although the undead has Intelligence, it does not have free will - it is still subservient to its master (usually the caster). However, the added Intelligence enables it to remember and carry out more complex commands and, within certain limits, even display some initiative. The undead have access to the minds of the countless deceased to some extent, so other skills appropriate to the Intelligence level can be possessed, particularly if the living person whose animated body is affected displayed them.

      For example, the animated body of a deceased general would almost certainly retain an understanding of battlefield strategy if given enough Intelligence. Likewise, an animated warrior would retain his fighting prowess, and therefore his original THAC0. Psionic or spellcasting abilities are not retained, however, since they either require living flesh or have to be extensively adapted to the new relation to the negative material plane.

      Gem Value Intelligence Skills (cumulative)
      10 gp 1-2 One immediate command
      20 gp 3-4 Command activated by condition
      50 gp 5-6 Simple strategies, like ambush
      100 gp 7-8 Multi-step, conditional commands
      200 gp 9-10 Average servant skills (cook, clean)
      500 gp 11-12 Can command other undead with permission
      1000 gp 13-14 Effective use of mid-sized group
      2000 gp 15-16 Effective command of troops
      5000 gp 17-18 Impersonation of humans
      10,000 gp 19-20 Extremely cunning

      In any event, general Intelligence is gained, along with the ability to speak with a hollow, sepulchral tone (the gem is emitting the sound, which echoes in the otherwise hollow skull). The undead can perform at a level given by the table above. They can display initiative within their orders, but no more: an animated general given the order "take these troops and defeat that army", would do so to the best of his ability, utilizing appropriate battlefield tactics. However, he would not break off the attack to inform his master that the army is actually composed of allies.

      At the higher levels of intelligence, there are rumours that the undead gain levels of self-consciousness. They are forbidden by the spell from disobeying their orders in the slightest or taking actions not supported by orders, but they can use badly formulated orders to the disadvantage of their master. In the former example, for instance, a very intelligent undead general might order his troops to concentrate on the leaders of the friendly army, knowing them to be friends of the caster.

      Nevertheless, the draw for necromancers to create such undead is immense, since they can be given very general commands - a super-genius skeleton (especially a disguised one) single-mindedly pursuing the goal of killing a single person can do so in unbelievably cunning ways.

      Should the caster die, the undead affected by this spell gradually gain their own free will, retaining the Intelligence, over a period of one year. Defeating one of these undead in battle has a 30% chance of smashing the skull of the undead, therefore destroying the gem in a backlash of energies. Otherwise, the gem may be extracted and reused.

      The material component of this spell is a gem of the appropriate size that has been soaked in the blood of a creature with at least the Intelligence desired for 24 hours. Some casters, with compunctions against killing other sentient creatures, use their own blood, but this rapidly becomes impractical.


      Layla's Seductive Shapechange (Alteration, Divination)
      Range: 10 yards per level
      Components: V, S
      Duration: Special
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: Special
      Author: A.C. <ac001@freenet.carleton.ca>

      This spell discerns the nature of what the victim would consider most sexually and physically attractive. The spell will make a number of attempts to uncover this information equal to the level of the caster, or until the information is procured. Each attempt takes one round, and the victim receives a saving throw against each attempt. Regardless of whether or not he makes his saving throw, he will under no circumstances notice this aspect of the spell.

      This information will be relayed to the caster, who may then opt to activate the second half of the spell, which is to shapechange into the form the information would dictate. If the caster does not, he may apply the unused attempts against someone else, or give up the spell. If the caster does, the new form can be assumed for at most one week per attempt left.

      Example: Layla wishes to infiltrate a party using this spell. She casts against the Dirdan the fighter first, and he fails his saving throw on her second attempt. She finds he prefers dirty half-orc women - a really distasteful idea. Since she is seventeenth level, she has fifteen more attempts to direct against the rest of the party. On attempt seven, she finds that Alex the wizard would really like a six-foot tall snow elf who was wearing black leather. Layla finds this more acceptable, forgoes her remaining eight attempts, and changes shape into a snow elf. The spell makes her clothing into black leather (without destroying or altering any of its previous properties) and makes her staff into a bull whip. After three weeks, she gets bored of Alex, and ends the spell, changing back to her normal self. Since she had 8 attempts left when she decided to change shape, she could have remained a snow elf for five more weeks, had she wanted to.


      Lestat's Legion (Evocation)
      Range: Special
      Components: V, S, M
      Duration: 1 turn per level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
      Author: Lestat

      This spell creates one clone, plus one for every five levels of the wizard, of the wizard. Each clone has hit points equal to the wizard's level, and all physical (non-spell) abilities of the wizard. The clones are completely loyal to the wizard (as their minds overlap in a way, with his own) and can carry out reasonably complex tasks (DM discretion). The clones are created wreathed in simple illusions which mimic the wizard's possessions, though they serve no other purpose, and can be discarded at the clone's will (as the clone may have real clothes or the like available). Due to the mental overlap of the clones with the wizard, while any are within 100 meters of the wizard, the following is possible:

      The material components are a number of pearls (each worth at least 500 gp) equal to the number of clones to be created (the number of clones created is equal to the number of pearls used, with an upper limit of one plus one for every five levels of the wizard), and a drop of the wizard's blood upon each pearl. At the completion of the spell, the bloodied pearls are flung from the wizard, and where each lands, a clone forms out of it.


      Lestat's Lieutenant (Illusion, Necromancy)
      Range: Special
      Components: S, M
      Duration: 1d6 turns + 1 turn per level
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
      Author: Lestat

      This spell creates a clone of the wizard. The clone has hit points equal to the wizard's level (eg.: 14 HP for a clone of a 14th-level wizard), and all physical (non-spell) abilities of the wizard. The clone's mind overlaps with the wizard's, though the clone's is by no means complete.

      The clone can carry out reasonably complex tasks (DM's discretion), and is essentially an extension of the wizard.

      The clone is created wreathed in simple illusions which mimic the wizard's possessions, though they serve no other purpose, and can be discarded at the clone's will (as the clone may have real clothes or the like available). The clone itself is a magical construct, and is detectable as such in the normal ways (eg., detect magic or true seeing will reveal its true nature). Due to the mental overlap of the clone's mind with the wizard's, while within 100 meters of the wizard, the clone has the following properties:

      The material components consist of a representation of the wizard (a carved figure or a clay model, for example) coated with the dust of a crushed pearl (made of a perfectly round pearl, worth at least 1000 gp), and a drop of the wizard's blood. When the spell is cast, the figurine is placed where it is to appear, and it transforms into the clone (when the clone disappears at the end of spell duration, the figurine is gone).

      Optional extension: the spell has a (25 - wizard's level)% chance (with a minimum of 1%) of creating a sentient clone, i.e.: the clone is under the control of the DM. The clone is in all other ways the same as a normal clone, though should the wizard die, the clone will gain full abilities of the wizard. Sentient clones have the same personality and memories as the wizard (and thus know the spell effects, the fact that they will expire, etc.). Basically, a DM can enjoy some interesting roleplaying here.


      Link to the Planes (Alteration)
      Range: 0
      Components: V, S, M
      Duration: 1 month per level
      Casting Time: 1 month per crystal sphere and plane linked
      Area of Effect: One 1-foot per level radius sphere
      Saving Throw: Negates
      Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

      This spell causes a link to a specified plane to spring up. This link allows the caster full access to the energies of that plane. This spell even causes the link to extend into the phlogiston. Thus, it would be possible to access the astral, ethereal, the elemental, or the outer planes with this spell if the spell caster of these additional spells are within the area of effect (caution: do not conjure a fire elemental into the phlogiston: it causes quite big explosions). It is possible to also access such items as portable holes, bags of holding, etc. in the phlogiston or on other planes if this spell is in effect. The casting time states that it takes a casting time of one month per crystal sphere and plane linked. This means that the shells and planes to be linked have to be named (and see components below) individually. Thus, if one shell is to be linked with ten planes, it takes ten months casting time, ten shells with ten planes takes one hundred months, etc. The effect causes only the sphere around the caster to be able to access those planes. If a summoned or conjured creature that cannot normally enter the plane or the phlogiston leaves the shell they have to make a saving throw versus death magic each round or be sent back immediately to their respective planes. Anything not completely inside the shell is considered to be outside the shell and all effects that happen at this time are witnessed upon the creature or object.

      The material component is the distilled liquefied essence of the plane to be accessed (astral luminaries, ethereal radiance, liquefied elemental fire, etc.). In addition, one magic item per shell has to be destroyed for the link to be brought about. This item has to be completely immersed into a diamond cylinder which is made from a single diamond. Then the liquefied essence of the planes has to be added and the cylinder has to be plugged with a stopper made from a carved king's tear.


      Lizward's Dragonform (Alteration)
      Range: 0
      Components: V, S
      Duration: 1 turn per level
      Casting Time: 5
      Area of Effect: The caster
      Saving Throw: None
      Author: Lizward

      This spell is a modified version of shapechange, except that it is limited to dragon-like forms only. The dragon-forms created by this spell will be perfect in all details, undetectable by other dragons, who will of course, depending on their alignment, either greet or attack the caster. All attributes of the dragon are as listed in the Monster Compendium, volume 1, except for Intelligence, Wisdom, and alignment.

      This spell allows transformation into any age area except great wyrm.

      This spell was devised by a dragon named Lizward for his elf companion Ditan, may thousands of years ago and has only recently been allowed to be distributed in the Tower of the Realms.


      Llewllynn's Wall of Force (Evocation)
      Range: 30 yards
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 7
      Area of Effect: 10 square feet per level
      Saving Throw: None
      Author: Llewllynn

      This spell is equivalent to the 5th-level wizard spell wall of force (q.v.) in all respects save one: the wizard is able to manipulate the force wall. The following variations are possible:

      Version 1: the wizard can cast the wall in a hemispherical or spherical shape around himself with himself as the centre point. The wizard can then move about and the wall will move with him. This version is tinted red.

      Version 2: the wizard can cast the spell as a wall (2-dimensional barrier) and then move in a direction with the wall moving 1 to 3 yards in front of him. The wall will always be in front of the wizard, and will turn as he turns. This version is tinted blue. Note that this version cannot be cast horizontally.

      The material components for version one are a pinch of diamond dust and a pinch of ruby dust. The material components for version two are a pinch of diamond dust and a pinch of sapphire dust.


      Lorlovelm's Mistaken Alignment (Illusion/Phantasm)
      Range: 0
      Components: S, M
      Duration: 1 week per level
      Casting Time: 7
      Area of Effect: Creature touched
      Saving Throw: None
      Author: Phill Hatch <phatch@slc.mentorg.com>

      For purposes of magical detection, this spell changes the apparent alignment of the victim. It can be negated with a successful disbelief only by someone who knows the victim well enough that they believe without a doubt that they are of a different alignment. This spell is not detectable with detect magic, and cannot be dispelled by dispel magic. Only a full wish can remove its effect before duration ends. The spell cannot be used on those of demigod status or higher. The material component is an item from the victim (hair, toenail, blood, etc.).


      Luck (Alteration)
      Range: 0
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 1 round
      Area of Effect: Creature touched
      Saving Throw: Negates
      Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

      This spell gives the person affected a bonus to all rolls of +1 for the duration of the spell. Rolls include to-hit rolls, saving throws, ability checks, proficiency checks, etc. Also, the recipient's Armour Class is improved by one. As material component for this spell various things can be used, like a four-leaf clover, a rabbit's paw, or a horse-shoe. The material components are consumed on a roll of 1 on a six-sided die.


      Magic Quench (Abjuration, Alteration)
      Range: 5 feet per level
      Components: V, S, M
      Duration: Permanent
      Casting Time: 1 round
      Area of Effect: 1-foot per level radius sphere
      Saving Throw: None
      Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>

      This spell creates a sphere that has all the properties of a Forgotten Realms dead magic area (see the Forgotten Realms Adventures for details). The area of dead magic is permanent until destroyed (it may only be destroyed as per a dead magic area). The sphere of dead magic is non-mobile.

      The material component for this spell is a pint of blood from any recently slain magic using creature. The blood is consumed when the spell is cast.


      Mind Find (Divination)
      Range: 0
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 1 round
      Area of Effect: 100-foot radius sphere
      Saving Throw: None
      Author: Unknown

      This is an extremely powerful version of true seeing combined with a form of clairvoyance. Like true seeing, it allows the wizard to exactly locate people that are displaced, invisible, polymorphed, changed, enchanted, or masked by an illusion. However, the spell affects the mind, not the eyes of the wizard, so the wizard can, in addition, see through fog, around corners, trees, etc. (anything within the 100-foot radius).

      About the only things that will block the penetration power of the spell are non-detection (the recipient of a non-detection gets a saving throw to see if the mind find worked), lead walls, or walls of force. The spell also confers the ability to perceive minds in any direction, including up or down. Thus, the wizard could locate the mind of someone 80 feet above him and behind him. Needless to say that backstabbing someone who knows exactly where you are is impossible.

      However, this spell cannot locate objects or things without minds, thus it could not locate anything that had less than zero Intelligence. The drawback to this spell is that it makes the wizard more susceptible to mind-affecting spells: save at -2.

      The material component of this spell is a whole mind flayer brain.


      Muier's Phantom Stalker (Conjuration/Summoning)
      Range: 10 yards
      Components: V, S, M
      Duration: Special
      Casting Time: 1 round
      Area of Effect: Special
      Saving Throw: None
      Author: Calvin (Azrael)

      This variation on the more common invisible stalker calls forth a phantom stalker (see the Fiend Folio for information on this monster) from the elemental plane of fire. The creature obeys and serves the caster in performing whatever tasks it is assigned, most commonly to serve as the caster's bodyguard. However, like its cousin the invisible stalker, the creature resents its servitude and seeks to twist its master's instructions whenever possible, anxious to return to its native plane.

      There is one explicit instruction inherent in the summoning of the phantom stalker. If the caster is ever killed with a phantom stalker in his service, the stalker will immediately vanish, and reappear 1d4 hours later, having tracked their summoner's killer from the ethereal plane.

      The stalkers only gain this ability once their summoner is killed, and the ability vanishes as soon as the summoner's slayer has been tracked.

      The material component of this spell is a piece of clear glass.


      Multiply Interstellar Helm Speed (Alteration)
      Reversible
      Range: 10 feet
      Components: V, S, M
      Duration: 1 week per level
      Casting Time: 3 turns
      Area of Effect: One helm
      Saving Throw: Negates
      Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

      This spell can be used to increase the interstellar speed of spelljamming helms. It does not increase the tactical combat speed (it does not increase the SR). The increase is dependent on the level: x2 at levels 14-16, x3 at levels 17-19, +1 to the multiplier per 3 levels above 19.

      This spell can be cast multiple times on the helm depending on the level of the caster. The spell may be cast on the helm once for every full 20 levels (only once at levels 14 to 39, twice from 40 to 59, etc.). The speed which is multiplied is always the current speed at which the helm is travelling at the time. It can be made permanent only once on a given helm, but the temporary version may be cast on the helm as often as described above.

      The reverse, reduce interstellar helm speed, will reduce the speed of a helm to a fraction of its interstellar speed. This reduction will not be apparent until the affected ship drops out of its first interstellar journey in which it was affected and notices that it has not travelled as far. The speed reduction is a fraction determined by taking the factor given above and creating the reciprocal out of it. Thus, a 17th-level caster could reduce the speed to 1/3. The helm only gets a saving throw against this spell if it has been used within the last hour, or if it is an artifurnace-including artifact. It then gets a saving throw versus spell like its latest user. If failed, the spell takes effect; otherwise, the spell is wasted. The spell can be negated with dispel magic, but there is a possibility of negating the helm for a while, too. If the helm is freed from this spell by a roll of 20 on the dispel magic table, then the helm is also affected for the duration of the reduce interstellar helm speed spell. During this time it does not produce any locomotive force for the ship.

      The material component of the spell is the distilled essence of ten quicklings per factor. The quicklings must have given up their lives willingly (without magical or psionic coercion) for the caster. An additional component is one potion of speed for every factor increase over the current speed.


      Nancy's Quiet Little Fireball (Alteration, Evocation)
      Range: 100 yards + 10 yards per level
      Components: V, S, M
      Duration: Special
      Casting Time: 7
      Area of Effect: 20-foot radius sphere
      Saving Throw: 1/2
      Author: Brian Graham <graham@oyster.smcm.edu>

      This spell creates a fireball as the 3rd-level wizard spell, with the added benefit of silence within the area of effect. The silence neutralizes the explosive noise of the fireball itself, and lasts for 1d4 rounds after. However, after the silence is dissipated, noise returns to normal, including cries of those not killed outright by the blast. This spell was created by an Evoker who often found himself trying to sneak in the back door. The materiel components of this spell is a tiny ball of bat guano, sulphur, and a small, muffled, silver bell worth not less than 100 gp.


      Nearthia's Combat Spell (Abjuration, Alteration, Divination)
      Range: 0
      Components: V, S, M
      Duration: 2 rounds per level
      Casting Time: 7
      Area of Effect: The caster
      Saving Throw: None
      Author: Nearthia

      This spell prepares a fighter/mage for combat. It provides the benefits of the following spells: detect invisibility, fly, minor globe of invulnerability, protection from normal missiles, shield, and strength.

      It also provides 25% magic resistance and 4 temporary fighter levels.

      (i.e. +4 to-hit and 40 HP). This spell can only be cast by fighter/mages (or triple classed characters with both classes). The material component for this spell is a magical weapon, which is consumed in the casting.


      Nearthia's Spell Vortex (Evocation)
      Range: 0
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 1 round
      Area of Effect: One vortex around the caster
      Saving Throw: None
      Author: Nearthia

      Once this spell is cast, a faintly visible 1d4+6 feet tall vortex appears around the wizard, centred on his feet. The vortex is a container for spell energy. It can store up to 1 spell level per level of the wizard. The wizard may place any spell he wants into the vortex.

      He also has a chance equal to his magic resistance of catching a spell cast at him with the vortex.

      After the spell's energy is stored in the vortex, the wizard may use the energy to fire other spells from the vortex. He may only fire spells he has "taught" the vortex though (the ones he put into the vortex himself). Shooting a spell from the vortex may be accomplished once a round, plus one may be fired at anyone who casts a spell at the wizard that round. The wizard may do anything except spell casting and still be able to fire all his spells each round.

      The material component of this spell is a small golden box, worth at least 1000 gp.


      Nikki's Berserker (Conjuration/Summoning, Wild Magic)
      Range: 100 feet + 10 feet per level
      Components: V, S, M
      Duration: 1d10 rounds
      Casting Time: 7
      Area of Effect: Special
      Saving Throw: None
      Author: Steve Bartell <stevebar@wordperfect.com>

      This spell, created by the wild mage Nikki Kell of Greyhawk, brings forth a human berserker fighter as the ultimate melee weapon of the wizard. The berserker will battle endlessly until destroyed or the spell expires - after which it will just simply vanish from existence. The berserker cannot be dispelled by any magical means, and cannot even be dismissed by the wizard. The level of the berserker is determined randomly: 1d10 + 1 per 2 levels of the caster (round up). The berserker will have ability scores of 18/00 Strength, 18 Dexterity, 18 Constitution. Intelligence, Wisdom, and Charisma scores are irrelevant, as the fighter will be in a mindless rage and will not stop or communicate under any circumstances. Hit points are determined randomly.

      The berserker will have a natural Armour Class of 4, with a -1 bonus for every full 2 levels of the caster up to a maximum total Armour Class of -10. The berserker will appear with a weapon, which can be decided by the wizard. The weapon will be a magical weapon, +3, which will disappear with the berserker. The berserker is immune to all mind affecting spells and saves at +4 to all other spells. Due the berserker rage, the fighter gets a +1 bonus to-hit and a +3 damage bonus - along with magical weapon and Strength bonus.

      Of course, there is a catch to this wild magic spell. The berserker will attack endlessly until the spell expires. If the wizard's foes are killed before the spell expires, the berserker will turn upon the caster and his companions. As stated above, the wizard cannot end this spell by choice, and the berserker cannot be magically dispelled. The material component is a small, sharp piece of metal.


      Noska Trades' Feign Dust (Conjuration, Necromancy)
      Range: 0
      Components: V, S
      Duration: 3 hours + 1 turn per level
      Casting Time: 1
      Area of Effect: Creature touched
      Saving Throw: None
      Author: Noska Trades

      Upon casting this spell the recipient and all his belongings are reduced to a heap of dust with a skull resting on top. The skull is actually a conjured one and is not attached to the spell recipient in any way. The conjured skull may or may not be human, but will always be humanoid (cf.

      reincarnation). Feigning creatures are able to smell and hear normally, but can only see in a 20-foot radius sphere around themselves.

      Creatures feigning dust are unaffected by any attack form other than scattering by magical means (wind wall, gust of wind, polymorph any object, etc.), which cause 1d6 HP damage per level of the caster of the scattering spell. Attempts to remove the dust by other means will not succeed.


      Orko's Magic Resistance (Abjuration)
      Range: 10 yards per level
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 5
      Area of Effect: One creature
      Saving Throw: None
      Author: Orko

      Upon the utterance of the spell, the wizard creates an effect that drastically increases the target's health so that he will be able to resist the effects of magic. The base magic resistance is 10% + 5% per level of experience. The effects of the spell are identical to that of a person that would naturally have the resistance. All rules concerning magic resistance apply to this spell.

      The material component for this spell is a pinch of platinum in the form of dust.


      Orko's Petrifying Gaze (Evocation)
      Range: 5 yards per level
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 7
      Area of Effect: Personal
      Saving Throw: Negates
      Author: Orko

      While this spell is in effect, the wizard may use a gaze attack, exactly like that of a basilisk, against one opponent every round. The gaze is in addition to normal attacks and requires but 6 seconds to complete.

      The victim must save versus petrification or be turned to stone. The gaze attack extends into the ethereal plane, and the wizard is subject to the effects of his own reflected gaze.

      The material component is an ointment that includes powdered basilisk scales.


      Orko's Spell Extension (Alteration)
      Range: 0
      Components: V
      Duration: Special
      Casting Time: 7
      Area of Effect: Special
      Saving Throw: None
      Author: Orko

      This spell is similar to the 4th-level spell extension I, except that it quadruples the duration of 1st- to 3rd-level spells, triples the duration of 4th- and 5th-level spells, doubles the duration of 6th- and 7th-level spells, and extends the duration of 8th-level spells by 50% of the indicated duration.


      Permanent Charm (Enchantment/Charm)
      Range: 5 yards per level
      Components: V, S
      Duration: Permanent
      Casting Time: 4
      Area of Effect: One creature
      Saving Throw: Negates
      Author: Peter Gourlay <gourlay@slais.ubc.ca>

      This spell is identical to charm monster, except that only one creature can be affected, and any creature that fails its saving throw can never break the spell itself, unless it is abused by the wizard. Permanent charm can be dispelled normally, and poor treatment of the charmed creature by the wizard could allow another saving throw. The initial saving throw versus this spell is at -2 due to its great power.


      Phantasmal Force III (Illusion/Phantasm)
      Range: 100 feet
      Components: V, S, M
      Duration: 2 rounds per level
      Casting Time: 2
      Area of Effect: 5-foot per level radius
      Saving Throw: Special
      Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

      By use of this spell, the wizard creates an illusion which may attack all believing creatures within a radius of five feet per level of the illusion's centre which itself must be within 100 feet of the wizard.

      Creatures within this radius must make both a modified Intelligence check and a saving throw versus spell in order to avoid the illusion's effects.

      The illusion may cause up to 1d8 damage per creature for every round such creatures are within the radius. The wizard must maintain minimal concentration on the illusion, being unable to cast spells but able to otherwise act normally (or abnormally for that matter). Furthermore, the wizard may move the epicentre of the illusion at will. Finally, the illusion may persist in a reiterative form for 1d4 rounds after the wizard breaks off concentration either by leaving the range of the epicentre or casting spells. The material component for this spell is a bit of fleece.


      Pilpin's Acidball (Evocation)
      Range: 100 yards + 10 yards per level
      Components: V, S, M
      Duration: Instantaneous
      Casting Time: 7
      Area of Effect: 20-foot radius globe
      Saving Throw: Half damage
      Author: Pilpin

      This spell is similar to fireball, except that it causes a burst of acid in a 20-foot radius globe. Pilpin created this spell for security reasons in his regular dealings with lower plane creatures.

      Creatures within the area of effect will take 1d8 points of damage per level of the wizard unless they make a successful saving throw, in which case they will take half damage. Any paper, parchment, or soft metals within the area of effect are destroyed, other items are allowed a saving throw. Possessions of a creature that successfully saves are unaffected by the Acidball. The wizard must have a clear line of sight to the target area.

      The material components are a drop of water and a scale from a black dragon.


      Pilpin's Ravaging Spheres of Fire (Evocation)
      Range: Special
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 1 round
      Area of Effect: One 3-foot radius sphere per level
      Saving Throw: Negates
      Author: Pilpin

      This spell is an enhancement of the 2nd-level spell flaming sphere. The spell creates one burning globe of fire per level of the wizard. The globes all appear within 30 yards of the wizard and roll in whichever direction the wizard points, at a rate of 100 yards per round. The spheres can roll over any obstacle, even a city wall. Combustible substances are ignited by contact with a sphere. Creatures contacting a sphere must successfully roll a saving throw versus spell or suffer 2d4 HP of damage. Those within five feet of a sphere must also save or suffer 1d4 points of damage. A successful saving throw means no damage is suffered.

      The spheres move in the direction the wizard directs, otherwise the spheres will wander aimlessly. Spheres can be extinguished by the same means as any normal fire of their size. The surface of the spheres has a spongy, yielding consistency and does not cause damage except by its flames. It cannot push unwilling creatures aside or batter down large obstacles.

      If the spell is unleashed on a large source of easily combustible material (such as a city of at least 50% wooden buildings or a dry forest) there is a 25% chance that a fire storm will start. A fire storm will burn out of control for many days until at least 90% of the combustibles are burned. It will also be so hot that it will melt soft metals and crack thin stone walls.

      The material components are a pinch of sulphur, a bit of tallow, a dusting of powdered iron, and a live fire dwelling or fire using creature, such as a fire beetle or fire bat, which must be slain during casting.


      Pobithakor's Placer (Alteration, Divination)
      Range: Special
      Components: S
      Duration: Special
      Casting Time: .5
      Area of Effect: Special
      Saving Throw: None
      Author: Paul D. Walker <pdwalker@hk.super.net>

      This spell is similar to Pobithakor's tracer, for not only does it allow the two-way scrying, but the wizard has the additional option of pulling the scrying creature through the two-way portal right next to the wizard's current location. The creature gets no saving throw and the process occurs almost instantly. Unless special measures are taken, the wizard has no control over the creature when it arrives.

      This was another spell used by the paranoid wizard when he felt his defenses being compromised.


      Power Word, Disrupt (Evocation)
      Range: 120 feet
      Components: V
      Duration: Instantaneous
      Casting Time: 1
      Area of Effect: One creature
      Saving Throw: Special
      Author: David E. Brooks Jr. and Elizabeth H. Brooks <dbj@central.keywest.mpgn.com>

      This spell has the single-minded purpose of fouling spellcasting. The target creature, as long as he is under twelfth level of experience, cannot complete any spell that is currently being cast. Spellcasters of twelfth or higher level are able to keep their concentration, assuming a saving throw versus death magic is successful. The timing of power word, disrupt is crucial - it must be cast during the time the target creature is casting a spell. Therefore, the caster must have gained initiative during the round for this spell to be effective.

      Innate spell-like abilities, command words for magical items, and psionic powers are not affected by this spell. Any spell disrupted by use of this spell is wasted.


      Prevention of Transmutation from Rock to Mud (Alteration)
      Reversible
      Range: 10 yards per level
      Components: V, S, M
      Duration: Permanent
      Casting Time: 1 turn
      Area of Effect: 40 cubic yards per level
      Saving Throw: None
      Author: Kenneth C. Jenks <kjenks@gothamcity.jsc.nasa.gov>

      This spell prevents the successful use of a transmute rock to mud in the area of effect, unless a successful dispel magic is cast first. The reverse totally negates this spell. The material component is a brick, or a sponge for the reversal.

      This spell was researched by Shoogar. Use this when building your next castle. A long study of the attack strategies of high level parties reveals the need for this spell.


      Prismatic Beam (Abjuration, Conjuration/Summoning)
      Range: 0
      Components: V, S
      Duration: Instantaneous
      Casting Time: 7
      Area of Effect: 70-yard long beam; 35-yard at end, 3-yard at base
      wide Saving Throw: Special
      Author: Unknown

      This spell is like prismatic spray, but all 7 rays hit the same target.

      Great for zapping dragons, demons etc.


      Protect Atmosphere (Abjuration, Alteration)
      Range: 10 feet per level
      Components: V, S, M
      Duration: 1 week per level (or 1 turn per level)
      Casting Time: 5 rounds per ton (or 1 round per foot)
      Area of Effect: One ship's atmosphere (or one 1-foot radius per level
      sphere for one creature per level) Saving Throw: None
      Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

      This spell exists in two versions: one ship-bound version and one person-bound version.

      The ship-bound version causes the atmosphere of a ship to be protected from the effects of external sources of pollution. Thus, it does not allow the atmosphere of two ships to mingle that touched each other with their air envelopes (even if that would be desired). This also causes the phlogiston to stay out of the area of effect. Thus, it would be possible to light fires within the phlogiston or to cast fire-based spells within the area of effect without the atmosphere to explode. It is possible to open this shell around a ship if the caster desires such an opening. This opening of the shell takes one round per ton of ship to be opened. Thus, it would still be possible to exchange air through the air envelopes. This shell does not offer protection from other effects with the exception of gaseous spells that are cast from the outside of the air envelope of the ship: they are completely negated if they are cast across the border of the shell. Even if two ships touch each other their air envelopes still do not mingle; thus, it would not be possible to cast a cloud kill from one ship to the other if the caster is not on the other ship, respectively.

      The material component for this version of the spell is a perfect model of the ship in a 1:1000 size including any rooms to be made. This model is lit and burned within a sealed bottle which contains pure elemental air from the plane of air. The bottle has to be large enough to contain the unshrunk model of the ship. The bottle has to be sealed with a single diamond carved into a stopper.

      The person-bound version allows the affected creatures to enter any area which contains either dangerous gases or no gas at all without negative effects. The effects are completely negated even if cast inside the sphere around each creature. Thus, it protects the creature inside the sphere from any gas attacks, even those of an incredibly high wind. The notes within parentheses pertain to this version of the spell.

      The material component for this spell is one hollow, perfectly round sphere of blown glass for each creature to be affected.


      Read Mind (Divination)
      Reversible
      Range: 0
      Components: S
      Duration: Special
      Casting Time: 3 rounds
      Area of Effect: Creature touched
      Saving Throw: Negates
      Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

      By means of this spell, the wizard can read knowledge or memory of the victim. Only conscious knowledge and memory can be read, i.e., forget can hide information from this spell, while remember can recall information for this spell. The victim may be conscious or unconscious.

      A successful to-hit roll must be made on unwilling victims, which, if conscious, also get to make a saving throw. Time required depends on the information that is required, but is typically the time it would take to relate the information wanted.


      The reverse of this spell, mind shield (abjuration), protects the
      recipient from the effects of read mind for 1 day per level of the wizard.


      Rednog's Identifier (Divination)
      Reversible
      Range: 1 foot
      Components: V, S, M
      Duration: 1 round per level
      Casting Time: 1 round per detectio