Date: Sat, 16 Jan 1993 01:32:00 -0600 From: Jim Gitzlaff To: wsbusr1@urc.tue.nl I just got the Net Spellbook 5th Ed. Impressive. Dang impressive. I was both surprised & gratified to notice that a whole bunch of my spells were included & I didn't even know it. (I am the "Dheryth" of History, Tomelore, Energy Lance/Globe/Cloak/Net, Sanctum Sanctorum, etc etc.) I'm reluctant to tell you my email address because as it stands, I have pretty high billing on the list of contributors. ;-) Still, my current email address is gitzlaff@uxa.cso.uiuc.edu Jim Sisolak, another guy with an unknown address, is co-DM with me: his email address is sisolak@trans1.neep.wisc.edu Enclosed you will find a few new spells to filter from our campaign. I wish I had more low level ones to share, but Dheryth hasn't come up with anything original on the low end of the spectrum for a while. Jim Gitzlaff / Dheryth gitzlaff@uxa.cso.uiuc.edu ----------------------------- Dancing Lights II (Evocation) Author: Jim Sisolak and Jim Gitzlaff Level: 3 Components: S Range: special Casting Time: 1 Duration: 1 day Saving Throw: None Area of Effect: 1 globe per level This spell creates up to 1 globe of light per level of experience of the caster. Each globe may be controlled seperately and individually, and can float, bob, and otherwise behave rather like the lights from the 1st level wizard spell Dancing Lights. The globes must either remain in sight of the caster OR stay within a 30' per level of experience radius lest they instantly vanish. They can move as fast as 200 feet/round. The globes may be given a variety of simple commands by the caster. These commands may be individual (e.g. "globe 6 stop there in the center of the intersection") or global (e.g. "all globes spin around the head of that figure"). The globes are not intelligent, hence cannot be given commands that require more discernment than a magic mouth spell could handle. The globes are 1 foot in diameter and can be varied in color (any) and brightness (anywhere from a guttering candle to a Light spell for each globe). This spell has several major uses: (1) An improved, more eerie version of the 1st level spell. (2) To provide portable illumination. The lights can brighten things on ledges, in rooms, in pits, etc, without risking any party member's health. Since each globe can be the equivalent of a Light spell, this illumination can be quite significant. (3) To try to distract opponents in long range combat. Folks in melee usually dodge, jump, and otherwise dance about too much for this spell to affect them. Archers and spellcasters, on the other hand, need to be still and concentrate in order to be effective. For every three globes spinning/flashing around the eyes of a single archer, missile attacks are made at a -1 penalty to hit. For example, if Zarg tries to shoot his Xbow while 8 globes whirl and oscillate around his head, he will get a -2 penalty to hit. Spellcasters must make a Wisdom check at a -5 bonus to the roll in order to keep their concentration & avoid botching the spell. For every globe after the first, the caster gets a +1 penalty to the WIS check. For instance, Abulator is trying to disintigrate Malithe while 4 globes spin in front of his eyes. Thus, he must make a WIS check at a -2 bonus to the roll or his spell fails. The globes may be destroyed in two ways. A successful Dispel Magic cancels every globe in its area of effect. The alternative is to destroy the globes physically. They may be hit by magical, silver, or iron weapons (but not steel or wooden ones), have an AC: 0, and can take as many points of damage as the caster has levels of experience. Damage from spells will also harm the globes, though they are immune to fire and electrical damage of any sort. ---------------------------------------------- Dheryth's Spell Analysis (Divination) Author: Jim Gitzlaff Level: 7 Components: V, S, M Range: 20 feet Casting Time: 1 turn Duration: n/a Saving Throw: None Area of Effect: One object or 12'x12'x12' volume 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 s/he were to make two of the three rolls, s/he would learn about two of the three spells. The intelligence checks are modified as follows: Two to four different spells: +1 to roll More than five different spells: +2 to roll Nondetection type spell: +3 to roll "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). "Nondetection type" spell indicates any spell whose primary function is to make other divination spells work incorrectly -- e.g. nondetection, mind blank, screen, etc. This does not include generic abjuration spells like protection from evil or globe of invulnerability. Multiple nondetection spells do not have cumulative penalties: each +3 penalty applies only to the roll for analysis of the nondetection 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 s/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: Complex Triggers: opening the book when an elf opens the book entering the door 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 (e.g. delayed blast fireball) 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 (e.g. symbol, glyph of warding), the caster of analysis may attempt another intelligence check at an additional penalty of +1 to determine exactly which version is active. ------------------------------------------------ Dheryth's Gateway (Alteration) Author: Jim Gitzlaff Level: 8 Range: 10 yards Components: V, S, M Duration: 1 round + 1 round/level Casting Time: 8 Area of Effect: 10' diameter disk Saving Throw: None This spell creates a vertical disk 10 feet in diameter. It is a magical portal to anywhere that (1) is on the same plane, and (2) that the caster had been to previously. The portal clearly shows the other terrain and permits two-way travel from either end of the gate to the other. Nonliving material can only pass through if carried by a living creature. The Gateway does not automatically open to the intended spot. The success roll is dependent on distance to the target: within 100 miles: 99% within 500 miles: 50% same planet: 10% other planet in same sphere: 5% Thus, an attempted gateway from Waterdeep to Bloodstone would open with only a 10% chance of success, while a gateway from the south shore of Nyr Dyv to Greyhawk City would be 99% likely to work. If the gateway fails to open properly, there is a 50% chance that it opens somewhere else. The exact location can be determined randomly or at the DM's discretion, but it need not be near the target spot. It could as easily open to a place a thousand or more miles away as on another planet. In any event, the material components, a 6-inch diameter platinum mirror (200 gp +) and a diamond-nibbed pen (used to draw the gateway in the air; 1,000 gp +) are consumed by the casting. The gateway can neither target nor originate from a place that is sealed from teleportation or interplanar travel (e.g. areas guarded by some sort of Screen, Sanctum, etc, or rooms lined with gold or lead). ------------------------------------------------ Dheryth's Magnificent Mansion (Alteration, Conjuration) Author: Jim Gitzlaff Level: 9 Range: 10 yards Components: V, S, M Duration: Special Casting Time: 9 rounds Area of Effect: Special Saving Throw: None This spell has two different manifestations that may be chosen by the wizard when the spell is cast. Both are essentially improvements on the seventh level spell Mordenkainen's Magnificent Mansion. Version 1: The area of effect is 300 square feet per level of experience of the caster, and the interior is fully customizable. The only changes are as follows: (a) The duration is extended to 4 hours/level of experience. (b) The food is safe to eat. Version 2: The duration stays at 1 hour/level of experience, and the food retains its properties from the 7th level version (whatever those might be). However, the interior is quite different: (a) The interior floor space is equal to 1200 square feet/level. But, only the 300 square feet/level nearest the entrance can be customized (design, layout, etc.). The remanining 900 square feet/level has an entirely random design and layout. Thus, one room might be a bare storeroom, while the next could be a lavish greenhouse pool. All rooms will be connected via doors of some type to the rest of the complex, but they might be secret doors, doors concealed behind furnishings, or secret doors hidden behind furnishings. The mansion frequently sprawls in three dimensions (occasionally more in areas with chaotic magic), so it is very possible that connections between rooms might be stairwells, ladders, or trapdoors. The caster himself will have no idea whatsoever about the location of these rooms and doors until he explores them. (b) The only magical servants in this version exist in the 300 square feet/level section nearest the entrance. With either version, there are indications that under environmental conditions manifesting extremely chaotic magic (e.g. any of the outer planes that are on the strictly 'chaotic' side of the spectrum) the interior layout of the mansion will be exceedingly unpredictable. =================== Awake (Evocation) Level: 1 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: This spell will wake a character (or characters) to full alertness instantaneously. It can be set to trigger on a specific action such as a word or action. The primary component is a horn (which can be reused). Each being that may be woke up must be named in the spell when cast. Find the Chair (Evocation) Level: 1 Components: V Range: 1' per level Casting Time: 1 segment Duration: instantaneous Saving Throw: none* Area of Effect: 10' per level Explanation/Description: When cast this spell will help the usually intoxicated person sit steadily, when their is a brawl going on it will automatically summon the nearest chair so the caster may be comfortable in watching the battle. Flu (Alteration) Level: 1 Components: V,S,M Range: 1"/level Casting Time: 2 segments Duration: special Saving Throw : Neg. Area of Effect: one creature Explanation/Description: This spell will cause the victim to get the flu which will last 1d6 days + the level of the caster. The "flu" is contagious and anyone within 1" of the victim will get this flu. It reduces surprise by 5%, and combat attack and defense rolls by 5% for the duration of the spell. Glow (Alteration) Level: 1 Components: VSM Fireflies Range: 1' per level Casting Time: 5 segments Duration: 1 hour per level Saving Throw: see below Area of Effect: One Creature Explanation/Description: This spell causes the object or person affected to emit an erie glow. The color ranges from blue to green. It cannot be dispelled but it can be negated by a darkness spell. Saving throw is 5% per level of the victim (or hit dice) minus the level of the caster. The glow is not bright enough to read with but is easy to spot in the dark. Hallucinatory Steps (Phantasm/Illusion, Alteration) Level: 1 Components: V,S,M Range: 1' per level Casting Time: 1 turn Duration: see below Saving Throw: see below Area of Effect: one creature Explanation/Description: This spell can be cast on anyone. The duration is 2d6 rounds + 1 round per level. It will cause the effected person to keep thinking there is a just one more step (or stair) in front of them, you know like when you go up 10 flights and start forgetting you have gotten to a landing and take that extra step. It reduces movement rate by 5% and is EXTREMELY annoying. This happens even when the effected person is walking on flat ground. History (Divination) Level: 1 Components: V,S,M Range: touch Casting Time: 1 turn Duration: special Saving Throw: none Area of Effect: one object or place (max. 1000 square feet) Explanation/Description: This spell allows the caster to "tune in" to the psychic impressions left on an object or small area. This power gives the wizard the ability to divine hidden purposes, prior owners, secret compartments, and powerful alignment bends. The spell will not identify a magic item per se, but would (for instance) tell the caster that the ordinary looking gold ring he holds is in fact the signet ring of a long deceased noble house. Further, use of the History spell doubles the chance that the value of an antique or relic will be correctly guessed. This spell is usually used on non-magical plunder, books, and items sold at auctions (to verify claims made about their antiquity). Although the casting time is long, it is unobtrusive, and only a single touch is required to make the spell work. Inaudibility (Illusion/Phantasm) Level: 1 Components: V,S,M Range: Touch Casting Time: 1 segment Duration: 1 turn/level Saving Throw: None Area of Effect: Creature Touched Explanation/Description: By means of this spell, all sounds made by the recipient become inaudible--breathing, talking, walking, and the like. Items on the caster's person are likewise silenced, but thrown or dropped items may make noise once released. While under the effect of this spell, the caster cannot cast any spell with a verbal component. Unlike a silence spell, inaudibility masks only the sounds made by the recipient or items in his/her possession, so it provides no defense against sound-based attacks such as harpy singing, a horn of blasting, etc. The spell remains in effect until it is magically dispelled, until the caster or the recipient cancels it, or until its duration has passed; it is not dispelled by the recipient attacking another creature. The material component is a small wad of cotton. Influence Other (Alteration) Level: 1 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: On success of the spell, the caster may cause the victim to produce any of the following bodily functions. Giggle, BELCH, Hiccup, Sneeze, Wink, Spit, pee, trip, fall, gag, congest, choke, stumble, limp, nod, punch self, Faint, nap, sleep, drool, think, moan, screech, giggle, bark, hoot, caterwaul, shout, yell, boo, whoop, cry, cheer, applaud, bawl, roar, whimper, shriek, scream, hiss, heckle and any others you can think of.. Success of each is determined as 10% chance of failure for each level the victim has higher than the caster. (max 99% min 1%) Static Charge (Alteration, Reversible) Level: 1 Components: VSM Range: Touch Casting Time: 2 segments Duration: 4 rounds/level Saving Throw: see below Area of Effect: One Creature Explanation/Description: This spell causes the victim to have a SERIOUS static charge for the duration of the spell. The static charge causes the effected creature to be very edgy and irritable. Saving throw is 5% per level of the victim (or hit dice) minus the level of the caster. The components are a glass rod and wool. Waterproof (Evocation, Alteration) Level: 1 Components: V,S,M Range: Touch Casting Time: 1 segment Duration: 1 turn/level Saving Throw: None Area of Effect: Creature/Item Touched Explanation/Description: This spell creates an invisibly thin membrane around the recipient and any objects in his/her possession, through which water may not pass, except at the mouth (water breathing, for example, is not hindered if it is in effect, but it is not otherwise provided by this spell). Its purpose is to protect and keep dry objects that could otherwise be damaged or destroyed by water (e.g., spellbooks, torches, tinderboxes, etc.), since precipitation merely beads and rolls off the recipient and bodies of water do not penetrate the barrier. The spell does not confer any special abilities to survive or breathe underwater, but it will keep the caster and his/her possessions dry while there. If used against a creature native to the Elemental Plane of Water, the spell inflicts 1d4 points of damage on a successful attack roll. The caster may affect an additional man-sized creature for every extra level of experience. The material component of the spell is a duck feather or a small square of oilcloth. Dream Control (Illusion/Phantasm, Charm/Enchantment) Level: 2 Components: V,S,M Range: 1"/level Casting Time: 1 segment Duration: Special Saving Throw: None Area of Effect: 1 creature Explanation/Description: This spell causes the victim to have dreams exactly as the caster lays them out. Nightmares, messages, fantasies are all possible actions in the dreams. These dreams will seem real. If the person finds out about the source of the dreams it is likely that he/she/it will NOT take kindly to them. The chance of success is 10%/level of caster minus 5% per level of victim (less 5% per degree of extremeness as determined by DM as is the effect of the dream on the victim). The victim must have been touched at some time by the caster to use this spell. FOG PHANTOM (Conjuration/Summoning) Level: 2 Components: VSM Range: 50' + 2' per level Casting Time: 3 segments Duration: 1 turn/level Saving Throw: none Area of Effect: 1"/level Explanation/Description: This spell creates a vaguely human shaped pillar of fog. The fog phantom can do no damage, however it can be controlled remotely by the caster. The Phantom moves at 1" + 1"/level of the caster. The magic user can "see" and "hear" through the Fog Phantom. This spell requires complete concentration, disturbances will cause the termination of the spell before the end of its duration. The Fog Phantom cannot pass through cracks or the like, also strong winds, intense heat or cold will cause the Fog Phantom to disintegrate. Gold to Gems (Alteration, Reversible) Level: 2 Components: V,S,M Range: Touch Casting Time: 1 round Duration: permanent Saving Throw: None Area of Effect: 200 gp/level Explanation/Description: By means of this spell, the caster converts a number of gold pieces, minus some random percentage, into a single gem of equal value. The caster places the gold pieces in the left pan of an ordinary balance, speaks a command word, and the coins vanish. A single gem appears in the right pan, equal in value to the amount of coins minus 1d10%. This extra amount is the material component. The caster can convert up to 200 gold pieces per level per use of the spell. Thus, a 5th- level caster could convert up to 1000 gold pieces into a single gem. The reverse of the spell, gems to gold, converts a single gem (subject to level limits), placed in the right pan of the balance, into gold coins of equal worth, minus 1d10% of the value of the gem. If too many coins, or a gem of greater value than the caster can convert at his/her current level, are placed on the balance, the spell is lost but nothing is expended materially. The type of gem obtained can be specified by the priest. Otherwise, the most appropriate type for the amount converted (as per the DM) will appear. Hair Growth (Abjuration, Evocation, Reversible) Level: 2 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Causes hair to grow (reverse eliminates *all* hair) on the target. Magic Eye (Alteration) Level: 2 Components: V,S,M Range: touch/special Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: By means of this spell the caster, creates a "third eye" much like the spell wizard eye except that it remains in a specific location once cast. It can be triggered in two ways, one is a "predefined" event occurring, such as some creature passing in front of it. The second can be done from anywhere on the same plane, by willing it to activate. Once activated the eye lasts 2 rounds per level and may again be deactivated (each activation uses at a minimum of 2 rounds). The "eye" sees as well as the caster, if caster can see NORMALLY invisible so can the eye, magic enhancements do not work through the Magic Eye, such as spectacles or See Invisible. Sexual Imagination (Enchantment/Charm, reversible) Level: 2 Components: V,S,M Range: 1"/level Casting Time: 1 turn Duration: 1 turn/level Saving Throw: see below Area of Effect: specific location Explanation/Description: By means of this spell, the victim is caused to become terribly horny for the duration of the spell. The victim has a saving throw relative to a charm spell. This spell causes the victim to actively seek sex (or in the reverse abhor it) for the duration of the spell. Bleed (Alteration, Physical) Level: 3 Components: V,S,M Range: 5" + 1"/level Casting Time: 3 segments Duration: 1 turn/level Saving Throw: 1/2 Area of Effect: 1 creature Explanation/Description: When cast this spell causes the victim's nose to bleed for the duration of the spell. The victim will loose one hit point every turn of the spell. The spell will also cause the victim to be highly uncomfortable and therefore fight at only 97% of efficiency. This spell can be negated by a cure light wounds or having the nose completely bound and having the victim to lay motionless for the duration of the spell. One component is a drop of blood. Control Normal Fires (Alteration) Level: 3 Components: V,S,M Range: 1"/level Casting Time: 2 Segments Duration: 1 round/level Saving Throw: see below Area of Effect: 1 cubic foot/level Explanation/Description: This spell enables the magic user to cause small fires as small as a torch or lantern to become as large as a 6' diameter bonfire or to cause the bonfire to shrink to the size of a torch or explode into a fire with a diameter of 18'. In this process fuel is burned according to the size of the fire. Also heat dissipation can be adjusted which will also affect the amount of fuel used. The amount of change a caster can effect in a fire is determined as follows: casters level divided by 2 rounded down. This is the max multiplier or divisor for the size and effects of the fire. Dheryth's Tomelore (Divination, reversible) Level: 3 Components: V,M Range: touch Casting Time: 15 rounds Duration: special Saving Throw: none Area of Effect: one book or scroll Explanation/Description: With this spell, the caster knows whether or not a book or scroll is cursed, what language it is in, whether or not its contents are encoded/enciphered, and other general information about its contents. None of the following things will be revealed by the spell, though: 1. ABSOLUTELY ZILCH will be told about the special books listed in the DIG (e.g. Libra of Ineffable Damnation, Manual of Pussiant Skill at Arms, etc.). Likewise, very powerful (artifact/relic) books will be utterly out of this spell's power. 2. Specific spells and scrolls will NOT be revealed (e.g. "Secret Page spell on p.2," "Fire Trap cast on cover," "Explosive Runes on binding," etc.), nor will the exact nature of a curse, if present, be told. 3. If the book/scroll contains spells, the caster will not be told precisely which spells are there, although the DM might allow weak statements like "20 pages are devoted to spells," or "a few weak spells seem to be inside this tome." The reverse of this spell ("Tome Shield") must be cast on a particular book/scroll, which is thenceforth immune to Tomelore for 1 month. It further resists the operation of the History and Identify spells, granting the protected book a save vs. spell as if it were a wizard of the same level as the one who cast Tome Shield. Gofer (Phantasm, Conjuration/Summoning) Level: 3 Components: V,S,M (gofer tail) Range: 1" per level Casting Time: 2 rounds Duration: 2 hours/level Saving Throw: see below Area of Effect: 1 creature Explanation/Description: When cast this spell causes the victim to be followed by a crazed man who is convinced that the victim is a gofer. The man has a magic wand that shoots "magic missile" like projectiles. However the "man" always misses but he shows up at the worst times, ie. when sneaking up on a sleeping dragon. Even though he misses he will attempt to shoot the victim succeeding in destroying the area where the victim is. The man has A.C. -2, 200 hit points, regenerates 2 hp per melee, has an intelligence of 5 and a wisdom of 3. He just loves to yell "FREEZE GOFER" at the top of his voice. While this spell is in effect, the victim has a -95% chance to surprise. Improved Continual Light (Alteration) Level: 3 Components: S,M Range: 1"/level Casting Time: 2 segments Duration: Permanent Saving Throw: N/A Area of Effect: see below Explanation/Description: This spell is similar to the "continual light spell" except that it can be controlled to move and can be formed by the magic user into nearly any shape. The light is stronger than the continual light spell. It can blind easily (effect power of 1/4 power word blind). The chance for permanent blindness is only 5% otherwise the blindness is only temporary. The light can be aimed as a "flashlight". This spell is reversible (which will negate the spell), a continual darkness (reverse of continual light) spell will not affect this spell. Leap (Alteration) Level: 3 Components: V,S,M Range: Touch Casting Time: 1 segment Duration: Special Saving Throw: N/A Area of Effect: Touched creature Explanation/Description: When this spell is cast the individual is empowered with the ability to leap. The distance the individual is able to leap is a total of 20'/Level forward, backward or straight up. Up to the number (of levels of the caster) jumps can be made, the total of which cannot exceed the above totals. Also at the end of the leap the individual will always land without falling damage. Leaps must be completed within 1 turn plus 1 turn/level after the spell is cast. An example: 7th level caster, individual affected can jump up to a total of 140' in up to a total of seven jumps. ie 7 20' jumps.. A Lert (Evocation, Conjuration/Summoning) Level: 4 Components: V Range: 0" Casting Time: 1 segment Duration: 3 turns per level Saving Throw: none* Area of Effect: 10' per level Explanation/Description: This spell summons into being a small blue humanoid creature. This creature can neither attack, nor be attacked (it has infinate hit points.) The lert's main purpose is to alert the party members of danger. It can sense behind doors around corners, and will immediately tell the party members of any danger. The desired effect was basically to change a divination spell to a summoning spell. However the player did not specify how the lert will warn the players. Delusion (Alteration, Mental) Level: 4 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: This spell causes the affected character to be deluded into thinking that one or more statistic or power has been modified (positive or negative). Fog Warrior (Conjuration/Evocation) Level: 4 Components: V,S,M Range: 30" + 1"/level Casting Time: 1 round Duration: 1 turn + 1 round/level Saving Throw: N/A Area of Effect: see below Explanation/Description: This spell creates a creature much the same in appearance of the spell "Fog Phantom". This creature can however do damage (1 to level of caster in H.P. Damage). It can has a strength equal to the level of the caster. The Fog warrior has an armor class of -2 and can be hit only by weapons +1 or greater. It has 10hp + 1hp/level of the caster. It cannot be dispelled by wind or fire, although fire and ice will do damage to it. Force Bolt (Evocation, Alteration) Level: 4 Components: V,S,M Range: see below Casting Time: 2 segments Duration: see below Saving Throw: see below Area of Effect: see below Explanation/Description: This spell causes an invisible bolt to launch forward from the casters fingertip. The bolt does not explode on contact with whatever is pointed at, but rather burrows through almost any object. (note +5 or better armor deflects it) The bolt has 10 hit points + 2 hit points per level of the caster, these hit points are "burrowing points". For each 10 hp of damage a normal magical item takes it will loose a plus. A normal shield/splint mail or leather armor will use up 5 hit points, chain mail will use up 7 hit points, and full plate will use up 10 hit points. For some reason standard elven chain will ALWAYS cause this spell to reflect (plussed elven chain does not have this effect unless it is +5 or higher). Silhouette (Abjuration, Evocation) Level: 4 Components: V,S,M Range: 1 round/level Casting Time: 1 round Duration: special Saving Throw: see below Area of Effect: one creature Explanation/Description: This spell causes the affected persons shadow to REBEL, for the duration of the spell. The shadow will not act properly, will disappear at will, reappear in the wrong place and in general do everything in its power to make the affected person/thing look really bad. Summon Sorb Renraw Level I (Conjuration/Summoning) Level: 4 Components: V,S,M Range: 1' per level Casting Time: 1 round Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Various brightly colored creatures appear. These creatures cannot be killed although you can piss them off. One creature will appear for every two levels of the caster. These creatures have variable intelligence from 1 to 20. They can produce items at will, such as phantom weapons and tools. These phantom items only affect other Sorb Renraw Creatures. P.S. Read the name backward. THORGON'S FAITHFUL STEED (Conjuration/Summoning) Level: 4 Components: V,S,M see below Range: see below Casting Time: 4 segments Duration: see below Saving Throw: none Area of Effect: see below Explanation/Description: When cast this spell creates a horse within 10 feet of the caster. The horse can pass over nearly any surface and even fly short distances (caster level*20) feet. The horse lasts 1/4 day per level of the caster. The horse can run at speeds up to 40". The steed will respond perfectly to the caster. The steed has 10 hit points + 2/level of caster. The steed can only be hit by +2 or better weapons. As the "power" of the caster increases so does the appearance of the steed change ie 9th level caster would get a good steed, a 20th level caster would get a "pegasus" or similar creature. It can kick for 1 to (level of caster) for hit points in damage. The steed is immune to normal magical attacks such as fireball, lightning and magical ice. Wind Blast (Evocation, Alteration) Level: 4 Components: V,S,M Range: see below Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: 1 cubic foot/level Explanation/Description: This spell creates a wall of wind. The wall moves forward at a rate of (level*2)" per round. The wall will rip all loose materials along with it. This wall will pull along leaves, papers, twigs, small flying creatures, loose tapestry, and will cause an opponent to loose balance on a 3 in 6 (depending on size and weight). The wall of wind puts out fires in its path and will stop nearly any sort of breath weapon or similar area effect spell or spell-like effect. If cast in an enclosed area it will cause an explosion (DM discretion on damage). If cast at a door, it will likely blow the door down AND cause an explosion. (Treat as Strength=Level of Caster) When cast in an enclosed remember, walls and ceilings may collapse and cause further damage. If two walls of wind happen to be cast at each other add the levels of the casters and roll 1 D6/level for damage as an explosion reducing in damage by 10hp/5 feet from impact. The wall of wind will last for 1 segment per level of the caster over 4th level. Spasm (Enchantment/Charm) Level: 4 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Dheryth's Stone Integrity (Abjuration, Reversible) Level: 5 Components: V,S,M Range: 10 yards/level Casting Time: 1 turn Duration: 1 year Saving Throw: none Area of Effect: one 20 foot cube per level of the caster Explanation/Description: This spell, cast upon a volume of rock, prevents the correct operation of the Transmute Rock to Mud spell in the following way: 1. If the caster of Stone Integrity is a higher level than the caster of Transmute Rock to Mud, the latter spell automatically fails. 2. If the caster of Transmute Rock to Mud is a level equal to or higher than the caster of Stone Integrity, the former spell has a chance of correctly operating equal to 10% plus 10% per level that the former spell caster is higher than the latter. Even if Transmute Rock to Mud works, its area of effect is reduced to a percentage equal to its chance of working. For instance, if TRtM has only a 30% chance to work (and does), its area of effect is only 30% of what it should have been. Stone Integrity grants no other bonuses to the rock and may be dispelled. The "reverse" of this spell is Earth Integrity, and prevents the operation of Transmute Mud to Rock in a manner like above. Kestrel's Skill Eraser (Alteration, Necromancy) Level: 5 Components: V,S,M Range: Touch Casting Time: 5 segment Duration: Special Saving Throw: Neg. Area of Effect: Creature Touched Explanation/Description: This spell completely removes a single weapon or non-weapon proficiency slot from a character. The character thus affected forgets any knowledge about and loses any abilities granted by that particular proficiency, and may elect either to relearn that proficiency or to learn a new one. This learning process, however, takes the remainder of that character's present level; i.e., she will basically gain a proficiency slot when she attains her next level. Each application of this spell only affects a single proficiency slot; e.g., if a character had specialized in a weapon, the first use of the spell would erase the benefits of specialization but not proficiency, and another use of the spell could then be used to erase the proficiency. Similarly, a proficiency requiring two slots (i.e., healing) would only be reduced to half its normal ability check through a single use of this spell. Use of this spell on an unwilling recipient requires a successful to-hit roll, and the subject still receives a saving throw vs. the spell. A clerical restoration spell or a wish can restore the lost proficiency slot immediately. The material component is a leaf from a rubber plant, which is rubbed on the person to be affected. Lycanthropy (Alteration, Necromancy) Level: 5 Components: V,S,M Range: Touch Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: 1 creature Explanation/Description: Inflicts Lycanthropy on a character or creature. Nisicaj's Portal (Abjuration, Evocation) Level: 5 Components: V,S,M Range: 1"/level Casting Time: 1 round Duration: 1 segment/level Saving Throw: none Area of Effect: 10 cubic meters/level Explanation/Description: This spell causes a portal to be opened to the elemental plane of Garbage. Letting TONS of garbage of all sorts dump through the portal, causing whatever damage you want. Sonic Blast (Evocation) Level: 5 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Deafening sound that causes deafness and can be heard for VERY long distances, to include effects on characters ie FEAR, COURAGE, FLEE... Sting (Alteration, Evocation) Level: 5 Components: V,S,M Range: 5"/level Casting Time: 2 segments Duration: 1 round/level Saving Throw: normal attack Area of Effect: 1 creature Explanation/Description: This spell requires a +1 dagger as a component. The spell causes the dagger in question to disappear and attack the victim for the duration of the spell. The dagger attacks as a fighter equal to the level of the caster including attacks per turn and so on. The dagger DOES NOT GET its magical bonus to attack, unless better than a +1 dagger is used (ie +2 = +1 to attack, +3 = +2 to attack..) The "sting" does however get to negate the use of a sheild, if the victim has one. A dimension door, astral spell, blink or other location "blinking" spells or spell like effects will successfully avoid the "sting". The caster need not concentrate on the spell for the dagger to attack. The dagger is consumed by the spell. Tsugua's Uncontrollable Hiccups (Abjuration, Evocation) Level: 5 Components: V,S,M Range: 0" Casting Time: 1 round Duration: 1 round/level Saving Throw: see below Area of Effect: 1"/level radius globe from the user out Explanation/Description: This spell causes the affected creatures to hiccup uncontrollably for the duration of the spell, during which time they will be able to do little other than hiccup. Persons entering the area of affect after the spell is cast will still be affected, and leaving the area WILL NOT stop the hiccup until the spell expires! The caster and all others in the area are affected (all fighting is at minus the 1/2 the level of the caster). Dheryth's Energy Cloak (Abjuration, Evocation) Level: 6 Components: V,S,M Range: 0 Casting Time: 1 round Duration: 2 rounds/level Saving Throw: none Area of Effect: the caster only Explanation/Description: This spell makes the caster seem to be inside a varicolored, shifting aura of light. He is totally immune to any and all spells and powers which deal out damage using pure energy (e.g. Energy Lance (see later), Xag-ya, laser) and has a magic resistance of 40% + 1% per level of the caster versus "force" spells (e.g. Wall of Force, Bigby's ...Hand, etc.). Unfortunately, if the force spell is above 4th level, the Energy Cloak is negated if the resistance roll is made. Damage from impure sources of positive energy (e.g. fire and electricity) is reduced by one point per level of the caster per round, up to a cumulative maximum of 5 times the caster's level in protected points. Any successful attack by a source of negative energy has the following effects: 1. Both the negative attack and the Energy Cloak are dispelled. 2. Both the Cloaked wizard and the attacker take 3-30 points of damage (no save, magic resistance, or other protection). The attacker is only damaged this way if the negative attack was delivered by touch (of body, wand, or melee weapon). Otherwise, see #3, below. 3. Everyone not in physical contact with the Cloaked wizard takes 3-30 points of damage minus 1 per foot of distance between them and the Cloaked mage. Dheryth's Energy Globe (Evocation, Alteration) Level: 6 Components: V,S,M Range: touch Casting Time: 3 Duration: 1 segment Saving Throw: none Area of Effect: see below This spell requires a gem of not less than 50 g.p. each time it is cast. The gem's center briefly becomes a minute gate to the positive material plane, and the energies thus released slowly eat away at the gem from the inside out. When the duration expires or the gem is broken, the gem explodes into a sphere of pure energy. Damage is as follows: (range: S=1, M=2, L=3) Hit by gem or within 2' : 4 points/level of caster 2'-5.9' : 2 points/level of caster 6'-10' : 1 point/level of caster The gem is thrown as a stone (for which the wizard has proficiency), and acts as a grenade-like missile if it misses its intended target. If the gem is thrown against someone or something (and hits), it will only break instantly if it fails a save for ceramic versus normal blow (soft objects) or crushing blow (hard objects). DHERYTH'S ENERGY LANCE (Evocation) Level: 6 Components: V,S,M Range: 10' + 1' per level Casting Time: 5 Duration: instantaneous Saving Throw: none Area of Effect: one creature or object Explanation/Description: Energy Lance is a slow spell that works only at very short distances. If the caster can get it off, though, its results are rewarding. This spell causes a gem-tipped wand to spew out a directional beam of intense positive energy at a single object or creature. Damage done is 1-6 points per level of the caster (max. of 14d6), with no save allowed. Additionally, if made the SOLE target of the spell, objects made of non-magical wood, stone, or metal will have a 6 inch hole drilled through up to the maximum range of the spell (or out the back of the object). Magical objects will suffer the same fate unless they successfully save versus Disintegrate at +1. Material components: A 6-8 inch platinum wand (1000 g.p. value) with a clear diamond or any opal (worth at least 100 g.p. in any case) set on the end. A loose 100 g.p. value gem is also needed -- it will be consumed during the casting. There is a 10% chance that the gem on the tip of the wand will shatter as well, reduced to 5% for a 1000 g.p. gem and to a minimum of 1% for a 10,000 g.p. value gem. Minor Poltergeist (Conjuration/Summoning) Level: 6 Components: V,S,M Range: Touch Casting Time: 4 turns Duration: special Saving Throw: 2x fear Area of Effect: specific location Explanation/Description: When cast this spell causes a creatures spirit to be bound to a specific area. The magic user may elect to have the spirit enter a building or just to warder about a certain area. The type of spirit depends on the bone which is the material component. The spells duration is one month per level of the caster. After this time period the spirit, is free to do as it pleases, leave stay. Orgasm (Abjuration, Evocation, reversible) Level: 6 Components: V,S,M Range: 5" + 1"/level Casting Time: 1 turn Duration: 1 segment/2 levels Saving Throw: see below Area of Effect: One creature Explanation/Description: This spell causes the affected creature to reach a complete state of physical elation. The "orgasm" may last for up to the length of the spell. Saving throws are, victims level - casters level. This number multiplied by 5 is the percent chance of failure. A one is always a failure for the caster and success for the victim. Rape Trick (Abjuration, Evocation) Level: 6 Components: V,S,M Range: sight Casting Time: 1 segment Duration: instantaneous Saving Throw: see below Area of Effect: specific location Explanation/Description: When cast this spell causes all armor (or clothing if thats all that is being worn) to be removed. This spell cannot be stopped once started. The saving throw is normal save vs. magic, if a save is made the effect is bounced back on the caster. Clothing can be put back on as normal after the spell is cast. One person for every 2 levels of the caster can be "un-armored". REBELS'S FLY (Abjuration, Evocation) Level: 6 Components: V,S,M Range: Touch Casting Time: 20 minutes Duration: 2 turns/level Saving Throw: see below Area of Effect: 1 creature Explanation/Description: This spell is similar to the standard fly spell. However, it gives the caster air manuevability class A. It also allows the caster to travel at speeds up to 50". The recepient of this spell can carry up to 2x body weight without losing maneuverability. For each more 3x, 4x and so on, the maneuverability class will be reduced. The spell can move at most 1/5 ton at only hover level. Summon Sorb Renraw Level II (Conjuration/Summoning) Level: 4 Components: V,S,M Range: 1' per level Casting Time: 1 round Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Super Mirror Image (Abjuration, Evocation) Level: 6 Components: V,S,M Range: 1' per level Casting Time : 8 Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: This spell is similar to the "mirror image spell" except in the following ways. The images can each take the casters level in damage before disappearing and the number of images is equal to the level of the caster. When a image is destroyed it will apparently "dimension door" out of the area. The caster may elect to control the actions of the images. (the images can do no physical harm but are INDISTINGUISHABLE from the caster) Between (Evocation) Level: 7 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: special Explanation/Description: Drain Spell Power (Evocation) Level: 7 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Ghostly Army (Conjuration/Summoning, Evocation) Level: 7 Components: V,S,M Range: sight Casting Time: 1 turn Duration: 1 round/level Saving Throw: see below Area of Effect: 10"x10"/level Explanation/Description: It takes the 1 turn for the fog to form and another turn after the spell is over before the fog dissipates. If the area is already foggy, it will double the effect. Inferno (Evocation) Level: 7 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Fireball, flamestrike.... Luck (Alteration) Level: 7 Components: V,S,M Range: Touch Casting Time: 20 minutes Duration: 1 segment/level Saving Throw: see below Area of Effect: specific location Explanation/Description: This spell gives the person affected a bonus to all rolls of +1 for the duration of the spell. Read Mind (Alteration, Mental, Reversible) Level: 7 Components: V,S,M Range: Special Casting Time: see below Duration: see below Saving Throw: see below Area of Effect: see below Explanation/Description: By means of this spell the caster can read the knowledge or memory of the victim. Only conscious knowledge and memory can be read, ie. a forget spell or a Remember spell can remove or hide information from this spell. The victim may be conscious or unconscious. A successful to hit roll must be made on unwilling victims. Time required depends on the information that is required. Animate Object (Alteration) Level: 8 Components: V,S,M Range: 1' per level Casting Time: 1 round Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Bodyguard (Conjuration/Summoning) Level: 8 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Fire Gem (Abjuration, Evocation) Level: 8 Components: V,S,M Range: 1' per level Casting Time: 20 rounds Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: This spell requires an expensive gem. The value of the gem depends on the number of spell levels that will be cast into the gem. The cost in 5000gp per spell level of the spell or spells (cummulative). This spell causes a gem to have a flame appear at the center. The flame has no real significance other than that the gem is ready to receive spell(s). After a spell is cast into a gem it can be called forth in a single segment. The spell will act at the level it was cast into the gem. The gem will be destroyed in the process. A spell that is going to be placed into a fire gem must be equal to or less than the casters level divided by four. An 18th level caster could put up to a 4th level spell into a fire gem. A 24th level magic user could put up to a 6th level spell into a fire gem. If a permenancy spell is used on a fire gem, it will allow the spell to be cast a number of times per day. To determine how many times the spell or spells can be cast divide the casters level by five times the level of the spell. Ie. a first level spell cast into a fire gem at 18th level will be able to be cast 18/5 or 3 times a day. If a conduit spell is added before the permenancy it will double the effects of the spell (if appropriate) and double the number of uses per day. Remember a permenancy and a conduit spell are a total of 19 spell levels. Therefore a conduit, permenancy and a magic missle would require a gem costing 20*5000 or 100,000gp gem. Also the caster would be unable to cast spells for 20 days (due to effect of the conduit spell). Guardian (Alteration, Conjuration/Summoning) Level: 8 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Remember (Alteration, Mental, Reversible) Level: 8 Components: V,S,M Range: Touch Casting Time: see below Duration: see below Saving Throw: see below Area of Effect: see below Explanation/Description: By means of this spell the caster can cause knowledge or memory to be "remembered" at a trigger. The trigger can be a word, event, image or any other specific trigger device. Depending on the complexity of the trigger and the level of memory/knowledge supression. This spell is used to sheild from a Read Mind spell. It is especially useful in creating "fake" personna's, for infiltration. Seizure (super spasm) (Alteration, Physical) Level: 8 Components: VSM Range: 10" + 5"/level Casting Time: 5 rounds Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: When cast this spell causes the victim to lose complete control over all muscles in his/her/it's body for the duration of the spell. This causes the victim to "spas out" fall down and flip around like a fish out of water. There is an exception to this spell. Any creature not possessing a central nervous system is not affected by this spell. In all other aspects this spell is the same as spasm. The primary component of the spell is psehaw-monkey blood. Twin (Abjuration, Evocation) Level: 8 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: This spell causes a creature to appear. This creature is physical but has no self, it is actually only a channel though which the caster may operate. The "duplicate" has only a fraction of the hit points of the caster. 1 - 2 40% 3 - 4 50% 5 - 6 60% This spell does NOT create posessions for this creature. The magic user will wholly operate through this "twin" and therefore will need items for this "twin". While the spell is in effect the spell casters body is effectively unconscious. If the caster specifically concentrates he/she can partially sense the area around the "real" body. If the twin is destroyed the caster and any familiars automatically will lose 1/2 their hit points. Furthermore the caster will be unable to cast spells for 1 to 6 days. Degenerate (Abjuration, Evocation) Level: 9 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Delayed Ice Blast (Evocation) Level: 9 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Major Poltergeist (Abjuration, Evocation) Level: 9 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Regenerate (Abjuration, Evocation) Level: 9 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Shadow Warrior Army (Conjuration/Summoning, Alteration) Level: 9 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Steal Spell Power (Evocation) Level: 9 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: Instant. Saving Throw: see below Area of Effect: specific location Explanation/Description: Sunburst (Evocation) Level: 9 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Telepathy (Evocation, Charm/Enchantment) Level: 9 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Asmodeus's Instant Summons (Evocation, ) Level: 10 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: When this spell is cast,wherever Asmodeus is,no matter what he's doing (see table below) he will instantly appear at the side of the caster. To cast this spell,one needs to draw a thaumaturgic triangle on the ground and stand outside it. The triangle disappears (as do any and all magic protections) once the spell is done. The table below is to determine what Asmodeus is up to at spell casting time: (roll d100) 1-15........On the pot 16-35........In an exec board meeting (95% chance of summoning 2-4 archdevils) 36-50........In a "private" meeting (will also summon d12 succubi) 51-65........Taking a nap 66-73........Torturing someone 74-85........Creating a minor devil 86-90........Consulting with Gary Gygax 91-95........Tipping off someone (50% chance pious priest, 50% chance hyperactive policeman with nothing better to do) 96-100.......At a computer terminal randomly shutting down Vax nodes Conduit (evocation) Level: 10 Components: V,S,M Range: Touch Casting Time: 3 minutes Duration: Special Saving Throw: see below Area of Effect: Creature or Item Touched Explanation/Description: By means of this spell a conduit to the positive material plabe is opened. This channel can be used to infuse another magic-user with power or a magic item. If another magic user is infused the casters both must make a save vs. magic (level of caster), a failure means both instantly pass out, a critical failure means death for both. If the save is successful the recepient can cast all spells at triple power and will not "forget" any spells currently memorized. For each segment the conduit is open the caster cannot cast spells for one full hour. The caster may only keep a conduit open for the number of segments equal to his/her constitution+level. Additionally immediately after the conduit is closed the caster will fall unconscious for 1 round per segment the conduit was open. If the conduit is cast into an object (with permenancy of course) it bascially doubles the power of the item. Greater Meteor Swarm (Conjuration, Evocation) Level: 10 Components: V,S,M Range: 1' per level Casting Time: see below Duration: special Saving Throw: see below Area of Effect: ONE FULL CLICK Explanation/Description: This spell causes 5 great creatures to come into existence. These creatures carry large magical devices similar to Delayed Blast Fireballs. They drop these items from a very great altitude. The creatures can shoot magic missiles or the like if any flying object tries to destroy them. (Hint: Think Carpet Bombing) Casting time: 1 to 3 hours depending on weather. Learn Language (Divination, Alteration) Level: 10 Components: V,S Range: Touch Casting Time: 1 segment Duration: Permanent Saving Throw: None Area of Effect: Caster This spell allows the caster to learn to speak and understand a desired language known by another creature, or to read and write a language found in a book, scroll, manuscript, etc. The somatic component is a splayed hand touching the head of the creature or the surface of the written object. There is no saving throw, but because the hand must be kept on the subject the entire round of casting, the spell is effective only on a willing (or unconscious/held/etc.) creature. Object Reading Level: 10 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Precognition Level: 10 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw : None Area of Effect: specific location Explanation/Description: Answer (Divination) Level: 11 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: By means of this spell the caster, can ask the DM a question and get an answer. Command Wish (Divination) Level: 11 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Grant Spell Power (Evocation, Divinition) Level: 10 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Immortality (Divination) Level: 11 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Innate (Divination, Conjuration, Evocation) Level: 11 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Immortality (Divination) Level: 11 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: POWER WORD SMURF (Abjuration, Evocation) Level: 1 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Must be uttered in place of a noun,or in place or a verb (smurfing) or in place of an adjective (smurfy). Will cause confusion for d4 rounds as everyone in a 10' radius tries to figure out what the hell the caster was talking about in their sentence. (If the target rolls a 1 when trying to save,they will be helpless with laughter for d6 rounds because they will have substituted something obscene for "smurf"). Dispel Alignment (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Target can take no action at all for the duration of the spell. BYZUL'S MECHANICAL WONDER (Abjuration, Evocation) Level: 5 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: This spell creates a large metal "egg" that can carry up to six people. It's decorated with a mystic rune that looks like a circle inside a circle, with the inner circle divided into four equal parts that alternate white-blue-white-blue, and the initials of the spell name in between the circles. Use the tech use charts from Expedition To The Barrier Peaks or the The City Beyond The Gate (DRAGON #100) to operate. Uncle Sam's Daemon Summoning I (Abjuration, Evocation) Level: 4 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: When this very cruel spell is cast,a small bipedal form from the Lower Planes appears,with reddish skin and horns and a barbed tail in a business suit. When the command word "audit" is spoken,the daemon will open up a small briefcase and cast "confusion" and bury the recipient in a 40' deep pile of papers. Material components are a huge sum of recently discovered valuables and a small piece of paper with the number "1040" written on it.... DELAYED BLAST ARGUMENT (Abjuration, Evocation) Level: 4 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: The caster first does a phantasmal force spell directed specifically at one person and concludes the spell by dispelling it, commenting on the quality of it and uttering the command phrase "Siskel". If the command word "Ebert" is said within one hour,the recipient of the spell will grow fat and myopic and will instinctively disagree with any of the caster's comments on the illusion until someone holds two thumbs up in front of the spell target. No saving throw. OTTOLUKE'S SELF NUKE (Abjuration, Evocation) Level: 6 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: .....turns the caster's body into a small thermonuclear device. Has been known to be a favorite of the clerics of Death. DETECT NORMAL FIRES (Abjuration, Evocation) Level: 6 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: (range:touch, effect improved by immersing hand in kerosene) KESTREL'S BERLITZMENT Level: 4 Components: V,S,M Range: Touch Casting Time: 1 segment Duration: 1 turn/level Saving Throw: None Area of Effect: Creature/Item Touched HEALING RAIN Level: 5 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: SALT STORM Level: 5 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Freeze Level: 5 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: ECHO - weird noises Level: 5 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Melt Level: 5 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: AWAKE! (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: HASTE FOOT (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Level 1, casting time 2 segments Area of effect: ONE AND ONLY 1 OF THE CASTERS FEET This spell is easily confused with the haste spell, however the components are only half the normal required. The spell causes the caster to run in circles at high speed. INVISIBLE POOP (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Level 1, casting time 1 segment Area of effect: depends on size of components Components: Dog poop, or horse poop, or bat poop, or pig poop, Duration: couple of weeks This spell causes a noticeable stench in the area where the spell is cast. It will be impossible to get rid of the smell unless a see invisible is used or a "Detect Invisible Poop" spell is cast. FOOLS COPPER (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Level 1, casting time 1 round components, large hammer and users forehead. This spell causes the caster to think that COPPER is more valuable than gold and will trade a gold coin for a copper coin, whenever possible. Duration 1-4 days + 2 hours per level. CHARM SELF (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Level 2, casting time 3 rounds Area of effect: caster. This spell will simply cause the caster to fall in "love" with him/her/itself. For 1 round + 1 turn per level. WARRIOR VOICE (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: By means of this spell the caster, creates a "third eye" much Level 2, casting time 4 hours components any combination of two: Arnold Swartzneggar, Claude Von Damme, The ba movies. This spell will allow the caster to talk like a real "barbarian". Temporary intelligence loss of 1 to 4 points for 4 to 16 hours. DETECT VISIBILITY (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: By means of this spell the caster, creates a "third eye" much Level 2, casting time 1 segment components nothing, This spell will tell the caster whether or not he "THINKS" he can see. It will not detect effects of hallucinatory steed or other similar spells. Duration 2 segments. DISEASE (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: By means of this spell the caster, creates a "third eye" much Level 3, casting time 12 segments, components 1 heavily soiled snot covered towel and some vomit. This spell will cause the caster and anyone within 1d4" + level caster to get a really bad disease which will last 1d6*10 days + the level of the caster*2. FLAMING HOUSE (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: By means of this spell the caster, creates a "third eye" much Level 4, casting time 1 segment components natural gas, 1 match This spell will result in the area the caster is inhabiting to EXPLODE doing 10d6 damage + 1d10 per level of caster to ANYTHING in the area. DORKENMAINENS FAITHFUL KITTEN (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Level 4 Casting time: 1 hour to 1 week Duration: Semi-Permanent Components: Saucer of milk Basically causes you to get a baby kitten as a pet. It is cute lovable and cuddly and totally useless in the game (or at least mostly useless). DM can make it neat if he/she wants. OMINOUS SOUND (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: By means of this spell the caster, creates a "third eye" much Level 1, casting time instantaneous components a large cone shaped piece of paper or cardboard. Area of effect is persons in the area. By means of this spell a sound, like the one you hear in all the movies when the bad guy shows up, emanates from the caster. Duration is 1 round per level of caster. HALLUCINATORY STEED (Abjuration, Evocation) Level: 3 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location Explanation/Description: Level 2, casting time 1 round components: raven feather, horse hair, a marble This spell will create a horse that seems to be rideable but if anyone tries to ride it, it will get away. THERE IS NO WAY to ride it and it will stick around for 2d20 hours plus the level of the caster. Of course it eats like a regular horse, appears to sleep, and all the other fun stuff.