Date: Tue, 5 Oct 1993 12:04:39 -0400 From: Keith Taylor Subject: Creeping Frost spell Er. Sorry I took so long to respond to some of you.... I have been cut off from net access the entire summer... Gad. I will begin sending in my new spells and such... grin. Here is one right now, fresh off the grill.... Darklight's Creeping Frost Curse (Evocation/Alteration) Sixth Level Wizard Spell Range: Touch Components: V, S, M Duration: Indefinite Area of Effect: One structure Casting Time: 2 turns Saving Throw: NA This spell is a relatively insidious and nasty way to render a fortification useless. The mage casting it touches a portion of a man- made structure(castle, etc.) of less than small-city size and casts the spell. A patch of frost in the shape of the mage's hands will then form. Every 3 turns thereafter, the patch will grow irregularly, covering 1" of additional radius, and unless stopped, will coat the entire structure with an exceptionally cold layer of icy frost. Dispel magic, if successful, will force the frost back 1" in radius, but the original patch cannot be dispelled with dispel magic alone. Fire spells will remove the frost within their area of damage until the frost spreads back over the burned spots in time. The original area can only be removed with the casting of remove curse and flame strike together. This will disrupt the spell entirely. A structure coated in this ice will be at least 20 degrees lower in temperature than the surrounding climate, and even lower in a hot area. Contact with the ice will cause 1 point of damage per round of touch. The ice is also very slick, making movement upon it hazardous. The mage casting the creeping frost curse will be unable to cast ice/cold related spells for a month afterwards, unless he is a specialist water/ice mage. (that is, if you allow ice mages!!) Hope ya like it! **darklight** >NET.SPELLBOOK keeper, feel free to include the above. Date: Wed, 13 Oct 1993 13:26:29 -0400 From: Keith Taylor Subject: a lotta new spells... get ready... Here are a bunch of spells of my own devising. One or two may have been posted before, so please disregard that... Net.Spellbook Keeper... GET READY AND TAKE DOWN!!! :) *** The Tome of Darklight, Vol. 1 *** FIRST LEVEL SPELLS Darklight's Illusion of Taste(Illusion) CT: 1 AoE: Special Comp: V,S Dur: Special Save: Special Range: Touch Designed to be used with Darklight's Universal Digestion(q.v.-3rd level), this spell creates the culinary illusion that the meal being eaten is very tasty indeed. The nature of the taste mimicked is up to the caster, so a nasty taste could be simulated, but in practice is rarely done. The texture of the food is not changed much, either, so the taste must be logically connected somehow. If this spell is used to mask poison, the person eating gets a save vs. spell to notice the taste of the poison. The illusion may affect enough "food" to feed 1 creature per level of the caster, and this effect lasts for 1 turn per five levels of the mage. Darklight's Fashion Whim(Alteration) CT: 1 AoE: Personal Comp: V,S Dur: Special Save: N/A Range: 0 Created by the shadow-mage when he became tired of continually spending money on the latest trend in clothing, this spell solved his dilemma. It instantly transforms the clothes which the mage is currently wearing to another design of the caster's imagining. However, low-price, shoddy raiment may not be transformed into finery, but the opposite is possible (and the cheap rags resulting may be reverted to their original, expensive state). The clothes are also mystically cleansed and freshened with each transformation. The clothes will maintain their altered state while in the possession of the mage or until dispelled. Each new transformation requires a recasting of the spell. SECOND LEVEL SPELLS Darklight's Fishing Rod(Conjuration, Evocation) CT: 1 round AoE: Special Comp: V,S Dur: 1 turn/level Save: N/A Range: 0 This amusing spell calls into being a 4' long, faintly glowing rod of force, with a slim strand of energy hanging off the thin end. On the handle end is a crank-type apparatus, also constructed of this glowing energy. Typically, the line is cast into waters where one suspects interesting and/or valuable objects might be found. The caster then patiently waits for a 'bite.' Every turn spent fishing gives the caster a number of 'bites' equal to one-third his level(or two, whichever total is higher); roll 1d10 for each bite. If "7" comes up, it is something along the vague lines of what the caster was seeking, based on what the DM decides is actually underwater. Note that the line does not have to be particularly near the object(thus the conjuration element), and that the line can lift objects as if it had an 18/00 Strength, regardless of the mage's prowess. In especially treasure-thick water, there may be bonuses to the roll, left to the discretion of the DM. Objects sought for must actually exist and lie within a few thousand feet of the casting site. An alternate use of the Rod is for actual fishing, with chances as if the mage possessed Fishing proficiency, with an additional 25% bonus if he actually does. No bait is needed for this use of the spell. Darklight's Gossiping Pen (Divination, Enchantment) CT: 6 AoE: Special Comp: V,S,M Dur: Special Save: N/A Range: Touch To use this spell, the mage needs an ordinary quill pen and a piece of new parchment. When the spell is cast, the pen will rise up and hover for a few seconds, then begin writing in a compact, neat script. No actual ink is needed, as the marks are magically inscribed. The script repeats one local rumor(usually one which the caster has not heard, 1 in 10 chance the caster has heard the tale). The pen relates one rumor for every two levels the caster possesses. The rumors are ones that are actually told locally, either openly or not so openly, and their veracity is not at all guaranteed. The pen will not respond to detect lies or such, as it is merely relating ambient bits of story, not solid facts. The rumors usually only consist of a couple of sentences, but these tell the main points of the story. THIRD LEVEL SPELLS Darklight's Field of Unfazeablility (Enchantment, Illusion) CT: 3 AoE: Special Comp: V,S Dur: 2 turns/level Save: N/A Range: Touch This spell was devised by the mage when he was captain of a spelljamming vessel crewed by a mix of plasmoids, lizardmen, xixchil, and hurwaeti. It was designed in an attempt to keep local populations from being thrown into chaos at every landing. The spell creates a subtle field of illusion/enchantment around 2 Hit Dice of creatures per caster level, which will last for 2 turns per caster level. This field clings to each being touched, whether they remain in a group or not, and radiates an insidious message to all who encounter or view the affected beings. This message reassures onlookers that there is nothing out of the ordinary about these beings. Thus, the most bizarre of beings may enter crowded groundling cities and not be subject to undue attention or attack. A side effect of this is that all reaction modifiers are nullified, negating Charisma bonuses. When an observer is questioned later about a being under the field's protection, they remember the event precisely, and may become puzzled at their lack of reaction!! The magic of the field tends to prevent this realization from becoming traumatic, however. Certain powerful or extraplanar beings may not be affected by this spell, especially dragons, aasimon, elementals, baazetu, and other such creatures. Darklight's Universal Digestion(Alteration) CT: 5 AoE: 1 creature/2 levels Comp: V,S,M Dur: 24 hrs Save: N/A Range: Touch This spell is a last-ditch survival tactic by which the affected person may obtain balanced nourishment from anything which can be safely swallowed, including dirt, small rocks, leaves, sticks, coins, etc. It confers a +3 bonus on any save vs. ingested poisons during its duration, as a side effect. In addition, potions imbibed by the affected have only a 50% chance of actually working. The duration is one day; the recipients are advised not to eat any more "junk" after the first 12 hours without a re-casting of the spell, as the "food" might not have had time to digest. The rather ugly consequences that undigested rocks or coins in the bowels might have is left up to the DM's own imagination. The spell does not help the taste of the things eaten, however, and is designed to work with the Darklight's Illusion of Taste spell(q.v.-1st level). Scrolls have been found with only one or the other, however(ICK). FOURTH LEVEL Darklight's Creature Item (Alteration) CT: 1 turn AoE: 1 creature Comp: V,S,M Dur: Indefinite Save: Special Range: 20 feet This spell functions in a similar way to the third-level spell, item, but is designed to work upon living creatures. A creature affected by the spell is altered into a piece of cloth, as per the item spell. Very small creatures who have been itemized will be cloth pieces of roughly life size, but large ones are shrunk to no more than 1' by 1' cloth representations. While in this state, they are in a state of suspended animation, and could remain in such a state indefinitely. If an intelligent being's possessions have all been itemized previously (disregarding magic items--those resist the process), then they will be included in the final item. A willing creature can forego its saving throw; charmed creatures are considered willing. Unwilling creatures (who have somehow been kept still for a turn!) get a save vs. polymorph to resist the change. The cloth piece resulting is somewhat resilient, getting +3 to all material saving throws, but if destroyed, kills the creature. Returning the creature to (normal) life merely entails tossing it upon the ground (with this being the stated intent) or speaking a command word specified by the caster upon casting. Darklight's Mysterious Manservant (Conjuration) CT: 1 turn AoE: Personal Comp: V,S,M Dur: 1 week/3 levels Save: N/A Range: 0 This spell is a favorite of eccentric or showy mages. The spell calls into being an invisible, intangible force which is imbued with a limited intelligence. It is especially receptive to permanency, with no risk of losing Constitution points. The force obeys verbal commands and is able to produce a variety of useful, usually mundane objects. It tends to become confused if the request is not specific, however: due to its comprehensive knowledge of the multiverse, the request "give me my hat" might result in a black top-hat or a Stetson rather than the wizard's favorite pointy cap. No information about other people, places, or things can be surmised from quizzing the manservant, however. Mages who use this spell tend to anthropomorphize the force, carrying on one-sided (to others) arguments with it over misguided conjurations, such as the Stetson mentioned earlier. Strangely enough, they speak as if they recieve actual replies, even though no other person can hear them, and they themselves do not recall actually hearing anything. Any conjured object leaving the mage's possession or which the mage tells the manservant to get rid of immediately vanishes. Conjured objects are limited in size to no more than 5 pounds or so; also, since nothing conjured can be given away and expected to exist anymore, value matters little. Also, no magic items, components, weapons, or other offensive items may be conjured. Alternatively, the servant can "hold" indefinitely up to 100 pounds worth of material OR up to 25 items of any sort for later recall. No item "held" may weigh over 1,000 pounds. These, being items with actual existence, are not limited in nature or substance as conjured items are. "Held" items vanish completely, but the manservant will always remember that they are there. The second application is NOT recommended for the temporary casting of the spell, because any items still "held" when the spell lapses vanish forever. The manservant can be cast onto another person(and even made permanent), but ONLY if they are both 1.) a mage, and 2.) able to cast conjuration magics. Darklight's Lofty Eye(Divination) CT: 1 round AoE: Personal Comp: V,S,M Dur: 5 rds/level Save: N/A Range: Special This unusual spell gives the caster an elevated view of his surroundings. The caster must stand still with eyes closed for the duration; he is then able to look down from a point hundreds of feet directly above the spot where he is standing. Needless to say, the spell's utility is limited by visibility conditions-- it does not grant the ability to see through trees, clouds, smoke, etc. It will not function at all if cast indoors or underground. Trees are not a barrier to the spell's operation, but it does not lend any special visual acuity, so fine details of things on the ground may not be picked out. The duration is limited by caster concentration. Darklight's Personality Fragmentation(Enchantment) CT: 4 AoE: 1 target Comp: V,S,M Dur: Special Save: Special Range: 6"+.5"/level This rather ruthless spell may be targeted upon one intelligent creature within range. Only nonhumanoid creatures get a save vs. spells to avoid the spell's effects, as their minds are harder to "lock onto." The target of the spell, and no one else, sees a glowing sledgehammer which strikes him on the head. The target's psyche immediately splits into 2d4+1 separate personalities, each having a 30% chance of being insane, the original personality not counted in that number, but still in existence. Their alignments, nicknames, and insanity should be then determined randomly by the DM. The target has a 20% chance of being stunned for four rounds, otherwise a personality takes control within one round. The victim can fight the spell over the long run; for each week of this malady, the original personality may make a save vs. death magic to remove one random personality. Otherwise, the insanity works like the standard form, with the normal chances for random switching. Darklight's Shockwave (Evocation) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: 3" arc, growing to a 10" arc along a 5" long path Saving Throw: Special This pulse of force, sound, and wind can be emitted when the caster swings his arms (or, optionally, his staff). This action causes a thunderous wave of force along a 50 foot long path; it is 30 feet wide at its beginning, but expands to 100 feet wide at the end of its travel. The force will knock back creatures caught in it as follows: Size Distance Thrown Save Type Side Effect ~~~~ ~~~~~~~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~~~ Tiny 3d6x10 feet Vs. Wands(-3) Unconscious for 2d10 rounds; take 1d10 damage Small 2d6x10 feet Vs. Death(-2) Unconscious for 2d8 rounds; take 1d8 damage Medium 1d4x10 feet (if Vs. Death(-2) Unconscious for a Open Doors roll 2d6 rounds; take is not made) 1d6 damage Large 1d3x5 feet (if a Vs. Spells Topples over; 1d4 Open Doors is not damage made) Huge 10 feet(if OD roll Vs. Spells(+2) 1d4 damage is failed) Gargantuan 5 feet(if OD roll None needed Nothing is failed) FIFTH LEVEL Darklight's Mental Stabilizer (Enchantment) CT: 1 hour AoE: 1 creature Comp: V,S Dur: Permanent Save: Special Range: Touch This spell can help those afflicted with either natural or magical insanity. The spell will cure one specific insanity if the recipient fails a save vs. paralyzation (the reason they must fail is that an insane person tends not to want to be sane). If a being is suffering from multiple forms of insanity, it requires multiple castings. However, only one casting can be attempted each week for a specific individual. Darklight's Mystical Fortitude (Enchantment) CT: 5 AoE: 1 magical effect Comp: V,S,M Dur: Special Save: N/A Range: 1" This spell is designed to help magical effects resist a hostile dispel magic spell. The fortifying effect will last as long as the magical effect it is cast upon. The material component is a diamond, the size of which determines the potency of the spell, as per the table below: G.P. Value Resistance ----------- ------------- 100 g.p. + 5% 250 g.p. + 10% 500 g.p. + 15% 1,000 g.p. + 20% 2,500 g.p. + 25% 5,000 g.p. + 30% 10,000 g.p. + 35% 25,000 g.p. + 40% 50,000 g.p. + 45% 100,000 g.p. + 50% <--- Maximum effect Darklight's Tattoo Item (Alteration) CT: 2 turns AoE: 1 object Comp: V,S,M Dur: Indefinite Save: N/A Range: Touch This spell will cause an inanimate object to be transformed into a tattoo on the caster's skin. The object must be touched only at the end of the casting, enabling lit torches or campfires to be tattooized. Large objects will shrink to no more than a 1' by 1' square area. The transformed items remain until the caster "peels" it off and throws it to the ground. While in tattoo form, they appear as full-color, intricate representations of the item contained within. A dispel magic upon the caster will require each to make a save vs. polymorph at the level of the caster. Each one which fails will spring back into original form instantaneously. A caster may have as many tattoos on his body as could reasonably fit. If the caster dies, all the items are immediately released. Transmute Cloth to Iron (Alteration) Reversible CT: 5 AoE: Special Comp: V,S,M Dur: Permanent Save: Neg. Range: 10" The invention of the crafty shadow-mage, this spell is a very effective immobilization technique. It can affect the full garments of up to 5 Small, 3 Medium, or 1 Large sized beings per three levels of the caster. Enchanted clothing has a 20% chance per enchantment/plus to resist the spell. Cloth that has been transformed into iron is not simply woven iron--the strands are partially fused so as to be solid. A successful Bend Bars roll may, at the DM's option, depending on the amount of clothing being dealt with, allow one to free oneself(ruining the garments irrevocably). The transformation is permanent unless the reverse of the spell is cast. The reverse is also quite effective in neutralizing attack, but it does so by causing metal armor and weapons to become ineffective cloth replicas. Cloth swords will become limp and floppy, cloth plate will hang in folds. This is far from immobilizing, but tends to ruin Armor Class. It affects the metal gear of 5 Small, 3 Medium, or 1 Large sized beings per three levels of the caster. Enchanted metal objects, or objects made primarily of mithril, silver, or other precious metals are not affected at all. When reversing this effect, take care that the objects in question are held in their original shape--a floppy sword that is simply reconverted while flopping will be very oddly shaped and not very useful. Multiple reconversions may fix such problems. The spell does NOT affect iron-based or cloth-based monsters(if, indeed, the latter exist), including golems. SIXTH LEVEL Darklight's Lightning Web (Evocation) CT: 1 round AoE: .5" x .5"/level Comp: V,S,M Dur: 5 rds/level Save: Special Range: 1"/level This spell must be anchored as a web spell, and superficially acts as one. However, the network of strands in this spell are composed of crackling electricity. If it forms around creatures, they take 6d8 electrical damage (save vs. breath weapon reduces this to 1/2 damage). When caught, after the initial jolt, they must hold perfectly still or risk breaking additional strands (strands vanish when broken, but dispense damage, on average 1d3 per strand). To escape, one can try to move out carefully, making a Dexterity check at -4 for each 1" moved or taking an additional 2d4 damage (no save). Creatures "waiting out" the duration must make a Strength check and a Constitution check at -2 (each) every turn or fail to hold perfectly still, taking 2d4 damage (no save). They may then safely remain lying where they have collapsed without risking further shock. Creatures immune to electrical damage are, of course, immune to the effects and can break the strands easily and without fear. Large amounts of water sprayed into the web will disperse it in a crackling, sparking burst. However, if anyone is hit by the water as well, they will conduct the spell's energy, taking 6d10 shock damage. If the water is a stream emanating from a being (like a water bolt or decanter of endless water), the being must save vs. paralyzation or suffer the above damage. Darklight's Finger of Ice (Alteration) Reversible Range: 5" Components: V, S Duration: Instantaneous Casting Time: 8 Area of Effect: One Medium-sized creature Saving Throw: None This spell, when cast upon a human or relatively human-sized creature, will cause the target's blood to instantly freeze solid. The creature is literally frozen in their tracks, and will die unless certain measures are taken. The stricken creature takes on an icy countenance, tinged strongly with blue. The reverse of this spell, Blood Warm, will rethaw the creature's vital fluids and allow them a System Shock roll at -40%. If they fail, they die from the shock. If they make the roll, they are still incapacitated for 1d4 days and must rest in warm conditions, as if they were severely frostbitten (which they are). Unless the reverse is performed within 12 turns under normal conditions of temperature, the creature will die; this can be forestalled by keeping them in a below-freezing environment. On a non-frozen creature, Blood Warm has a 40% chance (+1% per level of the caster) of incapacitating the creature from ugly heatstroke for 2d10 turns. Darklight's Hideous Rending (Alteration, Necromancy) Range: 5" Components: V, S Duration: 1 round per 2 levels Casting Time: 6 Area of Effect: 1 target Saving Throw: Special This spell requires full concentration on the part of the caster for its entire duration. For 1 round per two levels of the mage, a gruesome attack may be carried out. The mage makes grasping and pulling motions with his hands in the direction of a single creature within 5", and rolls to hit. A successful hit will do 2d4 damage to the creature, as a 'handful' of flesh is teleported 3-5' from the unfortunate's body. One rending attack may be made per round while the spell lasts. The target will begin bleeding for 2 points of damage per 'rend' until they recieve healing or serious bandaging. The caster also rolls a percentile on each successful hit; if the score is equal to or under the caster's level in percentage, the target loses a vital organ or chunk thereof, and must save vs. death magic or expire on the spot. If the save is successful, they will lapse into a coma, and can only be revived by a cure serious wounds or greater healing spell; if not so healed, they die within 24 hours. If a target dies or falls comatose, the mage may move his focus to a new victim, and so on, for as long as the spell continues. Use of this spell is NOT an act in accordance with a good alignment! Darklight himself will rarely use it, due to its ruthlessness. Darklight's Planar Bubble (Conjuration) Range: 6" Components: V, S, M Duration: 6 rounds + 1 round per level Casting Time: 1 round Area of Effect: 1" by 1" by 1" Saving Throw: None This spell summons a bubble of material from one of the Inner Planes. Any creature(s) caught inside this bubble will suffer the effects of unprotected exposure to the plane in question (unless, of course, they possess applicable protection). A saving throw vs. breath weapon may be made during the second round to jump clear. Anyone failing this save cannot escape, as the bubble's boundary solidifies; at this point, only a dispel magic, disintegrate, or similar spell can destroy the bubble. There is a base 10% chance of accidentally catching a creature native to the Elemental plane in question inside the bubble. It will usually react in a hostile and aggressive manner. The bubble can be of any Elemental, Para-Elemental, or Quasi- Elemental plane, not including those of Time, Electro-Magnetism, Shadow, or the Positive or Negative Material planes. The material component is a small sample of the material desired (in the case of lightning, vacuum, radiance, magma, etc., some creativity must be exercised, and the DM must rule what counts as a "sample.") Darklight's Tattoo Creature (Alteration) CT: 2 turns AoE: 1 creature Comp: V,S,M Dur: Indefinite Save: Special Range: Touch This spell is a combination of Darklight's Creature Item and Darklight's Tattoo Item in all respects. EIGHTH LEVEL Nilspace Doorway (Alteration, Enchantment) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 6 hours Area of Effect: Special Saving Throw: N/A This is an extrememly complex spell requiring significant preparation before casting. First, an ornate, rune-encrusted stone archway must be built, with an iron door hinged therein, the cost of constructing this being no less than 10,000 g.p. The runes follow a prescribed pattern, but the door may be decorated as the designer wills. The spell is then cast, and during the process the mage must not be interrupted. This infuses the arch(and door) with the proper magics. Included in this casting is a specialized form of permanency spell. When the spell is finished, the door may then be opened into an extradimensional space of extensive volume: 10 cubic yards per level of the caster, in a simple shape of the caster's choosing. No complex forms may be made; thus, cubes, domes, and other simple, continuous shapes are the only possibilities. The space is featureless and black; not even the edges of its "walls" are visible, although they are certainly solid to the touch. However, since the space is permanent and stable, the mage can have facilities built within, regardless of the weight brought inside. Note that it does not matter where the arch is set up, in the side of a wall, or even free-standing, it is only accessible from one side, the other being featureless stone. Also, note that other extradimensional spaces may be brought herein; the door will not open for someone carrying such a space, be it a bag of holding, a portable hole, or even a deeppockets spell whose duration has not yet lapsed. The space maintains the last temperature and atmosphere verbally requested by the mage, the environment shifting instantly, with conditions anywhere between 0x and 120x F, with atmosphere ranging from high-altitude to thick, sea-level, from extremely foggy to pristine, and from muggy to desert-dry. Note that deadly conditions and extreme weather may NOT be set up herein. Many other spells favorably interact with the nilspace's makeup; notably unseen servant, magic mouth(reprogrammable in this case), invisibility(on the door), guards and wards(switchable), and others, including Darklight's Mysterious Manservant. Incorporating such a spell into the fabric of the nilspace requires an additional hour of casting during the creation of the space, along with another 1,000 g.p. of craftsmanship on the arch. Another method is to cast the spell to be incorporated with the assistance of certain special components, different for each spell, but uniformly rare and/or expensive. The incorporated spells are permanent within the nilspace and are usually `user-friendly,' such as the reprogrammable magic mouth mentioned above; the DM must decide what spells may be treated this way, but no offensive or healing magics will take hold(typically the spells are utilitarian in nature and of low power). Destruction of a nilspace is extremely difficult and requires the equivalent of a wish. The spell was created by the mage Darklight. Darklight's Redstar (Evocation) Range: 10" + 2" per four levels Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: One target Saving Throw: None This spell creates a red, starlike ball of energy in the mage's outstretched hand, which darts out at the specified target as a magic missile. It does 2d12 points of damage (+1 point per level of the caster). It will dispel the spells armor, shield, wall of force, minor globe of invulnerability, and other similar spells (at the DMO). If the redstar hits such a spell, it will be weakened and only deal 1d6 points of damage to the (formerly) protected creature. When struck by an unweakened redstar, a spell-casting creature must save vs. paralyzation at -4 or immediately forget (and must rememorize) 2d4 randomly determined spells in memory. That's all for now, folx.... Hope you enjoy these... and please give me feedback... **darklight** Date: Wed, 27 Oct 1993 13:46:38 -0400 From: Keith Taylor Subject: Darklight reveals more.... A shadowy voice emerges from the deeper shadows nearby... "In my researches, I have discovered certain useful secrets in the fascinating field of metamagic..." A hand stretches out and offers you a slim tome, on which you read: The Tome of Darklight, Volume II 2nd Level Darklight's Bending Bolt (Alteration, Metamagic) Range: Special Casting Time: Special Duration: Instantaneous Area of Effect: One "bolt" spell Components: V,S Saving Throw: NA This metamagic spell can be used in conjunction with any one bolt or ray class of spell of less than 7th level, such as lightning bolt. It allows the mage to specify "pivot points" at which the beam will change direction. Up to 1 pivot per 5 levels of the caster can be specified, and at each pivot, the bolt or ray may be made to alter its path up to 120 degrees. The casting time of the secondary spell is included in the "middle" of the bend bolt spell, so use the casting time of the affected spell plus 2 segments for the two 'halves' of the metamagic. It is possible to decieve targets as to the bolt's intended direction in this way, and many other such tricks are possible. Up to a -3 penalty can be inflicted on a decieved target's saving throw. It is also possible to hit multiple targets in this fashion. (DM's Option: It is entirely valid to require some sort of ability check to see how well the caster aims the beam's turning. Not every mage is an automatic 'pool shark'.) 3rd Level Darklight's Ring Bolt (Alteration, Metamagic) Range: Special Casting Time: Special Duration: Instantaneous Area of Effect: One "bolt" spell Components: V,S Saving Throw: NA This metamagic will alter the course of a single bolt or ray class spell of up to 7th level into the shape of a ring. The casting time of the secondary spell is added to the 2 segments required to frame the metamagic spell. When the bolt is cast, the caster chooses the point of origin as usual, and the bolt then arcs outward in a circular path. If the bolt's length is sufficient, it will form a circle with a radius of at LEAST 2". The caster has several choices when framing the magic: If the bolt's length will form a circle of more than 2" radius, then it can either be made to loop several times in this 2" radius path or it can be made to form a larger ring. The DM may require that the ring's radius be made an even 1" multiple or the bolt will take the 2" radius path. Also, the caster must decide the orientation of the ring. In outdoor conditions, many interesting vertical or diagonal possibilities exist, but the ring should not be made to bounce off walls--this would break the metamagic's control, and the bolt will careen in random directions, picking a new direction every 2" as per the grenade scattering chart. If the bolt is cast in a manner similar to lightning bolt, then the ring can start anywhere within range of the normal casting. However, some bolts begin from the caster's outstretched hand; in this case, the metamagic can delay the ring's firing for 1d4 segments, enough for the caster (only the caster, other creatures should have no idea what he is doing) to jump back out of the ring's ending point. Note that this spell cannot extend the normal length of such a bolt. If a bolt's length is not sufficient to finish a 2" radius circular path, than it will not loop completely around. 4th Level Darklight's Delivering Bolt (Alteration, Metamagic) Range: 1" per 2 levels Casting Time: Special Duration: As other spell Area of Effect: 1 other spell Components: V,S Saving Throw: As other spell This spell "loads" a 1st-3rd level spell which is normally cast via touch into a bolt of magic which can be used to deliver it at range. Single-charge spells, such as shocking grasp, are fired through the bolt and work normally on the target if the bolt hits. If a spell works over a number of rounds rather than a certain number of touches, or if there are multiple possible 'charges' delivered over a series of touches, then the spell can be "fired" through these bolts, one bolt per round throughout the normal spell duration. Other types of touch spells should be dealt with in a similar manner at the DMO. Beneficial as well as offensive spells can be loaded and launched in this manner. Only one spell per casting of the metamagic can be so affected. The casting time of the metamagic includes the casting time of the secondary spell within itself, adding 2 segments to the latter's normal casting time. The bolt looks like a pointy beam of light in the mage's preferred color. Note that the caster must make a successful roll to hit for the bolt to strike its target, unless the target is willing to be struck or cannot dodge. 5th Level Darklight's Concentrated Fire (Alteration, Metamagic) Range: 20 feet Casting Time: Special Duration: Special Area of Effect: 1 target Components: S Saving Throw: Special This metamagic spell only adds 1 segment to the end of the previous spell's casting time, with the somatic component consisting of the caster pointing directly at the intended target. This spell brings the full force of an area effect spell to bear upon a single target. Any area effect spell of up to 4th level can be used with this magic. Offensive spells require a saving throw vs. breath weapon by the target, and if successful, the spell does +2 points of extra damage per die with all 1's rerolled. If they fail this saving throw, then they take the maximum damage for the spell (as cast at the level of the caster). If the spell is not a mere damage spell, but causes some effect to be caused, then the target's save versus the effect is lowered by -1 for each equivalent extra target which the spell could normally affect. In no event can this spell be used with a spell which normally affects only a single target, or with an area affect spell over 4th level. You are given a moment to reflect upon what you have read and to jot down some details of what you have read, when the book vanishes back to its owner.... A voice says: "More secrets are to come, as well as the items of power known to the Mage of Shadow, Darklight..." It thoughtfully adds: "Hey! Mr. Net.Spellbook Keeper! Record and incorporate these!" **darklight** Date: Tue, 25 Jan 1994 13:37:13 -0500 From: Keith Taylor Subject: Darklight spells. Very long message!!! Hello, all List Members!! With a crash of thunder, Darklight RETURNS!!! Here, at last, are the up-to-date research tomes of the shade-mage, **darklight**!! Read well, and return comments to the below address: ktaylor@phoenix.cs.uga.edu Note that some of these spells have been on the Net in different forms. First, many of the spells are included in the Complete Alcohol Guide, with different "names", such as Ni-Gar and Morrison. These, as Reid Bluebaugh can confirm personally, are still of my authorship, regardless of nomenclature. Secondly, some of these (a very few) may have ended up in the latest Great Net Spellbook. Mr. Mayers can also confirm that they are my own. Enjoy! Feel free to use in your own campaign, but do not plagiarize (sp?) The Tome of Darklight, New Edition: FIRST LEVEL SPELLS Analyze Drink (Divination) Range: Touch Casting Time: 3 Duration: Instantaneous Area of Effect: 1 drink Saving Throw: NA Components: S This spell requires the caster to sip a drink of any sort. The spell will then analyze all the components of the drink and make them known to the caster. The various liquids which make up the drink are revealed specifically, as well as the proportions in which they are extant. Specific brews, vintages, or brands (if applicable) are known exactly, and any dilution of the drink with water is also revealed. Since the casting requires actually tasting the drink, it is not really useful in safely identifying poisons (although the caster will instantly know what kind of poison that just hit him!). Darklight's Illusion of Taste (Illusion) Casting Time: 1 Area of Effect: Special Components: V,S Duration: Special Saving Throw: Special Range: Touch Designed to be used with Darklight's Universal Digestion (q.v.-3rd level), this spell creates the culinary illusion that the meal being eaten is very tasty indeed. The nature of the taste mimicked is up to the caster, so a nasty taste could be simulated, but in practice is rarely done. The texture of the food is not changed much, either, so the taste must be logically connected somehow. If this spell is used to mask poison, the person eating gets a save vs. spell to notice the taste of the poison. The illusion may affect enough "food" to feed 1 creature per level of the caster, and this effect lasts for 1 turn per five levels of the mage. Darklight's Fashion Whim (Alteration) Casting Time: 1 Area of Effect: Personal Components: V,S Duration: Special Saving Throw: N/A Range: 0 Created by the shadow-mage when he became tired of continually spending money on the latest trend in clothing, this spell solved his dilemma. It instantly transforms the clothes which the mage is currently wearing to another design of the caster's imagining. However, low-price, shoddy raiment may not be transformed into finery, but the opposite is possible (and the cheap rags resulting may be reverted to their original, expensive state). The clothes are also mystically cleansed and freshened with each transformation. The clothes will maintain their altered state while in the possession of the mage or until dispelled. Each new transformation requires a recasting of the spell. Darklight's Mystic Bolt (Evocation) Range: 1"/level Components: V,S Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: 1/2 damage This spell conjures a bolt of pure magical energy, which leaps from the caster's outstretched hand out to the stated range instantly. It is colored as the mage desires (normally the mage's chosen color). It is impossible to damage inanimate matter with this spell, as it can effect only two sorts of targets: living beings and magical effects. Living beings are automatically struck by the spell, but can save vs. spells for half damage. The base damage of this spell is a flat 3 points per level of the caster. It does not leave a physical wound, as it directly attacks the life energy of the victim (not necromantically, but through mystic energy damage). In this regard, it ignores armor and shields. Magical effects, including conjured matter, magical shields, golems, and other magical effects with physical existence, can be targeted. Golems and magically animated things can be dealt damage directly, with no saving throws. Magical shielding spells will be reduced in duration by 1/4 per 10 points of mystic bolt damage inflicted if no spell damage threshold is listed in the description of the shielding spell. This spell will not damage a wall of force or prismatic sphere. Effects of a mystic bolt on lesser protective spells and magical armor are left to the judgement of the DM. Darklight's Mystic Shield (Abjuration) Range: 0 Components: V,S Duration: 4 rounds per level Casting Time: 1 Area of Effect: 1/2' radius per level Saving Throw: N/A This spell can be used to block magical attacks, being a shield of pure protective energy. It is colored as the mage desires (usually the mage's chosen color), and can be maneuvered to block any portion of the mage's body. Area effect spells cannot be blocked unless the mage is at the center (targeted point) of the spell's area, in which case it is treated as a normal spell. The shield can absorb up to 5 points of magical damage per two levels of the caster before being destroyed. Magical missiles, bolts, rays, and so forth can be blocked with a successful Intelligence check, and do full damage to the shield (any excess penetrates to the caster). Other spells do 8 points of damage to the shield per level of the spell. (For example, a blocked Flesh to Stone spell does 48 points to the shield; if such a spell penetrates with "excess damage," the caster saves vs. its effect with a +4 bonus.) The mystic shield will not block physical attacks at all. A magical bolt of force, although it has a physical manifestation, is magical energy, and would be blocked. An arrow enchanted with the flame arrow spell would not be blocked, but any targeting bonuses gained from magical energy (including plusses on magical arrows) are only 1/2 as effective when blocked by a shield (round down). SECOND LEVEL SPELLS Continual Drunkenness (Alteration, Enchantment) Range: 1" Casting Time: 1 round Duration: Indefinite Area of Effect: 1 creature Saving Throw: Special Components: V,S,M This spell can be directed at any creature who looks the caster in the eyes; only one being can be affected per casting of the spell. The caster's eyes look watery and swirly at the completion of the casting, at which time the gaze can be used. The creature gets a saving throw vs. poison at -3 to escape the effects, and in that case the spell is not dissipated, rather, it remains active until one creature is affected. A creature failing its saving throw is made mystically drunk, and will remain so indefinitely; an analysis of the being's aura or any magic designed to detect charms will reveal the spell's existence. The clerical cure drunkenness will negate it for as many turns as the casting cleric has levels, but after this time, the effect will return. The creature's level of inebriation is determined by the caster's level: Level of Caster Degree of Drunkenness 3rd - 5th Slight 6th - 9th Moderate 10th and up Great A mirror or gaze reflection spell may be able to make the spell backfire on the caster; in this case, the degree of mystical drunkenness will be one less than normal. For example, if the 10th level wizard Farsharn has the spell reflected upon himself by Rath's nimble application of a mirror, then Farsharn will not be "Great"ly drunk, but only "Moderate"ly so. If this would reduce it below Slight, then do not reduce it; it will always have at least Slight effects. To rid oneself of these effects, a successful dispel magic or remove curse will be effective. The material component is a handful of hops and a chip of glass. Darklight's Bending Bolt (Alteration, Metamagic) Range: Special Casting Time: Special Duration: Instantaneous Area of Effect: One "bolt" spell Components: V,S Saving Throw: NA This metamagic spell can be used in conjunction with any one bolt or ray class of spell of less than 7th level, such as lightning bolt. It allows the mage to specify "pivot points" at which the beam will change direction. Up to 1 pivot per 5 levels of the caster can be specified, and at each pivot, the bolt or ray may be made to alter its path up to 120 degrees. The casting time of the secondary spell is included in the "middle" of the bending bolt spell, so use the casting time of the affected spell plus 2 segments for the two 'halves' of the metamagic. It is possible to decieve targets as to the bolt's intended direction in this way, and many other such tricks are possible. Up to a -3 penalty can be inflicted on a decieved target's saving throw. It is also possible to hit multiple targets in this fashion. (DM's Option: It is entirely valid to require some sort of ability check to see how well the caster aims the beam's turning. Not every mage is an automatic 'pool shark'.) Darklight's Fishing Rod (Conjuration, Evocation) Casting Time: 1 round Area of Effect: Special Components: V,S Duration: 1 turn/level Saving Throw: N/A Range: 0 This amusing spell calls into being a 4' long, faintly glowing rod of force, with a slim strand of energy hanging off the thin end. On the handle end is a crank-type apparatus, also constructed of this glowing energy. Typically, the line is cast into waters where one suspects interesting and/or valuable objects might be found. The caster then patiently waits for a 'bite.' Every turn spent fishing gives the caster a number of 'bites' equal to one-third his level (or two, whichever total is higher); roll 1d10 for each bite. If "7" comes up, it is something along the vague lines of what the caster was seeking, based on what the DM decides is actually underwater. Note that the line does not have to be particularly near the object(thus the conjuration element), and that the line can lift objects as if it had an 18/00 Strength, regardless of the mage's prowess. In especially treasure-thick water, there may be bonuses to the roll, left to the discretion of the DM. Objects sought for must actually exist and lie within a few thousand feet of the casting site. An alternate use of the Rod is for actual fishing, with chances as if the mage possessed Fishing proficiency, with an additional 25% bonus if he actually does. No bait is needed for this use of the spell. Darklight's Gossiping Pen (Divination, Enchantment) Casting Time: 6 Area of Effect: Special Components: V,S,M Duration: Special Saving Throw: N/A Range: Touch To use this spell, the mage needs an ordinary quill pen and a piece of new parchment. When the spell is cast, the pen will rise up and hover for a few seconds, then begin writing in a compact, neat script. No actual ink is needed, as the marks are magically inscribed. The script repeats one local rumor (usually one which the caster has not heard, 1 in 10 chance the caster has heard the tale). The pen relates one rumor for every two levels the caster possesses. The rumors are ones that are actually told locally, either openly or not so openly, and their veracity is not at all guaranteed. The pen will not respond to detect lies or such, as it is merely relating ambient bits of story, not solid facts. The rumors usually only consist of a couple of sentences, but these tell the main points of the story. The material component is the feather from a small avian. The Next Whiskey Bar [or Tavern Locator Spell] (Divination) Range: 1 mile per level Casting Time: 3 rounds Duration: Instantaneous Area of Effect: Special Saving Throw: NA Components: V,S This spell is used by a mage who is looking for a good place to have a blast and get blasted. It seeks out all establishments within range and instantly gives the caster a mental impression of the best place, with regards to its location, name, and general appearance. The spell determines which is the "best" location by considering the following factors, in descending order of importance: Strength and quality of drinks served, Wildness factor, Size of bar, and Inexpensiveness. If there is no such location (at all) within spell range, the caster must save vs. death magic or fall into a 1d4 round coma, and emerges from it weeping but unharmed. THIRD LEVEL SPELLS Darklight's Field of Unfazeablility (Enchantment, Illusion) Casting Time: 3 Area of Effect: Special Components: V,S Duration: 2 turns/level Saving Throw: N/A Range: Touch This spell was devised by the mage when he was captain of a spelljamming vessel crewed by a mix of plasmoids, lizardmen, xixchil, and hurwaeti. It was designed in an attempt to keep local populations from being thrown into chaos at every landing. The spell creates a subtle field of illusion/enchantment around 2 Hit Dice of creatures per caster level, which will last for 2 turns per caster level. This field clings to each being touched, whether they remain in a group or not, and radiates an insidious message to all who encounter or view the affected beings. This message reassures onlookers that there is nothing out of the ordinary about these beings. Thus, the most bizarre of beings may enter crowded groundling cities and not be subject to undue attention or attack. A side effect of this is that all reaction modifiers are nullified, negating Charisma bonuses. When an observer is questioned later about a being under the field's protection, they remember the event precisely, and may become puzzled at their lack of reaction!! The magic of the field tends to prevent this realization from becoming traumatic, however. Certain powerful or extraplanar beings may not be affected by this spell, especially dragons, aasimon, elementals, baazetu, and other such creatures. Darklight's Haywire Hands (Conjuration) Range: 10 yards/level Components: V,S,M Duration: Special Casting Time: 3 Area of Effect: Special Saving Throw: Special This spell causes multiple twisting strands of thin wire to project from the caster's hands. Each strand consists of around ten wires, all tangled around each other. Up to ten strands can be conjured, one per three levels of the mage, and each can be directed at individual targets within range and all within an arc of 60 degrees in front of the mage. A strand will fan out upon striking a target, whipping and twisting around any solid objects to entangle the victim. Multiple strands can be targeted on the same victim as well. A target gets one save vs. breath weapon per strand, and if it succeeds, they manage to leap free or remain basically unhindered. A failed saving throw results in the victim becoming horrendously tangled in the strands. A bend bars roll (at +10%) is needed to escape, but multiple strands incur a -10% penalty per extra strand upon the roll. The strands can be cut with difficulty, each strand requiring 2d4 rounds in order to be sawn in two. The wire lasts until cut, at which point it winks out of existence with a "sproing" sound. The material component is a highly twisted bit of steel or iron wire. Darklight's Inexplicable Image (Enchantment) Range: Touch Components: V,S Duration: Special Casting Time: 1 round Area of Effect: 1 object Saving Throw: None This spell is cast upon an inanimate object so that when a being next touches it, they recieve a clear and perplexing mental image of the caster's choosing. The mental image can be of anything the caster desires, but not of any concept requiring more than three words to describe, or of any object or creature specifically. The image could be, for example, a white rose, but could not be a red and blue paisley silken smock manufactured in Calimshan. The image does not have to be a picture, but can be a simple concept or feeling; for example, "Doom lurks here," or "Big apples yonder." Any sufficiently simple concept can be set into the spell. The dweomer remains passive within the object until a creature touches it, at which point the image manifests in their mind. Their reaction may vary; although they may not associate the image with the thing touched, they are aware that a distinct "something" has happened to deliver this mental message. The nature of the image also affects their reactions; the image of a pink bunny rabbit is less disturbing than that of a looming skull. This spell is often made permanent for various reasons. First, so that every creature touching an object recieves the same image. This is accomplished by simply laying a permanency upon the inexplicable image spell. Secondly, it is often incorporated into the enchantments of a magic item (often swords) to give the item personality. Darklight's Random Sobriety (Alteration, Wild Magic) Range: 0 Casting Time: 3 Duration: 1d4 x 100 rounds Area of Effect: The caster Saving Throw: NA Components: V,S,M This spell is unusual even for a wild magic dweomer, and is cast by taking a huge swig of liquor after saying the magic words. It causes a strange type of drunkenness to overwhelm the caster. The mage's state of intoxication is randomly determined every round, as per the table below: d100 Roll Intoxication Level 01-25 Sober (normal) 26-50 Slight (2 x effects) 51-75 Moderate (3 x effects) 76-95 Great (4 x effects) 96-00 Incoherent (casting impossible) Note that the % chance of spell failure inherent to these states of drunkenness is changed by the spell's magic to mean "% chance of Wild Surge" instead. Spells which surge because of the random sobriety will have enhanced effects as noted above. A mage who is Sober will act and cast normally that round. A mage in Slight intoxication will have a 25% chance of surging any spell, but suffers all other side effects of drunkenness. Moderate intoxication means a 50% chance of surging, with other side effects retained. Great intoxication will cause all spells cast to surge (rather than making casting impossible), but has severe side effects otherwise. Incoherent means that the mage is in danger of passing out--if this is rolled twice in a row, then the mage will fall unconscious for 1d4 rounds. A side benefit of this spell is that the mage has a % chance equal to the chance of surging to be able to escape (usually by stumbling, otherwise by colorful chaos-interference) any negative side effects of their wild surges during that round. Also, Nahal's Reckless Dweomer has triple chance to cast the desired spell normally during this spell's effect. The material component is a piece of paper with a rude limerick written on it. Darklight's Rapid Intoxication (Alteration) Range: Touch Casting Time: 1 Duration: Special Area of Effect: 1 creature Saving Throw: Negates Components: V,S This spell causes one creature touched during the spell's casting to instantly fail Constitution checks for intoxication during the next 12 hours. A creature in this state will become rapidly drunk no matter what strength of alcohol they are drinking. The victim is generally not aware of the spell's existence on their person, and may be puzzled by their lack of tolerance. The somatic component is a friendly pat on the back, and the verbal component is a cheery "Drink up!" Darklight's Ring Bolt (Alteration, Metamagic) Range: Special Casting Time: Special Duration: Instantaneous Area of Effect: One "bolt" spell Components: V,S Saving Throw: NA This metamagic will alter the course of a single bolt or ray class spell of up to 7th level into the shape of a ring. The casting time of the secondary spell is added to the 2 segments required to frame the metamagic spell. When the bolt is cast, the caster chooses the point of origin as usual, and the bolt then arcs outward in a circular path. If the bolt's length is sufficient, it will form a circle with a radius of at LEAST 2". The caster has several choices when framing the magic: If the bolt's length will form a circle of more than 2" radius, then it can either be made to loop several times in this 2" radius path or it can be made to form a larger ring. The DM may require that the ring's radius be made an even 1" multiple or the bolt will take the 2" radius path. Also, the caster must decide the orientation of the ring. In outdoor conditions, many interesting vertical or diagonal possibilities exist, but the ring should not be made to bounce off walls--this would break the metamagic's control, and the bolt will careen in random directions, picking a new direction every 2" as per the grenade scattering chart. If the bolt is cast in a manner similar to lightning bolt, then the ring can start anywhere within range of the normal casting. However, some bolts begin from the caster's outstretched hand; in this case, the metamagic can delay the ring's firing for 1d4 segments, enough for the caster (only the caster, other creatures should have no idea what he is doing) to jump back out of the ring's ending point. Note that this spell cannot extend the normal length of such a bolt. If a bolt's length is not sufficient to finish a 2" radius circular path, than it will not loop completely around. Darklight's Universal Digestion (Alteration) Casting Time: 5 Area of Effect: 1 creature/2 levels Components: V,S,M Duration: 24 hrs Saving Throw: N/A Range: Touch This spell is a last-ditch survival tactic by which the affected person may obtain balanced nourishment from anything which can be safely swallowed, including dirt, small rocks, leaves, sticks, coins, etc. It confers a +3 bonus on any save vs. ingested poisons during its duration, as a side effect. In addition, potions imbibed by the affected have only a 50% chance of actually working. The duration is one day; the recipients are advised not to eat any more "junk" after the first 12 hours without a re-casting of the spell, as the "food" might not have had time to digest. The rather ugly consequences that undigested rocks or coins in the bowels might have is left up to the DM's own imagination. The spell does not help the taste of the things eaten, however, and is designed to work with the Darklight's Illusion of Taste spell (q.v.-1st level). Scrolls have been found with only one or the other, however (ICK). The material component is a rounded bit of lead, dipped in honey. Know the Size of the Hidden (Divination) Range: Touch Casting Time: 3 rounds Duration: Instantaneous Components: V,S Area of Effect: Special Saving Throw: NA Occasionally when one comes across a partially buried object or a deposit of some substance, it would be beneficial to know the general size and shape of the thing. When a mage casts this and touches a continuous substance or artifact, he obtains a clear idea of the thing's size and shape. Continuous mineral deposits, buried buildings, continuous wall systems, and other such objects of uniform make or substance can be subjects for this spell. Their extent is revealed to the mage instantly, but if the sheer size of the object is greater than 2 miles/level along any axis, or if the object is extradimensionally active, then the casting mage must save vs. paralyzation or fall unconscious for 1d10 rounds, after which their idea of its extent can be summed up as "Pretty darn big!" Mask Inebriation (Illusion) Reversible Range: Touch Casting Time: 1 round Duration: 3d6 turns Area of Effect: 1 creature Saving Throw: Special Components: V,S This spell creates a shell of illusion focused upon one drunken (but conscious) creature. Its purpose is to cause all observers to look upon the affected creature as entirely sober. It insidiously affects their perceptions so that they will interpret the person's actions and statements as those of a rational, sober individual. Any slurring of the speech, inconsistencies in statements, wobbling, or weaving will be overlooked or ascribed to some other factor. True seeing or other means of bypassing illusions are effective in countering this spell. The reverse, Unbelievable Sobriety, will convince observers that a sober creature is hopelessly drunk, and works on their perceptions in similar (but opposite) ways. In all other respects it is as the former application. FOURTH LEVEL Continual Weather (Alteration) Range: 4" + 1/2"/level Components: V,S,M Duration: Indefinite Casting Time: 4 Area of Effect: 1"/level radius area Saving Throw: N/A This spell is used to create a standing weather pattern in an area. It creates a zone in which the desired weather repeats indefinitely, and will last until dispelled. The varieties of weather possible are numerous, but cannot include cataclysmic upheavals of the environment. It is possible to cause precipitation, whose runoff vanishes at the borders of the spell, being recycled so as not to unduly disturb the environment outside the area of the spell's affect. Snow, sleet, hail, and rain are all possibilities for the continual weather. The temperature is also variable, although heated or cooled air will not heat or cool air outside the zone. The maximum temperature of the zone is 110 degrees, and the minimum is -10 degrees. The humidity (in absence of precipitation) and wind speed can be set as well, although wind speed cannot be greater than 35 mph; again, these effects end at the borders of the spell. Astronomical oddities cannot be maintained by this spell: it is impossible to have a region of eternal sunlight or star patterns. Day and night do occur within, although overcast conditions may reign in the zone, and the heat of the sun has no adverse effect on snow or ice within. The material component is a pinch of dirt from a wild magic zone. Darklight's Alcohol Fountaining (Conjuration) Range: 0 Components: V,M Duration: 3 rounds Casting Time: 1 Area of Effect: 20 foot radius Saving Throw: None This spell was designed in order to aid one in freeing oneself from webs, viscous globs, and other such sticky substances which can be dissolved with alcohol. The spell requires no somatic component, and the material component, a flask of any alcoholic liquid, must merely be in range for the spell to work. Upon the casting of this spell, the caster's body begins to emit great gouts of alcohol, which spray in all directions for the duration of the spell. The caster may wish to waterproof his more delicate belongings to save them from damage before casting the spell. Any substance which could normally be dissolved with the aid of alcohol will be quickly broken down. Note that the alcohol sprays reach a 20-foot radius, so that a sizeable section of web or such could be covered. Note also that alcohol is highly flammable, so this spell should be used with caution. Darklight's Creature Item (Alteration) Casting Time: 1 turn Area of Effect: 1 creature Components: V,S,M Duration: Indefinite Saving Throw: Special Range: 20 feet This spell functions in a similar way to the third-level spell, item, but is designed to work upon living creatures. A creature affected by the spell is altered into a piece of cloth, as per the item spell. Very small creatures who have been itemized will be cloth pieces of roughly life size, but larger ones are shrunk to no more than 1' by 1' cloth representations. While in this state, they are in a state of suspended animation, and could remain in such a state indefinitely. If an intelligent being's possessions have all been itemized previously (disregarding magic items--those resist the process), then they will be included in the final item. A willing creature can forego its saving throw; charmed creatures are considered willing. Unwilling creatures (who have somehow been kept still for a turn!) get a save vs. polymorph to resist the change. The cloth piece resulting is somewhat resilient, getting +3 to all material saving throws, but if destroyed, kills the creature. Returning the creature to (normal) life merely entails tossing it upon the ground (with this being the stated intent) or speaking a command word specified by the caster upon casting. The material component is a piece of expensive silk, cut to the general shape of the creature. Darklight's Delivering Bolt (Alteration, Metamagic) Range: 1" per 2 levels Casting Time: Special Duration: As other spell Area of Effect: 1 other spell Components: V,S Saving Throw: As other spell This spell "loads" a 1st-3rd level spell which is normally cast via touch into a bolt of magic which can be used to deliver it at range. Single-charge spells, such as shocking grasp, are fired through the bolt and work normally on the target if the bolt hits. If a spell works over a number of rounds rather than a certain number of touches, or if there are multiple possible 'charges' delivered over a series of touches, then the spell can be "fired" through these bolts, one bolt per round throughout the normal spell duration. Other types of touch spells should be dealt with in a similar manner at the DMO. Beneficial as well as offensive spells can be loaded and launched in this manner. Only one spell per casting of the metamagic can be so affected. The casting time of the metamagic includes the casting time of the secondary spell within itself, adding 2 segments to the latter's normal casting time. The bolt looks like a pointy beam of light in the mage's preferred color. Note that the caster must make a successful roll to hit for the bolt to strike its target, unless the target is willing to be struck or cannot dodge. Darklight's Inexplicable Manifestation (Enchantment, Illusion) Range: 0 Components: V,S,M Duration: Special Casting Time: 1 round Area of Effect: 1 object Saving Throw: None This spell is cast upon an inanimate object so that when a being next touches it, a limited illusory manifestation of the caster's choosing occurs. The manifestation can be of almost any nature the caster desires, but cannot be designed to fool or scare anyone, as it is clearly some sort of phantom sensation. The manifestation can be visual, sonic, or olfactory; it will appear or manifest near or around the creature touching the enspelled object. It could be, for example, the image of a white rose, the scent of the ocean, or the sound of a crying kitten. An image cannot be larger than about 3' across at most, a sound cannot be louder than loud conversation, and a smell cannot incapacitate or choke anyone. The dweomer remains passive within the object until a creature touches it, at which point the image manifests. Their reaction may vary; although they may not associate the image with the thing touched, they are aware that a distinct "something" has happened to deliver this manifestation--usually this seems to be some sort of ghostly phenomenon. The nature of the image also affects their reactions; the image of a pink bunny rabbit is less disturbing than that of a looming skull. This spell is often made permanent for various reasons. First, so that every creature touching an object causes the same manifestation. This is accomplished by simply laying a permanency upon the inexplicable manifestation spell. Secondly, it is often incorporated into the enchantments of a magic item (often swords) to give the item personality and flair. A piece of paper with a color drawing or detailed description of the manifestation is the material component. Darklight's Invisible Spell (Alteration, Metamagic) Range: 0 Components: V,S Duration: Special Casting Time: Special Area of Effect: 1 spell Saving Throw: Special This metamagic spell can effect any one spell of 5th level or under. It functions to cloak all visible effects of the spell, making it invisible. This has the effect of reducing its damage by 1 per die (but not below 1 point per die), but making it more conducive to stealth. For example, a fireball modified by the Invisible Spell spell would explode with normal noise, heat, impact, and such, but would be invisible. Note that this does not conceal either the caster or the spell's victims, only the visible portion of the spell. It adds 3 segments to the casting time of the other spell, but requires no extra material components. Darklight's Minor Planar Weapon (Conjuration, Wild Magic) Range: 0 Casting Time: 1 round Duration: 5d6 rounds Components: V,S,M Area of Effect: Special Saving Throw: NA This spell summons a small weapon composed of planar energies. It is solid and undamaging to the caster, but its substance is usually unusual. It typically takes the shape of a dagger, but can be any small-sized weapon the caster is proficient in. Its base damage is equal to that of a +1 enchanted weapon of its type, as is its ability to hit, but it does 1d10 points of special damage based on its extraplanar energies. When this spell is cast, consult the table below to see what plane is drawn upon: Note: when multipliers are given to damage, apply the multiplier only to the "special" planar damage of the weapon (1d10, usually), and when the description says that it can attack certain creatures "normally," then the special planar damage will not apply to that creature type. 01-50: Elemental Plane. Roll 1d4 to determine which: 1: Air. The weapon can disperse 1" portions of a cloud of smoke or gas if swung at them, and can keep vaporous creatures at bay or attack aerial creatures normally. It will do double damage to earth or rock based creatures. 2: Earth. The weapon will petrify a creature on a natural 20, if they fail a saving throw vs. petrification. It does double damage to gaseous or aerial creatures, and can attack earth-based or rock-like creatures normally. 3: Fire. The weapon can set any flammable substance alight by merely touching it, and can melt ice at the rate of 3 cubic feet per round. It allows one to attack flame-based creatures normally, but will do double damage to liquid creatures, water-based, or cold-using creatures. 4: Water. The weapon, if three successive hits are made on a single creature, can attempt to "drown" the creature (assuming it is air- breathing) by filling its lungs with water. Thereafter, it must make a successful Con check every hit or take an additional 2d6 drowning damage. It can extinguish normal fires by touch, and allows one to attack liquid creatures normally. It does double damage to fire- based creatures. 51-60: Para-Elemental Plane. Roll 1d4 to determine which: 1: Ice. The weapon will cause a creature to freeze stiff for 3d4 rounds and take 3d4 extra damage if it hits on a natural 20. It can freeze up to 1 gallon of liquid per round of touch. It allows one to attack creatures of ice normally, but will do double damage to earth-based and air-based creatures. 2: Magma. The weapon will cause items struck to melt or become incinerated if they fail a save vs. magical fire. On a natural 20, it will do triple damage to normal creatures (quadruple to vulnerable creatures). It allows one to attack lava creatures normally, but will do double damage to water-based or air-based creatures. 3: Ooze. The weapon will coat a creature with mud and slime, and on a natural 20, will cause their lungs to fill up with ooze (they must then make Con checks for 6 rounds or take 1d6 drowning damage per round). It allows one to attack slime or ooze creatures normally, but does double damage to fire-based and air-based creatures. 4: Smoke. The weapon will cause 2d4 extra suffocation damage on a natural 20. It can fill one hex with smoke per round, which functions as normal smoke (the wielder is immune to negative effects of generated smoke). It allows one to attack mist or smoke-based creatures normally, and does double damage to water or earth-based creatures. 61-70: Quasi-Elemental Plane (Positive). Roll 1d4 to determine which: 1: Lightning. The weapon will knock a creature back up to 4 hexes on a natural 20, with a clap of thunder and 1d10 extra electrical damage. It allows one to attack electrical beings normally, and can do double damage to metallic, earth-based, or water-based creatures. Also, it is +4 to hit opponents with metal armor (because it is transmitted through such protections). 2: Minerals. The weapon on a natural 20 has a 50 percent chance of severing (as a sword of sharpness), otherwise the creature must save or be petrified. It allows one to attack crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures. 3: Radiance. The weapon will turn an undead or shadow creature on a natural 20, otherwise on a 20 it will blind a normal creature for 2d6 rounds. It emits light out to a 30' radius. It allows one to attack creatures of light or radiance normally, and does double damage to shadow-based creatures or undead. 4: Steam. The weapon will cause a normal creature to pass out from heat exhaustion on a natural 20. It will emit one hex full of vapor per round (which will not bother the wielder at all). It allows one to attack mist or vaporous creatures normally, and does double damage to flame (not purely heat-based) creatures or to cold (not purely water- based) creatures. 71-80: Quasi-Elemental Plane (Negative). Roll 1d4 to determine which: 1: Ash. The weapon will cause 2d6 extra cold damage on a natural 20. It lowers the temperature in a 20' radius by 15 degrees every round (except the caster's body temperature). It allows one to attack ash- based creatures normally, and does double damage to flame or heat- based creatures. 2: Dust. The weapon will cause 2d6 extra deterioration damage on a natural 20. If held in contact with solid material, will break down 1/2 cubic feet of such per round, leaving behind only fine dust. It allows one to attack particulate (sand or dust) creatures normally, and does double damage to crystalline, rock, or earth-based creatures. 3: Salt. The weapon will cause 2d6 extra dehydration damage on a natural 20. If held in contact with organic materials, will dessicate them completely in 2 rounds. It allows one to attack salt elementals normally, and does double damage to water-based or liquid creatures. 4: Vacuum. The weapon will cause 2d6 decompression damage on a natural 20. It sucks 1 hex full of air into oblivion per round (the caster has no problems breathing), creating medium winds and having worse effects in enclosed spaces. It allows one to attack creatures of vacuum normally, and does double damage to air-based creatures. 81-90: Border Plane. Roll 1d2 to determine which. 1: Astral. The weapon is invisible, but will ignore all physical barriers to attack. It can cut a creature's silver cord on a natural 20 (assuming they are projected). It does double damage to creatures from the Astral plane. Normal creatures will not be able to heal from its wounds unless magically healed (as the damage is to the being's aura). 2: Ethereal. The weapon is faintly visible as a ghostlike dagger, but will ignore all physical barriers to attack. It attacks ethereal, spirit, or in-phase creatures for double damage. Normal creatures will not be able to heal from its wounds unless magically healed (as the damage is to the being's spirit). 91-95: Material Plane. Roll 1d2 to determine which. 1: Negative Material Plane. The weapon will drain one level or hit die of life energy on a natural 20. The weapon has no effect on undead creatures, but does double damage to creatures with a link to the Positive material plane. 2: Positive Material Plane. The weapon causes its special damage as healing to any living being, but if the being is already at full hit points, this applies as "damage". This "damage" is actual, but does not count as pulling a creature below full hit points in terms of this spell. On a natural 20, it acts as a mace of disruption vs. undead. Undead take double damage in any case from this weapon. 96-98: Outer Plane. Roll 1d20 to determine which: 1: Seven Heavens. This weapon is gleaming white, and radiates golden light. It repels evil creatures as a fear spell, 5" radius. It does double damage to CE creatures, and cannot strike LG creatures. It can spray holy water upon command in a cone 5' base by 30' long with a 10' maximum spread. 2: Twin Paradises. This weapon is of entwined silver and white marble. It can cure serious wounds once per summoning upon LG/NG creatures, and cannot strike such. It does double damage to CE/NE creatures. 3: Elysium. This weapon is of pure, glowing silver. It can turn undead and evil lycanthropes as a 9th level cleric. It does double damage to NE creatures, and can disrupt undead creatures on a successful hit, although it cannot strike NG creatures. 4: Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken wood. It radiates a 3" radius field of animal friendship aimed towards the caster. It cannot strike NG/CG creatures, but does double damage to LE/NE creatures. It can cure light wounds to any normal plant or animal it touches, once per round. 5: Olympus. This weapon is made of fine, polished steel. It cannot strike CG creatures, but does double damage to LE creatures. It can create food and wine upon command, as the cleric spell (cast at 9th level). It also does damage as if swung by one with 18/00 Strength. 6: Gladsheim. This weapon crackles with lightning and fire, and is made of fine steel. It cannot strike CG/CN creatures, but does double damage to LN/LE creatures. It gives a +2 to hit and -2 on AC to any CG/CN warrior within 3". 7-9: Limbo. This weapon randomly shifts color, composition, and radiance every round. It can strike any creature who can be hit by +3 weapons. Any spell effect directed at the wielder WILL be changed into a wild surge. It randomly polymorphs any substance or object it touches once per round, and on a natural 20 will polymorph a creature randomly. It does double damage to LN creatures. 10: Pandemonium. This weapon is made of howling wind and darkness. On a natural 20, it blinds and confuses (as the spells) its target. It cannot strike CN/CE creatures, but does double damage to LN/LG creatures. 11: The Abyss. This weapon drips acid and venom, and is seemingly composed of demon-parts. On a natural 20, it causes the target to save vs. poison or take 2d20 poison/acid damage, regardless of magical or natural resistance to poison or acid. It cannot strike CE creatures, but does double damage to LG creatures. 12: Tarterus. This weapon is composed of stagnant black liquid. On a natural 20, it causes complete amnesia which can only be removed by a heal spell. It cannot strike NE/CE creatures, but does double damage to LG/NG creatures. 13: Hades. This weapon is composed of bone and blood. On a natural 20, the victim must save vs. death magic or be transformed into an undead creature. It cannot strike NE creatures, but does double damage to NG creatures. 14: Gehenna. This weapon is composed of mingled brimstone and shadow. It cannot strike NE/LE creatures, but does double damage to NG/CG creatures. On a natural 20, it inflicts a rotting disease upon its victim (as per a mummy's touch). 15: Nine Hells. This weapon is composed of fire and brimstone. On a natural 20, the creature struck takes 2d20 flame damage, regardless of magical or natural resistance to fire. It cannot strike LE creatures, but does double damage to CG creatures. 16: Acheron. This weapon is made of cold iron which glows with a red radiance. On a natural 20, it paralyzes its victim. It cannot strike LN/LE creatures, but does double damage to CG/CN creatures. 17: Nirvana. This weapon is perfectly symmetrical along at least two axes, and appears to be made of gray crystal. On a natural 20, its victim is held for 2d6 rounds. It cannot strike LN creatures, but does double damage to CN creatures. 18: Arcadia. This weapon appears to be made of wood which has been turned into precious metal. When it touches any poison or acid, the latter is instantly nullified. It cannot strike LG/LN creatures, but does double damage to CN/CE creatures. It can cure poison once per round when it is touched to a creature. 19-20: Concordant Opposition. This weapon is of pure white crystal, fine steel, and polished obsidian intertwined. It cannot strike druids or other creatures who protect the balance. It does double damage to LG/CG/CE/LE creatures. Its attack will ignore the defenses of a creature whose powers are based on strong alignment, such as demons, paladins, slaadi, etc. 99-00: Unusual, Demi-Planar. Roll 1d4 to determine which. 1: Demi-Plane of Electro-Magnetism. The weapon is +5 to hit opponents clad in metallic armor. It can repel or attract metal objects with 15 Strength within a 3" radius at command. On a natural 20, it will knock an opponent back up to 6 hexes for 2d6 extra impact damage. It does double damage to creatures of a ferrous composition. 2: Demi-Plane of Shadow. The weapon is actually only quasi-real, but appears to be made of solid blackness. A creature struck must disbelieve or take double actual damage. It does double damage against creatures of light or any illusory 'beings'. On a natural 20, will blind a creature for 2d6 turns. 3: Demi-Plane of Time. The weapon appears to be simply a wavering violet outline. It will age a creature 1 year for each point of damage accrued (random direction, 50% chance each hit of aging older or younger). On a natural 20, will throw an opponent 1d4 x 1d100 rounds into the future (or the past--at DMO). 4: DM's Option. This can be as strange as you like. It can be a weapon composed of the mists of Ravenloft, of the phlogiston, or of some far-distant and really bizarre plane of the DM's own devising (see the "Insect" spells for one idea). The material component is a carved ivory representation of the weapon to be generated, with runes representing the various planes of existence scribed upon it. Darklight's Mysterious Manservant (Conjuration) Casting Time: 1 turn Area of Effect: Personal Components: V,S,M Duration: 1 week/3 levels Saving Throw: N/A Range: 0 This spell is a favorite of eccentric or showy mages. The spell calls into being an invisible, intangible force which is imbued with a limited intelligence. It is especially receptive to permanency, with no risk of losing Constitution points. The force obeys verbal commands and is able to produce a variety of useful, usually mundane objects. It tends to become confused if the request is not specific, however: due to its comprehensive knowledge of the multiverse, the request "give me my hat" might result in a black top-hat or a Stetson rather than the wizard's favorite pointy cap. No information about other people, places, or things can be surmised from quizzing the manservant, however. Mages who use this spell tend to anthropomorphize the force, carrying on one-sided (to others) arguments with it over misguided conjurations, such as the Stetson mentioned earlier. Strangely enough, they speak as if they recieve actual replies, even though no other person can hear them, and they themselves do not recall actually hearing anything. Any conjured object leaving the mage's possession or which the mage tells the manservant to get rid of immediately vanishes. Conjured objects are limited in size to no more than 5 pounds or so; also, since nothing conjured can be given away and expected to exist anymore, value matters little. Also, no magic items, components, weapons, or other offensive items may be conjured. Alternatively, the servant can "hold" indefinitely up to 100 pounds worth of material OR up to 25 items of any sort for later recall. No item "held" may weigh over 1,000 pounds. These, being items with actual existence, are not limited in nature or substance as conjured items are. "Held" items vanish completely, but the manservant will always remember that they are there. The second application is NOT recommended for the temporary casting of the spell, because any items still "held" when the spell lapses vanish forever. The manservant can be cast onto another person(and even made permanent), but ONLY if they are both 1.) a mage, and 2.) able to cast conjuration magics. The material component is a silk bow tie and a silver figurine of a butler. Darklight's Lofty Eye (Divination) Casting Time: 1 round Area of Effect: Personal Components: V,S,M Duration: 5 rds/level Saving Throw: N/A Range: Special This unusual spell gives the caster an elevated view of his surroundings. The caster must stand still with eyes closed for the duration; he is then able to look down from a point hundreds of feet directly above the spot where he is standing. Needless to say, the spell's utility is limited by visibility conditions-- it does not grant the ability to see through trees, clouds, smoke, etc. It will not function at all if cast indoors or underground. Trees are not a barrier to the spell's operation, but it does not lend any special visual acuity, so fine details of things on the ground may not be picked out. The duration is limited by caster concentration. The material component is a hawk feather and a mushroom, the second of which is eaten whole. Darklight's Panty Peeler (Enchantment) Range: Touch Casting Time: 1 round Duration: Special Area of Effect: 1 humanoid Saving Throw: NA Components: S,M This enchantment is unusual because it is not cast directly at its victim, but is cast upon a medium of transferral. The spell can only be cast upon a prepared alcoholic drink (the mixing or pouring of which is the somatic component), not on an entire flask, bottle or keg of alcohol. The spell recipient is defined as one who offers the enspelled drink to another person. The recipient does not necessarily need to know of the drink's enchanted status, but to benefit from the enchantment, must offer it verbally to another creature, who is the target of the spell. If the target accepts the drink and imbibes even a sip, the spell is activated and the target is instantly affected. The victim recieves no saving throw if they accept the drink, and forcing a being to drink will negate the magic. A person affected by the spell is then subject to a specialized charm, which persuades them to willingly and enthusiastically submit to the recipient's romantic and/or sexual overtures. The charm lasts for exactly 24 hours, after which time the victim is free to react normally to the recipient, and will believe that any actions made while the charm was in effect were made freely. The victim must be of a sexual orientation which is compatible with the spell recipient. Darklight's Personality Fragmentation (Enchantment) Casting Time: 4 Area of Effect: 1 target Components: V,S,M Duration: Special Saving Throw: Special Range: 6" + .5"/level This rather ruthless spell may be targeted upon one intelligent creature within range. Only nonhumanoid creatures get a save vs. spells to avoid the spell's effects, as their minds are harder to "lock onto." The target of the spell, and no one else, sees a glowing sledgehammer which strikes him on the head. The target's psyche immediately splits into 2d4+1 separate personalities, each having a 30% chance of being insane, the original personality not counted in that number, but still in existence. Their alignments, nicknames, and insanity should be then determined randomly by the DM. The target has a 20% chance of being stunned for four rounds, otherwise a random personality takes control within one round. The victim can fight the spell over the long run; for each week of this malady, the original personality may make a save vs. death magic to remove one random personality. Otherwise, the insanity works like the standard form, with the normal chances for random switching. The material component is a small silver hammer, with the word "Maxwell" inscribed upon it. Darklight's Rubbery Transformation (Alteration) Range: 0 Components: V,S,M Duration: 2 rounds/level Casting Time: 5 Area of Effect: Personal Saving Throw: None This spell transforms the caster temporarily so that he is extremely flexible, bouncy, and rubbery. Blunt weapons, impact, and falling damage do not affect him in this state, but knock the wizard 1" per point of damage over 5 points in the direction opposite to that from which the attack came. Falling damage causes the caster to bounce in a random direction (grenade-like missile chart once again) 1" for every 20 feet fallen. The caster can attempt to control the direction of his bounces (off walls, floors, ceilings, people) by making a Dexterity check at -5 upon impact (but only if he sees it coming). Bladed or piercing weapons do -2 points of damage per die, with the possibility of no damage inflicted. Magical attacks may or may not injure the caster; heat, cold, and most energy will damage him normally, but force attacks are resisted as blunt weapons. The mage's equipment is transformed in the same fashion, and remains rubbery as long as he does. If the mage bounces into a person with a velocity of more than 10", he may do damage or knock them over, at the DM's discretion. The material component is a chicken bone, boiled to flexibility. Darklight's Shockwave (Evocation) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 4 Area of Effect: 3" arc, growing to a 10" arc along a 5" long path Saving Throw: Special This pulse of force, sound, and wind can be emitted when the caster swings his arms (or, optionally, his staff). This action causes a thunderous wave of force along a 50 foot long path; it is 30 feet wide at its beginning, but expands to 100 feet wide at the end of its travel. The force will knock back creatures caught in it as follows: Size Distance Thrown Save Type Side Effect ~~~~ ~~~~~~~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~~~ Tiny 3d6x10 feet Vs. Wands(-3) Unconscious for 2d10 rounds; take 1d10 damage Small 2d6x10 feet Vs. Death(-2) Unconscious for 2d8 rounds; take 1d8 damage Medium 1d4x10 feet (if Vs. Death(-2) Unconscious for a Open Doors roll 2d6 rounds; take is not made) 1d6 damage Large 1d3x5 feet (if a Vs. Spells Topples over; 1d4 Open Doors is not damage made) Huge 10 feet(if OD roll Vs. Spells(+2) 1d4 damage is failed) Gargantuan 5 feet(if OD roll None needed Nothing is failed) Darklight's Staff of Pain (Enchantment) Reversible Range: Touch Components: V,S Duration: 2 rounds/level Casting Time: 4 Area of Effect: Special Saving Throw: Special This spell causes the caster's staff to be surrounded at both striking ends with a crackling, dark aura. The color varies, but is generally dark and ominous. The aura enhances the staff's value as a weapon in several ways. It gives a +1 to hit (does NOT affect what creatures may be hit by it). Also, it induces extreme, mind-numbing pain in any target it hits. This pain forces the creature to make a System Shock roll at -30% or fall unconscious for 2d6 rounds. Even if they succeed, they can take no action for the rest of the round, and are at -3 (or -15%) on all rolls for the next two rounds. The aura is not dispelled by a single attack, it lasts for the entire duration and can be used for as many attacks as the caster is able to make. The reverse of the spell, Staff of Pleasure, causes the ends of the staff to be surrounded at both ends with a bright, metallic glow. The color varies, but is generally positive and cheery. The staff can still be used as a weapon, but has a chance of inducing sado-masochistic tendencies in the creatures hit (5% chance for any single being hit). The aura induces extreme pleasure in a being hit by the spell, effectively disrupting all concentration and making them unable to do anything else in the round. If they fail a System Shock roll (no modifier), they pass out from the pleasure. The aura will last for the entire duration, and people might just line up to be tapped by it. There is a third application of the spell, which must be memorized separately, as if it were a reversed version, is called Staff of Pleasure and Pain. It combines the spells, making one end of the staff glow with the pain aura and the other end with the pleasure aura. Both ends function as above, and a creative wizard can find hundreds of uses for this version. Darklight's Subliminal Message (Enchantment) Range: 0 Components: V,S,M Duration: 3 days/level Casting Time: 4 Area of Effect: Special Saving Throw: Special This spell is cast upon a paragraph of writing, a sign, or a drawing of some kind. The writing or image should be freshly made by the caster himself or while he watches, and upon its completion the caster casts the spell. The spell implants an invisible subtext into the work, causing all who read it to subconsciously be compelled by its meaning. The message conveyed subliminally is chosen by the caster, and should follow the guidelines of the suggestion spell (q.v.). Those viewing or reading the work are then required to roll a secret saving throw vs. paralyzation or be compelled to follow its directives. A person succeeding the throw will be unaware that anything has occurred, and even those whose behavior has been altered by the spell have no idea where their implanted urges originated. The suggestion will only remain for a maximum of two weeks, or until acted upon. The exact duration of the behavior changed depends on the nature of the suggestion. As with the suggestion spell, no obviously suicidal or alignment- rending activity can be forced upon a victim. The material component is the paper upon which the subliminal message is inscribed. FIFTH LEVEL Darklight's Alcohol Detonation Spell (Alteration, Evocation) Range: 6" Casting Time: 5 Duration: Instantaneous Area of Effect: Special Saving Throw: Special Components: V,S This rather mean-spirited spell causes alcoholic beverages within the area of effect to detonate violently. Such fluids which are already within a being's system are immune to this effect, but a drink being held to one's mouth at the time of detonation will still explode. The mage designates a spherical area of effect somewhere within range as his target (with a maximum radius of 3", and a minimum radius of 1/2 foot). All such beverages within this area will then immediately blow up. Damage caused and blast radius by drink and quantity are detailed below: Quantity Present Drink Type | 1 cup 1 bottle 1 keg Barrel or larger =============================================================== Beer | 1d3, 1/2" 1d4, 1" 1d4, 2" 2d4, 4" Ale | 1d4, 1" 1d4, 2" 1d6, 3" 3d4, 4" Wine | 1d4, 1" 2d4, 2" 2d4, 3" 2d6, 4" Mead | 1d6, 2" 2d6, 3" 4d4, 4" 3d8, 5" Liquor | 1d10, 2" 3d6, 4" 2d12, 5" 5d8, 6" Amounts of damage are added, and blast radius is determined by using the greater radius. For example, if the spell were directed at a table on which sat three glasses of wine and a bottle of Jim Beam, then the blast radius would be 4" and the damage caused would be 3d4 + 3d6. A liquor cabinet or wine cellar has the potential for much destruction with this spell. Beings within the blast radius may make a saving throw vs. spell to take only half damage, UNLESS they were drinking from an exploding liquid at the time, in which case they must save or take double damage (double from that explosion only). The explosion may cause incidental fires, and tends to leave rays of black carbonization behind on materials within the radius. Darklight's Concentrated Fire (Alteration, Metamagic) Range: 20 feet Casting Time: Special Duration: Special Area of Effect: 1 target Components: S Saving Throw: Special This metamagic spell only adds 1 segment to the end of the previous spell's casting time, with the somatic component consisting of the caster pointing directly at the intended target. This spell brings the full force of an area effect spell to bear upon a single target. Any area effect spell of up to 4th level can be used with this magic. Offensive spells require a saving throw vs. breath weapon by the target, and if successful, the spell does +2 points of extra damage per die with all 1's rerolled. If they fail this saving throw, then they take the maximum damage for the spell (as cast at the level of the caster). If the spell is not a mere damage spell, but causes some effect to be caused, then the target's save versus the effect is lowered by -1 for each equivalent extra target which the spell could normally affect. In no event can this spell be used with a spell which normally affects only a single target, or with an area affect spell over 4th level. Darklight's Mental Stabilizer (Enchantment) Casting Time: 1 hour Area of Effect: 1 creature Components: V,S Duration: Permanent Saving Throw: Special Range: Touch This spell can help those afflicted with either natural or magical insanity. The spell will cure one specific insanity if the recipient fails a save vs. paralyzation (the reason they must fail is that an insane person tends not to want to be sane). If a being is suffering from multiple forms of insanity, it requires multiple castings. However, only one casting can be attempted each week for a specific individual. Darklight's Mystical Fortitude (Enchantment) Casting Time: 5 Area of Effect: 1 magical effect Components: V,S,M Duration: Special Saving Throw: N/A Range: 1" This spell is designed to help magical effects resist a hostile dispel magic spell. The fortifying effect will last as long as the magical effect it is cast upon. The material component is a diamond, the size of which determines the potency of the spell, as per the table below: G.P. Value Resistance ----------- ------------- 100 g.p. + 5% 250 g.p. + 10% 500 g.p. + 15% 1,000 g.p. + 20% 2,500 g.p. + 25% 5,000 g.p. + 30% 7,500 g.p. + 35% 10,000 g.p. + 40% 20,000 g.p. + 45% 50,000 g.p. + 50% <--- Maximum effect Darklight's Personal Dispel Shield (Abjuration) Range: 0 Components: V,S,M Duration: Special Casting Time: 1 round Area of Effect: 1 personal spell Saving Throw: None This spell can be emplaced upon any other spell with an Area of Effect of "personal," "caster," or "self." It acts to protect the magical effect from hostile or accidental Dispel Magic spells. It adds +50% to the chances of it resisting a dispel. Note that this cannot affect any area effect spell; it only affects those spells which affect the caster only. The shield only lasts as long as the personal spell's normal duration lasts, and can only protect a single personal spell per casting. The material component is a 500 gp diamond. Darklight's Rubbery Aura (Alteration) Range: Touch Components: V,S,M Duration: 3 rounds per level Casting Time: 6 Area of Effect: Anything touched Saving Throw: None This spell causes the mage to be surrounded by an invisible field of alteration magic, which causes anything he touches to become unnaturally resilient and rubbery. In effect, anything which comes in contact with the mage will become as bouncy, stretchable, and rubbery as detailed in the lesser spell Darklight's Rubbery Transformation. However, these things return to normal when they are outside of the mage's contact. Large objects are only rubbery in a local area around the mage's touch, perhaps in a radius of 3 feet from the mage's touch. This allows the mage to bend bars open, bounce on the ground like it was a trampoline, and ignore all purely physical damage. A sword blow will flex into uselessness when it hits the mage, and is sproinged right off his body. See the Rubbery Transformation spell for details. The material component is the sap of a strange tropical tree. Darklight's Silent Invisible Spell (Alteration, Metamagic) Range: 0 Components: V,S Duration: Special Casting Time: Special Area of Effect: 1 spell Saving Throw: Special This metamagic spell can effect any one spell of 5th level or under. It functions to cloak all visible and audible effects of the spell, making it invisible and silent. This has the effect of reducing its damage by 2 per die (but not below 1 point per die), but making it more conducive to stealth. For example, a fireball modified by the Silent Invisible Spell spell would explode with normal heat, impact, and such, but would be invisible and silent. Note that this does not conceal either the caster or the spell's victims or any sound made by them, only the visible and audible portions of the spell. It adds 5 segments to the casting time of the other spell, but requires no extra material components. Darklight's Stapling Spikes (Evocation) Range: 10" Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: One target Saving Throw: Neg. This spell conjures several bolts of force to be directed at one large size creature or smaller within range. The victim recieves one saving throw vs. spell at -2 to escape its effects. Otherwise, they are knocked against the floor by a blast of force (or against a wall if more convienient) and nailed to it by glowing force spikes. The initial bolt will knock a creature into the best possible surface, but causes no actual damage. The other bolts will impale the creature's various limbs (or body, if no limbs are available) to the surface in question, causing 1d3 points per limb. This serves to (painfully) immobilize the target creature, and typically will not kill it due to the nature of the damage. The spell lasts for 24 hours or until one of the spikes is removed. A creature may attempt to remove the spikes by itself, but each attempt (BB/LG roll at -25%) causes 2d4 damage to the limb in question regardless of success. The material component is a small, rusty iron spike. Darklight's Summoning Hook (Conjuration) Range: 6" Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: One creature Saving Throw: Special This spell is based on the concept that summoning spells reach across planes to grab likely creatures; it simply targets a creature with an energy which makes that creature lots more likely for a short time. The spell's energy only works for 4 rounds, and each round of the spell, the creature targeted has a 3% chance (per level of the caster) to be yanked away by a summoning spell from somewhere else. Typically, summoning spells which are seeking on the plane of the caster are originating from other, parallel dimensions. The creature will remain gone for a number of rounds determined by its level or hit dice; the method is to consult the Monster Summoning spell which corresponds to its power level. The duration listed for that spell is the duration for which they should be gone. There is also a base 5% chance that the creature will never return to that location. If the creature is more powerful than the creatures summonable under the 9th level Monster Summoning, then the summoning hook fails. This spell can also be used as a bizarre way to go adventuring. If the wizard casts the summoning hook on himself, he has the listed chance to be yanked into a strange dimension for a period of time equal to one day per level of the wizard. The reason that the duration functions differently for the caster is that he is voluntarily being summoned. Also, the caster is not summoned strictly by the relevant Monster Summoning series spell, but can show up at the beckoning of any summoning-type spell, and his power level may be wildly greater or less than that desired by the otherdimensional mage doing the summoning. The table below should be consulted for the nature of the summoning which calls the caster if he is picked up by the hook: %ile Roll Nature of Summoning ========= ============================================================ 01-05 Monster Summoning I-III; will astonish other mage and likely prove more than a match for intended opponents. 06-15 Monster Summoning IV-VII; possibly weaker than intended and may cause the mage to be in a bad situation... 16-25 The mage shows up in response to a "Demon summoning" type of spell and is suspected to be a disguised demon. 26-40 The mage steps through a newly-opened Gate. 41-55 Monster Summoning appropriate for the mage's level, if at all possible. 56-65 Summoned by a psionicist's Psychoportation powers. 66-75 Appears in the lab of an experimenting otherdimensional mage. 76-85 Steps from the surge of an otherdimensional wild mage. 86-99 Falls through a dimensional rift--who knows where? 00 Intentionally summoned. "But who would summon ME??" The material component is a golden grappling hook, no more than 3 inches long, affixed to a bit of phase spider web. Darklight's Tattoo Item (Alteration) Casting Time: 2 turns Area of Effect: 1 object Components: V,S,M Duration: Indefinite Saving Throw: N/A Range: Touch This spell will cause an inanimate object to be transformed into a tattoo on the caster's skin. The object must be touched only at the end of the casting, enabling lit torches or campfires to be tattooized. Large objects will shrink to no more than a 1' by 1' square area. The transformed items remain until the caster "peels" it off and throws it to the ground. While in tattoo form, they appear as full-color, intricate representations of the item contained within. A dispel magic upon the caster will require each to make a save vs. polymorph at the level of the caster. Each one which fails will spring back into original form instantaneously. A caster may have as many tattoos on his body as could reasonably fit. If the caster dies, all the items are immediately released. The material component is the tattoing needle, which must be made from electrum and vanishes upon completion of the tattoo. Darklight's Weapons Warp (Alteration) Range: Special Components: V,S,M Duration: 2 rounds per level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell is used to protect the caster from stabbing, slashing, or piercing from hand to hand weapons. It acts by warping space locally so that any hit which would pierce the skin of the wizard is warped to the body of the attacker. Any damage which would have affected the wizard is instead inflicted upon his opponent. This is not at all effective against missile weapons (in this case, the warp has no close opponent to target) or blunt weapons (they do not penetrate the skin sufficiently if at all). A wizard with this spell often exposes himself to deadly strikes and stands confident as his foes kill themselves. A foe who strikes for the kill at a wizard with this protection automatically takes maximum damage from the weapon, and if they rolled 5 or more than required to hit the wizard, recieve a critical hit upon themselves. The material component is a miniature lead sword which has been bent in half. Transmute Cloth to Iron (Alteration) Reversible Casting Time: 5 Area of Effect: Special Components: V,S,M Duration: Permanent Saving Throw: Neg. Range: 10" The invention of the crafty shadow-mage, this spell is a very effective immobilization technique. It can affect the full garments of up to 5 Small, 3 Medium, or 1 Large sized beings per three levels of the caster. Enchanted clothing has a 20% chance per enchantment/plus to resist the spell. Cloth that has been transformed into iron is not simply woven iron--the strands are partially fused so as to be solid. A successful Bend Bars roll may, at the DM's option, depending on the amount of clothing being dealt with, allow one to free oneself(ruining the garments irrevocably). The transformation is permanent unless the reverse of the spell is cast. The reverse is also quite effective in neutralizing attack, but it does so by causing metal armor and weapons to become ineffective cloth replicas. Cloth swords will become limp and floppy, cloth plate will hang in folds. This is far from immobilizing, but tends to ruin Armor Class. It affects the metal gear of 5 Small, 3 Medium, or 1 Large sized beings per three levels of the caster. Enchanted metal objects, or objects made primarily of mithril, silver, or other precious metals are not affected at all. When reversing this effect, take care that the objects in question are held in their original shape--a floppy sword that is simply reconverted while flopping will be very oddly shaped and not very useful. Multiple reconversions may fix such problems. The spell does NOT affect iron- based or cloth-based monsters(if, indeed, the latter exist), including golems. The material component is several wires woven into a clothlike pattern. SIXTH LEVEL Anthropomorphization (Alteration, Enchantment, Evocation) Range: Touch Casting Time: 3 hours Duration: Indefinite Components: V,S,M Area of Effect: 1 object Saving Throw: NA This spell will animate one small object of no more than 3 cubic feet in size. The object will then take on a psuedo-life, with a degree of intelligence and the ability to speak and move. If the original object was not flexible, extra flexibility or small limb-like structures will form upon it to allow it movement. Its capabilities will not be strong or powerful enough to allow combat or anything more potent than an Unseen Servant can accomplish physically. The object will have a personality appropriate to its original nature, but never a truly malevolent one (unless the object is a torture device or such). In any case, the object's psuedo-intelligence will never be more than 8, but it will be capable of carrying on reasonable and witty (dependent upon personality) conversation despite its inability to truly learn new fields of knowledge. The object will remain animate unless a successful dispel magic is applied, but in any case the same personality can be re-evoked (along with what pass for memories in the object) with a recasting of the anthropomorphization spell. When determining the nature of an object's personality, think of F/SF sources such as "The Brave Little Toaster" (story, not movie) or "Beauty and the Beast" (movie, not story). An intelligent being who has somehow been polymorphed into an object or whose soul is trapped in an object can be spoken to and made "active" using this spell, although they are bound to want to become truly free once more. Secluded or eccentric mages will often have houses full of charming little animated companions, because they really are fun to have around. The material component is the skull and paw of a naturally deceased and well-loved pet (not necessarily the caster's own). Darklight's Compulsion of Pure Reason (Enchantment, Abjuration) Range: 10 yards/level Components: V Duration: Special Casting Time: 6 Area of Effect: One creature/3 levels Saving Throw: Special This spell, when directed out toward intelligent targets, will cause them to be immediately dominated by the force of logic. Targets must be truly intelligent and must have thought patterns which run along roughly humanoid lines (so it will not affect cloakers or similarly alien creatures). Friendly targets may waive their saving throws vs. the spell's effects. Hostile targets save vs. spell, with their magical defense bonus from Wisdom working against them (in effect, their Wisdom does not help them save against it; instead, it helps the logic take hold), acting as a penalty rather than a bonus in this case. The magic of the spell is such that it stills all emotion, causing a crystal-clear rationality to take hold of the targets' minds. Lycanthropes can resist an involuntary change, berserkers will have their rages stopped in mid- hack, and spells such as fear or emotion will have no effect. It causes the creatures affected to be temporarily emotionless. The logic will last until it is disrupted by the target succumbing to strong emotions. Each time something happens which would normally evoke a strong emotional response in the target, they must make a Wisdom check (with magical defense bonuses subtracted from the roll). A failed check will cause the effect to end with respect to that target. Darklight's Creeping Frost Curse (Evocation/Alteration) Range: Touch Components: V,S,M Duration: Indefinite Area of Effect: One structure Casting Time: 2 turns Saving Throw: NA This spell is a relatively insidious and nasty way to render a fortification useless. The mage casting it touches a portion of a man-made structure (castle, etc.) of less than small-city size and casts the spell. A patch of frost in the shape of the mage's hands will then form. Every 3 turns thereafter, the patch will grow irregularly, covering 1" of additional radius, and unless stopped, will coat the entire structure, inside and out, with an exceptionally cold layer of icy frost. Dispel magic, if successful, will force the frost back 1" in radius, but the original patch cannot be dispelled with dispel magic alone. Fire spells will remove the frost within their area of damage until the frost spreads back over the burned spots in time. The original area can only be removed with the casting of remove curse and flame strike together. This will disrupt the spell entirely. A structure coated in this ice will be at least 20 degrees lower in temperature than the surrounding climate, and even lower in a hot area. Contact with the ice will cause 1 point of damage per round of touch. The ice is also very slick, making movement upon it hazardous. The mage casting the creeping frost curse will be unable to cast ice/cold related spells for a month afterwards, unless he is a specialist water/ice mage. (that is, if you allow ice mages!!) The material component is the talon of an ice devil. Darklight's Future Self (Conjuration) Range: Special Components: V,S Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: N/A This spell is a very strange temporal conjuration. It causes a quasi-real double of the caster to appear at a place to which the caster is travelling and make arrangements for his arrival. The time of his arrival cannot be more than two weeks away, and the place cannot be more than 300 miles away or on another plane. The destination should be a city, village, town, or trading post, not simply an isolated person's house. Even if the caster has no idea what exact business he has to do or at what inn he will stay, the double will "know" and will have spoken to the right people and made the right arrangements. Therefore, when the caster arrives and enters an inn, the caster's preferred overnight arrangements will have been worked out; people with whom the caster wishes to speak with or trade with will meet him at the time the caster realizes he needs to speak or deal with them. (If this seems a bit mind-boggling, realize that it is simply the temporal, quantum nature of the spell which causes it to be so.) The arrangements cannot be spread over a time period of more than three days, and the future self cannot be cast when the caster is not going to travel within the spell's time limit. So, if a caster, planning a trip, casts future self and is then detained for more than 2 weeks, the spell will be cancelled. The caster must "set aside" an amount of money in a sealed pouch or box upon the spell's casting, and it is in a state of flux until the events play themselves out, at which point the proper change will be left in the container at the end of the spell's duration. Purchases or accommodations costing more than the reserved funds will simply be reserved by the double, unless the caster will not be able to afford them (ack! strangeness!). The double will only be truly seen or noticed by the people with which transactions or business arrangements are made, and will not "exist" in any other localities in the city. The double will not seem strange or unreal to those contacted, and these persons will realize that it is simply making "arrangements" for the caster's arrival, however odd that this may seem to the ordinary person, it will not disturb these contacted people. The double will not be seen moving through the city streets, as it does not exist apart from its mission. When adjucating this spell, do not worry yourself about paradoxes, because it is magic. Darklight's Readied Dweomer (Alteration, Metamagic) Range: 0 Components: Special Duration: Special Casting Time: Special Area of Effect: 1 spell Saving Throw: Special This spell is used to ready another spell for instantaneous casting in tight situations. It can be used with any 1st-5th level spell whose casting time is less than 1 turn. The spell is cast ahead of time, with an extra round added to the casting time, and with normal components consumed. The dweomer is then held "ready" and can be loosed at any time the mage wills. The readied spell will have normal duration, area of effect, range, and saving throw, but the casting time is reduced to effectively zero upon its triggering. The metamagic can only affect one lesser spell, and requires the additional component of a miniature golden cage with a swinging door (no less than 300 gp cost). Darklight's Lightning Web (Evocation) Casting Time: 1 round Area of Effect: .5" x .5"/level Components: V,S,M Duration: 5 rds/level Saving Throw: Special Range: 1"/level This spell must be anchored as a web spell, and superficially acts as one. However, the network of strands in this spell are composed of crackling electricity. If it forms around creatures, they take 6d8 electrical damage (save vs. breath weapon reduces this to 1/2 damage). When caught, after the initial jolt, they must hold perfectly still or risk breaking additional strands (strands vanish when broken, but dispense damage, on average 1d3 per strand). To escape, one can try to move out carefully, making a Dexterity check at -4 for each 1" moved or taking an additional 2d4 damage (no save). Creatures "waiting out" the duration must make a Strength check and a Constitution check at -2 (each) every turn or fail to hold perfectly still, taking 2d4 damage (no save). They may then safely remain lying where they have collapsed without risking further shock. Creatures immune to electrical damage are, of course, immune to the effects and can break the strands easily and without fear. Large amounts of water sprayed into the web will disperse it in a crackling, sparking burst. However, if anyone is hit by the water as well, they will conduct the spell's energy, taking 6d10 shock damage. If the water is a stream emanating from a being (like a water bolt or decanter of endless water), the being must save vs. paralyzation or suffer the above damage. The material component is a giant spider's spinnerette, tied to the spine of an electric eel. Darklight's Finger of Ice (Alteration) Reversible Range: 5" Components: V, S Duration: Instantaneous Casting Time: 8 Area of Effect: One Medium-sized creature Saving Throw: None This spell, when cast upon a human or relatively human-sized creature, will cause the target's blood to instantly freeze solid. The creature is literally frozen in their tracks, and will die unless certain measures are taken. The stricken creature takes on an icy countenance, tinged strongly with blue. The reverse of this spell, Blood Warm, will rethaw the creature's vital fluids and allow them a System Shock roll at -40%. If they fail, they die from the shock. If they make the roll, they are still incapacitated for 1d4 days and must rest in warm conditions, as if they were severely frostbitten (which they are). Unless the reverse is performed within 12 turns under normal conditions of temperature, the creature will die; this can be forestalled by keeping them in a below-freezing environment. On a non-frozen creature, Blood Warm has a 40% chance (+1% per level of the caster) of incapacitating the creature from ugly heatstroke for 2d10 turns. Darklight's Hideous Rending (Alteration, Necromancy) Range: 5" Components: V, S Duration: 1 round per 2 levels Casting Time: 6 Area of Effect: 1 target Saving Throw: Special This spell requires full concentration on the part of the caster for its entire duration. For 1 round per two levels of the mage, a gruesome attack may be carried out. The mage makes grasping and pulling motions with his hands in the direction of a single creature within 5", and rolls to hit. A successful hit will do 2d4 damage to the creature, as a 'handful' of flesh is teleported 3'-5' from the unfortunate's body. One rending attack may be made per round while the spell lasts. The target will begin bleeding for 2 points of damage per 'rend' until they recieve healing or serious bandaging. The caster also rolls a percentile on each successful hit; if the score is equal to or under the caster's level in percentage, the target loses a vital organ or chunk thereof, and must save vs. death magic or expire on the spot. If the save is successful, they will lapse into a coma, and can only be revived by a cure serious wounds or greater healing spell; if not so healed, they die within 24 hours. If a target dies or falls comatose, the mage may move his focus to a new victim, and so on, for as long as the spell continues. Use of this spell is NOT an act in accordance with a good alignment! Darklight himself will rarely use it, due to its ruthlessness. Darklight's Planar Bubble (Conjuration) Range: 6" Components: V, S, M Duration: 6 rounds + 1 round per level Casting Time: 1 round Area of Effect: 1" by 1" by 1" Saving Throw: None This spell summons a bubble of material from one of the Inner Planes. Any creature(s) caught inside this bubble will suffer the effects of unprotected exposure to the plane in question (unless, of course, they possess applicable protection). A saving throw vs. breath weapon may be made during the second round to jump clear. Anyone failing this save cannot escape, as the bubble's boundary solidifies; at this point, only a dispel magic, disintegrate, or similar spell can destroy the bubble. There is a base 10% chance of accidentally catching a creature native to the Elemental plane in question inside the bubble. It will usually react in a hostile and aggressive manner. The bubble can be of any Elemental, Para-Elemental, or Quasi-Elemental plane, not including those of Time, Electro-Magnetism, Shadow, or the Positive or Negative Material planes. The material component is a small sample of the material desired (in the case of lightning, vacuum, radiance, magma, etc., some creativity must be exercised, and the DM must rule what counts as a "sample.") The material component is a small blown glass sphere, upon which is etched various planar runes. Darklight's Searing Disk (Evocation) Range: 15" Components: V,S,M Duration: 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None This spell conjures a white-hot, 6-foot wide floating disk of iron. The caster can maneuver the disk about at a rate of 20" by mental command. The disk cannot be moved farther than the above range, and can be stopped instantly, as if inertialess, by the caster's command. It can be used to strike and pummel creatures within range, needing no roll to hit. The intended target gets a save vs. breath weapon to dodge it, otherwise they will take 6d6 from the impact and heat. If used to pin a creature down, the victim recieves a save vs. breath weapon at +3, failure indicating that they are trapped by the disk, taking 8d6 damage per round from pressure and searing damage. Only disruption of the mage's concentration can free the trapped creature if the mage does not free them himself. Creatures resistant to heat and fire take only half damage from any application of the disk. Disruption of the mage's concentration does not cause the disk to disappear, but merely to hang motionless until the mage resumes active control. Any cold-based attack or spell of more than 5 dice damage directed at the disk causes it to shatter from thermodynamic shock, instantly ending the spell. The material component is a cast iron skillet. Darklight's Tattoo Creature (Alteration) Casting Time: 2 turns Area of Effect: 1 creature Components: V,S,M Duration: Indefinite Saving Throw: Special Range: Touch This spell is a combination of Darklight's Creature Item and Darklight's Tattoo Item in all respects (q.v.). The material components are combined as well. Darklight's Telepathic Tracer (Enchantment, Metamagic) Range: Special Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: 1 target Saving Throw: None This spell modifies another spell of 1st-6th level so that it can be cast directly across a telepathic link. It extends the range of the dweomer so that it is conducted directly across the telepathic link and takes effect on the creature on the other end of the link. It will function via either magical, psionic, or natural telepathy. The spell to be cast is also enhanced so that its casting time is reduced substantially, so that the entire incantation can be performed in a matter of 1 segment. This causes the type of spells available for the tracer to be limited. No spell with a casting time of one round or more can be used, but it can be used to transmit an area effect spell, so that a prying mage can bring a fireball down on himself and his surroundings. The spell to be transmitted over the tracer must be in memory as well, and both are cast simultaneously, so in effect, the mage is casting two spells at once. This is not without risk, there being a base 5% chance that the spell will backfire, unleasing the secondary spell on the caster himself. Note that the link can be initiated by either person involved, but the telepathic tracer spell does not provide a means of telepathic contact. Using the spell via a helm of telepathy is risky, as the chance of backfire increases to 10% with this method. Darklight's Planar Weapon (Conjuration, Wild Magic) Range: 0 Casting Time: 1 round Duration: 4d10 rounds Components: V,S,M Area of Effect: Special Saving Throw: NA This spell is similar to Darklight's Minor Planar Weapon, but it conjures a medium-sized weapon no larger than a staff or longsword, of a type the caster is proficient in. It acts as a +3 weapon in all respects, save that it does 3d6 extra damage of special planar type. The plane whose energies are drawn upon is determined below: 01-50: Elemental Plane. Roll 1d4 to determine which: 1: Air. The weapon can release a gust of wind upon command, one per three rounds, and can thus keep vaporous creatures at bay. It allows one to attack aerial creatures normally. It will do double damage to earth or rock based creatures. 2: Earth. The weapon will petrify a creature on a natural 20. It can cleave through rock and soil with ease. It does double damage to gaseous or aerial creatures, and can attack earth-based or rock-like creatures normally. 3: Fire. The weapon can emit a burst of flame into any adjacent 1" space upon command (does burning hands damage as if cast at 9th level of experience), and can melt ice at the rate of 1 square hex per round. It allows one to attack flame-based creatures normally, but will do double damage to liquid creatures, water-based, or cold-using creatures. 4: Water. The weapon, if two successive hits are made on a single creature, can attempt to "drown" the creature (assuming it is air- breathing) by filling its lungs with water. Thereafter, it must make a successful Con check at -4 upon every hit or take an additional 2d8 drowning damage. It can soak any adjacent hex with water, extinguishing normal fires, upon command. It also allows one to attack liquid creatures normally. It does double damage to fire- based creatures. 51-60: Para-Elemental Plane. Roll 1d4 to determine which: 1: Ice. The weapon will cause a creature to freeze stiff for 4d8 rounds, taking 3d8 extra damage if it hits on a natural 20. It can freeze up to 10 cubic feet of liquid per round of touch. It allows one to attack creatures of ice normally, but will do double damage to earth- based and air-based creatures. 2: Magma. The weapon will cause items touched to melt or become incinerated when it touches them, with only magical items obtaining a saving throw. On a natural 20, it will do triple damage to normal creatures (quadruple to vulnerable creatures). It allows one to attack lava creatures normally, but will do double damage to water- based or air-based creatures. 3: Ooze. The weapon will coat a creature with mud and slime, and will cause their lungs to fill up with ooze (they must then make Con checks for 6 rounds or take 1d6 drowning damage per round). It allows one to attack slime or ooze creatures normally, but does double damage to fire-based and air-based creatures. 4: Smoke. The weapon will cause 3d6 extra suffocation damage on a natural 20. It can fill three hexes with smoke per round, which functions as normal smoke (the wielder is immune to negative effects of generated smoke). It allows one to attack mist or smoke-based creatures normally, and does double damage to water or earth-based creatures. 61-70: Quasi-Elemental Plane (Positive). Roll 1d4 to determine which: 1: Lightning. The weapon will knock a creature back up to 10 hexes on a natural 20, with a clap of thunder and 3d8 extra electrical damage. It allows one to attack electrical beings normally, and can do double damage to metallic, earth-based, or water-based creatures. Also, it is +4 to hit opponents with metal armor (because it is transmitted through such protections). 2: Minerals. The weapon on a natural 20 has a 50 percent chance of severing (as a sword of sharpness), otherwise the creature is petrified. It allows one to attack crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures. 3: Radiance. The weapon will turn an undead or shadow creature, and on a natural 20, will blind a normal creature for 4d8 rounds. It emits light out to a 90' radius. It allows one to attack creatures of light or radiance normally, and does double damage to shadow-based creatures or undead. 4: Steam. The weapon will cause a normal creature to pass out from heat exhaustion, taking 2d8 extra damage, on a natural 20. It will emit three hexes full of vapor per round (which will not bother the wielder at all). It allows one to attack mist or vaporous creatures normally, and does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures. 71-80: Quasi-Elemental Plane (Negative). Roll 1d4 to determine which: 1: Ash. The weapon will cause 4d6 extra cold damage on a natural 20. It lowers the temperature in a 40' radius by 25 degrees every round (except the caster's body temperature). It allows one to attack ash- based creatures normally, and does double damage to flame or heat- based creatures. 2: Dust. The weapon will cause 4d6 extra deterioration damage on a natural 20. If held in contact with solid material, will break down 2 cubic feet of such per round, leaving behind only fine dust. It allows one to attack particulate (sand or dust) creatures normally, and does double damage to crystalline, rock, or earth-based creatures. 3: Salt. The weapon will cause 4d6 extra dehydration damage on a natural 20. If held in contact with organic materials, will dessicate them completely in 1 round. It allows one to attack salt elementals normally, and does double damage to water-based or liquid creatures. 4: Vacuum. The weapon will cause 4d6 decompression damage on a natural 20. It sucks 4 hexes full of air into oblivion per round (the caster has no problems breathing), creating high winds and having worse effects in enclosed spaces. It allows one to attack creatures of vacuum normally, and does double damage to air-based creatures. 81-90: Border Plane. Roll 1d2 to determine which. 1: Astral. The weapon is invisible, but will ignore all physical barriers to attack. It can cut a creature's silver cord on a natural 20 (assuming they are projected). It does double damage to creatures from the Astral plane. Normal creatures will not be able to heal from its wounds unless magically healed (as the damage is to the being's aura). 2: Ethereal. The weapon is faintly visible as a ghostlike dagger, but will ignore all physical barriers to attack. It attacks ethereal, spirit, or in-phase creatures for double damage. Normal creatures will not be able to heal from its wounds unless magically healed (as the damage is to the being's spirit). 91-95: Material Plane. Roll 1d2 to determine which. 1: Negative Material Plane. The weapon will drain two levels or hit dice of life energy on a natural 20. The weapon has no effect on undead creatures, but does double damage to creatures with a link to the Positive material plane. 2: Positive Material Plane. The weapon causes its special damage as healing to any living being, but if the being is already at full hit points, this applies as "damage". This "damage" is actual, but does not count as pulling a creature below full hit points in terms of this spell. On a natural 19 or 20, it acts as a mace of disruption vs. undead. Undead take double damage in any case from this weapon. 96-98: Outer Plane. Roll 1d20 to determine which: 1: Seven Heavens. This weapon is gleaming white, and radiates golden light. It repels evil creatures as a fear spell, 10" radius. It does double damage to CE creatures, and cannot strike LG creatures. It can spray holy water upon command in a cone 10' base by 50' long with a 30' maximum spread. 2: Twin Paradises. This weapon is of entwined silver and white marble. It can cure serious wounds three times per summoning upon LG/NG creatures, and cannot strike such. It does double damage to CE/NE creatures. 3: Elysium. This weapon is of pure, glowing silver. It can turn undead and evil lycanthropes as a 12th level cleric. It does double damage to NE creatures, and can disrupt undead creatures on a successful hit, although it cannot strike NG creatures. 4: Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken wood. It radiates a 6" radius field of animal friendship aimed towards the caster. It cannot strike NG/CG creatures, but does double damage to LE/NE creatures. It can cure serious wounds to any normal plant or animal it touches, once per round. 5: Olympus. This weapon is made of fine, polished steel. It cannot strike CG creatures, but does double damage to LE creatures. It can create food and wine upon command, as the cleric spell (cast at 12th level). It also does damage as if swung by one with 21 Strength. 6: Gladsheim. This weapon crackles with lightning and fire, and is made of fine steel. It cannot strike CG/CN creatures, but does double damage to LN/LE creatures. It gives a +4 to hit and -4 on AC to any CG/CN warrior within 4". 7-9: Limbo. This weapon randomly shifts color, composition, and radiance every round. It can strike any creature who can be hit by +4 weapons. Any spell effect directed at the wielder WILL be changed into a wild surge. It randomly polymorphs any substance or object it touches twice per round, and on a natural 19 or 20 will polymorph a creature randomly. It does double damage to LN creatures. 10: Pandemonium. This weapon is made of howling wind and darkness. On a natural 19 or 20, it blinds and confuses (as the spells) its target. It cannot strike CN/CE creatures, but does double damage to LN/LG creatures. 11: The Abyss. This weapon drips acid and venom, and is seemingly composed of demon-parts. On a natural 19 or 20, it causes the target to save vs. poison or take 3d20 poison/acid damage, regardless of magical or natural resistance to poison or acid. It cannot strike CE creatures, but does double damage to LG creatures. 12: Tarterus. This weapon is composed of stagnant black liquid. On a natural 19 or 20, it causes complete amnesia which can only be removed by a heal spell. It cannot strike NE/CE creatures, but does double damage to LG/NG creatures. 13: Hades. This weapon is composed of bone and blood. On a natural 19 or 20, the victim must save vs. death magic or be transformed into an undead creature. It cannot strike NE creatures, but does double damage to NG creatures. 14: Gehenna. This weapon is composed of mingled brimstone and shadow. It cannot strike NE/LE creatures, but does double damage to NG/CG creatures. On a natural 19 or 20, it inflicts a rotting disease upon its victim (as per a mummy's touch). 15: Nine Hells. This weapon is composed of fire and brimstone. On a natural 19 or 20, the creature struck takes 3d20 flame damage, regardless of magical or natural resistance to fire. It cannot strike LE creatures, but does double damage to CG creatures. 16: Acheron. This weapon is made of cold iron which glows with a red radiance. On a natural 19 or 20, it paralyzes its victim. It cannot strike LN/LE creatures, but does double damage to CG/CN creatures. 17: Nirvana. This weapon is perfectly symmetrical along at least two axes, and appears to be made of gray crystal. On a natural 19 or 20, its victim is held for 3d6 rounds. It cannot strike LN creatures, but does double damage to CN creatures. 18: Arcadia. This weapon appears to be made of wood which has been turned into precious metal. When it touches any poison or acid, the latter is instantly nullified. It cannot strike LG/LN creatures, but does double damage to CN/CE creatures. It can cure poison twice per round when it is touched to any creature. 19-20: Concordant Opposition. This weapon is of pure white crystal, fine steel, and polished obsidian intertwined. It cannot strike druids or other creatures who protect the balance. It does double damage to LG/CG/CE/LE creatures. Its attack will ignore the defenses of a creature whose powers are based on strong alignment, such as demons, paladins, slaadi, etc. 99-00: Unusual, Demi-Planar. Roll 1d4 to determine which. 1: Demi-Plane of Electro-Magnetism. The weapon is +5 to hit opponents clad in metallic armor. It can repel or attract metal objects with 17 Strength within a 5" radius at command. On a natural 20, it will knock an opponent back up to 8 hexes for 3d6 extra impact damage. It does double damage to creatures of a ferrous composition. 2: Demi-Plane of Shadow. The weapon is actually only quasi-real, but appears to be made of solid blackness. A creature struck must disbelieve or take double actual damage. It does double damage against creatures of light or any illusory 'beings'. On a natural 19 or 20, will blind a creature for 3d6 turns. 3: Demi-Plane of Time. The weapon appears to be simply a wavering violet outline. It will age a creature 2 years for each point of damage accrued (random direction, 50% chance each hit of aging older or younger). On a natural 20, will throw an opponent 1d4 x 1d100 turns into the future (or the past--at DMO). 4: DM's Option. This can be as strange as you like. It can be a weapon composed of the mists of Ravenloft, of the phlogiston, or of some far-distant and really bizarre plane of the DM's own devising (see the "Insect" spells for one idea). The material component is as the lesser Planar Weapon spell. SEVENTH LEVEL Darklight's Force Armor (Alteration, Evocation) Range: 0 Components: V,S,M Duration: 1 turn per level Casting Time: 7 Area of Effect: Personal Saving Throw: N/A This spell is a modified version of the wall of force spell, 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 will shift to accommodate the mage'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 mage's effective 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 armor. Therefore, not only is the force armor 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 armor; however, a mage in force armor 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 mage's weapons are not enhanced by the force "coating," rather, they are blunted and do less damage if normally piercing or bladed (-2 to damage, minimum damage 1 point). In all other respects, it acts as a regular wall of force (this mainly affects 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" Casting Time: 1 round Duration: 5 rounds Components: V,S,M Area of Effect: Special Saving Throw: Special This spell creates a violent plume of planar energies which erupt from a solid surface within range. Each plume has a base 2" across and shoots 5" 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 will suffer the effects of the plume, as detailed below. The plane whose energies are called upon is determined by random roll (after all, it is wild magic) on the table below: 01-60: Elemental Plane. Roll 1d4 to determine which: 1: Air. This plume manifests as a titanic surge of swirling wind, much like an upended tornado. Its force is directed upward, however, and will not trap creatures. Creatures making a saving throw vs. breath weapon will be thrown 3" horizontally for 3d6 damage; those failing will be hurled high into the air. Large and greater creatures will only be thrown 10" upwards, while medium and small/tiny creatures will be thrown 20" straight up, and may suffer appropriate falling damage. It has double effect on earth or rock based creatures. This disperses upon the duration's end. 2: Earth. This plume manifests as a tapering column of solid stone which impacts forcefully through anything in the area. It does 6d10 impact damage (half if a creature saves) and creatures failing their save will then fall off the column (taking appropriate falling damage in all probability). It does double damage to gaseous or aerial creatures, but these will of course not be subject to falling damage. The stone summoned is relatively permanent. 3: Fire. This plume is a tremendously hot column of roaring fire. It does 8d8 flame damage to all within its area (save for half damage). Those who fail a second saving throw will be overcome, and remain trapped for another 2 rounds of damage, at the end of which they obtain a third saving throw. The fire does double damage to liquid, water-based, or cold-using creatures. 4: Water. This plume is a vertical, gushing stream of pressurized water. Creatures weighing less than 3 tons will be carried up to its apex and must save vs. breath weapon or be thrown off. Creatures hit will take 7d4 impact damage and may take falling damage if their saving throw is failed. It will soak adjacent areas with water, extinguishing normal fires and generally causing all the problems which a massive inflow of water would normally cause. It does double damage to fire-based creatures. 61-75: Para-Elemental Plane. Roll 1d4 to determine which: 1: Ice. This plume is a glittering, edged spire of ice. Creatures in its area upon conjuration must save or become trapped inside the forming ice. Creatures trapped will be unable to escape without outside help (unless of Strength 20 or greater), and take 2d4 freezing damage (and suffocation) per round. Creatures who make their saving throw will take 2d6 cold and cutting damage as the spire slashes by them. The ice will remain as long as it does not melt (in normal climates, this is actually several days, making it imperative to free trapped companions immediately). It will do double damage to earth-based and air-based creatures. 2: Magma. This plume will send a column of red-hot lava and half-molten rock shooting into the air. Creatures within the area will suffer the combined effects of the fire and earth plumes, without the danger of becoming trapped (i.e. fire). However, creatures remaining on its apex will continue to take full fire-plume damage unless they leap free. It will do double damage to water-based or air-based creatures. 3: Ooze. This plume is a colossal stream of mud and slime. It has the negative side effects of a water-plume (i.e. filling the area with ooze), and does 6d4 impact damage. Creatures who make a save will be thrown clear (from 50' up), but those who fail will be entrapped in the stream of ooze (which is less rapid than the water-plume). Entrapped creatures must make a Con check at -5 each round or take 2d6 drowning damage. It does double damage to fire-based and air- based creatures. 4: Smoke. This plume is a gale-force blast of smoke. It has the throwing damage potential of an air-plume, but begins to fill the area with thick, black smoke. In an open area, the smoke rises and simply creates a huge cloud of smoke in the sky, but in an enclosed space, will fill a 15" x 15" area with smoke per round, which will spread as far as possible. Smoke-filled areas may cause blindness and suffocation (see Manual of the Planes for smoke inhalation). It does double damage to water or earth-based creatures. 76-85: Quasi-Elemental Plane (Positive). Roll 1d4 to determine which: 1: Lightning. This plume is a massive column of crackling lightning, which emanates a strong smell of ozone upon its appearance. Any creature will take 8d8 electrical damage if hit by it. It will knock a creature back up to 15 hexes (depending on size) if they are caught near its center, with a clap of thunder and 4d10 extra electrical damage. It does no damage to electrical beings, but can do double damage to metallic, earth-based, or water-based creatures. It is transmitted by 2d6 arcs to any large source of metal or magnetism (anything larger than a longsword) within 20 feet of its area. 2: Minerals. The plume is a huge agglomeration of multi-hued crystals and minerals. It impacts as an earth plume, albeit with an extra 1d20 cutting damage from sharp angles, but a creature failing their save must save again vs. polymorph or otherwise become petrified. It does no damage to crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures. 3: Radiance. This plume will destroy mindless undead or shadow creatures, and will do double damage and turn any greater creatures of these types. Normal creatures caught in it are blinded for 5d10 rounds and take 3d10 burn damage. It emits shimmering, multicolored light out to a 100" radius. It does no damage to creatures of light or radiance. 4: Steam. The plume has the throwing damage potential of an air plume, but a creature failing a second Constitution roll will pass out from heat exhaustion, taking 4d8 extra damage. It will emit 15" x 15" full of steam per round (which does not retain the immense heat as above). It does no damage to mist or vaporous creatures normally, but does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures. 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" radius by 40 degrees 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 will simply do 3d20 deterioration damage to anyone caught in it. Fine dust will spread over a 140' area nearby, possibly obscuring vision. Long contact with solid material will break down 6 cubic hexes 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 will do damage as a minerals plume, except that creatures failing their save vs. polymorph will take 2d10 dessication damage from water loss. If organic materials are left in contact with it, the plume will dessicate 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 will suck everything within 8" towards its center with a Strength of 20. Creatures caught within it upon formation will suffer 7d6 decompression damage. It sucks 15 hexes full of air into oblivion per round 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. 95-00: Strangeness: a Border Plane, Positive or Negative Material Plane, Outer Plane, or Demi-Planar plume. The DM must determine which and what exactly planar energy from the selected plane will do. The material component is a pot containing residue collected off slain creatures from three separate planes. EIGHTH LEVEL Darklight's Improved Force Armor (Alteration, Evocation) Range: 0 Components: V,S,M Duration: 2 turns per level Casting Time: V,S,M Area of Effect: Special Saving Throw: N/A This spell is an enhanced version of the Darklight's Force Armor (q.v.--7th level). It is the same as the lower level spell, except as noted below. The armor is less awkward, giving the mage full normal movement capacities, but still incurring a -1 Dexterity penalty. It also adds flight capabilities to the armor, with molded constructs on the armor's back which project colored flame (actually jets of force, not fire). These cannot be used to attack, but can propel the mage at 36", MC: C in tight maneuvering; over long distances, it can reach 72", MC: F. The flight capacity of the armor is limited to normal atmospheric flight. The arms of the suit are equipped with retractable blades of force, "housed" above the mage's forearms and springing forth upon mental command. These act as +2 weapons for purposes of what creatures may be hit, and can be used without proficiency penalties. One attack with each per round can be made, and on a successful hit do 2d10 cutting damage. The armor glows slightly reddish, with brighter areas at the joints; it has obvious bult on the forearms and the back, where bright red jets of force emerge during flight from a squarish force structure. The material component is a diamond cut so as to resemble a small person, to which is affixed a ruby sword and sapphire wings. Darklight's Major Planar Weapon (Conjuration, Wild Magic) Range: 0 Casting Time: 1 round Duration: 2d4 turns Components: V,S,M Area of Effect: Special Saving Throw: NA This spell is similar to Darklight's Planar Weapon. It conjures a large, weightless weapon (speed factor: 3, regardless), such as a two-handed sword or a polearm, which can be used in total defiance of weapons restrictions. It acts as a +5 weapon in every respect, and will do 5d12 points of special planar damage. To determine which plane its energies are drawn from, roll on the following table: 01-50: Elemental Plane. Roll 1d4 to determine which: 1: Air. The weapon can release a gust of wind upon command, one every round, and can keep vaporous creatures at bay. It allows one to attack aerial creatures normally. It will do double damage to earth or rock based creatures. 2: Earth. The weapon will petrify a creature on a natural 19 or 20. It can carve a path through solid rock at a rate of 4" per round. It does double damage to gaseous or aerial creatures, and can attack earth-based or rock-like creatures normally. 3: Fire. The weapon can emit a path of flame 3" long upon command (does burning hands damage as if cast at 12th level of experience), and can melt ice at the rate of 3 square hexes per round. It allows one to attack flame-based creatures normally, but will do double damage to liquid creatures, water-based, or cold-using creatures. 4: Water. The weapon, if a hit is made on a creature, can attempt to "drown" the creature (assuming it is air-breathing) by filling its lungs with water. Thereafter, it must make a successful Con check at -4 upon every hit or take an additional 3d10 drowning damage. It can soak any three adjacent hexes with water, extinguishing normal fires, upon command. It also allows one to attack liquid creatures normally. It does double damage to fire-based creatures. 51-60: Para-Elemental Plane. Roll 1d4 to determine which: 1: Ice. The weapon will cause a creature to freeze stiff for 5d10 rounds, taking 4d10 extra damage if it hits on a natural 20. It can freeze up to 1 cubic hex of liquid per round of touch. It allows one to attack creatures of ice normally, but will do double damage to earth-based and air-based creatures. 2: Magma. The weapon will cause items touched to melt or become incinerated when it touches them, with no saving throw. On a natural 20, it will do quadruple damage to normal creatures (quintuple to vulnerable creatures). It allows one to attack lava creatures normally, but will do double damage to water-based or air-based creatures. 3: Ooze. The weapon will coat a creature with mud and slime, and will cause their lungs to fill up with ooze (they must then make Con checks for 10 rounds or take 2d6 drowning damage per round). It allows one to attack slime or ooze creatures normally, but does double damage to fire-based and air-based creatures. 4: Smoke. The weapon will cause 5d6 extra suffocation damage on a natural 19 or 20. It can fill six hexes with smoke per round, which functions as normal smoke (the wielder is immune to negative effects of generated smoke). It allows one to attack mist or smoke-based creatures normally, and does double damage to water or earth-based creatures. 61-70: Quasi-Elemental Plane (Positive). Roll 1d4 to determine which: 1: Lightning. The weapon will knock a creature back up to 15 hexes on a natural 19 or 20, with a clap of thunder and 4d10 extra electrical damage. It allows one to attack electrical beings normally, and can do double damage to metallic, earth-based, or water-based creatures. Also, it is +6 to hit opponents with metal armor (because it is transmitted through such protections). 2: Minerals. The weapon on a natural 18, 19 or 20 has a 50 percent chance of severing (as a sword of sharpness), otherwise the creature is petrified. It allows one to attack crystalline or mineral creatures normally, but does double damage to air-based or particulate (dust or sand) creatures. 3: Radiance. The weapon will turn an undead or shadow creature, and on a natural 19 or 20, will blind a normal creature for 5d10 rounds. It emits light out to a 120' radius. It allows one to attack creatures of light or radiance normally, and does double damage to shadow-based creatures or undead. 4: Steam. The weapon will cause a normal creature to pass out from heat exhaustion, taking 4d8 extra damage, on a natural 19 or 20. It will emit six hexes full of vapor per round (which will not bother the wielder at all). It allows one to attack mist or vaporous creatures normally, and does double damage to flame (not purely heat-based) creatures or to cold (not purely water-based) creatures. 71-80: Quasi-Elemental Plane (Negative). Roll 1d4 to determine which: 1: Ash. The weapon will cause 5d8 extra cold damage on a natural 19 or 20. It lowers the temperature in a 60' radius by 40 degrees every round (except the caster's body temperature). It allows one to attack ash-based creatures normally, and does double damage to flame or heat-based creatures. 2: Dust. The weapon will cause 5d8 extra deterioration damage on a natural 19 or 20. If held in contact with solid material, will break down 1 cubic hex of such per round, leaving behind only fine dust. It allows one to attack particulate (sand or dust) creatures normally, and does double damage to crystalline, rock, or earth-based creatures. 3: Salt. The weapon will cause 5d8 extra dehydration damage on a natural 19 or 20. If held in contact with organic materials, will dessicate them completely in 1 round. It allows one to attack salt elementals normally, and does double damage to water-based or liquid creatures. 4: Vacuum. The weapon will cause 5d8 decompression damage on a natural 19 or 20. It sucks 9 hexes full of air into oblivion per round (the caster has no problems breathing), creating gale-force winds and having worse effects in enclosed spaces. It allows one to attack creatures of vacuum normally, and does double damage to air-based creatures. 81-90: Border Plane. Roll 1d2 to determine which. 1: Astral. The weapon is invisible, but will ignore all physical barriers to attack. It can cut a creature's silver cord on a natural 19 or 20 (assuming they are projected). It does double damage to creatures from the Astral plane. Normal creatures will not be able to heal from its wounds unless magically healed (as the damage is to the being's aura). 2: Ethereal. The weapon is faintly visible as a ghostlike dagger, but will ignore all physical barriers to attack. It attacks ethereal, spirit, or in-phase creatures for double damage. Normal creatures will not be able to heal from its wounds unless magically healed (as the damage is to the being's spirit). 91-95: Material Plane. Roll 1d2 to determine which. 1: Negative Material Plane. The weapon will drain two levels or hit dice of life energy on a natural 19 or 20. The weapon has no effect on undead creatures, but does double damage to creatures with a link to the Positive material plane. 2: Positive Material Plane. The weapon causes its special damage as healing to any living being, but if the being is already at full hit points, this applies as "damage". This "damage" is actual, but does not count as pulling a creature below full hit points in terms of this spell. On a natural 18, 19 or 20, it acts as a mace of disruption vs. undead. Undead take double damage in any case from this weapon. 96-98: Outer Plane. Roll 1d20 to determine which: 1: Seven Heavens. This weapon is gleaming white, and radiates golden light. It repels evil creatures as a fear spell, 15" radius. It does double damage to CE creatures, and cannot strike LG creatures. It can spray holy water upon command in a cone 10' base by 100' long with a 50' maximum spread. 2: Twin Paradises. This weapon is of entwined silver and white marble. It can cure critical wounds three times per summoning upon LG/NG creatures, and cannot strike such. It does double damage to CE/NE creatures. 3: Elysium. This weapon is of pure, glowing silver. It can turn undead and evil lycanthropes as a 15th level cleric. It does double damage to NE creatures, and can disrupt undead creatures on a successful hit, although it cannot strike NG creatures. 4: Beastlands (Happy Hunting Grounds). This weapon is made of stout oaken wood. It radiates a 12" radius field of animal friendship aimed towards the caster. It cannot strike NG/CG creatures, but does double damage to LE/NE creatures. It can cure critical wounds to any normal plant or animal it touches, once per round. 5: Olympus. This weapon is made of fine, polished steel. It cannot strike CG creatures, but does double damage to LE creatures. It can create food and wine upon command, as the cleric spell (cast at 15th level). It also does damage as if swung by one with 23 Strength. 6: Gladsheim. This weapon crackles with lightning and fire, and is made of fine steel. It cannot strike CG/CN creatures, but does double damage to LN/LE creatures. It gives a +5 to hit and -5 on AC to any CG/CN warrior within 9". 7-9: Limbo. This weapon randomly shifts color, composition, and radiance every round. It can strike any creature who can be hit by +5 weapons. Any spell effect directed at the wielder WILL be changed into a wild surge. It randomly polymorphs any substance or object it touches thrice per round, and on a natural 18, 19 or 20 will polymorph a creature randomly. It does double damage to LN creatures. 10: Pandemonium. This weapon is made of howling wind and darkness. On a natural 18, 19 or 20, it blinds and confuses (as the spells) its target. It cannot strike CN/CE creatures, but does double damage to LN/LG creatures. 11: The Abyss. This weapon drips acid and venom, and is seemingly composed of demon-parts. On a natural 18, 19 or 20, it causes the target to save vs. poison or take 5d20 poison/acid damage, regardless of magical or natural resistance to poison or acid. It cannot strike CE creatures, but does double damage to LG creatures. 12: Tarterus. This weapon is composed of stagnant black liquid. On a natural 18, 19 or 20, it causes complete amnesia which can only be removed by a heal spell. It cannot strike NE/CE creatures, but does double damage to LG/NG creatures. 13: Hades. This weapon is composed of bone and blood. On a natural 18, 19 or 20, the victim must save vs. death magic or be transformed into an undead creature. It cannot strike NE creatures, but does double damage to NG creatures. 14: Gehenna. This weapon is composed of mingled brimstone and shadow. It cannot strike NE/LE creatures, but does double damage to NG/CG creatures. On a natural 18, 19 or 20, it inflicts a rotting disease upon its victim (as per a mummy's touch). 15: Nine Hells. This weapon is composed of fire and brimstone. On a natural 18, 19 or 20, the creature struck takes 5d20 flame damage, regardless of magical or natural resistance to fire. It cannot strike LE creatures, but does double damage to CG creatures. 16: Acheron. This weapon is made of cold iron which glows with a red radiance. On a natural 18, 19 or 20, it paralyzes its victim. It cannot strike LN/LE creatures, but does double damage to CG/CN creatures. 17: Nirvana. This weapon is perfectly symmetrical along at least two axes, and appears to be made of gray crystal. On a natural 18, 19 or 20, its victim is held for 5d10 rounds. It cannot strike LN creatures, but does double damage to CN creatures. 18: Arcadia. This weapon appears to be made of wood which has been turned into precious metal. When it touches any poison or acid, the latter is instantly nullified. It cannot strike LG/LN creatures, but does double damage to CN/CE creatures. It can cure poison when it is touched to any creature, up to five times per round. 19-20: Concordant Opposition. This weapon is of pure white crystal, fine steel, and polished obsidian intertwined. It cannot strike druids or other creatures who protect the balance. It does double damage to LG/CG/CE/LE creatures. Its attack will ignore the defenses of a creature whose powers are based on strong alignment, such as demons, paladins, slaadi, etc. 99-00: Unusual, Demi-Planar. Roll 1d4 to determine which. 1: Demi-Plane of Electro-Magnetism. The weapon is +6 to hit opponents clad in metallic armor. It can repel or attract metal objects with 20 Strength within a 10" radius at command. On a natural 20, it will knock an opponent back up to 12 hexes for 5d6 extra impact damage. It does double damage to creatures of a ferrous composition. 2: Demi-Plane of Shadow. The weapon is actually only quasi-real, but appears to be made of solid blackness. A creature struck must disbelieve or take double actual damage. It does double damage against creatures of light or any illusory 'beings'. On a natural 18, 19 or 20, will blind a creature for 5d8 turns. 3: Demi-Plane of Time. The weapon appears to be simply a wavering violet outline. It will age a creature 4 years for each point of damage accrued (random direction, 50% chance each hit of aging older or younger). On a natural 20, will throw an opponent 1d4 x 1d10 days into the future (or the past--at DMO). 4: DM's Option. This can be as strange as you like. It can be a weapon composed of the mists of Ravenloft, of the phlogiston, or of some far-distant and really bizarre plane of the DM's own devising (see the "Insect" spells for one idea). The material component is as the lesser Planar Weapon spells. Nilspace Doorway (Alteration, Enchantment) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 6 hours Area of Effect: Special Saving Throw: N/A This is an extrememly complex spell requiring significant preparation before casting. First, an ornate, rune-encrusted stone archway must be built, with an iron door hinged therein, the cost of constructing this being no less than 10,000 g.p. The runes follow a prescribed pattern, but the door may be decorated as the designer wills. The spell is then cast, and during the process the mage must not be interrupted. This infuses the arch(and door) with the proper magics. Included in this casting is a specialized form of permanency spell. When the spell is finished, the door may then be opened into an extradimensional space of extensive volume: 10 cubic yards per level of the caster, in a simple shape of the caster's choosing. No complex forms may be made; thus, cubes, domes, and other simple, continuous shapes are the only possibilities. The space is featureless and black; not even the edges of its "walls" are visible, although they are certainly solid to the touch. However, since the space is permanent and stable, the mage can have facilities built within, regardless of the weight brought inside. Note that it does not matter where the arch is set up, in the side of a wall, or even free-standing, it is only accessible from one side, the other being featureless stone. Also, note that other extradimensional spaces may be brought herein; the door will not open for someone carrying such a space, be it a bag of holding, a portable hole, or even a deeppockets spell whose duration has not yet lapsed. The space maintains the last temperature and atmosphere verbally requested by the mage, the environment shifting instantly, with conditions anywhere between 0x and 120x F, with atmosphere ranging from high-altitude to thick, sea-level, from extremely foggy to pristine, and from muggy to desert-dry. Note that deadly conditions and extreme weather may NOT be set up herein. Many other spells favorably interact with the nilspace's makeup; notably unseen servant, magic mouth (reprogrammable in this case), invisibility (on the door), guards and wards (switchable), and others, including Darklight's Mysterious Manservant. Incorporating such a spell into the fabric of the nilspace requires an additional hour of casting during the creation of the space, along with another 1,000 g.p. of craftsmanship on the arch. Another method is to cast the spell to be incorporated with the assistance of certain special components, different for each spell, but uniformly rare and/or expensive. The incorporated spells are permanent within the nilspace and are usually `user-friendly,' such as the reprogrammable magic mouth mentioned above; the DM must decide what spells may be treated this way, but no offensive or healing magics will take hold (typically the spells are utilitarian in nature and of low power). Destruction of a nilspace is extremely difficult and requires the equivalent of a wish. The spell was created by the mage Darklight. Darklight's Redstar (Evocation) Range: 10" + 2" per four levels Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: One target Saving Throw: None This spell creates a red, starlike ball of energy in the mage's outstretched hand, which darts out at the specified target as a magic missile. It does 2d12 points of damage (+1 point per level of the caster). It will dispel the spells armor, shield, wall of force, minor globe of invulnerability, and other similar spells (at the DMO). If the redstar hits such a spell, it will be weakened and only deal 1d6 points of damage to the (formerly) protected creature. When struck by an unweakened redstar, a spell-casting creature must save vs. paralyzation at -4 or immediately forget (and must rememorize) 2d4 randomly determined spells in memory. NINTH LEVEL Darklight's Poetic Justice (Conjuration, Enchantment) Range: Special Components: V Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: None This spell is similar in some ways to both a wish and a curse. It is cast by the mage reciting a self-composed poem, directed at a person, place, or thing at which he wishes to direct some sort of vengeance. The target in question must be truly the one which the mage has reason to hate, so that a framed person may not be affected by the poetic justice. The vengeance may be petty, however, so that innocents might be endangered. However, this is not likely due to the extreme nature of the spell. The duration, range, and area of effect are as per a wish spell. However, the casting time is much greater. The mage must recite the poem loudly in the presence of the open sky for it to take effect, and depending on the power of the curse, this might take some time. The poem's length and complexity are determined by how powerful the mage wishes his revenge to be. The degree to which the described vengeance is carried out by the spell is proportional to the craftsmanship of the said poem. (Note that this gives DMs some leeway in interpretation.) If the poem's target is true and its poetic power is sufficient, then the things described in the poem will take place. One specific curse or permanent effect (each considered a "term", as in a contract) can be caused per two levels of the mage, dependent upon the above factors. Note that this is a maximum effect for a single poem, and that a lesser effect can be visited. The price for casting the spell is dire. For each term (see above) set forth within the poem, the mage suffers one day of reduced power, being reduced to 1/3 normal casting level with regards to number and level of spells memorized as well as internal spell variables such as range. Darklight's Superior Force Armor (Alteration, Evocation) Range: 0 Components: V,S,M Duration: 3 turns per level Casting Time: V,S,M Area of Effect: Special Saving Throw: N/A This spell is an enhancement of the already formidable capacities of the Darklight's Improved Force Armor (q.v.--8th level). It is the same as the lower level spell, except as noted below. The superior force armor enhances the movement capacities of the mage even more than the improved version. The mage can run at a maximum speed of 24" in a relatively straight line, or in combat, 18". The flight capacities will function underwater or in vacuum as well as in atmosphere. Its maximum and cruising speeds are as below: Environment: Maximum Cruising ======================================================= Vacuum 128" 48" Normal flight 96" 36" Fluid environment 48" 24" Viscous (ooze, lava) 36" 18" The forearm blades are also improved, remaining retractable, but having a base cutting damage of 2d12 each. Three attacks per round are possible with the speed of the armor's movement enhancement. Also, the armor acts to amplify the strength of the wearer, giving the wearer 16 + 2d4 Strength for the duration, giving the blades extra damage potential (Strength bonuses apply here only) as well as giving the armor lifting power to help it out of tight spots. The suit also helps to compensate for the mage's inability to cast spells, by adding "attack packages." Several options are possible, each being sets of spells with a limited number of charges. These spells can be fired off two per round at the mage's discretion, and take the place of the suit's blade attacks. They otherwise act as the normal spells in most respects, and are "cast" at the mage's level. Note that these are simply triggered "charges" implanted in the structure of the armor, and not defiances of normal casting restrictions. Attack Packages Available: ========================================================================== 1. 10 Magic Missile missiles; 10 Flame Arrow bolts; 5 Rays of Enfeeblement 2. 10 Stinking Clouds; 5 Cloudkills; 5 Cones of Cold; 2 Fireballs 3. 10 Lightning Bolts; 10 Minute Meteor meteors; 5 Chromatic Orb orbs 4. 5 Freezing Sphere rays; 5 Cones of Cold; 10 Snowballs 5. 10 Webs; 10 Sleep Darts; 5 Wand of Paralysis rays; 5 Stinking Clouds 6. 10 Flame Arrow bolts; 5 Fireballs; 20 Burning Hands blasts Only one of the above may be chosen at the time of casting, and once all charges are spent, the armor cannot trigger more spells unless the entire spell is recast (this must be performed after the duration expires). The armor is a sapphire blue glow in color, and is brighter at the joints, as well as along the blades and at the structures controlling weapon packages. The force jets emit a bright azure radiance. The material component is a diamond cut to resemble a small person, to which is affixed with golden wire a ruby sword, sapphire wings, and one perfectly cut opal for each five spell-charges. Darklight's Ultimate Invisiblity (Illusion) Range: Touch Components: V,S,M Duration: 1 day Casting Time: 9 Area of Effect: 1 person or creature Saving Throw: None This spell causes a powerful and foolproof veil of undetectability to conceal the target and their carried belongings. The spell name implies a mere visual concealment, but the actual effect of the spell is much more potent. The recipient cannot be seen, either by normal sight, infravision, ultravision, detect magic, detect life, detect invisibility, and even true sight. Clairvoyance and scrying will fail upon the recipient, as do any divinations used upon them or upon an item they carry. The recipient cannot be heard, smelt, tasted, or felt. They leave no tracks and make no sound. Their voice cannot be heard by anyone, making spellcasting (unfortunately) unlikely. No known means of penetrating illusion, aside from a wish or limited wish, will reveal the creature. Dispel magic, anti-magic shell, and related effects cannot touch this enchantment. In short, aside from the close scrutiny of a greater god, a wish, or the death of the creature, no means will locate the being, whether extraplanar, magical, psionic, or otherwise. Even physical contact will be rationalized away by those touching the creature (although an attack will cause extreme suspicion and the victim of such an attack will know something is up). Thus, a -8 penalty to hit such a creature is incurred. The material component is a bottle, inside which is maintained a near- perfect vacuum. Shade Transformation (Alteration, Illusion) Range: 0 Components: V,S,M Duration: Permanent Casting Time: 1 week Area of Effect: Caster Saving Throw: None This was researched by Darklight in order to recreate the fabled transformation of a mortal into undying shadowstuff. It was seen as an alternative to potions of longevity (which are difficult to make) or lichdom (which brings the stigma of undead onto oneself). The experiment was successful, as this spell attests. The spell is highly difficult to cast, taking a full month of preparation (involving rare and dangerous components) before casting, and an entire week to cast. It irrevocably changes the caster of the spell into the type of creature known to men as a shade (See MMII). The body of the caster is infused and altered with shadowstuff from the plane of Shadow; this process permanently incurs a psychological weakness in the caster, amplifying some trait which formerly existed into a true downfall. This may not actually cause the shade to be incapable of happiness or meaningful existence, but it does add an element of the tragic into their nature. The wizard may continue to advance in levels after becoming a shade, but will probably be more comfortable living on the plane of Shadow. The wizard will gain all the powers and vulnerabilities of a shade, including becoming immortal unless slain. This process will cost anywhere from 10,000-60,000 gp, and will involve the heart of a shadow dragon, cloaker blood, and phase spider venom. It is not an evil process, but the shadowphilic nature of shade-life is not appealing to a truly good creature. It is best suited for neutral (or evil) beings. The shadow-mage Darklight has undergone this process, and has lived for several centuries as a shade, during which time most of his spell research has taken place.