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                             Ninth-Level Spells

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

This more powerful version of animate dead II allows the wizard to create
undead up to 1/3 of his level in Hit Dice. Otherwise it is identical to
animate dead II.

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Animate Golem (Alteration, Invocation)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Inanimate golem touched
Saving Throw: None
Author: Kris <simonis@stpc.wi.leidenuniv.nl>

With this spell, a wizard can create one golem. The construction of a golem
is a long process and additional spells are required to fully animate the
golem, but this spell can replace the wish spell in the process. The
component is the golem to be animated and some gorgon blood.

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Anti-Gravity (Alteration, Enchantment)
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 9 hours per 10-foot cube
Area of Effect: 10-foot cube per level or special
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell reduces the effect of gravity to absolute zero in the area of
effect thus causing anything to effectively float with no weight (note the
mass still exists (while a vault door weighs nothing it still can crush
someone who has the unfortunate luck of being between it and its door
frame)). It can be lain on an area without a focusing object but in that
case it is limited to the area of effect noted above. If a focusing object
is used the casting time changes to 1 hour per 10 feet per level per side
cube. The focusing object is not destroyed in the casting but if it is ever
moved from its place or even touched by the caster after the enchantment is
placed the spell fails immediately.

Once the spell is in effect anything within the area of effect of one
10-foot cube per level can be moved almost without effort (unless it is very
large). If the spell is focused on an object then the object is within the
centre of the cube. This cube then measures 10 feet per level per side (an
18th-level wizard creates a 180-foot cube).

The material component (even without the focusing object) is a hollow
diamond which has a perfectly round hollow inside without having any hinges.
This diamond must have cost a least 10,000 gp before being hollowed out. The
focusing object (if it is used) has to be a completely priceless object
which is absolutely unique such as the largest gem ever found on the planet,
the complete and untarnished set of platinum teeth of the poorest man ever
to have lived on the planet or something likewise illogical or (almost)
impossible (as the DM desires for that special case).

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Balefire (Alteration)
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Up to 2 feet wide and 20 feet long cone
Saving Throw: None
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

Balefire is a very nasty spell. The caster must roll to hit the subject,
using only Dexterity-related bonuses to Armour Class - armour does not
affect the chances of being hit. A being or object hit ceases to exist.

Moreover, the being or object hit, after being hit, didn't even exist before
he or it was hit. Thus, actions taken by a person hit by Balefire are
reversed - people slain are brought back to life, etc. The area of effect
vaguely resembles a sword or broom, and can be swept along to cause even
more damage.

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Bind Helms (Alteration, Invocation)
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 10 turns per maximum SR per helm (as per spellcaster)
Area of Effect: One helm per five levels
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell binds one spelljamming helm of any kind together with another
helm in such a way that they work together on the same ship. This is quite a
dangerous process as all helms have to make their saving throws versus
magical fire if they are bound together in such a way. If even one fails,
they all explode in a 100-foot radius per helm; anything within a distance
of 50 feet per exploding helm is destroyed including characters unless they
have magic resistance or a scarab of protection; in that case they
automatically make their saving throws. Outside those 50 feet per exploding
helm everything takes 10d20 per helm and they gain a saving throw versus
spell; the damage dealt is fire damage; thus, it would be possible to
further reduce the damage with fire resistance. If the spell works, all
helms work at once on the same ship and each one can be manned. This allows
for some incredible speed for these spelljamming ships or some quite
astonishing sizes as all can pull their load of either 50 or 100 tons. This
spell is needed for the creation of a Grand Helm as one that is used on a
Quad of Thay.

The material components are the sacrifice of one person per helm to be
linked to be linked per Rary's mindlink with each other (they can be
resurrected afterwards) plus one diamond, ruby, sapphire, emerald, and topaz
each no less than 10,000 gp worth per helm to be linked plus one chain of no
less than one mile length made from mithril (thickness doesn't matter) of no
less than 25,000 gp worth to be tied around the helms to be linked.

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Bone Shatter (Evocation)
Range: 0
Components: V, S, M
Duration: 1 round per 5 levels
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: Special
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>

This is a more powerful version of the 5th-level bone splinter. It is
identical to that spell except that is has a +3 to-hit bonus and causes a
serious compound fracture when a hit is scored in melee, with the following
results:

  Place   Modifier                         Effects

  head       -8      major skull fracture: save versus spell or die; else
                                 suffer 4d8 points of damage

  arm*       -4     major broken arm: arm is totally useless; it cannot be
                                used to attack or defend with
                     major broken leg: leg is totally useless; movement is
  leg*       -4                              half
                                            normal
                      broken rib: loss of 1d6 Constitution points and 2d8
  ribs       -4                             points
                                          of damage

 spine**     -8       severed vertebrae: save versus spell or die; else
                               paralysed until healed or cured
                     major hip fracture: -6 to Dexterity when using legs;
 pelvis      -4     movement rate is at one quarter of normal; suffer 3d8
                                       points of damage
* If attacking from the side, only the nearest appendage may be targeted.
** The spine may only be targeted if attacking from the rear.

Cure critical wounds is required to heal one of these effects (except for
paralysis, which must be cured by normal means) as long as the victim is
still alive, and a heal spell will fully restore a living victim to full
health.

The material components for this spell are an intact bone of at least a foot
in length, and a large metal hammer which are consumed when the spell is
cast.

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Celestarion's Barrier of Blackwhite (Abjuration, Necromancy)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2 rounds
Area of Effect: 10-foot radius sphere
Saving Throw: Special
Author: Celestarion

This spell was created by Celestarion to be his ultimate form of protection.
Whether it is or is not is left up to the individual wizard, but nonetheless
it is a powerful spell.

When cast, a sphere of swirling black and white light appears to surround
the wizard and all those close to him. The barrier has all of the following
effects:

   * It prevents any spells going through it. What happens is that the spell
     energy is drawn into the top of the sphere.
   * The lighting effects of the sphere prevent anyone from seeing through
     it, although those on the inside can see out. This results in a -4
     to-hit penalty.
   * All magic within the sphere is unaffected. Spells cannot be cast out of
     it, but can be cast within it.
   * No living being can pass through the sphere unless a saving throw
     versus spell is made with a -6 penalty. If they fail their saving
     throw, they are simply unable to pass through.
   * No magic items of any sort can pass through.
   * Normal physical objects can pass through, as can psionic attacks.
   * If the barrier is not hit by a spell or a magic item or any psionic
     discipline, then the barrier needs energy. It draws 2d4 of the wizard's
     hit points for every round that it isn't hit. Should the wizard's hit
     points go below 10% of their maximum, he starts to lose one level per
     round. The spell continues for as long as his initial level in rounds.
     When he has lost half his levels, then he starts to lose 1 Intelligence
     point per round until the spell ends.
   * The wizard cannot voluntarily end the spell.

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Celestarion's Total Blast (Evocation, Necromancy)
Range: 240 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One creature per object
Saving Throw: Special
Author: Celestarion

This spell was designed as a last line of defense by Celestarion for use
when all else failed. It is nothing less than a 9th-level blast of totally
destructive energy. Upon casting, the following things happen, in the
sequence given.

  1. A blast of scintillating energy erupts from the wizard's hands and
     strikes the target.
  2. The target has to make a saving throw versus spell at -6. This spell
     also causes magic resistance rolls to be made at -30%.
  3. Failure of the saving throw totally disintegrates the target.
  4. Success of the saving throw means the target takes 10d20 points of
     damage and, if still alive, is stunned for 1d4 turns.
  5. The wizard, regardless of spell effects, automatically loses one level
     permanently, and must make a saving throw versus spell. Failure
     indicates instant death, with only a wish being able to bring him back.
     Success results in losing 1d100 of his remaining spell levels, randomly
     chosen, and being unconscious for 1d4 rounds.

The material component of this spell is an ioun stone, which is lost in the
casting.

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Chaos Environment (Alteration, Wild Magic)
Range: 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Unknown

This spell is similar to the 4th-level chaos vision. However, rather than
producing an illusion as chaos vision does, this spell produces a very real
effect. The ground constantly rolls and twists, and objects from the
wizard's mind appear and disappear.

All creatures and objects in the chaos environment are constantly
polymorphing, once each round. Note that creatures polymorphed will need to
save versus spell each round to keep their former identity and not take on a
new one. All creatures and objects will polymorph back to their original
form upon leaving the area of effect.

A person entering this environment had best carried nothing with him or
risks losing it as he turns into some form which might not be able to carry
it. People have to make system shock rolls every turn, for the stresses will
tear even the mightiest hero apart, given time.

All damage from being crushed, attacked, and otherwise affected by the spell
is real, caused by real creatures and environmental changes in the area. A
general rule of thumb for damage caused by the constant changes in the
environment is 1d6 hit points per round. However, DMs are encouraged to
devise specific environmental changes, and apply damage as appropriate.

The material component of this spell is a wild magic region, which is
consumed by the spell. The area of effect fills the area previously formed
by the wild magic area. The duration of the chaos environment is the
duration remaining on the wildzone which created the wild magic region used.

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Cloud of Great Intoxication (Alteration, Evocation)
Range: 100 yards
Components: V, S, M
Duration: 2 turns per level
Casting Time: 1 round
Area of Effect: One 60-foot cube
Saving Throw: None
Author: Ronald Jones (Greymoon) <jonesrd@sjsuvm1.bitnet>

This spell is similar to the 5th-level cloudkill. It will create a large
blue and pink billowing and churning cloud. The cloud will move away from
the caster at a rate of 10 feet per round. The cloud will move along the
ground at the caster's direction. A light wind will not affect the movement
of the cloud as long as the wizard is concentrating on the spell. A medium
strength wind will slow or change the direction of the cloud no more than
one foot per round in any direction as long as the wizard concentrates on
the spell. A strong wind will disperse the cloud after 5 rounds, unless the
caster makes a successful Intelligence check to keep the cloud together and
under control. A very strong wind will disperse the cloud after 2 rounds,
but if a saving throw is made, the cloud remains, but the caster cannot
control the spell for that round.

The caster must be spending all his concentration on keeping the spell
active. Heavy vegetation will slow the cloud to one half speed but will not
cause it to disperse.

All creatures enveloped by the cloud are affected. All such creatures are
put into an alcoholic coma unless they make a saving throw versus poison
(see the Net Alcohol Guide for more information). A successful saving throw
means the creatures become greatly intoxicated. Any creature over 10+1 HD or
higher may save versus poison at +2.

For each round spent in the cloud, a creature must save versus poison or
become comatose. For each round beyond two spent in the cloud any creature
or character must save at a cumulative -1 per round, and after four rounds
magic resistance is reduced by 5% per round spent enveloped by the cloud.
The power of this spell is such that even creatures or persons immune to the
effects of alcohol, magical or otherwise, are affected by this spell after
five rounds. There are no racial or weight modifiers to this spell (see the
Net Alcohol Guide; it is recommended that DMs use the optional drunk
disposition rule for cases of great intoxication).

The effects of this spell are such that it extends the time needed to
recover from a state of intoxication. For someone who became comatose, add
10 hours to the recovery time. Once the state of great intoxication has been
reached, it takes an additional 6 hours to recover. Once someone has moved
to moderate intoxication, it takes an additional 5 hours to reach a state of
slight intoxication. It takes an extra 2 hours to return to normal. Using
stimulants to speed recovery is possible, but if the Constitution check is
failed, add another thirty minutes to the recover time of to this stage of
intoxication. Magical stimulants can be used with no ill effect. The spell
also extends the time needed to recover from a hangover by 2d6 hours and
makes the effect of the hangover twice as severe. Obviously, this is a
potent spell which in the right hands could waylay a small army. The DM must
be wary of how this potent magic is used.

The material components for this spell are some dried grape skins or a
sprinkling of the best hops, which must both come from a once-in-a-century
harvest. The third and most important component of this spell is the blue
breath of a content alcohol dragon, without which this spell will not work.

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Coalthirst's Universal Mindbender (Enchantment/Charm)
Range: 5 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: One creature
Saving Throw: Special
Author: Tim Olivas <u28839@uicvm.uic.edu>

Using this spell, a high-level wizard can rewrite a creature's entire
personality. All the subject's memories, mannerisms, preferences, beliefs,
allegiances, and behaviour can be changed to fit the wizard's
specifications. A rampaging giant could be made into a music loving
pacifist, a virtuous knight into a cowardly libertine, a demented killer
into a law abiding citizen - and vice versa.

There are limits on what the spell can accomplish. It cannot make subjects
wiser, more intelligent, or more charismatic, though it can make them act
more cautiously, thoughtfully, or pleasantly. It can also make subjects act
more foolish, like feeblemind. The spell cannot bestow new skills or improve
existing skills: class and level cannot be altered. However, it could make a
fighter think like a thief, or make a wizard believe he is a priest.
Furthermore, it will not function on creatures immune to enchantment/charm
spells, including but not limited to golems, spirits, mindless creatures,
and the undead.

To cast the spell, the wizard must be alone in a quiet, secure place with
the subject, who must be physically restrained, magically held or charmed,
or be cooperating with or unaware of the caster's goal in casting the
mindbender. The caster burns rare incenses and draws arcane symbols on the
subject with alchemical ointments - these components must cost at least 1000
gp, and greater amounts may be required for unusually large subjects, at the
DM's discretion. Then the caster enters the subject's mind through a
powerful telepathic link, and over the course of 24 hours, edits it. This
ritual drains the wizard's energies, and for the next three days he is
unable to cast any spells above fifth level.

At the completion of the ritual, the subject receives a saving throw versus
spell at -4, subject to all other adjustments including Wisdom,
specialization, and malisions or mind fog. Magic resistance also applies, as
do the racial bonuses and immunities of elves, half-elves, dwarves, gnomes,
and halflings. If the saving throw is failed, the subject's alignment and
personality are permanently changed, and only a second application of the
mindbender is sure to restore the old. A wish or restoration have only a 50%
chance of succeeding, and the personality change cannot be dispelled, though
subjects do radiate enchantment magic to appropriate detection spells and
can be fended off by protection spells.

If the saving throw succeeds, the subject may eventually throw off the
spell's effect. The spell's effects last as long as a charm monster
(Player's Handbook, page 154) automatically. After that, any time the spell
would cause the subject to act contrary to his former nature, he immediately
receives a new saving throw, without the -4 adjustment, to regain his old
personality.

Note that once the ritual is over, the wizard cannot again alter the
subject's personality. The new personality is set, and if the subject throws
off the enchantment, he cannot again be affected by a mindbender from that
particular wizard.

Within the constraints noted above, the wizard can create whatever new
personality he chooses. Amnesia can be induced, new backgrounds invented.
The subject's emotional responses, his loves, hates, and fears, can be
chosen. The subject can be made fanatically loyal to the wizard, homicidal,
suicidal, or genial, contented, and charitable.

Because it seems to deprive subjects of their free will, use of mindbender
is an ethical dilemma for many good magicians, though most agree it is a
humane alternative to imprisonment or death. Less scrupulous magicians find
mindbender a most potent tool.

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Coradon's Conflagration (Invocation/Evocation)
Range: 150 yards
Components: V, S, M
Duration: 4 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: 1/2
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>

This spell causes a fiery explosion similar to that of a fireball, but with
a smaller radius (initially a 20-foot radius sphere). However, the flames
caused by this spell will continue to burn for 4 rounds (the initial round,
plus 3 additional rounds). The damage inflicted on victims inside the area
of effect, the bonus to the victim's saving throw, and the radius of the
flames vary according to how long the flames have been burning, as follows:

 Round  Damage  Radius  Saving Throw
                           Bonus
   1     8d8   20 foot       0
   2     4d8   15 foot       +1
   3     2d8   10 foot       +2
   4     1d8    5 foot       +3

Damage suffered is cumulative from one round to the next, but the saving
throw bonus is not. Anyone who makes a successful saving throw takes only
half damage that round, and automatically saves on any subsequent rounds;
those who fail their saving throws suffer full damage, and must have all
their possessions save versus magical fire to avoid destruction. If anyone
leaves the area of effect and returns later, a new saving throw must be
made, even if the previous one was successful.

The conflagration may, or may not conform to a confined space, at the
wizard's discretion. Apart from the changes mentioned above, the
conflagration otherwise acts like a fireball.

The material components for this spell are the heart of a red dragon, and a
powdered diamond worth at least 600 gp.

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Create Battlement (Conjuration/Summoning)
Range: 10 feet per level
Components: V, S, M
Duration: 1 day per level
Casting Time: Special
Area of Effect: One 10-foot per 3 levels per side cube in any shape
desired Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is somewhat of an anomaly in the series of create room spells as
it also creates the exterior of the room. It creates a complete tower
including battlements if desired. This tower is created from a cube with a
side length of 10 feet per 3 levels of the caster: an 18th-level wizard
could create a tower from a 60-foot cube. Thus, this wizard could,
theoretically, create a 180-foot high tower with a base of almost 35 feet
square. This would obviously a very unstable tower, thus the normal rule is:
the base has to be at least a square of 1/3 the height of the tower.

Thus, in our case the wizard could create a tower of approximately 40 feet
square up to 120 feet high. The walls of this tower are made from adamantine
and require 2 points of structural damage per level to get a breach in a
10x10 feet section and an additional 3 points per level to collapse a 10x10
feet section completely. The walls are up to 1 inch per level thick. The
tower can be made to collapse if one levels loses more than 1/3 of its
structural points or if more than 3 levels lose more than one tenth of their
structural points. Anything in the tower at that time will most certainly be
crushed (unless absolutely immune to magical, +5, metal). The tower can have
up to one door per 10 full levels of the caster. The number of floors will
be determined by the height of the tower with up to a maximum of one floor
per 10 (partial) feet height. This is also one of the room spells which are
obviously used for combat purposes so they don't vanish if used for combat.
The tower still cannot be sold - in that case the whole tower vanishes in a
puff of smoke. It contains one full battlement with merlons, one small
ballista per 5 full levels, one shot for each ballista per level, one light
catapult per 10 full levels, one shot per catapult per 2 levels, one large
siege pot of oil or lead including fire for heating and the lifting
mechanism, 10 arrow slits per level, up to 1000 square feet of interior
walls per level (not including the floor and ceiling area), and up to one
iron bound wooden door per level in the interior, whereas the external doors
are full adamantine doors with over 20 structural points each. The doors are
magically sealed with wizard looks which open either to a special command
word or by the caster's desires. In addition, they can be locked normally
with the internal locks of masterful quality (- 75% to lockpicking chances).

The tower is in itself non-magical. Thus, it cannot be collapsed with the
normal use of an anti-magic shell (unless the shell is laid directly on the
targeting point of the spell). Mordenkainen's disjunction has either its
chance against an artifact to destroy it or its chance to dispel it,
whichever is lower. Dispel magic will only work if the caster himself casts
it on the targeting point of the spell.

The material components are one large solid cube of pure adamantine of 3
inches per level per side length. Into this cube have to be merged (with no
space between them) one diamond per floor level desired inside (of no less
than 10,000 gp each). The metal should cost no less than 1000 gp per inch
side length (an 18th-level caster has a cube with 54 inches per side length
(4'6", which is more than a cubic yard of metal weighing a lot more than 20
tons), which makes 54,000 gp for the cube and at least 10,000 gp for at
least one floor. This component can be used during preparation, but the
spell has to be cast during the following 1 month per level time. If not
cast during this time, the material component is used up completely. As this
spell is memorised, it can be dropped for another spell, but the material
component used in preparation is still lost. If the material component is
used during the preparation, the casting time is only 2 rounds, otherwise it
is 3 turns.

The block of adamantine is the targeting point of the spell. It will always
be found at the base in the centre of the created tower. It will be
teleported there even if the caster does not know the teleport spell.

It will not teleport across planes unless a direct link to the caster exists
at the time.

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Curse of Undeath (Necromancy)
Range: 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell causes a creature which fails a saving throw versus death magic
to be under a horrible curse. The creature will live a normal life until it
dies (whether of natural causes or unnaturally does not matter). Then, the
creature is transformed into an undead creature of the caster's
specifications (within special limits). This does not happen until the night
after the creature's death. The creature can be a creature having up to the
maximum of half the caster's Hit Dice and it may be any kind of undead up to
and including a ghost (note: it is not possible to create a lich or special
undead via this spell). The creature is completely under the caster's
control if it fails a saving throw versus spell against each and every one
of his controlling attempts. Once the creature has succeeded at one saving
throw per caster level, it is completely free from the caster's control and
it knows who tried to control it and it bears an everlasting hatred against
the caster. The caster can make use of its senses even if he is on another
plane (note: this is not possible if the caster is feebleminded, disminded
or otherwise not in control of his body or mind). The creature can be cured
with a remove curse, an atonement, and a heal before it dies, all cast with
the explicit purpose to remove this spell. Once the spell is in effect, and
the creature dies, only the immediate blessing of the slain body can prevent
the transformation to undeath. Note: a resurrection is possible, but if it
is not done before the next nightfall, the creature will transform into an
undead being. Once the creature is transformed, it cannot be saved, unless a
god reverses the situation directly (not by sending an avatar but by being
there personally and laying on hands).

The material components are a pinch of bone or a drop of the essence of each
type of undead that exists on that planet (or in that sphere if used
off-planet). The caster has to have an additional full pound of bone or
essence of the type of undead creature he wants to create. Thus, it will
take lots of ghost ichor to create the fleeting substance known as ghost's
essence in the required amounts. How to get the stuff is the wizard's
problem, not mine...

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Dalen's Mental Resistance (Abjuration)
Range: 20 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 9
Area of Effect: One creature per 5 levels
Saving Throw: Negates
Author: Ryan Biggs (the Net Psionics Handbook) <doppy@io.org>

This spell is used to stop all mental and psionic powers from affecting a
specific being. This is accomplished by creating a field around the being
affected that stops all mental energy from passing through it.

This field however stops the mental energy from both entering or leaving.
Thus, this could be used to stop a psionicist from using any powers on
anyone but himself. It also grants immunity to any psionic attacks,
including the dreaded mind flayer mental blast. It provides protection from
any spell that deals with the mind of the person protected as well as any
psionic power. This spell is quite similar to mind blank, except that it
provides full protection against psionics and a few other mental powers. The
list of spells that are protected against is too long to list, but if a
spell affects the mind of a being, it will not work. The material component
of this spell is a diamond shield, worth at least 10,000 gp.

Dalen was a Red Wizard of Thay, but was overthrown by another wizard who had
a psionicist working for him. Dalen researched a way to stop psionics from
working, and partially succeeded. He was hoping that a wall or sphere could
be created, but found that this was impossible, because all the research he
found pointed to the fact that such a field would have to be in close
proximity to a living being, no more than an inch away in fact. Dalen later
died when he tried to cast this spell on a psionic lich. Since the spell
only affects living beings, which a lich is obviously not, Dalen was reduced
to a mental vegetable and subsequently killed.

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Damian's Mindswap (Enchantment/Charm)
Range: 70 yards
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One creature
Saving Throw: Negates
Author: Jay <krzyston@garfield.cs.wisc.edu>

When this powerful enchantment is cast, the wizard attempts to rip the
target creature's soul from its body and temporarily place it in a gem of
not less than 15,000 gp value. At the same time, the wizard's soul is
released from his body and also travels through the gem. When, and if, both
souls are in the gem, they both proceed to the opposed bodies from which
they came. This has two very noticeable effects:

   * The wizard and victim have essentially swapped minds (or bodies,
     whichever you prefer). This has the effect that the wizard now takes on
     the physical attributes of that body (Strength, Constitution, Dexterity
     and Comeliness). The wizard does retain his own mental capacities and
     previous knowledge (Intelligence, Wisdom, Charisma), hit points and
     level.
   * If the wizard or victim can kill his former body, the other's soul goes
     to its respective plane. Thus, after completion of the spell, if the
     wizard kills his old body, he can never be displaced from his new body,
     for in all intents and purposes it is his body now. If neither the
     wizard nor the victim is killed, and at some later point in time a
     priest casts an exorcise spell at either body (both have to be within
     70 yards of each other, though), the caster of the original mindswap
     must save versus death magic or return to his old body.

If the saving throw is made, this indicates that this person's body will
never accept the wizard's soul and need never fear this spell from the same
wizard again. After the transferral has been completed, the gem disappears.

----------------------------------------------------------------------------

Darklight's Poetic Justice (Conjuration, Enchantment)
Range: Unlimited
Components: V
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is similar in some ways to both a wish and a curse. It is cast by
the wizard 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 wizard 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 wish. However, the
casting time is much greater. The wizard 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 wizard
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 take place. One specific curse or permanent
effect (each considered a "term", as in a contract) can be caused per two
levels of the wizard, 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 set within the poem,
the wizard suffers one day of reduced power, being reduced to 1/3 normal
casting level with regards to number and level of spells memorised as well
as internal spell variables such as range.

----------------------------------------------------------------------------

Darklight's Superior Force Armour (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: 3 turns per level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is an enhancement of the already formidable capacities of the
8th-level Darklight's improved force armour. It is the same as the lower
level spell, except as noted.

Superior force armour enhances the movement capacities of the wizard even
more than the improved version. The wizard can run at a maximum speed of MV
24 in a relatively straight line, or in combat, MV 18. The flight capacities
function underwater or in vacuum, as well as in atmosphere. Its maximum and
cruising speeds are as below:

     Environment       Maximum Speed Cruising Speed
        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 armour's movement enhancement. Also, the armour 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 armour lifting power to help it out
of tight spots.

The suit also helps to compensate for the wizard'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 wizard'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 wizard's level. Note that these are simply triggered
"charges" implanted in the structure of the armour, and not subject to
normal casting restrictions.

Attack packages that are available:

   * 10 magic missiles, 10 flame arrows, 5 rays of enfeeblement
   * 10 stinking clouds, 5 cloudkills, 5 cones of cold, 2 fireballs
   * 10 lightning bolts, 10 Melf's minute meteors, 5 chromatic orbs
   * 5 freezing sphere rays, 5 cones of cold, 10 snowballs
   * 10 webs, 10 sleep darts, 5 wand of paralysis rays, 5 stinking clouds
   * 10 flame arrows, 5 fireballs, 20 burning hands

Only one of the above may be chosen at the time of casting, and once all
charges are spent, the armour cannot trigger more spells unless the entire
spell is recast (this must be performed after the duration expires).

The armour is a sapphire blue glow in colour, 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 Invisibility (Illusion)
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell causes a powerful and foolproof veil of undetectability to
conceal the target and its 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
seeing. Clairvoyance and scrying fail upon the recipient, as do any
divinations used upon him or upon an item he carries.

The recipient also cannot be heard, smelt, tasted, or felt. He leaves no
tracks and makes no sound. His voice cannot be heard by anyone, making most
spellcasting (unfortunately) unlikely.

No known means of penetrating illusions, aside from a wish or limited wish,
can 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 can locate the being, whether extraplanar,
magical, psionic, or otherwise. Even physical contact is rationalized away
by those touching the creature (although an attack causes extreme suspicion
and the victim of such an attack knows something is up). Thus, a -8 penalty
to-hit against such a creature is incurred.

The material component is a bottle, inside which is maintained a near
perfect vacuum.

----------------------------------------------------------------------------

Death Wind (Conjuration/Summoning, Necromancy)
Range: 20 yards per level
Components: V, S, M
Duration: 1 round + 1 round per 3 levels
Casting Time: 1 turn (no reduction possible)
Area of Effect: 20 feet per level per side cube
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell causes a magical black-greyish wind in the area of effect.

This wind has a range of 20 yards per level. It has a direct connection to
the negative energy plane. For every round in the wind a character has to
save twice versus death magic. If they succeed twice, they don't suffer any
spell effects; if they save only once, they suffer "only" a 1d3+1 level
loss; if they fail twice, they lose 1d6+1 levels. For every level lost, the
character suffers 5d4 hit points additional damage (due to the excruciating
pain with which these levels are lost), with a saving throw versus spell for
half damage.

The order in which they lose their hit points is the following: first, you
lose any applicable level hit points lost due to energy level loss, then you
lose hit points due to the damage accrued by energy level loss.

Any people killed by the energy level loss change into juju zombies; those
killed by the damage (after they lost their levels) are changed into
half-powered juju zombies. Anyone who survives this spell will regain the
lost levels slowly (one per hour until the previous maximum is reattained).
The damage stays the same, as this was additional to the energy level loss.

Negative plane protection or a similar spell or item effect offers full
protection against this spell. Anyone within the full effect of dispel evil
or a protection from evil, 10-foot radius cast by a priest of fourteenth
level or higher is also protected.

As the caster needs direct access to the negative energy plane, he is not
able to have any protection or other permanent spells going on his person at
the time of casting, as this would disrupt the frail link. The only spell he
requires is negative plane protection or an item which helps him offset the
drain of the negative energy plane.

The material component is a sacrificed baby (less than 6 months old), an
active phylactery of a lich, and the full dust from a 500 year old vampire.
The material components are completely destroyed during the casting. In the
first round of casting the lich (whose phylactery is used) knows with a 100%
certainty where, by whom, and for what the phylactery is used and, if
possible, it will most certainly jump in to prevent the destruction of its
phylactery.

----------------------------------------------------------------------------

Demonic Immunity (Abjuration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Jay <krzyston@garfield.cs.wisc.edu>

Casting this spell requires a demon's amulet of at least a type one demon,
which is slowly consumed and will be destroyed when the spell ends. The
caster of this spell is rendered invulnerable to all demonic powers, but
physical attacks are not affected. The caster cannot be telekinesed or
charmed by demons, their unholy words won't affect him, etc. No demonic
special powers can harm him at all.

The tougher the demon's amulet, the longer the spell lasts:

 Demon    Duration
 Type 1   4 rounds
 Type 2   6 rounds
 Type 3   8 rounds
 Type 4  12 rounds
 Type 5  20 rounds
 Type 6  50 rounds
 Named   100 rounds

The duration can be split between people.

----------------------------------------------------------------------------

Dheryth's Magnificent Mansion (Alteration, Conjuration)
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 9 rounds
Area of Effect: Special
Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

This spell has two different manifestations that may be chosen by the wizard
when the spell is cast. Both are essentially improvements on the 7th-level
Mordenkainen's magnificent mansion.

Version 1: The area of effect is 300 square feet per level of experience of
the caster, and the interior can be fully customised. The only changes are
as follows:

   * The duration is extended to 4 hours per level of experience.
   * The food is safe to eat.

Version 2: The duration stays at 1 hour per level of experience, and the
food retains its properties from the 7th-level version (whatever those might
be). However, the interior is quite different:

   * The interior floor space is equal to 1200 square feet per level. But,
     only the 300 square feet per level nearest the entrance can be
     customized (design, layout, etc.). The remaining 900 square feet per
     level has an entirely random design and layout. Thus, one room might be
     a bare storeroom, while the next could be a lavish greenhouse pool. All
     rooms will be connected via doors of some type to the rest of the
     complex, but they might be secret doors, doors concealed behind
     furnishings, or secret doors hidden behind furnishings. The mansion
     frequently sprawls in three dimensions (occasionally more in areas with
     chaotic magic), so it is very possible that connections between rooms
     might be stairwells, ladders, or trapdoors. The caster himself will
     have no idea whatsoever about the location of these rooms and doors
     until he explores them.
   * The only magical servants in this version exist in the 300 square feet
     per level section nearest the entrance.

With either version, there are indications that under environmental
conditions manifesting extremely chaotic magic (eg. any of the outer planes
that are on the strictly "chaotic" side of the spectrum) the interior layout
of the mansion will be exceedingly unpredictable.

The material components of this spell are the same as those of
Mordenkainen's magnificent mansion (see the Player's Handbook for more
information).

----------------------------------------------------------------------------

Ding Shu's Draconian Holocaust (Invocation/Evocation)
Range: 200 yards + 10 yards per level
Components: V, S, M
Duration: 1 round
Casting Time: 9
Area of Effect: 2 feet by 10 feet per level rectangle
Saving Throw: 1/2
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

This spell causes to what appears to be a huge celestial dragon to appear in
the air and swoop down spewing forth its fiery breath.

The spell affects an area of 2 feet wide by 10 feet long per level of the
wizard. All creatures in the area of effect take 1d10+2 points of damage
from the fire. It does structural damage to all constructions in the area of
effect. The damage is 3 HP, 2 HP, 1 HP, or 1/2 HP to wood, earth, soft
stone, or hard stone respectively per level of the wizard.

The material component of this spell is a scale from a fire-breathing dragon
and a potion of firewater.

----------------------------------------------------------------------------

Ding Shu's Marvellous Chopsticks (Conjuration/Summoning)
Range: 120 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 6
Area of Effect: 120-yard radius sphere
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

This spell brings into existence a pair of huge chopsticks, 30 feet long,
which attacks all creatures as if they were AC 10 (modified by Dexterity).
These giant chopsticks attack with the wizard's THAC0.

Victims weighing more than 5 tons are immobilised by the chopsticks, while
those of lesser weight will be picked up, and may be deposited, within the
same round, at any point in the spell's range. Those who successfully roll
to bend bars manage to free themselves, but they may suffer falling damage
as a result.

The wizard may choose to deposit the victims into a gargantuan mouth which
appears above his head. This mouth can hold 2 size L, 4 size M, or 8 size S
creatures at one time. Each round, the mouth "chews" its contents for 10d10
damage each. When a creature trapped inside the mouth is reduced to below 0
HP, the creature is "swallowed" into the astral plane, and more room becomes
available for creatures to be dropped into the mouth. Normally, persons
reduced to such a hit point score would die in a matter of minutes, but in
the timelessness of the astral plane, they may remain unconscious but barely
alive for thousands of years, provided they had more than -10 HP when they
entered the plane. This, of course, is only valid in campaigns which use the
optional rule concerning hovering at death's door. If the creature caught by
the chopsticks weighs more than 5 tons, then the mouth will move toward the
trapped creature and start biting it into little pieces until it is all
gone.

The spell requires minimal concentration and direction once it has been
cast. This allows the wizard to cast other spells, and maintain
concentration on them instead. If the wizard is killed before the end of the
spell's duration, the mouth and chopsticks will remain, with the chopsticks
capturing creatures that were enemies of the wizard and depositing them in
the mouth when space allows. Naturally, the material component of this spell
is a pair of chopsticks.

----------------------------------------------------------------------------

Ditan's Nullify (Alteration, Necromancy)
Range: 30 feet + 10 feet per level
Components: V, S, M
Duration: 1 week
Casting Time: 9
Area of Effect: One creature with his magic items
Saving Throw: Negates
Author: Ditan

This spell is a more powerful version of the 7th-level Ditan's minor
nullify. This spell stops the wizard or priest from using their abilities
for a week, as well as temporarily disabling any carried magic items to
function. Items get a saving throw versus crushing blow, while artifacts are
not affected at all. The wizard has a 30% chance of being affected, but if
he is affected, he is affected as by minor nullify.

The material components for this spell are a 1000 gp worth ball of obsidian
and a 1000 gp diamond, that are both consumed in the casting.

The victim's saving throw is at -8.

----------------------------------------------------------------------------

Ditan's Portable Dwelling (Alteration, Conjuration)
Range: Special
Components: V, S, M
Duration: 1 day per 10 levels
Casting Time: 8 rounds
Area of Effect: Special
Saving Throw: None
Author: Ditan

This spell is a more powerful version of the 7th-level Ditan's portable
quarters, with the following exceptions.

The spell only enchants one doorknob, and it opens up onto a two story home,
with 5 bedrooms, two bathrooms, 5 miscellaneous rooms, and a kitchen. The
owner may allow up to 16 beings in, as well as himself. In addition, the
character may contact the outside world via a call portal that allows the
characters inside to view the immediate area where they entered.

The additional material component is a ring of spell storing with three
enlarge spells held within, that is consumed in casting the spell.

----------------------------------------------------------------------------

Ditan's Power Stripping (Alteration, Necromancy)
Range: 100 feet + 10 feet per level
Components: V, S, M
Duration: Permanent, until dispelled
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Special
Author: Ditan

When this spell is cast the wizard calls into being two spheres of negative
energy, one from the realm of negative magic energy, and one from the
quasi-negative material plane. The spheres are then hurled at the victim,
and the character gets a saving throw at -6, to avoid being affected. If
affected, the character loses all the abilities of his class or classes.
Spells will not work, specialisation is lost, and skills are forgotten. The
only way to dispel this effect is through a wish or divine intervention. A
limited wish will temporarily (1d20 turns) restore abilities.

The material component for this spell is a 1-foot cube of obsidian, the eye
of a black dragon, and a trapped soul of a demon of at least 16 HD.

All spell components are consumed in the casting. There is a 50% chance of
the soul of the demon being released, and trying to take over the wizard. If
taken over, the wizard is drained of all spell abilities for 1d4 years.

----------------------------------------------------------------------------

Ditan's Resolidification (Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Item touched
Saving Throw: None
Author: Ditan

This spell will resolidify anything effected by crystalbrittle or a breath
weapon. It will not mend items that have been broken since the
crystalbrittle, though (eg.: Galgor's sword was crystalbrittled, then he
dropped it and it shattered, even though he found every piece and placed it
back together, when this spell is cast all he will have is many pieces of
metal). If the item was magical when crystalbrittle took effect, then there
is only a 25% chance that when it is resolidified it will still be magical.
The material component for this spell is 1 pint of dragon blood.

----------------------------------------------------------------------------

Dual Casting (Alteration)
Range: 0
Components: V, S, M
Duration: Until used
Casting Time: 1 turn per level
Area of Effect: Self
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This rare and powerful spell allows the wizard to cast two spells at once.
When cast, the spell remains on standby until the wizard is ready to use it.
On the round it is used, the wizard may cast two spells at the same time.
The total spell levels cast may not exceed one third the wizard's experience
level. It is possible to have multiple castings of this spell active; the
wizard is limited to one per nine levels for a maximum of four.

The material component is an egg with two yolks, and a perfect crystal
sphere composed of spent ioun stones, lesser shiral crystal, and quartz
melted together costing 2000 gold pieces per level of the wizard. The egg is
eaten (fried or hard boiled) and the sphere vanishes during casting.

----------------------------------------------------------------------------

Eldarr's Major Spell Conversion (Alteration)
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 3 turns
Area of Effect: The caster
Saving Throw: None
Author: Eldarr

This spell is similar to the two other spell conversion spells (q.v.),
except that it may convert any spell of ninth level or less to any known
spell of a lower level.

The material components for this spell are as per those for improved spell
conversion, except that the gem must be worth at least 800 gp.

----------------------------------------------------------------------------

Energy Ball (Evocation)
Reversible
Range: 60 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20-foot radius
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This fireball-like spell inflicts all of its damage with positive matter.
Consequently, it heals 1d6 HP per level of the wizard. Negative matter
beings suffer 4d6 HP of damage per level of the wizard.

The reverse, negative ball, of this spell also exists. It drains one level
per 10 levels the wizard possesses. A successful saving throw halves damage
and negates the energy drain.

The material component for the positive matter version is a white pearl
worth at least 1000 gp. The negative version uses a black pearl of similar
value.

----------------------------------------------------------------------------

Energy Bolt [1] (Evocation)
Reversible
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell is identical to Bigby's besieging bolt in every way, except that
it is a bolt of positive energy, and only one bolt is fired. Like energy
ball, negative matter creatures take triple damage. It also has a reverse,
negative bolt, which drains one level per 10 levels of the wizard.

The material components for these spells are a flawless diamond, and a black
diamond respectively, each worth at least 1000 gp.

----------------------------------------------------------------------------

Expanded Awareness (Alteration, Divination)
Reversible
Range: 5 yards per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 9
Area of Effect: One creature
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell, when used, gives the wizard a great deal of information about
the immediate area. The wizard receives the effects of the following spells
or spell-like powers: detect charm, detect curse, detect enemies, detect
evil, detect good, detect illusion, detect invisibility, detect lie, detect
magic, detect phase, detect poison, detect psionics, detect secret doors,
detect snares and pits, and detect traps.

The spell remains in effect constantly, and the wizard receives all the
information at once. There is no problem with assimilating the data. The
range of detection for this spell is 5 yards per level of the wizard.

With the appropriate reversed spells, the wizard using this spell could
become blind to some or all of the things that the spell detects for as long
as the spell would normally last. For example, the reverse of know alignment
cast upon the wizard will cause him to be unable to detect evil or good. In
some instances, it will become obvious to the wizard that some of the
detections are lost.

The wizard does not have to concentrate to use this spell, the information
arrives immediately and the wizard knows instantly. The wizard can cast
other spells while this spell is in effect.

The reverse of this spell, reduced awareness, causes one creature to be
unable to detect, by any means, any of the above things for the magic of the
spell will render all attempts ineffective. There is no saving throw against
this effect.

The material component of this spell is a miniature platinum telescope worth
at least 3,000 gp.

----------------------------------------------------------------------------

F.A.E. (Evocation)
Range: 1000 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 turns
Area of Effect: One 200-foot per level radius sphere
Saving Throw: None
Author: The Net Alcohol Guide Creator <c/o c2mxblue@fre.fsu.umd.edu>

When cast, F.A.E. creates a large (25 feet long, 5 feet in diameter at base)
indestructible missile from the wizard's concoction (described later) that
heads to its target, better known as ground zero. The missile cannot be
stopped or manipulated naturally or magically, it always gets to its
destination (of course DMs may make exceptions to this rule). Once ground
zero is reached, the missile lightly disperses a very strong, somewhat
gaseous, magical alcohol that is then ignited, causing immense damage and
complete loss of oxygen in the area of effect.

The spell's range to ground zero is 1000 feet for every level of the caster.
This allows an 18th-level wizard to centre the spell as much as three miles
away. This would indicate that the wizard is well within enemy borders in
most cases when the spell is cast, although he is still a distance from his
target. The area of effect is a sphere with a 200-foot per level radius. The
caster cannot control the area of effect.

Thus, if the wizard is 18th-level, he will always cast an F.A.E. that is
7200 feet in diameter. Given that 5280 feet comprise a mile, this is quite a
distance. The wizard better be good at judging distance, or he might
suddenly find himself inside the area of effect of his own spell.

Damage to the victims come by two means. The first is the combustion and
compression of the explosion which does 10d10 points of damage. Victims get
no saving throw because the area of effect is too large and the explosion is
in the very air around the victim, rendering escape impossible. The second
means of damage stems from the suffocation resulting from the explosion that
uses up all the available oxygen in the area of effect. Every round
beginning the round the spell is cast, 2d8 damage is taken from lack of
oxygen. A victim that has a chance to take a large breath of air and does
not perform strenuous exercise while holding his breath and is not fully
encumbered can hold his breath for a number of rounds equal to 1/3 his
Constitution, rounded up (non-strenuous exercise includes such activities as
normal movement, searching for secret doors, etc.). If a victim is
performing strenuous exercise, the number of rounds is cut in half
(strenuous exercise includes combat, attempting to subdue or move an
uncooperative creature, trying to lift heavy weight, moving at high speed,
etc.). If a person does not have a chance to take a deep breath before the
spell takes effect, the amount of time is halved (rounded up). This halving
is cumulative with that caused by strenuous exercise. Note that anybody can
hold his breath for at least one round.

When his breath runs out, a person does not immediately suffer the 2d8
points of damage caused by lack of oxygen. Each round after his breath runs
out, the person makes a Constitution check. The first check has no
modifiers, but there is a -2 cumulative modifier each round thereafter.

A failed check indicates that the victim tries to inhale oxygen, which is
not there, and suffers the 2d8 points of damage. He will continue to suffer
2d8 points of damage each round until oxygen diffuses back into the area of
effect, until he leaves the area of effect, or until he dies. After
detonation of the spell which rids the area of effect of oxygen, the oxygen
will diffuse in at a rate of 50 feet per round.

The material components of this spell are usually rare, typically expensive,
and quite bulky. During casting, the following ingredients are mixed
together:

   * Ten gallons of pure alcohol are required. If there is any trace of
     impurity before casting, the spell will backfire causing the wizard to
     be the centre of the area of effect. Many armies have foiled wizards by
     sending an assassin to place a foul liquid, such as skunk water, in the
     alcohol thus causing the wizard and his comrades to be victims of their
     own spell.
   * One gallon of the highly poisonous blood of a Milwaukee is required.
     Many adventurers have died trying to kill a Milwaukee just to get its
     blood.
   * One gallon of holy water created by priests of Malus Temulentia (or
     another appropriate god of the DM's choice).
   * A pint of blood from a 9th-level priest of Ebrietas.
   * All alcohol from a gland of an alcohol dragon is required. This
     material component is difficult to get because the gland must be filled
     to get alcohol from it. Thus, if the alcohol dragon used its breath
     weapon, the gland would be empty. Only clever adventures can kill an
     alcohol dragon to get the gland without having the dragon use its
     breath weapon. Note that capturing the alcohol from the breath weapon
     won't work because the alcohol enters in an impure state. The pure
     state of the alcohol can only be found in a gland. After the
     ingredients are blended together, the following items must be added to
     the concoction:
   * One living boozeworm.
   * A dash of salt and a squirt of lime.
   * The ivory tusks of a pink elephant.
   * The hide of the sinister Clydesdale breed, Pravus Clydesdale.
   * The corpse of one giant alcohol black ant.
   * One diamond that has a value no less than 1000 gp.

The material components are perhaps the biggest problem with this spell, for
without them the spell cannot be cast. DMs should make the material
components hard to come by and adventures should be made just for that. Only
very rich people, like kings and other nobles, could afford to purchase some
of the more exotic material components. Thus a useful partnership takes
place: the ruler needs the wizard for the intense spell, the wizard needs
the ruler's resources to collect the components.

This spell is a closely guarded secret by those that are fortunate to
possess it. Using F.A.E. offensively is great, but being on the receiving
end of the spell is not to fun.

Is this spell too powerful?

18 is the minimum level the wizard must be to cast this 9th spell.

Hopefully, few 18th-level wizards are roaming around. If a DM allows a
character to reach eighteenth level, one of two points can be assumed.
Either the DM has been very careful to create game balance, in which case
the DM will make this spell very dangerous to cast (via collecting and
keeping material components, getting safely to the target area which is no
doubt deep in secured enemy territory, etc.), or the DM is an out-of-control
Monty-Haulic, in which case it doesn't matter if the spell is to powerful;
the argument would be "Is ninth level to high?".

----------------------------------------------------------------------------

Falstaffe's Ethereal Firestorm (Conjuration/Summoning)
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: 1/2-foot per level radius
Saving Throw: None
Author: Falstaffe Starre, Genius Mage <jrobbie@vtvm1.bitnet>

By casting this spell, the wizard conjures forth a huge ghostly firestorm
encompassing an area equal to half a foot radius per level of the caster
with the wizard at the centre of the storm. Thus an 18th wizard would be
standing at the centre of a firestorm 18 feet in diameter. The storm will do
no damage to the wizard or to any other beings caught up in the area of
effect. As the spell builds power, the wizard and any others in the
firestorm take on fiery, ethereal forms.

When the full turn is up, all that remains is the ghostly firestorm, with
slightly visible images of the wizard and his companions within. At this
time, the wizard can begin moving the firestorm at any rate up to 24 yards
per turn. Corners and turns may be navigated, streams or crevasses crossed,
there is almost no terrain that will hinder the firestorm (DM's choice if a
special terrain). Those inside the firestorm may see all that goes on around
them while they travel and cannot be harmed. Those objects or creatures in
the path of the firestorm will fell simply a strong, hot wind (although the
firestorm is scary looking, it does no damage in passing). The wizard may
cease the spell in anytime during the spell. Those within the sphere will
re-materialise exactly in the position they were when the spell was cast
(i.e.: same marching order, same items drawn, same positions). Although they
might go from travelling 24 yards per turn to standing still, those within
the sphere will feel no forward momentum on re-entry. The wizard has 2 ways
to stop this spell:

  1. The wizard can simply pause its effects. All will materialize, with the
     firestorm still active, and take some action (grab a chest of gold,
     check their map, etc.). The wizard may then restart the spell (this
     again takes one turn, plus however long the characters' actions take
     away from the remaining spell duration). Once restarted, the firestorm
     is free to move again until the remaining duration runs out. Note: no
     one can leave the radius of the spell while materialized or they will
     be unable to reenter their ethereal state.
  2. The wizard can end the spell. If this is done, all characters
     materialize as above, with the added bonus of the spells remaining
     energy being released within the area of effect at the rate of 2 points
     of damage per turn remaining. The wizard and others who materialize
     take none of this damage. Example: an 18th-level wizard and 3
     companions are chasing some enemies, they get into attack position,
     weapons drawn, and cast the spell. After flying along for 8 turns, they
     spot the enemy and fly directly into them, and end the spell. The
     excess energy of 10 remaining turns is released for 20 HP of damage in
     an 18-foot diameter. All the characters may now attack (and probably go
     first with the surprise factor).

----------------------------------------------------------------------------

Fellstar's Flame Sheet (Evocation)
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: 1/2
Author: Fellstar

This is an improved version of Fellstar's flame arc; it is identical to that
spell, with the following exceptions:

The flames fall to the ground from the height at which they were cast, so in
effect, anyone at the initial height or below is affected by the flames. In
addition, if these flames are blocked by an obstacle, they will flow around
the barrier and will rejoin at a distance equal to the width the obstacle;
therefore, if the flames are blocked by a 2 foot wide boulder, they will
rejoin 2 feet behind the rock. This applies in both the horizontal and
vertical dimensions.

The flames from this spell will continue to burn for one round after the
spell is cast; anyone hit by the flames on the first round suffers 10d10
points of damage, and those hit on the second round suffer 5d10 points of
damage. On either round, a successful saving throw versus spell reduces the
damage by half (saving throws for the second round are at +2); if this
saving throw fails, all possessions must save versus magical fire or be
destroyed. Note that damage is cumulative if caught in the flames on both
rounds the spell is in effect.

The material components for this spell are as per those for the flame arc
spell, with the addition of one or more gems worth at least 500 gp.

The gems and the volcanic rock are consumed when the spell is cast.

----------------------------------------------------------------------------

Fenzill's Phantasmal Fingers (Necromancy)
Range: 40 yards + 5 yards per level
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 9
Area of Effect: One target
Saving Throw: None
Author: Fenzill

This spell is an enhanced version of the 2nd-level spectral hand; it differs
from that spell in the following ways: it can be used to deliver a touch
spell of any level and it gives a +3 to the attack roll. It has an Armour
Class of -4, but it cannot be destroyed by any attack (it may only be
dispelled). Instead, any hit on the hand inflicts full damage on the wizard
(although a successful saving throw versus spell reduces this damage by
half). The wizard may end the spell with a single word. The material
component for this spell is a glove.

----------------------------------------------------------------------------

Genocide (Evocation, Necromancy)
Range: 5 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 20-foot radius sphere
Saving Throw: Special
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>

This spell allows the wizard to kill one or more creatures of the same
species: the wizard chooses a creature as the initial target for the spell,
and after the incantations are complete, a black bolt shoots forth from the
wizard's finger towards the chosen target. If this creature makes its saving
throw versus spell at -2 (or if it has 15 or more Hit Dice) there is no
effect and the spell terminates.

If the saving throw of the initial target fails, the creature dies, and the
spell continues as follows: if there are no more creatures of the same
species within the area of effect, the spell ends at this point.

Otherwise, the bolt will continue jumping to other targets. The bolt jumps
randomly from one target to the next; range is not a consideration - as long
as the target is in the area of effect, and it is of the appropriate race,
it may be hit by the bolt. Each creature that is hit with the bolt must make
a successful saving throw versus spell (with no modifiers) or die.

This spell will affect a number of Hit Dice equal to: 10 HD + 1 HD per level
of the wizard (the number of creatures is not a factor). The spell will
terminate when one or more of the following occurs: the Hit Dice limit is
exceeded, there are no more potential targets in the area of effect, or the
bolt strikes a target with more than 15 HD (such a creature is unaffected by
this spell). Each target hit with the bolt counts towards the Hit Dice
limit, whether its saving throw was successful or not.

The bolt will never jump to a creature of a different species, or to one
that has already been hit (whether living or dead). Any creature with more
Hit Dice than the original target will not be affected by the bolt, but its
number of Hit Dice is still counted towards the Hit Dice limit of the spell.
If a target's Hit Dice would exceed the limit of the spell, it is not
affected (and the spell terminates).

The bolt will never jump back to the wizard; in addition, the wizard may
choose individuals to be unaffected by the spell simply by naming them as
part of the incantations (usually used to avoid killing friends or allies).

Note that some races are closely related, but are not considered identical
species for purposes of this spell (i.e. goblinkind).

"Half-breeds" will be affected by this spell if either of their parent-race
is targeted, as well as when the cross-breed is specifically targeted.
However, if a parent-race is named as the target, a half-breed of that race
earns a +2 to its saving throw. For example, a half-elf is affected normally
if half-elves are named as the target of this spell.

They would also be affected if either humans or elves were targeted,
although they would gain a +2 to their saving throws in the latter two
cases.

After this spell is cast, the wizard must make a successful system shock
roll or fall unconscious for 1d10 rounds. Note that the DM may wish to
inflict other penalties on the wizard due to loss of blood (see material
components below), especially if the spell is cast more than once is a short
period of time.

The material components of this spell are a pint of the wizard's blood and a
figurine or statuette of the race to be targeted. The blood is consumed at
the time of the casting, and the figurine is also destroyed, unless the
wizard makes a successful saving throw versus spell.

----------------------------------------------------------------------------

Greater Disintegration (Abjuration, Alteration)
Range: 100 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: 10-foot long cube per level
Saving Throw: Negates
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This powerful spell is a long range, heavy version of disintegrate. When
cast, a sizzling blue beam springs from the wizard's hand destroying 1000
cubic feet of matter (10-foot long cube) per level of the wizard.

The material component is a pinch of residue from a lodestone that was used
to cast a normal disintegrate spell. The saving throw is made at a -2.

----------------------------------------------------------------------------

Greater Extradimensional Space (Alteration, Enchantment)
Range: 0
Components: V, S, M
Duration: 1 week + 1 day per level
Casting Time: 1 turn per level
Area of Effect: One 10-foot cube touched per 6 levels
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This powerful spell creates a large extradimensional space lasting one week,
plus one day per level. The space is one 10-foot cube per 6 levels. The
material components are a door and 3000 gp worth of transplanar quartz per 6
levels of the wizard.

----------------------------------------------------------------------------

Greater Invisibility (Alteration, Illusion)
Range: 0
Components: V, S, M
Duration: Until the caster attacks
Casting Time: 9
Area of Effect: One creature
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This powerful cloaking spell offers complete undetectability to the user.
Even true seeing is ineffective, as this spell was specifically designed to
foil this type of magic. A limited wish will partially foil the spell,
allowing the opposing wizard to see a blurry outline (-4 to-hit). A wish,
however, will bring the spell down. This spell is ineffective against detect
individual, because of the narrow scope of that divination. The material
component is invisible stalker ichor.

----------------------------------------------------------------------------

Heartbreaker (Conjuration/Summoning)
Range: 6 feet
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Negates
Author: John Daniel <c548285@umcvmb.missouri.edu>

This spell induces a sudden heart attack in its recipient. A saving throw
versus death magic is allowed. If the saving throw is failed, the creature
must make a Constitution check. If the check fails, the creature dies. If
the creature survives, he will be totally incapacitated for 1d6+6 game
weeks. He will also permanently lose one point of Strength and one point of
Constitution, and will have a 5% chance of a future heart attack every time
he is ever again required to make a Constitution check. Note that this spell
does require its victim to have a heart, so not all creatures can be
affected (golems, undead, slimes, etc.).

----------------------------------------------------------------------------

Hellfire [1] (Necromancy)
Range: 100 leagues
Components: V, S
Duration: Special
Casting Time: 9
Area of Effect: One person
Saving Throw: None
Author: Nathan Amed <named@viking.navair.navy.mil>

and Eric Wayne

Swett <4962@ef.gc.maricopa.edu>

The victim of a hellfire spell bursts into flame. Damage from the spell is
2d4 per round until the victim falls to 0 HP. At that point, the damage
becomes even more severe, being 1 energy level per round. If all energy
levels are drained, then the victim becomes a half-Strength wraith under the
control of the caster. There are several ways to stop or extinguish a
hellfire: wish, limited wish, and remove curse; limited wish and bless; or
remove curse, bless, and any cold- or ice-related spell or attack capable of
inflicting 6d6 or more HP of cold damage.

Note: Resistance or immunity to fire reduces hellfire damage to 1d4 per
round but does not slow the energy drain once it begins. Victims take no
cold damage while under the effect of a hellfire spell.

----------------------------------------------------------------------------

Hellfire [2] (Necromancy)
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 week
Area of Effect: One person
Saving Throw: Negates
Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu>

This is the ultimate revenge spell. The caster prepares for this spell in a
quiet and safe place and spends the next week casting the spell.

After this week the spell takes effect and the caster slips into a heavy
sleep for one month. The effects are well worth the lost time though.

The victim of hellfire immediately bursts into flames. The flames not only
consume the body of the victim, they also consume the soul. After 24 hours
all that is left of the victim is a crusty, burnt out corpse.

This person can never be brought back to life by any means. The victim's
soul is being eternally burned, never to be healed. The only way to save the
victim is as follows: before the 24 hours is up the victim must have cast
upon him limited wish, cure disease, remove curse, and bless all at the same
time. If this is done, the victim permanently loses half of his hit points
(recoverable by a wish only) and 4 Constitution points. The caster loses a
quarter of his hit points and 1 Constitution point. Note:

if during the one week of casting the caster is interrupted he suffers the
effects of the hellfire in a backlash type effect. Components: a
belonging of the victim, a 500 gp ruby and a magic weapon of +3 enchantment
or greater.

----------------------------------------------------------------------------

Hindsight (Divination)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 2 hours
Area of Effect: The caster
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Brooks
<dbj@central.keywest.mpgn.com>

This powerful spell enables the caster to view past events in time as if he
were actually present. The maximum time in the past that may view safely is
100 years per level of the caster. The wizard can try to view even further
in the past, but for every 50 years, or fraction thereof, additional, there
is a 3% chance that caster will permanently lose 1d4 points of constitution.
Thus, if an 18th-level wizard tried to view an event two-thousand years in
the past, there would be a 12% chance that his Constitution would be reduced
by 1d4 points. In any event, at the termination of the spell, the caster's
Constitution is temporarily dropped to 3 for a number of days equal to twice
the number of centuries viewed backward in time, rounded up.

The region being viewed is the same location as where the wizard casts the
spell, albeit in the past. While "in the past", the caster may move around
and visually inspect anything in sight, but any attempt to touch an item or
person nets a negative result (i.e., the caster's hand passes harmlessly
through the person or item).

Also, the caster has the option of changing which time period he is viewing,
subject to the same limitations mentioned above. This allows the caster to
"fine-tune" the date he is viewing without having to re-cast the entire
spell. During the spell's duration, the caster's mind has effectively left
the body, thus making the wizard's body a prime target for possession.
Normally suitable protections are in place before attempting to use
hindsight.

During the casting of the spell, the caster is required to burn numerous
rare spices and rare woods (worth at least 20,000 gp) in an unused brazier
specially constructed for this purpose.

----------------------------------------------------------------------------

Hobar's Mass-Mover (Alteration)
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One person touched per 3 levels
Saving Throw: Negates
Author: Sol Sukut <sds7966@silver.sdsmt.edu>

This spell is a replica of teleport, with respect to the possibility of
teleporting into the ground, buildings and other errors. All persons must
hold or stack hands with the spellcaster to be affected. Unwilling
participants may save versus spell to be left behind. Everyone else will be
teleported to a location chosen by the spellcaster.

----------------------------------------------------------------------------

Hold Non-Evil (Enchantment/Charm)
Range: 120 yards
Components: V, S
Duration: 1 turn
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: Special
Author: Alvarez Leambruno Rafael Antonio <92-23777@shaddam.usb.ve>

When a wizard cast a hold non-evil spell, he causes a paralysis upon one or
more creatures of non-evil alignment. The number of creatures that can be
affected is a function of Hit Dice or level. The spell affects 1d4 HD plus
one Hit Die per level of the caster. A maximum of 14 HD can be affected.
Creatures with the least Hit Dice are affected first.

This spell can be memorised only once per week, but the number of times that
it is cast affects the saving throw allowed. The first and second time that
the spell is cast, the creatures don't make any saving throw.

After that, look the table:

  Number of   Creature's
 Times Cast  Saving Throw
              Modifier
     3           +1
     4           +2
     5           +4
     6           +5
     7           +7
     8           +8
     9           +9
     10          +10

The spell can be cast 10 times before re-memorising it. The wizard can
re-memorise the spell to avoid the modifier in the saving throw, but he need
twice time to do it. This spell was created by a lawful good wizard, who
wanted to avoid fighting non-evil persona.

----------------------------------------------------------------------------

Immediate Devolution (Alteration, Divination)
Range: 10 yards + 2 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
Author: William T. South <tsouth@netcom.com>

This spell is capable of returning a creature down the evolutionary scale to
a form which would be considered a base ancestor of the creature. It can be
cast in combat or a laboratory situation.

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

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

At the end of the analysis the wizard may force the creature to revert back
to a base form of its evolutionary scale. However, the surgical abilities of
this spell allows the wizard to selectively alter the above listed aspects
of the creature to conform to his analogy of what he would like removed. For
example, if a wizard somehow captured an adult dragon and was able to
analyze it, he would reduce its strength to that of a small lizard, but then
he would have the problem of a multi-tonnage creature who was unable to life
its own weight unless he also reduced its size. The caster is able to alter
1 aspect for every 3 levels of experience at a rate of 1 per round. Any
interruption of the spell during the alterations leaves the creature at the
state it retained in the previous round. The creature in question receives a
saving throw versus spell at -4 every round a reversion is attempted
(although, saving throws based upon Hit Dice may change during the casting
of this spell). Success versus a change in one round does not prevent the
wizard from attempting the same change the next round.

The combat version of this spell is somewhat more haphazard. It allows the
wizard to point at a creature and state a number of reversions which he
would like to take effect, up to a maximum of 3. The analysis phase is
totally bypassed and the changes take effect in the next round.

Backlash from the bypass automatically stuns the caster for 1d10 rounds and
he must make a successful saving throw versus spell or be knocked
unconscious for 1d10 turns. The creature must make a successful saving throw
versus spell at -4 to avoid the effects of reversion. Magic resistance is
checked with a penalty equal to twice the caster's level of experience.
Whether or not the creature saves, it will be stunned for the same amount of
time as the caster. The DM should make a quick list of possible changes and
insert random changes for requested ones which would not fit the logical
reversion of the creature. Just remember that taking away breath weapons
might just make a creature angry! Surgical removal can be very selective.
Ability scores may only be lowered and reversions should never change more
than a single aspect or attribute per round. Movement requiring wings may be
stripped in one round, but the wings would take another round to remove.
Ability scores can be reduced by 1 per round. Size can be reduced by a
maximum of 10% per round. Hit points could not be affected, though Hit Dice
could, therefore lowering the hit points of a creature. Claw attacks could
be altered so as to cause a mere 1 point of damage per strike, or removed
altogether (the creature simply forgets the attack form ever existed).

The spell makes no moral alterations and cannot change attitudes concerning
a certain idea. But, alignments can be altered one step per round towards a
neutral aspect. The final product does not register as being a polymorphed
creature (it is a true creature of the form it now embraces) and as such is
unaffected by dispel magic. Devolution can also tell if a creature has been
the target of the 7th-level evolution spell, 9th-level immediate evolution
spell, or any other genetic advancing spells. It may be used to specifically
counteract these effects, essentially returning a creature to its normal
state. DMs should be free to play with the sanity of experiment subjects.

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

----------------------------------------------------------------------------

Implant Object (Alteration, Necromancy)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One creature
Saving Throw: Negates
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

This spell allows the caster to implant one magical device into another
being or himself for full effect. Weapons cannot be implanted, and there
must be space in the body for the item. Gloves can be sunken under the skin,
rings placed around ribs, etc. Only one item per 5 Constitution points can
be implanted.

----------------------------------------------------------------------------

Improved Circle II (Invocation/Evocation, Metamagic)
Range: Unlimited
Components: V, S, M
Duration: Special
Casting Time: 2 turns per level
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is identical to improved circle I, with the additional effect of
passing over one planar level per level of the caster.

----------------------------------------------------------------------------

Improved Evolution (Alteration, Divination)
Range: 10 yards + 2 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
Author: William T. South <tsouth@netcom.com>

This spell is used to advance the target up the evolutionary scale of
development, whether real or imaginary. It can be cast in combat or a
laboratory situation.

In the laboratory, where the wizard is able to have the specimen under
strict observation and control, the spell scans the creature for any and all
aspects which can be described as a product of evolution. This includes
Strength, Intelligence, Wisdom, Constitution, Dexterity, organizational
habits, activity level, diet, alignment, natural Armour Class, movement
speeds and forms, Hit Dice, natural fighting skills (THAC0, number of and
attacks and the damage per attack in game terms), special attacks, special
defences, magic resistance, size, grow patterns (for example, a frog begins
as an egg, becomes a tadpole, polliwog, and finally a frog), and
spellcasting ability. Also, the caster is able to determine what intrinsic
capabilities could be improved to change the creature through an advancement
of possible evolutionary development.

This means that lizards could become dragons (of a sort), ponies could
become horses, horses could become griffins, hippogriffs or pegasi.

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

At the end of the analysis the wizard may force the creature to move forward
upon a possible evolutionary scale which could alter or develop
characteristics not previously owned. The possible changes are immeasurable.
DMs need to assure that changes are built upon a reasonable framework. While
giving a bird the powers of a phoenix may be nice, unless the wizard has
prior specific knowledge of a phoenix's extraordinary powers (through use of
this spell's analysis) he has no chance of duplicating the abilities. The
caster is able to alter 1 aspect for every 3 levels of experience possessed
at a rate of 1 per round. Any interruption of the spell during the
alterations leaves the creature at the state it was in on the previous
round. The creature must make a successful saving throw versus spell at -4
against the change as it happens: each change requires a saving throw.
Success versus a change does not mean that the wizard cannot try the same
change the next round.

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

The combat version of this spell is somewhat more haphazard. It allows the
wizard to point at a creature and state a number of alterations which he
would like to take effect, up to a maximum of 3. The analysis phase is
totally bypassed and the changes take effect in the next round.

Backlash from the bypass automatically stuns the caster for 1d10 rounds and
he must make a successful saving throw versus spell or be knocked
unconscious for 1d10 turns. The creature must make a successful saving throw
versus spell at -4 to avoid the effects of alteration. Magic resistance is
checked with a penalty equal to twice the caster's level of experience.
Whether or not the creature saves, it will be stunned for the same amount of
time as the caster. The DM should allow changes to take effect, but must
base their creation on logical steps which would normally be required in the
laboratory version (note the pegasus example above).

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

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

This spell can also tell if a person has been the target of the 7th-level
Devolution spell, 9th-level Immediate Devolution spell, or any other genetic
retarding or decreasing spells. It may be used to specifically alter the
effects, essentially returning the creature to a normal state. Also, no
ability score may be raised more than 2 points above the previous racial
maximum and never more than a score of 22.

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

----------------------------------------------------------------------------

Improved Permanency (Alteration, Enchantment/Charm, Metamagic)
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the 8th-level permanency but it has the following
additional effects:

   * it can be used on any spell with a duration longer than instantaneous
     (if the spell was an instantaneous spell which was expanded to longer
     than instantaneous by whatever means it can be affected) no matter
     whether area of effect, personal, touch, etc.;
   * it causes the person upon which a spell was made permanent to save once
     per week per improved permanency versus spell at the base saving throw
     (no bonuses except race); if failed, the person loses one Constitution
     point permanently;
   * items which are made permanent with this spell get an improved saving
     throw against Mordenkainen's disjunction or similar destructive spells
     (either the level of the caster is doubled and this used as the base
     from which destruction is determined, or the item's saving throw is
     used, whichever is better);
   * spells made permanent by this spell are not automatically dispelled if
     the appropriate means are used successfully to bring them down (like
     the spells required for a prismatic sphere or wall spell) but the
     spells get the base saving throw of the caster to resist dispelling
     (this even applies to such means as Mordenkainen's disjunction or
     dispel magic). The game effects: the spell draws half the caster's
     Constitution points permanently, it draws one experience level of the
     finger's creature permanently (as though the level had never been
     there: it cannot be restored), the spell requires the body parts
     freshly taken, not stored somewhere or something like that.

The material component is a completely non-magically created candle of six
feet length and over one foot diameter. It has to be inlaid with a finger of
the caster and one quart of blood of the recipient creature (if there is
one: otherwise a quart of blood from the caster if it is an item to be made
permanent). The finger and the blood have to be freshly given as they still
need to contain a part of the creature's life force and experience. This
candle is lit during the casting but is not consumed by it. It does not burn
up during time as it is the material component of this spell. It has to burn
like a normal candle. As long as it burns, the spell which is made permanent
by this spell is also permanent. The candle can be extinguished like any
other normal candle.

It cannot be ensorcelled directly but the surrounding area in which it
stands can be enspelled as desired. The candle does not have to be carried
with the item or person which is made permanent. This link works throughout
all planes, through any barriers, in a mythal (except in a mythal which
specifically prohibits this specific spell), and even into the phlogiston
(as long as the candle burns).

----------------------------------------------------------------------------

Improved Sense Shifting II (Alteration, Illusion/Phantasm, Metamagic)
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: 1 hour
Area of Effect: Creature touched
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is similar to the other two sense shifting spells, but this spell
has a much greater power: it can be given to another creature by touch and
the creature may give it back or to another by touch (only if desired, but
only one creature can have the spell effects active at one time); the spell
affects 1st- to 3rd-level spells in all senses, including completely
quieting sound, or providing understandable speech (or even song), changing
the quality of sense to another (a fireball might be changed to an iceball)
to the senses only - note that their effect stays the same (and a fireball
still cannot affect a fire elemental even if its sense is shifted into an
iceball); 4th- to 6th-level spells can be changed in 3 senses (to be
completely silent in their effect - not their verbal casting), and 7th- to
9th-level spells can be changed similar to the original 3rd-level spell.

The material component is a freshly picked lotus blossom which is immersed
in a mithril bowl of no less than 3 feet diameter which contains 5 gallons
of aqua regia which has to have a thick (approximately 1/2 inch) layer of
concentrated non-magical rose oil on top of it. As the aqua regia quickly
dissolves the rose oil this has to be continuously reapplied during the
whole casting time. The whole arrangement is destroyed during the casting.
The bowl costs no less than 15,000 gp. Where you get a freshly picked lotus
blossom from is your problem. The worst problems you will get from those
gardeners which won't give up their roses (a 1/2 inch layer of concentrated
rose oil which is 3 feet in diameter is approximately a whole years worth of
rose oil from a whole planet (of normal planet that is). This does not
include the cost for the laboratory equipment to produce 5 gallons of aqua
regia (and it also does not contain the cost for the new lungs you will have
to buy after standing in a room which contains 5 gallons of opened, highly
concentrated, smoking aqua regia with no good ventilation in the room for a
casting time of one hour).

----------------------------------------------------------------------------

Improved Simulacrum (Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9 Special
Area of Effect: Creature touched
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

Improved simulacrum is identical to simulacrum, except that the simulacrum
is created with but one spell; there is no need for reincarnate and limited
wish. The material components are as per simulacrum.

----------------------------------------------------------------------------

Kiri's Damnable Banishment (Alteration)
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One or more creatures
Saving Throw: Negates
Author: David Kelk <fs337203@sol.yorku.ca>

This is an offensive variation of dimensional teleport. Its purpose is to
banish (by dimensional teleport) 2 HD per level of the caster of creatures
to a place of the casters choice - known or envisioned (eg., to the
elemental place of earth into the den of 20 hungry xorn).

The saving throw of this spell is modified by -1 per two levels less of the
target compared to the caster or +1 per two levels greater. Excess Hit Dice
are not effected. Upon arriving, the targets are compelled to remain on that
plane for 1yr per level of the caster.

The material component for this spell is a platinum bird cage full of
cockatrice feathers.

----------------------------------------------------------------------------

Kiri's Dimensional Teleport (Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One person touched per 3 levels
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>

Upon casting this spell, the caster and 1 person per 3 levels of the caster
who are in physical contact with the caster, all of their equipment and 69kg
(150 pounds) per level, are instantly transported anywhere in the AD&D
multiverse that the wizard wants. An unlimited number of dimensional
barriers can be crossed (eg.: prime material plane to 666th level of the
Abyss) in one casting. The time taken is approximately 5 seconds per barrier
crossed. Places that are specifically warded against dimensional travel due
to magic or godly presences cannot be reached unless the power wills it so.
The travellers in this case will arrive outside of the warded area. So, no,
you cannot teleport your party of Paladins into Demogorgon's palace, but you
can get to his plane more easily.

The caster can choose a general or specific location if one is known,
otherwise the point of entry into the plane is random (the travellers will
always end up in a safe place though).

People touched in the casting receive no saving throw versus this spell.

The material component is a page of dimensional formula (which requires a 17
or higher Intelligence to create, but since you are casting 9th-level
spells, you have at least 18 Intelligence anyway) that is consumed in the
casting.

----------------------------------------------------------------------------

Kiri's Immunity (Abjuration)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 8
Area of Effect: Person touched
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>

When a wizard enters hand to hand combat, he better have a very powerful
defensive spell working in his favour. This is probably it:

The person whom this spell is cast upon is made totally immune to
non-magical weapons and attacks. Furthermore, he takes minimum damage from
magical weapons of any sort. As far as spells and psionics are concerned,
the immunity provides the equivalent protection of a mobile, one-way
anti-magic shell or total mind block. The wizard is also immune to normal
fire, lightning, cold and so on. Breath weapons and like attacks also
automatically do minimum damage. All saving throws are made at +4 for the
duration of the spell.

The material component of the spell is an iron bracelet with the spells
Kiri's mystical coat of armour, Kiri's mystical screen, stone skin and
armour permanently cast on it.

----------------------------------------------------------------------------

Kiri's Improved Spell Engine (Invocation/Evocation)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Up to 1 foot per level radius
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>

When cast, this spell brings into being a large, invisible, insubstantial
wheel of force centred on the caster. After the spell is completed, it comes
into effect whenever the caster of the spell or anyone named in the casting
is attacked by any hostile spell (hostile being defined as any spell that
will hit or affect any target who is unaware of the spell or any spell that
the target actively resists regardless of whether he normally gets a saving
throw), while within the area of effect.

Whenever a "hostile" spell crosses the boundary of the wheel, it is absorbed
and the full spell comes into effect: A brilliant, shimmering, multi-hued
wheel of energy materializes and begins to rotate. All "hostile" spells cast
onto or across the area of effect are absorbed into the wheel which causes
it to become brighter and spin faster.

Note: dispel magic is absorbed by the spell engine and magic resistance does
not negate this effect. A wish will destroy one spell engine per casting.

Creatures of less than 4 HD or levels looking at the engine must save versus
spell once per round or be blinded for 1d6 turns. The engine persists for
one turn per spell level absorbed. Resting, meditation and spell
memorisation occur twice as fast within the area of effect while an active
engine persists.

When the wheel's energy is exhausted, it will lay dormant until activated
again.

The material component for this spell is a hollow glass wheel full of
mercury and gold, silver, or platinum dust worth 300 gp.

----------------------------------------------------------------------------

Kiri's Possession (Enchantment/Charm)
Range: 10 feet per level
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: One person
Saving Throw: Negates
Author: David Kelk <fs337203@sol.yorku.ca>

This spell allows a wizard to totally dominate and possess another. When the
wizard possesses his target, he in effect becomes it. Therefore, he knows
what abilities the possessed being has. The possessing wizard can force the
possessed being to use any of its powers, spells or combat abilities at no
penalty, or the wizard can choose to cast his own spells through the
creature. Provided he is not casting a spell of his own through the
possessed creature, the wizard can give the creature orders and can still
act fully on his own.

After the spell has worn off, the possessed creature will not remember
anything that has happened. A saving throw versus spell is allowed to resist
this spell.

The material component is a marionette attached to strings that must be
shaken as the spell is cast.

----------------------------------------------------------------------------

Kiri's Soul Transfer (Necromancy)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: The caster and one other person touched
Saving Throw: Negates
Author: David Kelk <fs337203@sol.yorku.ca>

This morally questionable spell causes two beings or the caster and another
being to completely switch bodies. All skills, class abilities, hit points,
Intelligence, Wisdom and Charisma stay the same as they were in the original
body. The physical statistics (Strength, Dexterity, Constitution) are now
those of the new body (note that the hit points may have to be adjusted
according to the new Constitution). The same occurs to the second person
involved in the spell.

Unwilling participants are allowed a saving throw versus spell. If trap the
soul is cast at the same time, Kiri's soul transfer is saved against at -4.

The material components of the spell amount to 7000 gp worth of preparations
taking 2 days.

This is a great spell to base adventures around - some old evil wizard
looking for a new, young body. The PCs must find some way to reverse the
process by finding the spell.

----------------------------------------------------------------------------

Kiri's Sphere of Annihilation (Invocation/Evocation)
Range: 10 feet per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: David Kelk <fs337203@sol.yorku.ca>

This spell calls into effect a sphere of annihilation as per the Dungeon
Master's Guide's description except for two important differences:

   * It cannot be created inside anything (to avoid instant deaths).
   * It is always under the control of the caster and cannot be wrested from
     him.

The material component is a specially prepared lodestone (details are left
to the DM).

----------------------------------------------------------------------------

Kiss of Death (Conjuration/Summoning)
Range: 0
Components: S
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: None
Author: John Daniel <c548285@umcvmb.missouri.edu>

When the kiss is bestowed, the creature is slain (maximum of 150 hit points
can be taken away). After 1d10 rounds, the corpse turns to dust.

The creature cannot be resurrected.

----------------------------------------------------------------------------

Lazatar's Spellstopper (Abjuration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 hours
Area of Effect: 100 square foot section of wall per level
Saving Throw: None
Author: Lazatar

This very potent abjuration is used to protect a castle, keep, city, etc.
from one or more enemy spells. For each level the wizard has obtained, he
may protect up to a 100 square foot section of wall; more than one
application of this spell may be cast on a single wall at once, as long as
the areas of protection do not overlap (the wizard may shrink the area of
effect to any size less than the maximum, as desired); in other words, no
one brick of the wall may be under protection by more than one spellstopper
at a time. The protection afforded by this spell extends to individuals on
top of an affected wall.

Spellstopper may be used to affect one other spell for each level of the
wizard; thus, a 19th-level wizard may provide protection against 19 other
spells directed at the protected area. These affected spells may be any
spells, with the exception of wish and dispel magic; however, the chosen
spells must be ones the wizard already has learned. Once this spell is cast,
any of the chosen spells directed at the protected area automatically fail;
spellstopper has no effect on other spells.

Spellstopper may be removed by wish or it may be dispelled. For every
non-chosen spell cast at the area of effect, the chance for dispelling
spellstopper is increased a percentage equal to the level of the spell.

This bonus is cumulative (up to 25%) and lasts for one turn. In order to
earn this bonus, the wall itself must be targeted; an attack directed at a
defender on top of the wall does not contribute to this bonus.

As an example, let us assume a wall is protected from, among other spells,
passwall, and magic missile, and that fireball and transmute rock to mud are
not affected. On the first round, magic missile is directed at one of the
defenders; since the wall protects its defenders, the spell is stopped. The
next round, passwall is cast on the wall; since it too is a chosen spell,
passwall has no effect. On the third round, fireball is cast at the
defenders, and since it was not named during the casting of spellstopper, it
has full effect; in addition, if dispel magic was cast within one turn, it
would have a 3% bonus, since fireball is a 3rd-level spell. Nine rounds
after fireball was cast, transmute rock to mud is cast on the wall; it too
has full effect; if dispel magic was cast now, it would have an 8% bonus
applied to it (3% for the fireball and 5% for rock to mud). Two rounds
later, another rock to mud is cast; subsequent dispel attempts now have and
10% bonus (5% for each rock to mud; the 3% for fireball no longer applies,
as it has been more than 10 rounds since it was cast).

Each casting of spellstopper temporarily reduces the wizard's Constitution
by 1d4 points; an hour of undisturbed rest will restore one Constitution
point lost in this manner. If the wizard's Constitution is reduced to 0 or
less by casting this spell, he must make a successful system shock roll to
prevent actual death.

The material components for this spell are a thin sheet of lead, as well as
the material components for all spells spellstopper will protect against.
The wizard can only protect against spells he can cast himself.

----------------------------------------------------------------------------

Lazzaro's Murderous Sword (Enchantment)
Range: 50 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Author: Lazzaro

This spell is a version of Mordenkainen's sword, but with a twist. This
spell causes a shimmering aura to form around any sword. This sword will
then arise and be at the command of the wizard. He may order the sword to
attack, defend, guard, or whatever. The sword can respond to moderately
complex tasks like, "let no one through this door unless they say the word
ixitayal".

In combat, the sword will hit any Armour Class on a 19 or 20, it has the
same hit points as a fighter of the level of the wizard (18/01
Constitution), has the same Armour Class as the wizard, and fights like a
fighter of the same level (i.e. 2 attacks per round, THAC0 whatever).

It attacks as if wielded by someone with an 18/00 Strength (+3,+6). It also
has its own bonuses; it requires a magical sword as material component. If
the sword has any special abilities these will also be used in the combat.

The sword acts independently of the wizard (obviously) and requires no
concentration to maintain. However the wizard must remain with 50 yards of
the sword or it falls to the ground, inert (with magic drained from it).
Ways to defeat the sword include: rendering the wizard unconscious, hitting
the sword for loss of hit points, encasing it in something, or successfully
dispelling it.

As discussed above, the material component is a magical sword, the magic of
which is consumed after the spell ends (gives high level wizards a reason to
collect all those magic swords and destroy them in the process). The other
material component is a gem with the soul of fighter trapped in it. This gem
becomes embedded in the sword during the spell.

Each time the gem is used, it has a cumulative 5% change of shattering,
freeing the poor soul inside. Obviously, the gem is not consumed after the
spell ends.

----------------------------------------------------------------------------

Lichdom (Alteration)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 3 hours
Area of Effect: The caster
Saving Throw: Special
Author: Unknown

When this spell is cast, the wizard saves versus death magic. If he fails,
he becomes a lich, otherwise he dies. Should he be raised or resurrected, he
can try again. This spell makes clear why a wizard has to be of eighteenth
level to be able to become a lich.

----------------------------------------------------------------------------

Lorth's Translocation (Alteration)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Aaron Sher <ars3_cif@uhura.cc.rochester.edu>

Lorth's translocation is a the most advanced teleport class spell ever
devised. Given a description of any sort, the wizard is able to place
himself at the specific location. The description might be a detailed mental
image, a verbal description, a painting, "thirty feet due east", "the centre
of the room in which stands the sceptre of Ashkamankh", or anything else
sufficiently precise. If there does not exist a location such as the one
described, nothing will happen. If the description is insufficiently precise
(a field of grass, the centre of a forest), the spell will have no effect.
If the location does exist, then the wizard will be placed there, no matter
where it is.

This spell can transport the wizard to any plane, any distance. Note however
that it is very, very difficult to describe a specific place in planes such
as the astral or the ethereal, due to the lack of good landmarks. Of course,
if there should happen to be a solid object in the place described, the
wizard is slain instantly.

----------------------------------------------------------------------------

Magic Swarm (Alteration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: The caster
Saving Throw: None
Author: Unknown

Magic swarm is both a very potent, and a very unstable spell. With this
spell, the wizard may bind up to three attack-type spells (those that cause
any type of damage) together into one spell. The wizard begins the
incantations of the magic swarm and then "loads" the spells to be bound into
the swarm (this effectively casts the spells - the proper components are
required, and the loaded spells fade from memory; magic swarm is the
"target" for these spells). The wizard then finishes the binding process by
continuing the incantations of the swarm. This entire process takes two
turns plus the casting times of the spells to be bound.

When magic swarm is actually cast, the bound spells are released
simultaneously (this has a casting time of 3). However, due the
unpredictable nature of this spell, there is a chance that some of the bound
spells may not function normally. At the time of casting, the DM rolls 1d3;
the result is the number of spells that work properly - the remaining spells
fizzle and are lost (the spells go off in the order they were bound, so it
is important to keep track of the order).

Due to the extreme exertion required to cast this spell, the following
penalties and stipulations are placed on its use:

   * Only one magic swarm may be memorised in any two-day period.
   * After magic swarm is cast (actually cast, not after binding), no
     further spell casting is possible for one turn (10 minutes).
   * After the spell is cast, the wizard temporarily loses 1d4 Constitution
     points; if this brings the wizard's Constitution score to zero or
     below, a system shock roll must be made; if this roll is failed, the
     wizard dies, otherwise he falls into a coma until his Constitution is
     restored to a positive value; it takes one hour of rest to restore one
     Constitution point lost in this manner.
   * If the magic swarm is not cast in one hour per level of the wizard, the
     wizard must make a saving throw versus spell; if this saving throw
     fails, the swarm will discharge will full effect, centred on the wizard
     (1d3 is still rolled to determine how many spells actually go off and
     how many fizzle); if the saving throw is successful, magic swarm simply
     fades from memory and is lost (along with all bound spells).

The material component for this spell is a bag of holding (which effectively
"holds" the spells in the bound state). When the spell is cast, the bag is
destroyed unless the wizard makes a successful saving throw versus spell at
-2.

----------------------------------------------------------------------------

Mass Death (Necromancy)
Range: 50 feet plus 10 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: Special
Area of Effect: Special
Saving Throw: Negates
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

Mass death is a modified version of power word, kill. After one round of
verbal and somatic preparations, the wizard is ready to utter the word of
death. This word can be uttered any time within one turn per level of the
wizard, provided no other spells except shout or ventriloquism, are cast in
the intervening time.

All creatures (besides the wizard) within the range of the spell, including
allies, having one third of the wizard's level or less, must save versus
death magic or be instantly slain. A shout will double the range, while
ventriloquism will allow the wizard to move the centre of effect. Use of
either spell grants the victims a +4 bonus on their saving throw due to the
magical synergy.

It should be noted that the final word must be heard by its victims. The
deaf are therefore totally immune to this spell. Magical silence can negate
the spell's effect, while loud noises and ear plugs will offer partial
protection, i.e. saving throw bonuses, at the DM's digression.

This spell does not affect undead or creatures without functioning auditory
organs.

----------------------------------------------------------------------------

Master Weaving (Alteration)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: Special
Area of Effect: The caster
Saving Throw: None
Author: Kris <simonis@stpc.wi.leidenuniv.nl>

With this spell, several wizards can combine their magical abilities and
powers to create greater spells. If several casters want to combine their
efforts, they must first decide who will be the head weaver. This person is
the centre of the spell: without him, the entire spell structure collapses.
Also, if he loses concentration all the efforts are lost and the spells as
well. Next, they must decide which spell they are going to create. To create
this spell, they may use several different or all the same spells of weaker
levels which, combined, give the desired spell. These spells must in some
way be related to the desired spell.

The DM should rule what spells can be combined.

To participate, all members of a "spellcloth" must roll their chance to
learn spells: if they miss it, they lose the spell and their effort isn't
counted into the whole of the spell. If the head weaver misses his roll, he
made a mistake in the weaving of the spells into the new one and everything
is lost.

To calculate how much energy is created, take the number of mages involved
(specialists count as 1.5 if they cast a spell within their specialty but as
1/2 if not) and divide this number by the total number of mages involved
(specialist now count as one). If the resulting figure is larger than 1.25,
make it equal to that number. Multiply this number by the total number of
spell levels involved (i.e.: add all levels of the individual spells). Now
add 2 to this number and round down. If the energy created by the cloth is
not enough to form the desired spell, the next spell in line is created
instead.

The experience level at which the spell is cast is the head weaver's level
plus half the level of every other wizard involved. If this is lower than
the minimum needed to cast the final spell then the spell is still cast, but
at the casting level of this imaginary lower level wizard.

Because spell weaving takes a lot of time, spellweavers always lose
initiative. Also, the weavers cannot be separated by more than 10 feet, and
no barriers may be between any individual and the head caster. The number of
mages involved is also limited: 11 for a master weaving. Minor weavers only
count as 1/3 if included in master weaving, while major weavers count as
2/3, for the purpose of calculating the maximum number of mages.

Master weaving can take any 9th-level spell or lower to weave successfully
(the desired spell can be of tenth level).

----------------------------------------------------------------------------

Melf's Ultimate Megablast (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 10-yard per level radius sphere
Saving Throw: 1/2
Author: Melf <maurin@leland.stanford.edu>

This is the ultimate suicide system. I guess many others may have their own
version of megablast. The idea is that in a desperate situation, the caster
bursts out all his energy in a ball of pure energy causing 1d6 of magical
damage per spell levels remaining in the caster's memory (plus 9d6 for the
megablast itself). Magic resistance reduces damage again by half (shock wave
remains). The caster himself has a 50% chance of being disintegrated (a
saving throw applies, if the saving throw is made, he still receives all
damages as above), and a 50% chance of ending naked on another, random,
plane.

The material component is a platinum dagger the wizard uses for suicide
(good idea, ending up naked but with a platinum knife somewhere in the
abyss). The dagger is obviously not consumed in the casting.

----------------------------------------------------------------------------

Mental Library (Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: The caster
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell is similar to mental ledger in that it enables the wizard to
record information in some unused portion of the wizard's brain, and then
gives the wizard the ability to read the information at a later date as if
they were reading it in their own hands.

This spell actually will allow the wizard to hold as many spells as he knows
and any that the wizard might learn in the future. In fact, any spells that
are stored in the wizard's brain through the use of the spell will remain
there essentially forever available for recall when necessary. This spell
also allows the wizard to record information other than spells in this
"storage area". The wizard can store the entire contents of any book that he
reads and can access the book at any time in the future just like mental
note. To add more information after the spell is cast requires that the
wizard cast the spell again at the time that they wish to add more
information.

The material components for this spell, the first time it is cast, are a
specially prepared lead crystal which has been enchanted to absorb magical
energies. The value of this item can be no less than 50,000 gp.

To add more information in subsequent castings, the wizard would require a
pure lead crystal of 5000 gp (as in mental ledger).

This spell is highly useful for wizards on the go who want all their spells
and library without having to carry it around for themselves.

The casting time depends on what is being stored. It takes one hour per
spell level per spell memorised, and it takes the time it takes the wizard
to read a book to store a book (the wizard is allowed to take short breaks
and sleep if there is a large amount of information being memorised).

----------------------------------------------------------------------------

Merge [2] (Alteration)
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 24 hours per function to be linked
Area of Effect: One item per 3 levels
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell allows a wizard to merge two or more functions of items or
creatures together. These functions of items or features of creatures are
chosen by the caster. There are two different rituals: one for items and one
for creatures.

For items the caster has to create an area of the highest magic potential
(an area of spells with no less than 10 permanent spells of level 5 or
higher per function to be merged). This area is completely drained in a
casting whether successful or not. In this ritual the caster has to prepare
the items which are to be merged into one plus the item into which they are
to be merged. This preparation includes a full enchant an item spell for
each item to be merged. The item into which the others are to be merged has
to be worth no less than double the sum of all the other items. Then this
new item is placed in the centre of a thaumaturgic circle with the other
items placed equidistant on the outer edge.

Then the ritual of merging can begin. After a casting time of 8 hours for
each function to be merged the caster begins to draw the magic from the
surrounding items and transferring it to the central item. This takes
another 8 hours per function. Once he begins to transfer the powers he must
not be disturbed; otherwise the spell fails as described below. Even if the
items are moved (even by an earth quake), the spell fails as described
below. After the powers are transferred the caster needs another 8 hours per
function to seal off the powers from each other and into the new item.
During this time he may be disturbed again but not for longer than 24 hours
in a row, otherwise the spell fails again. For each power the wizard
transfers he has to make a saving throw versus spell. If any of these saving
throws fails, the spell fails. If all saving throws succeed the powers are
successfully transferred. Then, only a single permanency spell has to be
cast to permanently seal the powers.

For creatures to be merged, they have to be of the same general class:

living biped with living biped, undead quadruped with undead quadruped, etc.
Then a similar ritual as with items is necessary. In this case they have to
enchanted with one fire charm each and they all have to fail their saving
throws against this spell. The fire charm has to work through out the
ritual, but once they have failed one saving throw they are not allowed
another saving throw until the ritual comes to an end.

At the end of the function (or feature) transfer each creature has to make a
saving throw versus spell. If any of these saving throws succeed the
creature retains its features and the central creature suffers the effects
of a failed spell. The caster also has to make a saving throw for every
function he transfers. If any of these saving throws fails, the whole spell
fails (see below).

If the spell fails for any reason, any items of less than artifact level are
destroyed instantly in an explosion of raw magic (like spellfire).

There is no known protection against this spellfire. The explosion
incinerates anything within 100 feet per item or creature that was to be
merged. This is absolutely deadly: no one can survive this (not with magic
resistance, not with a scarab of protection, not with fire resistance:
nothing helps), except for gods. The only thing that survives is an
unwilling creature that makes its saving throw versus death magic in the
transfer. Thus, this spell is rarely used for unwilling creatures to be
transferred.

The effect of this spell is to drain the creature or item of its own powers
(and deficiencies, if desired) and transferring them completely to the
central item or creature. A creature thereafter does not have its normal or
natural powers. If the life is drained from one creature and placed within
another, that central creature is given the normal life expectancy of the
original creature and the original is rendered lifeless (dead). Thus, this
spell is a cause for an alignment check if used by good characters on
unwilling creatures (and charmed creatures are not naturally willing).

It is not possible to merge an already merged item or creature with another
item or creature (whether that other item or creature was merged or unmerged
before does not matter). In the ritual the caster chooses the functions of
the items he wishes to transfer into the central item or creature. The
offspring of such merged creatures has a 10% chance to inherit each
function, but there is also a 10% chance per function that the offspring
will die from the effects.

It is not possible to destroy an artifact with this spell, no matter what is
done to it. It will normally be moved to another plane (normally along with
the caster) where the caster will have to contend with the (angry) creator
of the artifact.

The material components for this spell are: a single king's tear (a very
rare gem found in the Forgotten Realms only) for every five functions to be
transferred, plus a full gallon of nitric acid for each item which is used
to dissolve a part of the items or creature to be merged, plus the rendition
of the thaumaturgic circle in a setting of a complete platinum floor ringed
in gems (no less than 10 diamonds, rubies, emeralds, topazes, and sapphires
each of no less than 5000 gp each) which costs no less than 500,000 gp for
the whole circle, plus a freely donated horn of a unicorn which acts as a
funnel for the magic into the central item or creature. With the exception
of the last item every other material component is completely and utterly
destroyed in the casting whether successful or not. How to get the material
components, well... that's your problem, isn't it?

Note: this spell can be very dangerous for playing balance if the characters
can use it with ease. Thus, the DM should think about some rioting mob to
break into the tower of the wizard during some critical part of spell
casting. And think about those incredibly long casting times... As a normal
wizard can only cast for a continual 10 to 12 hours a day, the casting time
lengthens again quite considerably. Thus, to transfer the powers of four
items with three functions each into one item would take a casting time of
16x24 = 384 hours. These hours would have to be split up into some shorter
periods for most wizards, thus forcing the wizard to retreat for a full 32
to 38 days (plus the preparation time for those items) for those wimpy
sixteen functions.

Quite long enough for most opposing wizards to find out about it and setting
up a little "welcome-to-the-netherworld party" for the character.

----------------------------------------------------------------------------

Mezzalldam's Choking Fist (Evocation)
Range: 3 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>

This spell creates a disembodied hand similar to those of the Bigby's hand
spells, except it is much smaller (about the size of an ogre's hand). It
will attack as directed by the wizard (no concentration is required to do so
- the wizard simply chooses the target). The hand does not automatically
hit, but will attack using the wizard's THAC0, with a +2 to-hit bonus.

If a hit is scored, the fist closes tightly around the victim's throat; it
will continue squeezing until the target is dead, or until the hold is
broken. Once per round, the fist's lock may be broken by making a successful
bend bars roll (the victim has a 10% penalty applied to this roll); only one
person may do this each round, due to the small size of the hand. Other
party members who try to free the victim must devote their entire attention
to this for the round (i.e. no other action may be taken, Dexterity bonuses
to Armour Class are lost, etc.).

Each round the victim is choked, a system shock roll must be made; each
round of constriction after the first imposes a cumulative 5% penalty to
this roll. If the roll fails, the victim fall unconscious and if the hold is
not broken the following round, the victim dies. While a victim is being
choked he may perform no other actions (other than breaking the fist's hold)
- all the target's efforts are required to fight the effects of the
constriction. The fist will continue attacking until it is destroyed or
dispelled, or until the spell's duration expires; the wizard can also end
the spell with a single word.

The fist may be destroyed by direct attack; it has an Armour Class of 2 and
as many hit points as the wizard at full health. The fist will also break
its hold on a victim every time it loses half its remaining hit points. Note
however, that attacking the fist while it is choking a victim is dangerous;
if an attack on the fist fails to hit, another normal attack must be
immediately rolled against the victim, inflicting any damage normally. If
the fist's hold is released or broken, it may be attacked without fear of
hitting companions. If the fist is not choking a victim, it may be attacked
by anyone who beats the wizard's initiative roll (or by anyone, if the fist
fails to score a hit that round).

The material components for this spell are a bit of bone and skin from any
constricting snake; these components are consumed when the spell is cast.

----------------------------------------------------------------------------

Mezzalldam's Lightning Swarm (Invocation/Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: 2 rounds
Casting Time: 9
Area of Effect: 5-foot wide, 5-foot per level long ray
Saving Throw: 1/2
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>

When this spell is cast, a 5-foot wide, electrically-charged, blue ray
shoots from the wizard's finger, and strikes as directed up to a distance of
10 yards per level of the wizard. The ray travels in a straight line and is
blocked by most obstacles; however, it will burn through thin, flammable
material such as cloth and straw.

When the ray reaches its terminal point, as chosen by the wizard (or when it
strikes a blocking obstacle) it will erupt into a lightning swarm. This
swarm appears as a glowing, blue sphere with dozens of small lightning bolts
flashing in all directions. The radius of the swarm is 5 feet per level of
the wizard.

Anyone caught inside the swarm suffers 10d6 points of damage; a successful
saving throw versus spell reduces this damage by half (victims wearing metal
armour suffer a -2 penalty to their saving throw). Those who fail their
saving throw must make a saving throw versus lightning for all their
objects; items that fail their saving throw are destroyed.

If the wizard desires, the swarm may be continued for a second round. If
full concentration is maintained, the wizard may move the swarm 10 feet per
level of the wizard; if the wizard's concentration is broken, the swarm
stays where it is. Anyone that comes into contact with the swarm during the
second round suffers 5d6 points of damage. Those who successfully saved on
the first round automatically save on the second round as well.

The material component for this spell is the heart of a blue dragon, which
is consumed when the spell is cast. Evil wizards have discovered that the
heart of a bronze dragon will also work as a material component for this
spell.

----------------------------------------------------------------------------

Milt's Miniature (Alteration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Person touched
Saving Throw: Negates
Author: James Bray <jbray@acad.bryant.edu>

To be able to cast this spell, the "victim" must be frozen, eg. by a
successful hold person. The caster must then place a piece of mithril in
front of him, one behind of him, and one on both sides. A diamond must then
be drawn between these mithril pieces, without touching the mithril once
they have been placed. The wizard then casts the spell. No to-hit roll is
needed, because the victim is frozen. An Intelligence check must be made,
though. If successful, the victim assumes the form of a small mithril
miniature. The mithril pieces are used up in the spell. If the miniature is
sold, stolen, or possessed by anyone other than the caster, the spell is
broken and the victim enlarges at a very fast rate, and the mithril pieces
reappear - end of story. If the caster dies, the victim is freed as well. If
the victim comes out of the hold person spell before this spell is
completed, the casting failed. If the miniature is destroyed, broken, or
melted, the victim dies.

----------------------------------------------------------------------------

Morgwar's Undead Spellpower (Alteration, Necromancy)
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 day per spell level imbued
Area of Effect: One undead
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell is an improved version of imbue undead with spell ability. It
gives one undead creature which is not normally able to cast spells or use
spell-like abilities like energy drain the ability to cast up to one spell.
This spell can be used multiple times on these undead until they have the
power to cast one spell per Hit Die they possess, maximum. For undead which
can already use spells or spell-like effects (see above), it gives them the
ability to cast one spell for every level of the caster plus one per Hit
Die, maximum. These spells it regains at the stroke of midnight, whether
cast or not. The spells given and implanted in the undead are given by the
caster of the spell. These spells are permanently removed from his memory
until they relearn this spell as if they had never heard of it (roll their
chance to learn a new spell).

The spells have to be cast during the ritual imbuing the undead with their
spell abilities. For these spells, the undead don't need any kind of
components (neither verbal, nor somatic, nor material components) but the
material components have to be provided during the ritual in addition to
those noted below.

The material component for this spell is one potion of undead control of the
type of undead which is imbued with the spell plus one scroll of with the
spell to be imbued - and only that spell must be written on that scroll.

----------------------------------------------------------------------------

Muier's Most Excellent Flame Sculpture (Evocation)
Range: 30 yards
Components: V, S, M
Duration: 6 turns + 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special
Author: Calvin (Azrael)

This spell is the most advanced of the flame sculpture class of spells.

The object formed can be highly complex, containing many moving parts, such
as a siege machine or a spelljammer. Parts of an object created could be as
flexible as a rope or the wood of a bow, so a large net, ballista, rope
bridge, or collection of crossbows could be formed. Up to one cubic yard per
level of flame can be created and sculpted.

Otherwise, this spell conforms to the description of the lesser flame
sculptures, except that the sculpture causes 1.5 HP of damage per level per
round of contact with a living creature (rounded down), and non-magical
combustible items get no saving throw at all to resist the flames. Magical
combustibles may saving throw versus magical fire at -2 to avoid being
destroyed.

The material component of this spell is a drop of pure alcohol.

----------------------------------------------------------------------------

Muier's Nefarious Nuke (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: 10-foot radius per level
Saving Throw: Special
Author: Calvin (Azrael)

This incredibly destructive spell should be used only if the caster wants to
utterly annihilate everything close to him. The spell draws upon the
caster's life force and explosively blows it apart, blasting everything
within the area of effect to dust and ash. All living creatures have a
chance to avoid utter destruction by rolling a 20 on 1d20. In this case, the
lucky creature is reduced to 1 HP. Otherwise, creatures slain by the
explosion have a mere 20% chance of surviving resurrection by any spell,
even wishes. Unfortunately, the caster himself is blasted to atoms,
destroying any and all hope of resurrection. Unless he takes some form of
precaution before casting the spell, he will be forever killed. A
contingency teleporting the caster away at the instant the spell is cast
will not save him, for the spell's energies will still blow up his life
force as soon as he reaches his destination. Use this spell only when you're
using a character whom you either don't like or whom you don't use that
often anyway.

The material component of this spell is a mushroom.

----------------------------------------------------------------------------

Munch Magic Item (Alteration)
Range: 0
Components: V, S, M
Duration: 1 hour
Casting Time: 1 hour
Area of Effect: Magic item touched
Saving Throw: Special
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

By means of this spell, the wizard may drain the magical essence from
powerful items, thus acquiring mana or special abilities. Of course, the
spell requires the material component of a magic item, and the effects vary
with the item, however, as a rule of thumb, the number of mana points
acquired equal one hundredth of the experience point value of the item where
given. Magic items are allowed to saving throw against magic as wizards of a
level equal to their mana point value, success indicating that the wizard
was unable to complete the spell and the magic resulted in spell failure
(see spell failure rules).

As an interesting side note, the wizard must save versus spell when snuffing
intelligent items or suffer a schizophrenia where the wizard must share his
mind with the spirit of the item in question. Powerful artifacts are
particularly nasty in this respect, having the ability of conferring special
capacities upon the wizard, however, the risk of possession or domination
also rises with the increased profit to be had.

The material component for this spell is a sap.

----------------------------------------------------------------------------

Mystyk's Mystical Missile (Invocation/Evocation)
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
Author: Mystyk

This spell causes a sparking, blue ray to shoot from the wizard's hand; the
ray will strike any creature as chosen by the wizard. When the ray strikes
the target, it will evolve into a vortex of electricity that surrounds the
victim. The target must make a saving throw versus spell at -4; if this
saving throw succeeds, the spell ends with no effect. If the saving throw
fails, the victim suffers damage equal to 1d8 HP + 1 HP per level of the
wizard, and the spell continues. Each round, a new saving throw must be
made, with a cumulative +1 bonus (i.e. -3 on the second round, -2 on the
third, etc.); the spell ends if a saving throw is successful, otherwise the
victim is again subject to a damage roll.

The target must devote his entire effort on escaping the vortex; if any
other action is performed that round, the saving throw automatically fails
and damage is inflicted normally. If the victim is rendered unconscious by
the vortex, saving throws automatically fail (although the bonus still
accumulates) until the target regains consciousness.

If a victim is killed by this spell, the vortex will immediately attack the
nearest enemy of the wizard; if none exist (within spell range of the
wizard), the spell ends. The vortex moves at a rate of 24, and the new
target is attacked normally; the penalty or bonus to the saving throw
resumes at the point it left off when the previous target was killed. For
example, if the initial target was killed during the fifth round, the new
victim's saving throw begins with a +1 bonus. Any number of targets may be
attacked by this spell, as long as the saving throws are unsuccessful, and a
potential target is within range; otherwise, the spell ends.

The material components for this spell are the heart and scales of a blue
dragon, and any gem worth at least 500 gp. All components are consumed when
the spell is cast.

----------------------------------------------------------------------------

Naked Fury (Alteration)
Range: 250-foot + 50-foot per level radius
Components: V, S, M
Duration: Special
Casting Time: 10 turns
Area of Effect: 20-mile radius
Saving Throw: None
Author: Chris Lawson <clawson@gpu.srv.ualberta.ca>

In my previous travels across the land as a very powerful wizard, I found a
spell that was buried in the ground underneath the cave of an ancient gold
dragon wyrm (he moved out of that cave centuries ago).

After examining the spell on the scroll, I decided to destroy it. Never
before have I seen such a powerful spell and after finding out that the
scroll was both possessed and indestructible, I buried it deep within the
caverns of the cave.

This spell, when properly incanted, will unleash a chain of raw corusacatin
magic energy which strikes the land with brutal force. There is no saving
throw whatsoever, and the land is tainted with the magic for 1 year per
level of the spell caster. The land is destroyed, and charred, and nothing
will grow there as long as the magical taint remains. People who enter the
area must make a saving throw versus spell, or fall sick for 3d6 days + 1d6
days per level of wizard.

----------------------------------------------------------------------------

Noska Trades' Selective Death Spell (Necromancy)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 6 hours
Area of Effect: 1/2 mile per level
Saving Throw: None
Author: Noska Trades

This spell will slay a selected type of creature in the designated area of
effect with the effectiveness of a double-strength death spell (with respect
to numbers of creatures slain). For example, all the first born of a
specific race could be slain in the area of effect.

During the 6 hour casting time, black storm clouds form over the wizard's
location and slowly pillar to the ground. Upon completion of the casting the
cloud touches the ground and vanishes and the selected group of creatures
slowly dies over a one-round period.

The first material component is a blade of grass from the grave of a
creature of the type to be selected. The single blade of grass must be
picked in the direct light of a full moon. The second material component is
5,000 gp worth of powdered diamond.

----------------------------------------------------------------------------

Nuke (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3 hours
Area of Effect: 100-yard per level radius sphere
Saving Throw: None
Author: Unknown

Creates a thermonuclear explosion of 2 kilotons power per level of wizard.
Range is zero so unless used with one of the carrier spells this is a
suicide weapon. The material component for this spell is a kilo of pure
uranium, which the caster must have carried with him for at least a year.

----------------------------------------------------------------------------

Orko's Absorption (Alteration/Evocation)
Range: 0
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None
Author: Orko

This spell enables the wizard to absorb and redirect up to 10 levels of
magic energy. Any incoming spell is nullified, and the energy stored as
potential. Only the same spell can be redirected, even if the wizard is not
familiar with it. Any type of spell directed at the wizard may be absorbed,
with the exception of area of effect spells, touch spells, and effects from
magic items. Unused stored energy is lost at the end of the spell's
duration.

If an incoming spell exceeds the spell's remaining capacity, the wizard may
make a saving throw versus spell (with a bonus of +2 per level of the
incoming spell absorbed), to avoid the effects of any remaining spell
energy, even for spells that ordinarily do not allow saving throws.

The material component is an amulet that glows when spell energy is stored
then disintegrates on the ending of the spell.

----------------------------------------------------------------------------

Orko's Dimensional Travel (Alteration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: The wizard plus an additional 1d6 beings
Saving Throw: Negates
Author: Orko

This spell allows the wizard and 1d6 beings to travel the circuits of the
woven dimensions. The wizard can travel to the different realms or
dimensions and back with this spell. The duration of the spell is completely
dependent upon the will of the wizard, with a maximum of 2 days. The number
of creatures that can accompany the wizard should be rolled secretly by the
DM, and only revealed after the first dimension travel has been made. No
creatures other than those that accompanied the wizard on the first travel
can accompany him on subsequent travels. Any unwilling creature gets a
saving throw versus spell to avoid the effects of this spell.

The material component for this spell is a brazier burning various rare
herbs during the casting of the spell.

----------------------------------------------------------------------------

Orko's Laser (Evocation)
Range: Special
Components: S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: Special
Author: Orko

Upon utterance of this spell the wizard releases a light beam of positive
energy from his finger. The beam inflicts a total of 10d10 HP of damage, and
if the saving throw versus spell is failed, there is a 20% chance that a
body part will be damaged (roll on the chart below if this is the case).

 D6 Roll  Hit         Effect
    1     Head     Instant Death
 2 or 3   Arm  Useless until healed
 4 or 5   Leg  Useless until healed
    6     Rear Useless until healed

If the victim makes his saving throw he will sustain only half damage and
reduce the chance of body part damage to 5%. The only spell component for
this spell is a slight unique finger pattern.

It is easier to aim at larger creatures, but a larger creature gets a better
saving throw. Therefore, range and saving throw for this spell vary
according to the creature attacked by the beam:

 Creature is   Range     Saving Throw
    Small     60 feet  1/2; made at -6
   Medium     120 feet 1/2; made at -4
    Large     240 feet     Negates

This spell has only somatic components.

----------------------------------------------------------------------------

Orko's Mnemonic Enhancer (Alteration)
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None
Author: Orko

This spell is similar to the 4th-level Rary's mnemonic enhancer, but, by
means of this spell, the wizard is able to memorise and retain the memory of
nine additional spells, in different combinations. The wizard can elect to
memorise the spells immediately or the wizard may elect to retain the
ability to memorise the spells until a later time.

The material components for this spell are a piece of golden thread, an
ivory plaque of at least 1000 gp, an ink compose of squid secretion and a
drop of blue dragon blood. All components disappear when the spell is cast.
No spell may be enhanced more than twice by means of this spell.

----------------------------------------------------------------------------

Orko's Permanency (Alteration)
Range: Special
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Author: Orko

This spell is almost identical to the 8th-level wizard spell permanency,
save for the fact that the wizard can make any spell's duration permanent
(at the DM's discretion). There is no monetary cost for the spell but still
there is a cost, namely that the wizard loses two points of Constitution for
each casting of this spell.

----------------------------------------------------------------------------

Orko's Time Travel (Alteration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: The wizard or an optional 1d6 creatures
Saving Throw: None
Author: Orko

This spell allows the wizard or 1d6 beings to travel the circuits woven by
time. The wizard can travel into the future or into the past and back with
this spell. It is recommended that the past be left alone for the general
safety of the future. The wizard controls the duration by his will. If
beings other than the wizard are sent into the future or the past, they can
return whenever they will it. The material component for this spell is a
small piece of oriental silk.

----------------------------------------------------------------------------

Phantasmal Force IV (Illusion/Phantasm)
Range: 5 feet per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

When this spell is cast on a single individual of not greater than twice the
Hit Dice or level of the wizard, the diabolic magic of the spell sweeps into
the darkest corner of the victim's mind constructing from the idea an
illusory form of the subject's greatest fear. This fear "strikes" with a 15
THAC0, is invulnerable to all attacks, and will kill the subject on a
successful hit. Generally speaking, the only defense save for distracting
the wizard is an attempt to disbelieve (make Intelligence check on 3d6). The
material component for this spell is a bit of fleece.

----------------------------------------------------------------------------

Phasing Ship (Abjuration, Alteration)
Range: 10 feet
Components: V, S, M
Duration: 1 week per level
Casting Time: 1 day per 3 tons of ship
Area of Effect: 3 tons of ship per level
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell can give a ship up to the maximum effect of the spell caster the
ability to phase out of view like a phase spider (it stays until it has
attacked and then phases out). This ability can be used at the command of
the captain, who has to be within range of the spell as it is cast and he
has to stay on board of his ship throughout the duration; otherwise it is
cancelled instantly. If the captain is slain, knocked unconscious,
feebleminded, or disabled in his free will in any way, the spell is
cancelled, too. The whole ship including crew, cargo, and atmosphere phases
out at the command of the captain. This phasing out ability causes the ship
to be completely invulnerable for any ships that cannot also phase out. This
phasing ability only works within crystal shells. Anyone who has initiative
before the ship with the phasing ability has the possibility of attacking
before it phases out. The other possibility to attack is to phase out also,
but in that case the only damage possible would be with either magical
weapons (which cause only their magical bonus of damage if they hit) or by
ramming. As phasing out means entering the ethereal plane, all missiles and
other combat changes are affected by the laws of the ethereal plane. The
phasing ability works automatically while the ships is at interstellar
speed. But the phasing does not prevent the slowing down of ships as they
meet in wild space. Thus, it could be as helpful as dangerous (it could help
to phase through those dangerous explosive flaming lifeboats left over by
some ships, but it could be very dangerous if one phases in right in the
centre of a sun in the company of a sun dragon...). Normally, the captain
and the crew can look from the border of ethereal to the prime, but there
may be some significant factors which prevent that.

The material components are one completely preserved dead body of a phase
spider per 3 tons of ship to phase out. In addition, one dose of oil of
ethereality has to be applied to each crew member during the casting for the
phasing ability to work. Once the spell is cast, any additional or new crew
members don't need this oil applied until the spell runs out or a new spell
of the same kind is cast.

----------------------------------------------------------------------------

Pilpin's Nightmare (Enchantment/Charm, Necromancy)
Range: Plane of casting
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One creature
Saving Throw: Special
Author: Pilpin

This spell allows the wizard to enter a creature's dream and attempt to
control it, but the spell can backfire and destroy the wizard. Creatures
that do not dream are not affected by this spell (i.e., undead,
non-intelligent monsters, etc.). The creature must have been asleep for at
least one hour before the spell will work.

The wizard goes into a deep trance for the duration of the spell and is
totally oblivious to the surrounding environment. If the wizard is
disturbed, the spell ends.

The wizard projects from the trance into the creature's dream. The wizard
will appear in the dream as an observer, unable to influence the dream or
say anything. There is a 5% chance that the dream projected into is hostile
to the wizard (see below for the effects of a dream hostile to the wizard).

Once in the dream, the wizard attempts to take control of the dream. The
target creature is allowed a saving throw at -4 to resist the wizard's
attempt. If this first saving throw is successful, the wizard does not take
control of the dream and cannot try again for a week. At this point, the
wizard can leave, or remain as an observer. If the wizard chooses to remain,
there is a 5% chance per round that the dream turns hostile to the wizard.
If the creature fails the saving throw, the wizard takes control of the
dream and can make anything happen in that dream. If the wizard causes the
dream to become hostile to the creature (i.e.: turning it into a nightmare),
the target creature must make a saving throw versus death magic or die in
its sleep. If the creature's saving throw is successful, the wizard loses
control of the dream, but the target creature still takes physical damage
equal to 25% of its maximum hit points. The target creature will not awaken
due to the physical damage caused by the nightmare, but may be awaken by
another, who witnesses the damage suddenly appearing on the creature.

After the first attempt at turning the dream to a nightmare there is a 50%
chance that the dream turns hostile to the wizard. The wizard can again
attempt to take control of the dream or leave. If the wizard regains control
of the dream, he can again attempt to kill the target.

If the target saves versus death magic again, the wizard loses control of
the dream and the target takes another 25% of its maximum hit points in
damage. The dream now automatically turns hostile to the wizard.

The wizard can continue to go through this, each time the creature can
either fail its saving throw and die, or successfully save and take 25% of
its hit points in damage. If the target creature saves and takes damage four
times, it dies from physical damage.

If at any time the dream turns hostile to the wizard, the wizard can attempt
to control the dream in the usual manner, or attempt to leave the dream. If
the wizard chooses to leave, a successful saving throw versus spell is
required (leaving a non-hostile dream does not require a saving throw), if
the saving throw fails, the wizard is trapped. If the wizard unsuccessfully
attempts to control the dream (i.e., the target saves against the attempt),
the wizard is trapped.

A wizard trapped in a dream hostile to himself cannot make the dream hostile
to the target again and must make a successful saving throw versus death
magic or die for each round trapped. If the saving throw is successful, the
wizard loses 25% of his hit points due to physical damage (a wise wizard
will have somebody watching in case this starts to happen). If the wizard is
not awoke by another, he must regain control of the dream before he can
attempt escape. If unsuccessful in gaining control of the dream, the wizard
will die in four rounds from physical damage, if not sooner from a failed
saving throw versus death magic.

The material components are a personal possession from the target creature
and a lock of hair from a night hag.

----------------------------------------------------------------------------

Pilpin's Soul Exchange (Alteration, Necromancy)
Range: 0
Components: V, S, M
Duration: Permanent until wizard reverses
Casting Time: 1 turn
Area of Effect: Two creatures touched
Saving Throw: Special
Author: Pilpin

This spell causes the life forces of two creatures to exchange. The wizard
must touch both creatures simultaneously at the end of casting without
having to make a to-hit roll. Any two creatures with a soul or spirit (eg.,
humans, elves, animals, birds, dragons, fish, etc.) can be affected.
Examples of creatures that do not have souls or spirits (as we understand
them) are: undead, demons, devils, automatons such as golems, and
extra-planar creatures in general.

The saving throw against Pilpin's soul exchange depends on whether both,
one, or neither of the recipients are willing to undergo the exchange.

Treat indifferent as unwilling. If both recipients are willing, no saving
throw is required. If one recipient is willing but the other is not, then
the unwilling target is allowed a saving throw with a -2 penalty. If both
are unwilling, then they are both allowed a normal saving throw. A
successful saving throw by any one of the recipients negates the spell.

This spell is much more powerful when used in combination with the 8th-level
trap the soul. Unwilling creatures that are trapped within a gem prison have
an additional -6 penalty on their saving throw. So if one recipient is
willing and the other not, and the unwilling recipient is first imprisoned
by trap the soul, the unwilling creature saves with a -8 penalty. If both
recipients are unwilling and trapped in gem prisons, they both save with a
-6 penalty. The spell does not release them from the gem prisons, only
exchanges their souls.

A creature's soul in a different body has that body's hit points or Hit
Dice, Strength, Dexterity, Constitution, and Comeliness, but the soul's
Intelligence, Wisdom, Charisma (modified by the body's new Comeliness),
memories, and Intelligence based skills (languages, nonweapon proficiencies,
spellcasting ability, etc.). The non-physical abilities can be used only if
the body has the required physical attributes. If the body has extraordinary
Strength, it can only be used if a warrior's soul enters the body. The body
will not radiate magic. The alignment will be that of the soul. True seeing
will reveal to a person that previously knew the recipient of the soul
exchange that it is no longer the same person.

The spell can only be reversed by a carefully worded and executed wish
(creatures must be touching each other), another soul exchange, or the will
of the original wizard. If a creature dies while in another's body, it can
only be brought back with its own body, so if both creatures died this could
be a reckless way to reverse the spell. The material components are a
diamond worth 1000 gp and a bit of fresh brain tissue from a mind flayer
(not necessarily freshly acquired, possibly magically preserved).

----------------------------------------------------------------------------

Planar Gateway (Conjuration/Summoning)
Range: 10 feet per level
Components: V, S, M
Duration: 1 round, hour, or day per level maximum
Casting Time: Special
Area of Effect: One gateway
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell has the power to open a planar gateway to another plane - no
matter where the caster is right now. Thus, it is a highly sought spell.

The casting time can become quite prodigious (as you will see) but it can be
shortened by a very complicated ritual. This gate is under no one's control
and anything can pass through, in both directions. First, the duration of
the spell must be chosen by the wizard. The casting time must then be
calculated from the planar layer to be reached and the current location of
the caster, as follows: a gateway from the prime material to another prime
material plane takes one hour of casting time per round open (if the
duration was stated in rounds), one day of casting time per hour open (if
the duration was stated in hours), or one month casting time per day open
otherwise.

From the prime material plane to an inner plane, for every plane or planar
layer traversed, multiply by two. From the prime material plane to an outer
plane, for every plane or planar layer traversed, multiply by five. From an
inner to an outer plane, for every plane or planar layer times traversed,
multiply by ten. From an outer plane to an outer plane you need the
permission of a god on both planes. Then, the casting time is multiplied by
one hundred. As a character can normally only cast for some 16 hours per day
the actual casting time will be even longer (unless the character is willing
to give up experience levels: see below).

For example, a gateway from the prime material plane to the second level of
Hades that is supposed to stay open for 3 days has a normal casting time of
1 month per day open = 3 months, times 5 times 4 (astral, concordant, Hades'
first level, Hades' second level) = 3 months times 20 = 60 months or a full
5 years.

The casting time can be reduced: for every experience level offered in the
casting, the casting time is reduced by a factor of 1/2 (rounding up) until
a value of one is reached. After that, the time can be further reduced by
1/2 if 5 more levels are offered for each further reduction until the
minimum casting time of 1 round is reached.

Example continued: we eventually calculated a casting time of 60 months.

This can be reduced by one half for every level offered. Thus, if our
character offered 6 levels this would be reduced to 30, 15, 7.5 (rounded up
to 8), 4, 2, and 1 by halving six times. Still quite long, but manageable.
The character still has to be able to cast 9th-level spells after offering
those levels, as the levels are drained at the beginning of the casting.
Note that this might reduce the maximum duration. As the example above has
shown, opening gateways for a long time can take an even longer time or many
hard earned levels. As the character has offered the levels voluntarily,
they cannot be regained with restoration, but only with a full wish per
level lost. Thus, it is not very often that planar gateways are opened from
an outer plane to an outer plane, but if they are opened they are opened
with a lot of power behind them.

The material components are solidified essence of the target plane, para- or
quasi-elemental planes are considered to be one with their parent plane (you
would need frozen ice to open a gateway to the plane of water, ice, or
sludge), plus a full gallon of blood (or another appropriate liquid) from
inhabitants of the target plane.

----------------------------------------------------------------------------

Power Drain (Evocation, Necromancy)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: Negates
Author: Kris <simonis@stpc.wi.leidenuniv.nl>

This spell can be used to drain someone else's Constitution permanently and
use this energy for certain spells such as permanency. To do this, the
wizard casts the spell and touches the subject, who gets a saving throw
versus spell. If the saving throw fails, 1 point of Constitution of the
subject is drained and stored in the material component: a 1000 gp black
opal. This energy must then be used within the spell's duration or it is
lost forever. When the point is used or the spell ends, the opal
disintegrates. Casting this spell is very tiring for the wizard, causing him
to lose 1d6 points of Constitution that can be regained by having 3 hours of
rest for every point lost.

----------------------------------------------------------------------------

Power Word, Banish (Conjuration/Summoning)
Range: 20 yards
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>

This spell sends an extraplanar creature back to its home plane. If cast on
a creature native to the plane it is currently on, the spell sends that
creature to the outer plane best matching its alignment (yes, it can be used
on PCs). If the creature has more Hit Dice or levels than the caster, it is
not affected, even if it wishes so. If the target is already in an outer
plane that is its home plane, the spell has no effect. There is no possible
backlash to the caster as in the 7th-level banishment.

----------------------------------------------------------------------------

Power Word, Vaporisation (Alteration, Conjuration/Summoning)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 10-yard per level high cube touched
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

When this symbol is cast, it will cause a large volume of inorganic material
to simply vanish and cease to exist as if it had never been.

This effect is instantaneous, and remains permanent. Only a wish can bring
the lost matter back into existence. The volume that is destroyed can be in
any shape the wizard desires, up to the maximum volume affected.

If any of the inorganic material is somehow magical, then assign it a value
of 1 to 6, using the guidelines from the wizard spell detect magic, where
artifacts are assigned a value of 6. This is the basic saving throw number
that must be rolled, or rolled under, using a 1d20 in order for the object
to save and not be disintegrated.

If a magic item has powers or bonuses which could protect it from
disintegration then they must be taking into account for the items saving
throw. An intelligent item cannot be affected by the spell, as it does not
count as an inanimate object. A ring of spell turning would not be able to
turn the spell, but the roll is made anyway and if the turning is
successful, then the ring would get the bonus or be saved completely. A ring
of protection would get its saving throw bonus, while a device of protection
from disintegration would always save.

The material component of this spell is a pinch of dust from the coffin of a
mummy.

----------------------------------------------------------------------------

Prismatic Shard (Conjuration/Summoning, Evocation)
Range: 100 feet + 10 feet per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

This spell calls into existence a shard of prismatic energy, much like a
chunk off of a prismatic wall. The shard itself is about two feet long, 4
inches at the base, and a triangular pyramid.

As protection from its brilliance, the spell grants the caster protection
from its aura by giving him - for lack of a better term - magical arc
welding glasses (his eyes turn deep black). All other creatures must save
versus spell or be blinded for 2d4 rounds. Smoked crystal goggles will
prevent this.

The caster however is blind at the end of the spell for 1d4 rounds (while
his goggles fade).

This spell affects the creature struck just as walking through a prismatic
sphere: all seven saving throws are rolled as per any other prism spell
(that's 90 points of damage minimum, if they make every saving throw). The
shard remains to wreak further havoc for its duration.

The verbal component is up to you. The material is a 5,000 gp diamond and
the somatic component is guiding it with your finger. You do have to
maintain concentration to keep it around (just like spiritual hammer).

----------------------------------------------------------------------------

Ralorn's Bolt of Dragon Slaying (Necromancy)
Range: 20 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: One dragon
Saving Throw: Negates
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell launches a bolt of killing energy specifically tuned to slay
dragons. Any dragon struck by this spell must save versus death magic or
die. If the saving throw succeeded, it suffers 1d10 HP of damage per level
of the wizard. Against any other creature, the spell inflicts 1d6 per level,
save for half damage. The material component is the tooth of a wyrm or
greater dragon slain by the wizard without using this spell.

----------------------------------------------------------------------------

Rednog's Layering Spell (Alteration, Enchantment/Charm, Metamagic)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3 hours
Area of Effect: Creature touched
Saving Throw: Negates
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell allows the caster to apply a "layering" effect to spells which
are normally not cumulative with each other. It does not matter if these
spells are wizard or priest spells. All spells which are to be layered have
to be cast in immediate succession beginning the next round after finishing
this spell. Once this casting has stopped, no additional spells may be added
to the layering effect. Thus, it would be possible to layer several
stoneskins over each other; to create a multiple haste effect, etc. This
spell allows a maximum stacking effect of one additional spell per 3 caster
levels to be in effect on one creature (it would be possible for a
21st-level caster to allow a stacking effect of three additional hastes, one
stoneskin, protection from fire, protection from lightning, and a prayer
spell on one creature in addition to already existing versions of these
spells on the same creature). It is not possible to cast this spell on a
creature which already has this spell in effect. Thus, this is the only
spell which may not be layered or stacked with itself. The duration of this
spell is the duration for a single additional 1st-level spell. It is reduced
for every additional level of each additional spell by one day; once one day
or less is left, it is reduced by one hour in the same ratio, until one hour
or less is left. Now decrease by turns until one turn is left, then decrease
by rounds to a minimum of one round. Thus, our 21st-level wizard, who would
stack seven 9th-level spells (one spell of 8 levels higher than first level
plus 6 spells of 9 levels higher than a 1st-level spell would make 62 units)
on himself would have a duration of 10.5 days for a single 1st-level spell;
it would first be reduced by 10 days (leaving 52 units and 1/2 day, or 12
hours duration), then by 11 hours (leaving 41 units and 1 hour duration left
over), then by 5 turns (leaving 36 units and 10 rounds), then by 9 rounds to
1 round minimum (actually leaving 27 units) and only a single round of
duration. Thus, it is not very good to layer too many high level spells as
they run out almost immediately. Once the duration of this spell runs out
(or it is dispelled), all layered spells end immediately. This spell may
also be applied to spell-like effects.

Note: the layering effect is only additive: thus, 6 hastes don't give
2x2x2x2x2x2 = 64 times all attacks but only give a multiplication factor of
12.

This spell has a significant negative side effect: as layering causes such a
concentration of magic, it causes all boundaries of magical items to be
significantly weakened. It is therefore possible that magic items and
permanent spells are permanently destroyed in a most violent fashion. In
case of a permanent spell, the chance that this happens is a base 100% minus
10% per spell level of the permanent spell. In case of an item, the chance
is 100% minus 10% per spell level of the highest powered effect of the item,
similar to any existing spell or minus 15% per plus, in case of an item with
plusses (whichever is the higher of the two modifiers). Next, add 1% per
spell level layered on the creature.

If a spell or an item is destroyed by this spell, the magic contained will
not pass away quietly. It causes an explosion of spellfire doing 1d10 hit
points of damage per contained charge or per spell level which was destroyed
in a 1-foot per charge or spell level destroyed radius sphere. As this is
spellfire, only a wall of force will prevent others from taking damage (no
other resistance helps: not even magic resistance or immunity to fire); the
target creature takes full damage no matter what resistance it normally has
(as it cannot encase itself with a wall of force).

The material component is a block of mithril which is made up from two
layers of mithril for each spell level to be layered and a single scroll for
each spell which is to be layered. Each scroll has to be completely encased
in a thin coat of mithril. This block then has to be speared with an
adamantine spike which was broken on an anvil and then fixed again with one
mending spell per spell level to be contained in the block. The whole
mithril block without the scrolls costs no less than 3000 gp per spell level
it is to contain (thus, our 21st-level wizard above would have wasted 7
scrolls containing a single 9th-level spell each and a full 7x9x3000 gp =
189,000 gp).

----------------------------------------------------------------------------

Regenerative Restoration (Abjuration, Alteration)
Range: 0
Components: V, S, M
Duration: 1 week per level
Casting Time: 1 day
Area of Effect: Creature touched
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell allows the caster to give a touched creature the ability to
regenerate lost or drained energy levels or ability points at a very slow
rate. The effect lasts for the whole duration of the spell. If at any time
during the spell's effect the creature is affected by any such losses, it is
allowed to negate the loss by succeeding at a base saving throw versus death
magic minus one per point of damage that is dealt with the loss (if a
vampire dealt a blow causing 9 hit points damage, the affected creature
would have to succeed at its death magic saving throw (base) minus 9 to
prevent two level losses). This ability also applies to ability points lost
due to sudden or continuous draining effects (undead drains as well as
strenuous activity like running at high speeds). If any losses still occur
due to failed saving throws or because the spell was not in effect at the
time of the loss, the creature gains the ability to gain the losses back at
the following rates:

   * lost levels are replaced either at one per week (if normally a
     permanent loss) or in one tenth of the time (if a temporary loss),
   * lost ability points are replaced either at one per week (if a normally
     permanent loss) or in one tenth of the time (if a temporary loss).

Each time one level or ability point loss is prevented or a point is
regained, the duration is reduced by one week. If the remaining duration is
less than a week, the spell instantly expires with no protection offered nor
any returned point. Thus, a 20th-level wizard would have the ability to
prevent the loss of one point in the 19th week of duration only. He could
also restore only one point.

It is not possible to stack this spell.

The material components are one potion of heroism for each week or one
potion of superheroism for every three weeks duration. These have to mixed
with the remains of a cremated wraith's essence. It is possible to
substitute any ashes of any other higher powered undead with a draining
ability for the wraith's essence.

----------------------------------------------------------------------------

Return (Necromancy)
Range: 0
Components: V
Duration: Until triggered
Casting Time: 1 day
Area of Effect: The caster
Saving Throw: None
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

This spell will remove 5 HP from the caster's maximum permanently, but
allows the caster to defy death once per casting. Once he dies from grievous
wounds (dying from old age isn't affected), he will arise fully healed by
the return spell. This spell is jealously guarded by those that know it.

----------------------------------------------------------------------------

Rip Life (Necromancy)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: Negates
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

This spell affects only creatures up to 1.75 the caster's level or Hit Dice.
The victim of the spell must make a saving throw versus death magic (with a
-4 modifier to the saving throw). Failing this saving throw results in the
victims death, utterly, with no hope of resurrection unless a divine being
raises him. The caster can use this stolen life to do one of 5 things:

   * Waste it, soul is destroyed, a great howling is heard.
   * Use to heal self for 1d6 per level of victim.
   * Use to hurt another for 1d8 per level victim.
   * Pervert it, changes victim into an equal Hit Dice undead, determined at
     random.
   * Destroy an equal number of Hit Dice of undead with no saving throw.

----------------------------------------------------------------------------

Rune IV (Enchantment)
Range: 0
Components: V, S, M
Duration: Until discharged
Casting Time: 1 turn per spell level
Area of Effect: Special
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell allows the wizard to inscribe a rune containing the energies of
one spell up to eighth level. Instructions of up to 1 word per level may be
given to control the rune. The material component is 100 gp gems and inks
per level of the spell contained in the rune. This is the most powerful rune
spell normally available.

----------------------------------------------------------------------------

Sarius' Endosmotic Zone of Magic (Alteration)
Range: 0
Components: V, S, M
Duration: 1 day per level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: William T. South <tsouth@netcom.com>

This powerful spell was researched by the Lord of Telnorne. It is actually
used to create a magical rod (3 feet long and 1 inch in diameter) that
projects a continual zone of increased magical potential in a spherical area
of effect equal to a radius of 1 yard per level, extended outward from the
rod in all directions. This spherical zone makes magic function at its
utmost effectiveness, normally. But, it can be used to travel to planes with
reduced magical factor ratings (MF) while keeping an MF rating of 0 within
the area of effect. On planes with an increased MF the spell simply allows
all spells of ninth level or less to work optimally. The zone will permeate
any area which is not totally enclosed in a lead casing or protected by an
anti-magic shell which withstands the dweomer.

All anti-magic shells or effects that come within the zone react as if a
dispel magic is cast upon them each and every round. Every round the two
areas interact the anti-magic zones have a chance of dispelling as though a
wizard of four levels higher than the wizard were trying to dispel magic
against them. On planes with a negative MF rating, everything within the
area of effect operates as though the MF rating were 0. So, someone with a
ring of flying could fly within the zone, but exiting it would cause them to
drop like a rock! On a negative MF rating plane, anti-magic shells are
dispelled at the normal level of mastery or the wizard and all spells cast
by any class of characters, whether native to the plane or not, operate at a
normal MF rating of 0.

The spell's duration (from activation of the rod) is equal to a base 1 day
per level in a prime material plane with a MF rating of 0. On negative MF
rating planes, the duration is calculate as the total number of whole days
left for the rod to operate divided by the result of the MF rating
multiplied by -1. For example, a 20th-level wizard activates the rod and
hurriedly enters a gateway to an alternate prime material plane with a MF
rating of -5 (since the spell must be initially cast on a plane with a MF
rating of 0 or better). The duration would be determined thus: 20/(-5x-1) =
4 days. But, if the wizard had operated the rod (for more than 1 turn)
before entering the gateway it would have lost a day's duration and be
calculated as: 19/(-5x-1) = 3.8 days = 91.2 hours = 547.2 turns = 5,472
rounds. If the wielder had travelled to a plane with a MF rating greater
than 0 the spell's duration would be calculated as the base duration
multiplied by the MF rating of the plane.

Whenever the rod changes alternate prime material planes (even if they both
contain the same MF rating) its duration is recalculated with the current
remaining days of operation left used as the base for determining the
duration of the spell (disregard any remaining duration that does not equal
a day or more in length). If the rod travels from a positive MF rating plane
to a negative MF rating plane the rod is totally disrupted in the
transferral as though the spell had ended, and vice versa. Dispelling magics
will only affect the rod for one single round unless they are cast by a
demi-power, lesser power, or greater power, in which case a successful
dispel magic will cause the device to become disrupted as described below.

The rod is the only material component of this spell. It is made from the
purest mithril and rune inscribing agents (costing at least 7000 gp). Then,
9 deep blue amethysts (1000 gp each) are inset to the side of the rod among
the various runes of power, and a large sapphire (1000 gp) is affixed to the
top. Once the rod has been fashioned (2 months creation time minus 1 day per
level of wizard working on the inscribing of the runes down to a minimum of
1 month) this spell can be cast upon it, empowering the rod with enormous
magical potential. From this point, the rod remains dormant until its power
is activated by speaking the proper command word and willing the rod to
function. Until the rod is activated the casting wizard loses a single
9th-level spell casting slot because of the bond that he has established
with the rod's dormant power. While this spell could be inscribed onto a
scroll it would still require the rod as a material component and the wizard
who inscribed the spell would not regain the spell slot until the potential
of the scroll was released through copying it into a spellbook or casting it
onto the rod and activating the rod (note: an apprentice may be used to
inscribe the runes upon the rod freeing the learned master to further
research).

Although almost any sentient creature may utilise the rod, in the hands of
the original wizard it will convey a personal magic resistance equal to his
level of experience (and cumulative to any other magic resistance he may be
employing). On any prime material plane the rod will also act as a rod of
striking, conveying a magical +3 to-hit bonus and striking for 3d6+3 points
of damage per round. The rod may only strike once in any melee round no
matter if the creature wielding it is capable of multiple attacks with
weapons. During the last turn of the spell's duration the rod will begin to
hum extremely loudly (hearable in a 1/2 mile radius. During the last round
of the spell's duration the rod will glow with extremely powerful magical
electricity, causing 1d20 HP of damage to all that touch it, per tenth of a
round of contact. In the last round is will flash with a bright light
(causing all in the zone to save versus rod, staff or wand, or be blinded
for 1d20 rounds) and then cease to function. This last burst of energy
transmutes the mithril rod into pure lead, causes the runes to dissolve, and
transforms the 10 gems into a useless powder.

----------------------------------------------------------------------------

Selective Mordenkainen's Disjunction (Abjuration)
Range: 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One person or object
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell has almost the same effect as a Mordenkainen's disjunction, but
it functions only on one lone object (not carried by a person) or one person
(and up to one object per level). The caster can choose whether to affect
the whole person or only one or more objects carried by the person. If
objects are to be affected, the caster has to be able to recognise them for
what they are: a ring of fire resistance, a pair of bracers of defence, +2,
or something likewise. If the object is not what the caster believes it to
be, he just reduces the part that he believes the item to be - if the item
fails two saving throws: the first saving throw is the normal saving throw
as described within the ordinary disjunction spell; the second is an
additional saving throw at double the level of the item as it was not what
was tried to be disjoined. Any spells are completely disjoined as in the
ordinary disjunction. If a lone object (not carried by a person) is to be
disjoined, it only gets the normal saving throw, even if the caster does not
know what its purpose is. What is actually disjoined and what remains is
determined in the same way as in the normal 9th-level spell.

The material component is the trunk of a disenchanter which is embalmed with
the oils from a hazelnut tree from a magic dead area and lined in linen made
from plants from a different magic dead area.

----------------------------------------------------------------------------

Shade Transformation (Alteration, Illusion)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 week
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This was researched by Darklight in order to recreate the fabled
transformation of a mortal into undying shadow-stuff. It was seen as an
alternative to a potion of longevity (which is 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 (the caster might have to take precautions not to fall asleep during
the casting). It irrevocably changes the caster of the spell into the type
of creature known to men as a shade (see the Monster Manual II).

The body of the caster is infused and altered with shadow-stuff 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
gains all the powers and vulnerabilities of a shade, including becoming
immortal unless slain.

This process costs anywhere from 10,000-60,000 gp, and involves 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.

----------------------------------------------------------------------------

Sheets of Acid Fumes (Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 50-foot radius
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell is a super acidball which inflicts 1d6 HP per level of the wizard
to all within a 50-foot radius. The material component is a black dragon
scale. The saving throw is made at -4.

----------------------------------------------------------------------------

Sheets of Electricity (Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 50-foot radius
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell is a super ball lightning which inflicts 1d6 hit points per level
of the wizard to all within a 50-foot radius. The material component is a
blue dragon scale. The saving throw is made at -4.

----------------------------------------------------------------------------

Sheets of Fire (Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 50-foot radius
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell is a super fireball which inflicts 1d6 HP per level of the wizard
to all within a 50-foot radius. The material component is a red dragon
scale. The saving throw is made at -4.

----------------------------------------------------------------------------

Sheets of Force (Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 50-foot radius
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell is a super forceball which inflicts 1d6 HP per level of the
wizard to all within a 50-foot radius. The material component is a stellar
dragon scale. The saving throw is made at -4.

----------------------------------------------------------------------------

Sheets of Frost (Evocation)
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 50-foot radius
Saving Throw: 1/2
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell is a super iceball which inflicts 1d6 HP per level of the wizard
to all within a 50-foot radius. The material component is a white dragon
scale. The saving throw is made at -4.

----------------------------------------------------------------------------

Shockwave (Invocation/Evocation)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 9
Area of Effect: 100-yard radius
Saving Throw: 1/2
Author: Jason Riek (Karaieth) <jriek@shs.mv.com>

This spell sends a high energy tremor through the ground in a circle
surrounding the wizard. All creatures on the ground at the time of casting
are affected. The shockwave causes 10d6+10 damage (save for half). In
addition, all creatures with fewer than 4 legs are automatically knocked
down. Creatures with 4 or more legs can make a Dexterity check (or save
versus death magic for creatures with no dexterity) to keep their feet. All
creatures are stunned for 1d6 rounds, and wizards and priests may not cast
spells for 1d6 rounds after that.

Creatures who save are stunned for 1 round, and may cast spells 1d4 rounds
after. The material components of this spell are earth elemental remains and
a shard of a tree struck by lightning.

----------------------------------------------------------------------------

Sillvatar's Dragon Breath (Conjuration/Summoning)
Range: 10 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
Author: Allan J. Mikkola (Sillvatar) <allanm@vulcan.med.ge.com>

This spell conjures a dragon head similar to that created by Sillvatar's
dragon bite; however, instead of bite damage, the wizard may direct the head
to make a single, instantaneous breath attack. The dimensions and
composition of this breath attack are as per the dragon the material
component is from. The damage inflicted by this attack is equal to an attack
from the appropriate dragon, of age category 1d6 (determine age randomly).
For example, if a red dragon is the source of the material component for
this spell, and a 4 is rolled for the age category, the breath attack takes
the shape of a 90x5x30 feet cone of fire, and inflicts 8d10 points of
damage. All victims must save versus the worst of spell or breath weapon to
receive only half damage; possessions are treated as if they had been hit by
the actual corresponding breath weapon (if the victim's saving throw was
successful, possessions are not affected).

The material component for this spell is the heart from any type of dragon;
this component is consumed when the spell is cast.

----------------------------------------------------------------------------

Sillvatar's Superior Summons (Conjuration/Summoning)
Reversible
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 turns (casting time of 5 to trigger summons)
Area of Effect: Special
Saving Throw: None
Author: Allan J. Mikkola (Sillvatar) <allanm@vulcan.med.ge.com>

The caster of this spell is able to summon to his aid one or more pre-chosen
individuals; the creatures to be summoned must be chosen at the time the
spell is cast and must be willing to receive the summons.

The total number of levels or Hit Dice of the individuals summoned must be
equal to, or less than the level of the wizard.

When the spell is initially cast, the wizard must follow a set procedure for
each person or creature summoned: first the individual must be marked with
wizard mark; this must then be made permanent through the casting of a
permanency (to prevent the mark from wearing off). Finally, the superior
summons is cast; this entire process takes two turns, plus the casting times
of the other two spells. Each recipient must be marked by a separate wizard
mark, but a single casting of permanency and superior summons will suffice.
These marks are visible only to the wizard and the recipient (although a
true seeing or similar magic will reveal them) and will remain until
dispelled or the spell is triggered.

When the wizard wishes to trigger the spell, the final incantations are
uttered along with the names of each of the recipients (this has a casting
time of 5). The summoned individuals will appear anywhere within 100 feet of
the wizard, as desired. The individuals to be summoned must be on the same
plane as the wizard when the spell is cast (triggered) or they cannot answer
the summons.

The reverse of this spell, Sillvatar's superior sending, will send the
marked individuals to a pre-chosen location (a separate location may be
chosen for each recipient). The result is similar to teleport without error,
but with a separate location for each recipient. The same procedure must be
followed as for the superior summons, and since the wizard mark disappears
when the individual is summoned, multiple castings of this spell, as well as
the wizard mark and permanency, are required to send summoned creatures back
to where they came from.

The material component for this spell is a diamond worth at least 500 gp for
each individual to be summoned. These diamonds are powdered and sprinkled on
the wizard mark (this fulfils the component requirements for the wizard mark
as well).

----------------------------------------------------------------------------

Spellcrystal IX (Conjuration, Invocation)
Range: 0
Components: V, S
Duration: 9 months + 2 months per level
Casting Time: 9 rounds
Area of Effect: One crystal, worth at least 900 gp
Saving Throw: Special
Author: Kris <simonis@stpc.wi.leidenuniv.nl>

Except as noted above, this spell is the same as the 1st-level wizard spell
spellcrystal I (q.v.).

----------------------------------------------------------------------------

Sphere of Annihilation (Evocation)
Range: 40 yards
Components: V, S, M
Duration: Permanent
Casting Time: 12 hours
Area of Effect: 2-foot diameter sphere
Saving Throw: None
Author: Unknown

This ancient and arcane spell was first found in the Libram of Tel' Aknus
the Mad. It is used to create a sphere of annihilation. The wizard must
prepare a special magical device, which costs 15,000 gp to construct, to
house the energies required to bring the sphere into existence. The
construct is made of the rarest of ores, adamantite, and requires a full
year of work by a master smith to fashion. A master alchemist must then fuse
ten vials of essence of platinum, ten vials of essence of gold, and ten
vials of essence of silver, in this order, into the construct (which looks
something like a giant spider when finished).

This will take two weeks per vial and the chance of success is equal to the
alchemist's chance of creating said essences (checked for each vial fused to
the structure) and any failure means that the entire structure has been
transmuted in the metal of the current essence which is being fused into the
construct.

Then the casting procedure can take place. It consists of a highly ritual
ceremony requiring a black pearl of at least 1 foot in diameter being placed
inside a magic circle and then calling forth the various magics of the
planes to instill the pearl with anti-planar power of a sphere of
annihilation. The spell then temporarily doubles the current hit points of
the casting wizard as it starts. Every hour of casting time instills the
pearl with more and more power. At the end of every hour's casting the
wizard must roll a successful saving throw versus death magic which is
unadjusted by any means other than his current level of mastery. If
successful, the casting continues for the next hour. If unsuccessful, the
wizard takes 1d20 points of damage for an unsuccessful hour of casting and
the casting time is extended for anther hour. The spell will only be
successful if 12 hours of continual casting is completed. Remember that if
the spell is successful the wizard must still attempt to bring the sphere
under his control. This spell in no way gives any special bonuses for
control attempts.

If the wizard is reduced to zero hit points the pearl disappears (in a
harmless, but spectacular flash of light) and his Strength and Constitution
are reduced to 1 and he is thrown into a coma, losing knowledge of all
spells currently memorised. These statistics and normal hit points are
regained at a rate of 1 point per day of total rest unless some form of
magic is used to increase healing. Until the wizard reaches half of his
original Constitution score he is extremely susceptible to diseases and will
take 4 times the amount of damage a disease would normally inflict. When
half of his original Strength is restored, he may save versus spell each day
to see if he comes out of the coma. Failure means that he remains in the
coma. Once the wizard comes out of a coma he will be in a ravenous state and
will not be able to regain spells again till he has eaten and rested for as
many days as he was in the coma. Success or failure notwithstanding, this
spell will always destroy the construct and the pearl used as the material
components. If the spell is successful, the construct and pearl are sucked
into the sphere, and if unsuccessful, the construct crumbles into a useless
crystal substance and the pearl disappears as mentioned above.

If the wizard is physically touched during the casting of this spell by
anything, including the power of another magic, and sustains damage which
subtracts from his hit points or any ability score or level, the pearl will
explode in a force of magic dealing out damage equal to 1d20 per hour of
casting time that has passed (rounded down) in a radius equal to 10 yards
per hour of casting time that has successfully passed (again, rounded down
and a unmodified saving throw versus spell will allow anyone in the area of
effect to save for half damage). Also, when this happens the extra hit
points disappear (if they are still present) and the wizard takes damage
from his normal remaining hit points. Death by this explosion means that the
body has been disintegrated, ruling out raise dead or resurrection for
bringing the victim back to life.

----------------------------------------------------------------------------

Square the Circle II (Alteration, Conjuration/Summoning, Metamagic)
Range: 0
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 2 rounds
Area of Effect: The caster
Saving Throw: Special
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell has a similar effect as squaring the circle from the Tome of
Magic. It can be used to affect any spells cast during the duration of this
spell. These spells (if they have an area of effect) can be shaped, cut in
size, folded, cubed, "sphered", or changed in any possible way, as long as
the total area of effect is not increased from its original size. Thus, it
would be possible to change the effect of a fireball into a long cylinder of
hooked together 10-foot cubes (up to a maximum of 33 of such cubes).If
desired, the area of effect of (for example) a reverse gravity could be
stretched into a pencil thin but probably hundreds of yards long boundary
for a field so that mice and almost all other rodents could be kept out or
killed (as they would still be catapulted approximately 10 yards per second
into the air to fall to their deaths once they stepped into this area of
effect, whereas a fast moving human would "fall up" only a few feet before
returning to mother earth. Any spell effect which has an area of effect
other than personal or caster or those specifying a certain amount of
creatures can be changed as desired as long as it is a single continuous
area of effect.

The material component is a block of sandstone which has been stoneshaped
into a most bizarre form which always has to be different from any previous
one used by the caster. Each form must somehow have to do with infinity.
Afterwards it has to be changed by a polymorph any object spell into a
diamond in that specific form. As this normally does not last longer than a
few hours, it cannot be used very often (or the caster must have unlimited
access to polymorph any object spells).

----------------------------------------------------------------------------

Staff of Smiting (Alteration, Enchantment/Charm)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: Hazel staff touched
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell creates a magical staff. First, a thaumaturge must find the
finest wood of a hazel tree and fashion it magically into a wizard's staff.
The staff must be then dipped in serpent's venom and touched by a dragon's
breath. Then, it must be enchanted and sprinkled with mithril dust. The
staff thus created will be capable of striking at +3 to-hit for 1d6+3 HP
twice per round. Once per day it may strike as a venomous weapon, doing
double damage for the attack and causing the victim to save versus poison or
suffer the effects. The staff may also attack for 10d6 with the breath of
the dragon which imbued this magic, however, this attack destroys the staff.

----------------------------------------------------------------------------

Stanza's Kiss of Immortal Despair (Alteration, Necromancy)
Range: 0
Components: S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: A.C. <ac001@freenet.carleton.ca>

This spell inflicts the victim with the sexual disease or sexual insanity of
the caster's choice, until cured by a cure disease performed by a priest of
a good aligned god and of higher level than the wizard who inflicted the
disease. While the victim suffers from the disease, the spell prevents him
from being killed by it, or in fact by anything, be it a sword, a fire,
another disease, or a blow to the head. Should the victim drop below 0 hit
points, he will become immobile but remain conscious.

He will be incapable of performing any actions until he is healed above 0
hit points. Dropping below -10 hit points will not kill him. He regains no
hit points from resting if he is below 0, his body is too battered to heal
itself and only magical or herbal healing will help him. The material
component of this spell is a corpse that has rotted for at least a week.

----------------------------------------------------------------------------

Summon Cissaldan (Conjuration/Summoning)
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Author: Morgan Blackheart of the Chaotic Realm <ecz5tan@mvs.oac.ucla.edu>

As in Harlan Ellison's short story How's the Night Life on Cissalda?.

The casting of this spell will cause an interdimensional connection between
the world of the spell caster and the alternate world of the Cissaldans. The
utterance of this spell attracts one Cissaldan which will come through the
connection and attack whomever the spellcaster directs the spell against.

The recipient has an immediate desire to "do a disgusting thing with a
disgusting thing" and will fall upon the Cissaldan with much vigour. The
recipient will not be able to do or say anything else since his or her
complete concentration is centred on the Cissaldan. The two will continue to
copulate until the recipient dies of starvation. There is no known way of
separating someone (or something since the Cissaldans do not discriminate in
any way) from a Cissaldan until the recipient dies.

After the death of the spell recipient, the Cissaldan will return to the
world from which it came.

Cissaldans are described as having two penises, two vaginas, and are
physically disgusting to look at. They, however, love to make love so to
speak, and can physically adapt to any sexual physiology.

----------------------------------------------------------------------------

Surge's Planar Conduit (Alteration, Evocation, Summoning)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: 1/2
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

Upon casting this spell, the caster opens up a "personal" planar rift,
within his own body. The caster can choose any plane that he is aware of and
has material from or related to (eg., a potion of healing would work to
connect to the positive material plane). This material is considered to be
the material component of the spell, and is consumed in the casting.

He may then emit energies from this plane at 12d6 damage. After a month of
practice with this spell, the caster learns to duplicate planar phenomena on
the prime material plane. This could mean: a wizard connects to the plane of
fire regularly, and after a month of practice he can cause fields to explode
into fiery combustion at will (see the Manual of the Planes for planar
phenomena).

This spell is about as "trademarked" as it could possibly be non-legally:
only Surge, the gold dragon Nexus, and Elminster know of it in the Forgotten
Realms (both are good spell trading buddies). But, seeing that eight of
Surge's spellbooks have taken to the wind, go ahead, make it about as rare
as wish.

----------------------------------------------------------------------------

Symmetry (Evocation)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 3 hours
Area of Effect: 10-mile radius sphere
Saving Throw: None
Author: Unknown

This spell is composed of two 9th-level spells which have to be cast
simultaneously. It creates, within a 10-mile radius, a condition in which
the symmetry between the physical interactions which prevailed at the time
of the big bang is restored. Everything within the 10-mile radius is
instantaneously gone regardless of magic resistance, god or artifact status
etc. Everything for a couple of hundred miles around gets burned, vaporised,
melted etc. Note that, like nuke, this spell has a range of zero, so use of
long-range carrier is advised.

----------------------------------------------------------------------------

Tabra's Dragonshape (Alteration)
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 9
Area of Effect: The caster or one person touched
Saving Throw: None
Author: David Campitelli <r3dac1@akronvm.bitnet>

This spell allows the caster to assume the form of any dragon the caster has
personally seen. It grants all powers and abilities of that dragon type.
Spells can be cast while in dragon shape and take no material components.
Items are still in effect while in dragon shape (if they are activated
before the change or are continuous) after the change only items that be
activated by altered speech and manipulative with claws can be used. The
change is instantaneous and affects the person as a heal spell, but the hit
points gained remain only while in dragon form.

Changing back returns half of any hit points lost while in dragon form.

After using this spell several times Tabra has gained the reputation of
being a gold dragon in disguise as a human.

----------------------------------------------------------------------------

Telnorne Force Layer (Evocation)
Range: 10 yards
Components: V, S
Duration: Permanent
Casting Time: 1 hour
Area of Effect: One 10-foot long square
Saving Throw: None
Author: William T. South <tsouth@netcom.com>

This spell is a highly improved version of wall of force. It is used to
create a barrier which cannot be penetrated by any known spells or forces in
the multiverse, including major powers, avatars, devils, or demon princes.

The casting time of 1 hour is standard, but the wizard must also spend a
hour in contemplation, reviewing diagrams or charts of the area or object to
which the force layer is to be attached when memorising the spell. Force
layer may cover an area of up to 10x10 feet, and must be attached to a
localised gravity: either an object, a structure, or an area. Once cast,
only spells of wish-like power may affect the force layer.

Limited wish will affect the force layer as a half-strength dispel magic;
alter reality will affect the force layer as a 3/4 strength dispel magic,
and wish will affect the force layer as a full strength dispel magic. The
force layer may be attached to moving objects, but only those which are of
one piece and move in conjunction to something else. For example, a chest
(with hinges) could be covered, but the chest would still need to have a
break within the spell effect, so only the top or the bottom of the chest
would be affected. Placing the spell on a wagon would effectively make the
wagon indestructible, but the wagon would never again roll since the wheels
are now locked in place. But, if the wheels alone (and possibly the axle if
the wizard was inventive) were protected the wagon would still roll. Of
course, after the wheels eventually rotted away in a few years the spell
area would still be in effect and invisible wheels would still roll.

When this spell is cast on the prime material plane the area of effect
extends into the astral and ethereal planes, although the force layer will
still be invisible. Nothing will stick to the Telnorne force layer except
for another force layer which is attached to a previously cast one. Paint,
dust, and powders will simply roll off its surface. Only dust of appearance
will stick to the force layer, and then only for 1d10 rounds.

----------------------------------------------------------------------------

Time Reaver (Alteration, Enchantment, Evocation)
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 hour per year
Area of Effect: One person per 10 levels
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell actually sends characters back or forward in time. They can
actually affect the flow of time as they have been merged with it by the
power of this spell. The characters can travel back or forward up to one
year per hour of casting time devoted in the casting. The casting time has
to be continuous, and may not be interrupted. As the time a normal character
can cast spells continuously isn't very long, this means that not too many
years can be spanned with this spell. If one the other hand the character
does not have to eat, drink or rest quite impressive times can be spanned.

The material components for this spell are:

   * one bone from every magically inclined race on the planet no matter how
     old - even if extinct;
   * the sacrifice of a fully charged staff of the magi which has to be
     broken apart (yes, roll for your survival, if you don't survive this
     the spell fails completely);
   * the creation of something utterly and completely new which has never
     been used or created before, costing no less than 1000 gp per year to
     be travelled in time (this item has to be useful and not complete
     bogus); and
   * the life of the caster (the caster is completely annihilated including
     body, soul and spirit, so that not even gods can resurrect or
     reincarnate him).

Thus, this spell is not cast very often by the same caster (actually, it is
cast only once by a caster). And most casters are rather reluctant to cast
it.

DMs: be careful with this spell. It gives your characters very much power,
if they can think of the way to circumvent the last material component. They
could create for themselves quite some fortresses, if they are smart, and
they can defeat almost every opponent by going back in time to his birth and
killing him then - or (much better) by turning them into an agent for
themselves. So be careful who you allow to have this spell.

----------------------------------------------------------------------------

Trade Life (Necromancy)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One weapon
Saving Throw: Negates
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

This spell can be used to enchant a weapon. This weapon must be used within
one day after the casting. The caster must kill a victim with not more than
one blow from this blade, where upon the enchantment of the spell on the
blade will suck the life into the blade. The weapon may then be plunged into
the breast of a dead creature to restore life to that one. A maximum of 5
levels or Hit Dice will be transferred from the victim to the beneficiary.
The victim's dead body then either rots away (when he still would have had
one or more levels left), or explodes. The material component of this spell
is a dagger of at least +3 enchantment.

----------------------------------------------------------------------------

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

This spell allows a caster the possibility to cast spells while being in a
transformed state. The spell provides one spell level per two caster levels
with which to cast spells from the transformed state. The spell lasts until
all spell levels are used up. It is possible to stack this spell up to 2
spell levels per caster level. The requirements to be able to cast spells
are simple: the components of the spells which are to be cast from the
transformed state are still required. That means that the transformed shape
still requires vocal and somatic capabilities, if these components are in
the spells to be cast. The components don't have to be done in the usual
manner; the spell provides the necessary changes. Thus, a wizard might
polymorph into a bluebird (incorporating his bag of material components into
the body), fly across the opponents camp (moving his wings a lot) and
chirping a lovely song (actually saying the vocal component) and suddenly
drop a fireball. A flea might not be such a good shape as it lacks both the
verbal and the somatic requirements, but if they can be provided for,
well... you might get some really dangerous fleas hopping around in the
future.

The material component is a tiny but very life-like statue of the caster
(rendered from a single diamond) which has to have a fully moveable mouth,
fully flexible hands and fingers, and an openable bag on its belt. Into this
bag have to be filled one drop of fresh blood from the caster. This statue
has to cost no less than 5000 gp per maximum possible spell level.

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True Aura (Evocation)
Range: 0
Components: V
Duration: 1 hour per level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

This spell creates a bright aura three inches thick that covers the caster's
entire body. The aura has these effects:

   * immunity to light- and energy-based attacks;
   * a total protection from physical attacks by creatures of the
     quasi-elemental planes of radiance, lightning, and minerals;
   * the ability to breathe and move at full movement rate within the
     quasi-elemental plane of radiance;
   * the ability to cast altar of protection once.

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Tyvek's Indestructible Cover (Abjuration)
Range: 0
Components: V, M
Duration: 1 round
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: The Warlord of Heaven <fsmtw1@alaska.bitnet>

This spell requires a scrap of elven chain mail. It conjures into being a
body shaped force shell that can resist any one attack. Its weakness is its
short duration. Normally, it's used to avoid an apparent death blow. It
would allow the wizard to take a boulder to the head and live, or hold up a
collapsing ceiling for one round. No spell can penetrate it, and dispel
magic is ineffective. Spellstrike is the only other known attack that would
work, but who memorises spellstrike anyway but other abjurers.

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Uldark's Ultimate Summoning (Conjuration/Summoning)
Reversible
Range: 10 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
Author: Allan J. Mikkola <allanm@vulcan.med.ge.com>

This spell is Uldark's response to his friend Sillvatar's superior summons
(q.v.); it is not as powerful (in terms of levels) as Sillvatar's spell, but
is more versatile, and requires less preparation time. This spell allows the
wizard to summon any creature of the wizard's choice; only one such creature
may be summoned per casting of this spell, and the summoned creature's Hit
Dice may be no more than two thirds the wizard's level (drop fractions). A
certain species of creature may be specified in the summoning (or in the
case of an adventurer, class and level), but a specific individual may not
be called; for example, the wizard may summon a 12th-level paladin, but may
not summon a specific paladin by name.

The summoned creature appears anywhere within the spell's range as directed
by the wizard. If a good wizard summons an evil creature (or if an evil one
summons a good creature) both the creature and the wizard must roll a saving
throw versus spell. If the wizard succeeds and the creature fails, the spell
proceeds normally; if the wizard fails and the creature succeeds, the
creature will attack the wizard immediately; if both fail, the creature
ignores the wizard (the wizard may still attempt to gain control of the
summoned creature via some other magic).

Of course, since Sillvatar's spell is reversible
, Uldark felt his should be as well. The reverse of this spell, Uldark's
ultimate banishment, sends the previously summoned creature back to its
place of origin. This will only work on a creature who was previously
summoned by this spell.

If the creature fails a saving throw versus spell at -4, it is immediately
sent back to where it came from.

The material component for this is a ruby, diamond, or emerald worth at
least 800 gp. The gem is consumed with the casting of the spell.

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Whisper's Archomental Summoning (Conjuration/Summoning)
Range: 60 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>

This powerful spell summons an archomental. One of the great rulers of
domains in the elemental planes. These creatures have all powers of the
elemental of their plane, are 36 HD, and have the following additional
powers and improvements: an Armour Class of -6, number of attacks 4, damage
per attack 6d10, special defence: need weapon, +5 or better to hit, special
attacks are at 10 times normal effectiveness (ten times more damage, greater
area of effect, etc.). These creatures are extremely resentful of being
summoned, and though forced to do the caster's bidding, will remember the
caster in times to come. Should the caster ever visit the elemental plane of
an archomental he once summoned, he should be in for a lot of trouble, and
will be under continuous attacks by vengeful followers of the elemental
ruler.

The type of elemental summoned depends on the material component used.

For the fire archomental, burning rare woods of 50,000 gp or more; for the
water archomental, a basin filled with sweetwater potions (at least 20
potions worth are needed); for the earth archomental, gems in excess of
50,000 gp are needed, and finally; for the air archomental, 50,000 gp worth
of rare perfume or incense is needed. These material components can form a
great obstacle, especially those for the fire archomental summoning, as
sometimes great quantities are needed. To be able to carry around the
material components would require the most special and rare woods and
incense (etc.) indeed, and the finding of these substances could almost be
an adventure in and of itself.

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Whisper's Devilish Army (Conjuration)
Range: 10 feet
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>

This powerful summoning spell causes the appearance of a full company of 20
spined devils (see the Monster Manual II), commanded by a barbed devil. This
spell should only be cast by a wizard who is truly evil. If the caster is
lawful evil, the creatures will obey the wizard unhesitatingly, if the
caster is of another form of evil, they will still obey commands, but
unwillingly, and have a 5% cumulative chance of turning upon the caster per
devil that is killed in action while under the influence of this spell (this
is per spell use, i.e. every new spell this starts at 0% chance).

Should this spell be cast by a neutral or good caster, the devils will
immediately attack their summoner. They will fight until the barbed devil is
slain, upon which the rest gates back to hell. The spell comes with one
small problem. The devils will remain even after the spell duration is
ended, they merely are no longer forced to do the summoners wishes (only if
the leader, that is the barbed devil is still alive).

If the summoner is lawful evil, the devils will be neutrally disposed toward
the caster, and will do whatever the DM wants them to do (leave, go rampage
the countryside, whatever). However, they will be inclined to bargain with
the summoner. Thus, if the caster wishes further services out of the devils,
he will have to offer something (gold or gems are not accepted, only magical
items, knowledge useful to their arch-devil masters, etc.). If the caster is
another form of evil, he may have to bargain for his life. That is, the
devils will attack the summoner unless appeased with gifts, similar as for
lawful evils asking for further services. The material component is a barb
or teeth of a barbed devil.

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Whisper's Malicious Elemental Gates (Conjuration/Summoning)
Range: 20 yards + 2 yards per level
Components: V
Duration: Special
Casting Time: 3
Area of Effect: One gate
Saving Throw: Special
Author: Robert Johan Enters <whisper@wpi.edu>

This spell is similar in construction as Whisper's dicey healing gate, but
this spell is tailored towards the various elemental planes. During the
casting, the caster must decide to which elemental plane he wishes to open
the gate. The gate will appear inside the target creature, and do horrid
damage within the being. The spell is of such power, that only creatures of
more Hit Dice or greater Intelligence than the caster get a saving throw
versus the effects. The caster can maintain the gate for a period of time
equal to one round per five levels. During this period, if the target did
not receive or failed its saving throw, the creature will be assaulted by
the element of the gate. The different elements will have different effects
on the affected.

   * The element of fire will burn the creature for 4d10 HP damage per round
     of exposure. Besides that, the creature is forced to make a saving
     throw versus breath weapon once per round of exposure or die instantly
     from the heat shock.
   * The element of water will force the creature to make both a system
     shock roll and a saving throw versus poison once per round of exposure.
     Failing the saving throw causes the creature to be paralysed for 1d4
     rounds per failed saving throw, and a failure of a system shock will
     cause the target to die instantly.
   * The element of earth will cause internal physical damage at 3d10 HP
     damage per round of exposure, and cause the creature to make a system
     shock roll once per round of exposure, failing which the creature will
     die instantly.
   * The element of air will cause delirium due to the superfluous amount of
     oxygen inhaled. The affected creature must save versus breath weapon
     each round of exposure, or become drunk and delirious, passing out for
     1d4 rounds per failed saving throw. The creature must also save versus
     poison on the third and each subsequent round, or be afflicted with a
     permanent insanity.

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Whisper's Nefarious Spell Crystal Summoning (Conjuration/Summoning)
Range: 60 yards + 10 yards per level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: Special
Author: Robert Johan Enters <whisper@wpi.edu>

This spell creates a gate to one of the outer planes, and calls forth a
spell crystal, which is subsequently shot at the target. A spell crystal is
the physical manifestation of a summoning spell on the outer planes.

Upon touching it, the target is automatically transported to the spot from
where the original summoning caster was trying to summon some creature from
the outer planes. This particular spell is tailored towards the lower
planes, thus the creature successfully hit by the spell crystal will most
likely end up under the control of some wizard who is attempting to summon a
demon or devil for some dark purpose. The original purpose of the conjuring
spell that created the spell crystal before it was plucked away by the
casting of this particular spell should be up to the DM, and could be almost
anything, limited only by the imagination of the DM.

There is no saving throw against the effect of the spell itself, though
magic resistance could possibly negate the effect. However, there is a
saving throw to see whether the target individual can dodge the spell
crystal. A successful Dexterity check is needed with a -10 penalty. If the
target is missed, the crystal will fly on to hit another target, if another
target is available. If hitting a wall, the crystal could bounce and hit
other bystanders, including the caster of the spell. The DM should make a
ruling in that case using the rules from the Dungeon Master's Guide for
missed missiles and grenade-like objects, or whatever reasonably randomized
method the DM likes to use to see who gets hit, as the crystal will remain
in existence until a suitable, intelligent being is caught.

Even if the target is hit, he will get another saving throw, not to resist
the summoning, but to see if he successfully resists the control of the
summoning wizard. If making that saving throw, he will still appear at the
site of the original summoning, but will not be forced to do whatever the
summoner demands (not by the spell itself, that is: if facing some big-ass
nasty wizard-type person, you may still want to obey just so he does not
decide to kill you, but hey, such is life).

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Whisper's Penultimate Death Strike (Necromancy)
Range: Special
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
Author: Robert Johan Enters <whisper@wpi.edu>

This special spell, is one that assaults the very core of its targets, both
in mind and body. The spell causes all organs in the body to rupture, and
the mind to be assaulted by psychic energies, making the mind essentially
explode. Those affected will fall to the ground, their minds aflame, their
bodies in wracking pain, as one organ after the other ruptures, and finally
the mind overloads. The spell can affect all those in sight of the caster in
some way or another. Be it through real, physical sight, through the aid of
such devices such as a crystal ball, or a mental contact through ESP,
psionics, or other magical or mental abilities. The caster needs be
completely aware of where the targets are exactly, and the targets have to
be present on the same plane as the caster resides. The spell can affect as
many levels or Hit Dice as twice that of the caster. If the caster has other
classes as well, these will count towards his level at half effectiveness,
rounded down, and be taken into consideration when calculating the target
levels (a F17/M19 will count as a 19+(17/2) = 27th-level character).

An affected character making its saving throw, will still be in wracking
pain, and lose half of its hit points, and will be incapacitated (convulsing
on the floor) for 26 rounds minus their Constitution, divided by two and
rounded down. Thus, a character with 17 Constitution will be frothing and
twisting on the ground for 4 rounds.

An interesting side-effect can be seen by targets who are wizards or priests
or creatures who have magical energies stored in some other way (creatures
with inherent magic abilities, breath weapons etc.). If they fail their
saving throws, during the last seconds before their minds explode, all these
energies are released in a single burst. DMs should devise their own effects
for this on an individual basis, but the effects should not be anything less
than spectacular, extremely destructive, and lethal to anything near the
beings so dying.
