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                             First-Level Spells

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Acid Hands (Alteration)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Unknown

This spell is very similar to the 1st-level wizard spell burning hands
(q.v.), except that the wizard's hands eject a corrosive acid. Damage is one
hit point per level of the wizard.

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Ahrvar's Forgery (Alteration)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Tim Prestero <ez003387@george.ucdavis.edu>

With this spell, the wizard is able to perfectly duplicate the any style of
handwriting of which he has a sizable sample. The forgery is good enough to
fool even the closest scrutinisation, although it does radiate faint magic.

The wizard merely casts the spell, and begins writing. His handwriting will
perfectly match that of the sample, for the length of the spell's duration.
Those watching the wizard write will believe that the handwriting on the
page is actually that of the wizard, unless of course they witness the
casting of the spell, which may make them rather suspicious. The wizard need
not be writing the entire duration of the spell; he is free to stop and
resume writing any number of times within the duration.

Also, the wizard only needs the handwriting sample to be copied during the
initial casting of the spell.

The material component of this spell is the sample of the handwriting to be
copied (containing an example of every letter in the alphabet to be used),
and a writing instrument. The latter is not consumed in the casting.

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Alenman's Ritual of Minor Burning Hands (Alteration)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

Once cast, a fan of flame shoots from the wizard's touching thumbs and
outstretched hands. The fan reaches three feet forward from the thumbs, and
extends 60 degrees to the right and left, gradually shortening until the fan
slopes into the wrists. The flames change colour depending on the power the
wizard is able to put into them, and follow this chart:

 Wizard's Colour of  Damage
  Level    Flames  per level               Will Ignite
   1-2     Yellow      1      easily flammables (paper, thin cloth)
   3-5     Orange     1.5     flammables (cloth, hair, kindling)
   6-8      Red        2      difficult flammables (wood)
  9-12     Violet      3      semi-flammables (wet wood)
   13+      Blue       5      many non-flammables (flesh)

The verbal component of this spells are syllables of power, the somatic ones
are touching your thumbs and spreading the fingers of each hand.

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Alpha's Acid Stream (Conjuration)
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

The spell causes a thin stream of purplish, hissing acid to shoot forth from
the wizard's outstretched hand, out to the maximum range of the spell. This
acid causes 1d4 points of damage per level of the wizard, up to a maximum of
8d4. The intended target may attempt a saving throw versus petrification to
dodge the jet of acid (save at -4 if size G, -2 if size H, -1 if size L, +1
if size S, and +3 if size T), and if successful the jet of acid will have
been avoided, and will continue on in a straight line out to the extent of
its range. Any creature in the path of the acid must save as above or be
struck by the spell. The acid stream can affect only one target in any
event.

The material component is a drop of any acid.

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Alpha's Electric Arc (Evocation)
Range: 10 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell causes an arc of electricity to leap from the wizard's extended
fingertip. This electricity unerringly strikes one target of the wizard's
choice, inflicting 1d4 HP + 1 HP per level of the wizard (up to a maximum of
+12), with no saving throw. A target in metal armour or wielding a large,
mostly metallic weapon (any sword or battle axe, for example) must save
versus spell and, if the saving throw is failed, the bonus (i.e., per-level)
damage inflicted by the spell is doubled.

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Alpha's Hunting Hound (Conjuration/Summoning)
Range: 10 yards
Components: V, S, M
Duration: 12 turns + 6 turns per level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell calls a canine creature to be a helper and boon companion to the
wizard for the duration of the spell. The type of hound summoned depends
upon the wizard's level, but the hound will always understand verbal
commands given it, so long as they are 12 words or less and relatively
simple. The hound will further also be capable of tracking as a ranger of
half the level of the summoner, and can hunt sufficiently well to feed the
wizard for one day, provided there is game existant in the wizard's area.

The type of hound summoned is as follows:

 Wizard's
  Level     Hound
   1-3     jackal
   4-7    wild dog
  8-12      wolf
   13+    dire wolf

If the wizard takes a lower-level hound (or a dire wolf when he is
eighteenth level or higher), it will have maximum hit points, gain a +1
to-hit and on damage, track at +1 level, and can understand even relatively
complex commands of up to 50 words in length. The material component is a
piece of fresh meat.

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Alpha's Sparkle Beam (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 20-foot long cone, 5-foot diameter at end, 1
foot at base Saving Throw: Special
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell draws upon the power of the positive material plane and calls
forth a ray of golden light. Anyone in the area of effect of the spell must
save versus petrification or be blinded for 1 round. The true function of
this spell, however, is its use against undead, creatures of the lower
planes, and those drawing power from the negative material plane or the
plane of shadow. Such creatures suffer 1d4 points of damage, plus an
additional 1d4 at every even level of the wizard (eg., 4d4 at eighth level),
up to a maximum of 8d4. These creatures may save versus spell to halve this
damage. The material component is a bit of crushed sunstone.

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Alpha's Starlight (Evocation, Illusion)
Range: 5 yards per level
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: 10 square feet per level
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell illuminates an area as a cloudless outdoor night sky filled with
stars. This light is pale and wan, and dilutes vision mostly to black and
white. Full visual acuity is possible only out to a range of 10 yards, but
general identification can be made out to 20 yards.

Stationary figures can be made out at 40 yards, and movement detected out to
80 yards. Intervening cover will, of course, reduce sighting distances
accordingly. This light does not interfere with infravision, and there are
ample shadows within the area of effect to hide in. The illusionary
component of the spell creates the appearance of an actual starry night sky.
The area of effect is stationary. The material component is a piece of black
velvet and a few bits of glass.

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Alpha's Wall of Darkness (Alteration)
Range: 60 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 10 feet per level long square
Saving Throw: None
Author: Jason Nelson <tjaden@blake.acs.washington.edu>

This spell brings into being a wall of blackness which cannot be seen
through, even with infravision or ultravision. It is dispelled instantly by
a light or continual light (q.v.) spell.

It has no physical existence, and does not hinder nor harm those passing
through it. It does, however, block the passage of sound from one side to
the other, assuming that the spell is not cast in such a way (such as in a
field of grass) which would otherwise allow sound to move around the edges
of the wall. The material component is some pitch and soot, or a lump of
coal.

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Alter Taste (Alteration)
Reversible
Range: 0
Components: S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One pint per level
Saving Throw: None
Author: Philippe Goujard <ppg@oasis.icl.co.uk>

This spell allows the wizard to give an alcoholic flavour (taste and smell)
to any liquid. It does not turn the liquid to alcohol. It merely gives it
the taste of beer, ale, wine, mead, or liquor. Also, it only changes the
flavour and not its appearance.

Now, a wizard can buy a glass of water (cheap), cast this spell, and enjoy
an alcohol flavoured drink without suffering the negative effects of
swigging the real thing. A wizard could also improve the flavour of a drink.
For example, cheap beer can now taste like elegant wine, but the alcohol
level is that of beer.

A normally bad tasting potion will taste quite nice as well.

The flavour (cider, ale, wine, etc.) is chosen by the caster.

However, there is always a 100% - 10% per level chance of the spell screwing
up. In this case, the DM chooses the taste. Note that, since the component
is only somatic, the spell can be cast unnoticed easily.

The reverse of this spell, disguise alcohol, allows the caster to remove the
alcoholic flavour of a drink, but without removing the alcohol itself. It
can also be used to restore its normal taste to a previously altered drink.

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Analyze Drink (Divination)
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 3
Area of Effect: One drink
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell requires the caster to sip a drink of any sort. The spell will
then analyze all the components of the drink and make them known to the
caster.

The various liquids which make up the drink are revealed specifically, as
well as the proportions in which they are existant. Specific brews,
vintages, or brands (if applicable) are known exactly, and any dilution of
the drink with water is also revealed.

Since the casting requires actually tasting the drink, it is not really
useful in safely identifying poisons (although the caster will instantly
know the kind of poison that just hit him!).

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Animal (Illusion/Phantasm)
Range: 3 yards + 1 yard per level
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One animal formed per level
Saving Throw: Special
Author: Brian Dawson

An illusion of one or more small animals can be brought into being by means
of this spell. The animals must be of a sort very familiar to the wizard,
and each can be no larger than a fox, a rabbit, or a medium hawk. Animals
created can be of more than one type. The illusion is visual and auditory,
being much like a specialised form of the 2nd-level wizard spell improved
phantasmal force.

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Animate Mist (Alteration)
Range: 30 yards
Components: V, S, M
Duration: 2d4 rounds + 1 round per level
Casting Time: 1
Area of Effect: 20-foot + 10-foot per level cube of mist or fog
Saving Throw: Special
Author: Unknown

This spell allows a wizard to shape a dense mist or fog into any shape
within the confines of the area of effect. The shape can then be animated.

The details of the shape and the complexity of the animation are poor at
lower wizard levels, but increase with experience. A 1st-level wizard may be
able to make a humanoid shape of a given size, but couldn't make it look
like a dwarf. Similarly, he couldn't animate it, but could displace it
within the spell's range. By third level, the wizard could animate the shape
to the point where it would resemble a dwarf (but not a particular dwarf)
and could talk.

The material component is a bit of dense mist, fog or smoke. The spell can
add more mist, but it can't create mist out of nothing. For example, the
smoke from a fire or a fog spell would be sufficient.

Mist mages: when cast by a mist mage, animate mist has the metamagic ability
of increasing the effect or potency of other spells. If animate mist is cast
prior to spook, the spook can affect more creatures - usually 1 HD more -,
or a -2 penalty on the victim's saving throws can be added.

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Anti-Magic Aura (Abjuration, Enchantment, Metamagic)
Range: 70 yards
Components: S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 9
Area of Effect: One creature
Saving Throw: Special
Author: K. Yavuz Ozbay <e73857@vm.cc.metu.edu.tr>

The origin of the spell is still unknown, but it is said that it was found
accidentally by a magic student who was killed by a powerful wizard a few
days later. That wizard is said to have been his teacher. The distinction of
this spell is that only a small number of wizards has heard of or used it.
It is said that it travels from one wizard to another with a spellbook with
a cost of the death of the last wizard carrying it.

When the spell is cast, a bright grey light occurs on the wizard's finger.
As the wizard points the target, a grey aura covers the victim but gives no
harm. The victim is unaware of this, but every round the spell sucks the
enchantments from every item carried, including swords, armour, cloaks,
potions, rings, staves, wands or anything else that is magical. Items that
do not have bonuses in the form of plusses or percentages immediately become
useless, until the spell ends. The ones having bonuses lose one point each
round. For example, Ayala has a broad sword, +4. When he is under the
spell's effect, the sword is +4 in the first round, +3 in the second round,
+2 in the third round, +1 in the fourth round, and an ordinary broad sword
after that, until the spell's duration expires.

The enchantments never go negative and negative ones stay the same. At the
instant the spell expires, the bonuses return by one point per round. Items
having an ego are allowed to save versus spell, but they suffer a -1 penalty
for every two levels of the caster. Other items are not allowed to save.
Also, there is a 20% chance that a wizard will fail casting a spell when
surrounded by the aura, even if he is casting dispel magic. By the way,
dispel magic negates the effects. The material component of this spell is an
ornate fan, worth at least 10 gp.

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Association (Divination)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Two surfaces
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

When casting this spell, the wizard must brings two surfaces into contact
with one another. Possibilities include the surface of a jewel and that of a
safe, or the surface of an arrow and that of a bow. If the two surfaces were
ever before adjacent, the spell so indicates, and if the surfaces were ever
directly connected as a single item, an even stronger reading results.

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Aura of Lawfulness or Chaos (Divination)
Range: 30 yards
Components: V, S
Duration: 2 rounds + 1 round per level
Casting Time: 1 round
Area of Effect: One humanoid
Saving Throw: None
Author: Daniel Gelinas <gelinas@cam.org>

This spell was originally created for the "lawmaker" class. It allows the
caster to see an aura about his subject. By observing this aura he can tell
how far along the lines of lawfulness or chaos the person is. In general, a
lawful character will have a steady, bright, close-to-white aura, while a
chaotic character would have a shimmering, dim, dark aura. This spell is
mainly used in the ceremony of change, when a lawmaker must be judged on his
past deeds. This spell helps eliminate people who are not fit to be in the
lawmaker class. This spell can be cast on any humanoid, not only on
lawmakers.

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Autopsy (Divination, Necromancy)
Range: 0
Components: V, M
Duration: Special
Casting Time: 1 turn
Area of Effect: One corpse touched per level
Saving Throw: None
Author: Al Singleton (Isaac Winthrop) <eaay@catcc.bitnet>

With this spell a wizard can determine the cause of death of a corpse. No
language restrictions apply, this is not a communication with the deceased.
At higher levels, the spellcaster can learn more of the target's actions
immediately prior to death.

 Wizard's   Maximum    Maximum Time
  Level   Time Dead  Frame Allowable
 up to 5    1 week      1/10 round
   6-7     1 month       1 round
  8-10      1 year        1 turn
  11-13    10 years      .5 hour
  14-17   1000 years      1 hour
   18+     any age        1 hour

The maximum time frame allowable is the amount of time that the caster may
learn about from the corpse. One question every two levels, starting at the
2nd, is allowable (none at 1st, one at 2-3, two at 4-5, etc.). The questions
must be answered analytically, locations, actions of others; questions about
intent, feelings of participants, etc. are not allowed. To facilitate this,
the DM should answer as tersely as possible.

The material component is the corpse (or fragment thereof). The wizard must
touch the corpse for the duration of the spell and concentrate deeply. Any
interruption will waste the spell and spell charge.

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Awaken (Evocation)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell will wake a one or more characters to full alertness
instantaneously. It can be set to trigger on a specific action, such as a
word or action. The material component is a horn (which can be reused). Each
being to be woken must be named when the spell is cast.

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Azalldam's Fabricated Bridge (Conjuration/Summoning)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: 10-yard per level long, 5-yard wide bridge
Saving Throw: None
Author: Azalldam

Using this spell, the wizard conjures material from the plane of shadows and
uses it to shape a semi-real bridge. This bridge is 5 yards wide and 10
yards long per level of the wizard; both ends of the bridge must rest on
solid ground. The bridge will support 100 pounds per level of the wizard;
any additional weight will cause it to collapse. The bridge will normally
last for 2 rounds per level of the wizard, but the wizard may end the spell
with a single word.

The bridge is not an illusion per se, and so cannot be disbelieved; it may
however, be dispelled normally.

The material component for this spell is a small wooden carving of a bridge;
this carving is not consumed when the spell is cast.

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Bending (Illusion)
Range: 100 feet
Components: V, M
Duration: 3 rounds per level
Casting Time: 3
Area of Effect: One object or person
Saving Throw: None
Author: Vegard Hamar (Elothinel Silverstar) <vegard.hamar@nhidh.nki.no>

This spell makes an object or person appear 10 feet away from its actual
location. If the object or person attacks, the illusion is broken (as
invisibility). The material component is a piece of a mirror.

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Bleeding Touch (Necromancy)
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

This spell causes a bleeding wound to appear on the victim.

Wizards do not have to attack their chosen victim to hit. The victim must
save versus death magic or suffer 1d6 points of damage for every two levels
of the caster. The material component of this spell is a needle.

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Blown Kiss (Enchantment/Charm, Metamagic)
Range: 0
Components: S
Duration: 1 round
Casting Time: 1
Area of Effect: One spell
Saving Throw: None
Author: John Daniel <c548285@umcvmb.missouri.edu>

This spell enhances any "kiss" spell by extending its range to 12 feet
instead of 0. This spell must be cast one round prior to the kissing spell.
Any kissing spell may be used in conjunction with this spell. Note that this
allows the caster to blow a kiss to those that may not desire one. Problems
with physical contact during combat and such are thus eliminated.

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Campfire (Alteration)
Range: 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One fire
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell lights small fires easily, and ignites anything up to kindling
(cloth, kindling wood, oil, etc.). The caster points at the target materials
and mutters "Fire" in an arcane tongue. If cast directly on the clothing or
hair of a person, it does 1d2 points of damage each round until put out. A
particularly fun use of this spell (and one the lady-like Katrine would
never consider) is to light the rope someone else is climbing.

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Cat Spirit (Alteration)
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown

Cat spirit grants many of the abilities traditionally associated with cats,
though it does not significantly alter the features of the recipient. The
spell grants a +2 bonus to stealth, as the recipient's tread will be
absolutely quiet for the duration. The spell also halves all damage taken
from falls and allows the recipient to land on his feet. Finally, it grants
the ability to grow claws, allowing each hand to do 1d3 points of damage. It
does not, however, improve singing ability. The material component is
whiskers from a cat.

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Change Sexual Preference (Enchantment/Charm)
Range: 120 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

The victim of this spell receives a saving throw to avoid the effect, with
any adjustment due to Wisdom. If the person receives damage from the
caster's group in the same round the spell is cast, an additional bonus of
+1 per hit point of damage received is added to the victim's saving throw.

If the victim fails his saving throw, his sexual preference is changed to
the opposite. Thus a man who liked women would now prefer other men.

The duration of the spell is a function of the charmed person's Intelligence
and is tied to the saving throw. The spell may be broken if a successful
saving throw is rolled, and this saving throw is checked on a periodic
basis, according to the creature's Intelligence (see the following table).

 Intelligence Time Between
    Score       Checks
   up to 3     3 months
     4-6       2 months
     7-9        1 month
    10-12       3 weeks
    13-14       2 weeks
    15-16       1 week
     17         3 days
     18         2 days
     19+         1 day

The DM must make sure that the spell recipient adheres to the effects of the
spell, but it isn't necessary to go into detail.

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Chill (Alteration)
Range: 10 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell chills the victim, lowering its body temperature and slowing
reactions. Any creature that fails its saving throw suffers a -2 penalty to
initiative and a -1 to-hit. Any creature without a normal, living body is
immune to this spell (golems, undead, elementals, etc.). Creatures immune or
resistant to cold are also immune to this spell.

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Chip (Alteration)
Range: 30 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1
Area of Effect: One cubic yard of ice per level
Saving Throw: None
Author: Perry Horner <aopch@acvax.inre.asu.edu>

This spell causes a volume of ice to crack and chip away. This spell starts
at the point closest to the caster, and chips one cubic yard every half
round. Note that the pieces remaining can be rather sharp. The wizard can
also use this spell to loosen densely packed snow into powdery snow. The
spell will affect one five foot cube of snow per level, each cube taking
half a round to loosen. If used against an ice based creature
(para-elemental), it will do 1d3+1 points of damage per level of the caster,
save for half (duration instantaneous). Note that a non-solid snow based
creature would take only 1 point of damage per level, save for half. Cold
related creatures (white puddings, white dragons, etc.) take no damage from
this spell.

The material component is a hand sized ice pick, which must have a metal
head, which is unharmed by the casting of this spell.

Note that the Katti'n tribes had access to native copper, as well as very
basic metal working skills (they had copper swords, axes, and arrow heads,
so hand sized ice picks were available).

This spell is useful for creating a storage niche or even an impromptu
shelter in a large ice mass, but it does not guarantee structural integrity.
Still, a 10-foot cube hole in a one-mile long glacier will generally be
safe.

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Clean [2] (Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Negates
Author: Unknown

This particular version of clean was researched by Carlene the Rose a few
years earlier in her career, to maintain her appearance with care.

When cast, the recipient is immediately relieved of any dirt or filth from
the body and clothes. The skin is softened as if washed by the finest soap
and spiced perfumes. The hair is set back to a current fashionable style as
envisioned by the wizard.

These effects normally last until nature takes its toll upon the recipient.

This spell also has a 5% chance per level, applicable once, of cleaning the
recipient of any non-magical skin disease or parasites.

The material components are a small piece of soap and a fairly freshly
plucked rose or similar flower.

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Coloration (Alteration)
Range: 1 yard per level
Components: V, S, M
Duration: 1 day per level
Casting Time: 1
Area of Effect: 10 square feet per level maximum
Saving Throw: Negates
Author: Brian Dawson

This spell causes a chosen surface to change colour, glow, or both, be it a
section of wall, a box, a sword, or a creature (a saving throw versus spell
will negate the effect if the subject is unknowing or unwilling). Multiple
colours can be chosen (up to 256 different colours and shades). If made to
glow, the object will emit light for a range of five feet. The material
component for colour is a small amount of die or ink of the appropriate
colour, and to cause a glow, the spell consumes a bit of phosphorus or a
glowworm.

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Comeliness (Illusion/Phantasm)
Reversible
Range: 0
Components: V, S
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Negates
Author: Brian Dawson

A comeliness spell will increase a creature's Comeliness score (or decrease
it if the reverse, ugliness, is cast) by means of illusion. The change in
points depends on the recipient's present Comeliness:

     Comeliness            Ugliness
 Present   Change in  Present  Change in
  Score   Comeliness  Score   Comeliness
 up to 6     2d8     up to 6      -1
  7-12       2d6       6-7       -1d2
  13-15      1d6       8-9       -1d4
  16-17      1d4      10-12      -1d6
  18-19      1d2      13-16      -2d6
   20+        1        17+       -2d8

An unwilling victim receives a saving throw, which, if successful, will
negate.

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Condense Water (Alteration)
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 10 square feet + 1 square foot per level
Saving Throw: None
Author: Ronald Jones (Greymoon) <jonesrd@sjsuvm1.bitnet>

When casting this spell, the caster condenses water out of the air, the
water collects as dew on any appropriate surface or in a specially prepared
container. The water is not magical, it is simply condensed out of the
surrounding air the amount of water condensed is related to the relative
humidity. The centre of the spell can be located at any point up to the
maximum range of the spell. The spell creates 2 ounces of water per 10
square feet of the area of the spell, assuming up to 10% relative humidity
(see the table below for higher humidity). If the area of effect is not at
an even number such, as at fifth level (15 square feet), the caster should
get, at 10% humidity, 3 ounces of water, or 2.2 ounces at sixth level, etc.,
until you get 4 ounces with 20 square feet, at tenth level. Consult the
following table:

 Humidity    Water Condensed
 up to 10%       2 ounces
  11-20%         4 ounces
  21-30%         6 ounces
  31-40%     8 ounces (1 cup)
  41-50%        10 ounces
  51-60%        12 ounces
  61-70%        14 ounces
  71-80%    16 ounces (2 cups)
  81-90%        20 ounces
  91-100%   24 ounces (3 cups)

The material component is a pinch of very fine river or sea silt, tossed
into the air when the spell is cast. The water simply condenses on all
nearby surfaces (trees, rocks, ground, characters, and especially metal). At
fifth level, the condensed water can be directed into a specially
constructed flask or jar.

The somatic component is tracing the square in the air and then pointing
toward where the centre of the spell will be.

This spell can only be cast once in any particular area as it does drain the
liquid out of the air. The air around the spell's area of effect will
decrease in relative humidity by 10%. It may take two to eight (2d4) turns
for the moisture level to return to a level where the spell could be cast
again.

Note: Athas is a very dry place, normal humidity runs at less than 10%,
Athas is similar to a high dry desert. A lucky character might meet 20% to
40% humidity near a large river or lake, not a well, stream, or even a
geyser. The only place that a character might find humidity over 50% would
be in the Halfling Jungle of the Ringing Mountains' forest ridge. Needless
to say if this spell was cast by a high level preserver in one of these
areas of high humidity, it could be dangerous.

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

Confuse Self (Charm)
Range: 0
Components: V, S
Duration: 1d8 rounds + 1 round per level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: The Wizard <ier101@psuvm.psu.edu>

This low-level curse developed by the wizard Merlin, causes the caster to be
confused to the point of being incapacitated. This prevents the caster from
doing anything that requires conscious thought during the duration of the
spell, but also prevents enemies from gaining any useful information from
the caster.

Also, there is a 50% chance that the caster is rendered unconscious for 2d8
rounds, following the spells completion.

This spell can only be removed by a remove curse followed by dispel magic.

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

Conjure Drink I (Conjuration/Summoning)
Range: 10 feet
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell conjures beer or ale, the quantity being determined by the
caster's level. This spell will conjure one mug per 5 levels. The components
are only the desire to have the desired drink in the container in hand and a
snap of the fingers of the other hand.

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

Conjure Fundamental (Conjuration/Summoning)
Range: 60 yards
Components: V, S, M
Duration: 30 rounds
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Kris <simonis@stpc.wi.leidenuniv.nl>

With this spell the wizard brings forth the weakest kind of elemental
possible: the fundamental (see the D&D Creature Catalog). Since it's a
weaker version of conjure elemental, everything else is the same except that
the amount of material to conjure the creature with is much less. A shovel
of earth, a bucket of water or a decent burning torch would suffice.

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

Cramps (Enchantment/Charm)
Range: 30 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell forces the victim to save versus death magic or suffer from
severe stomach cramps which will cut that creature's movement rate in half
and put it at -1 on all to-hit rolls.

Creatures without a normal metabolism (such as undead and elementals) are
not affected by this spell.

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

Create Outhouse (Conjuration/Summoning)
Range: 10 feet
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 turn
Area of Effect: 6 square feet per 3 levels
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell creates a small wooden outhouse (including the walls, floor, and
ceiling) which can be used for the obvious reason of - ahem, well, let's say
disposal of bodily wastes. It is furnished with a wooden sitting board, a
small wad of toilet-paper, a small bowl of water, and a small towel.
Anything which is usually deposited in an outhouse vanishes with it at the
end of the duration. This outhouse cannot be used to hide in combat (whether
hiding in or behind it is irrelevant); if tried it will vanish with a puff
of smoke. The same goes if someone tries to sell it or if someone tries to
take money for using the outhouse.

The material component is a piece of wood taken from the usual outhouses
carved into a small heart shape (yes, your outhouse has a small heart-shaped
opening in its door).

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

Crier's Boon (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Bro
<dbj@central.keywest.mpgn.com>

This simple spell grants the recipient the ability to effortlessly speak in
a loud clear voice for the duration.

Persons as far away as 200 feet can hear the recipient of crier's boon over
a normal crowd as if they were standing next to him. Exceptionally noisy
areas can reduce the distance the recipient's voice will travel, as
determined by the DM.

Crier's boon has been used for countless years by town criers and nobility
alike to address large numbers of persons. Many times, this spell is used in
conjunction with power word, attention (q.v.) to great effect. To cast this
spell, the wizard is required to take a piece of fine vellum and roll it
into a cone-like shape during the casting of the spell.

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

Cure Hangover (Abjuration)
Reversible
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: The Net Alcohol Guide Creator and E. Wade Bluebaugh <c/o
c2mxblue@fre.fsu.umd.edu>

This spell enables the wizard to relieve a person of intoxication. Once
cast, a person does not need to recover from intoxication or suffer the
effects of recovery. Note: It may be difficult for a wizard to cast this
cantrip upon himself if intoxicated, given the chance of spell failure.

The reverse of this spell is cause hangover. The wizard must make a
successful attack roll to touch a person in combat. If successful, the
victim gets a hangover. Roll on the Hangover Effects Table in the Net
Alcohol Guide, to get the effects of the hangover.

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

Cyril's Attempted Enhancement (Alteration, Wild Magic)
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: One spell
Saving Throw: None
Author: Craig Allen Campbell <craigc@csd4.csd.uwm.edu>

With this spell, a wild mage can attempt to enhance one aspect of the next
spell he casts. This second spell must be cast in the round immediately
following the casting of Cyril's attempted enhancement. However, due to the
randomness of the spell, the wild mage only has a 50% chance of enhancing
the second spell.

The wild mage first casts this spell and states the aspect of the second
spell he wishes to enhance. Possible aspects include the area of effect,
range, duration, damage, or a -2 penalty to targets' saving throws. At the
end of casting, the wizard is covered in a green glow. This glow is the
latent energy he will direct into the second spell to attempt to enhance it.
On the second round, the wizard casts his chosen spell. After Cyril's
attempted enhancement is cast, the DM rolls 1d6.

On a roll of 4-6, the chosen aspect of the second spell is doubled. On a
roll of 1-3, the second spell still functions, but the chosen aspect is
halved (or a +2 bonus is applied to the targets' saving throw) and a wild
surge is generated from the uncontrolled magical energies. Regardless of the
1d6 roll, the level variation roll (see the Tome of Magic) must be applied
before modifying. If the second spell is not cast in the round immediately
after this spell is cast, Cyril's attempted enhancement is wasted. If the
casting of either spell is interrupted, both spells are lost (the second
spell is, in fact, tied into the first one when casting the first spell).
The material components for this spell are identical to the spell to be
enhanced. Note that this requires the mage to expend two of each material
component in order to cast both spells. For example, to double the duration
of a light spell, the caster needs two fireflies or two pieces of
phosphorescent moss. If the second spell has no material component, no
material component is needed for this spell.

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

Dainty Screaming Wake-Up Call (Illusion/Phantasm)
Range: 10 feet
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell causes the target, and only the target, to hear a piercing scream
of utter terror and anguish for a split second.

The sound is sufficient to waken most slumbering pretties, or to require a
Wisdom check (roll under Wisdom -2 on 1d20) for wizards casting a spell. A
wizard failing the check will have his spell casting interrupted. The caster
must point his finger at the target.

Katrine originally devised this spell for those party members who weren't
responding to buckets of water in the morning.

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

Darklight's Fashion Whim (Alteration)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

Created during the dark one's social days, it was designed to relieve a
budget strained by money spent on fashion changes.

This spell instantly transforms the clothes which the wizard is currently
wearing to another design of the caster's imagining.

However, low-price, shoddy raiment may not be transformed into finery, but
the opposite is possible (and the cheap rags resulting may be reverted to
their original, expensive state).

The clothes are also mystically cleansed and freshened with each
transformation. The clothes will maintain their altered state while in the
possession of the wizard or until dispelled. Each new transformation
requires a recasting of the spell.

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

Darklight's Illusion of Taste (Illusion)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Meal touched
Saving Throw: Special
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

Designed to be used with Darklight's universal digestion (q.v.), this spell
creates the culinary illusion that the meal being eaten is very tasty
indeed. The nature of the taste mimicked is up to the caster, so a nasty
taste could be simulated, but in practice is rarely done. The texture of the
food is not changed much, either, so the taste must be logically connected
somehow.

If this spell is used to mask poison, the person eating gets a saving throw
versus spell to notice the taste of the poison. The illusion may affect
enough "food" to feed 1 creature per level of the caster, and this effect
lasts for 1 turn per five levels of the wizard.

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

Darklight's Mystic Bolt (Evocation)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10-foot per level long bolt
Saving Throw: One-half
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell conjures a bolt of pure magical energy, which leaps from the
caster's outstretched hand out to the stated range instantly. It is coloured
as the wizard desires (normally the wizard's chosen colour). It is
impossible to damage inanimate matter with this spell, as it can affect only
two sorts of targets: living beings and magical effects.

Living beings are automatically struck by the spell, but can save versus
spell for half damage. The base damage of this spell is a flat 3 points per
level of the caster. It does not leave a physical wound, as it directly
attacks the life energy of the victim (not in a necromantic way, but through
mystic energy damage). In this regard, it ignores armour and shields.

Magical effects, including conjured matter, magical shields, golems, and
other magical effects with physical existence, can be targeted. Golems and
magically animated things can be dealt damage directly, with no saving
throws. Magical shielding spells are reduced in duration by one-fourth per
10 points of mystic bolt damage inflicted if no spell damage threshold is
listed in the description of the shielding spell.

This spell will not damage a wall of force or prismatic sphere.

Effects of a mystic bolt on lesser protective spells and magical armour are
left to the judgement of the DM.

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

Darklight's Mystic Shield (Abjuration)
Range: 0
Components: V, S
Duration: 4 rounds per level
Casting Time: 1
Area of Effect: 6-inch per level radius
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell can be used to block magical attacks, being a shield of pure
protective energy. It is coloured as the wizard desires (usually the
wizard's chosen colour), and can be manoeuvred to block any portion of the
wizard's body.

Area effect spells cannot be blocked unless the wizard is at the centre
(targeted point) of the spell's area, in which case it is treated as a
normal spell. The shield can absorb up to 5 points of magical damage per two
levels of the caster before being destroyed. Magical missiles, bolts, rays,
and so forth can be blocked with a successful Intelligence check, and do
full damage to the shield (any excess damage penetrates to the caster).

Other spells do 8 points of damage to the shield per level of the spell (for
example, a blocked flesh to stone does 48 points to the shield; if such a
spell penetrates with "excess damage", the caster saves versus its effect
with a +4 bonus).

The mystic shield will not block physical attacks at all. A magical bolt of
force, although it has a physical manifestation, is magical energy, and
would be blocked. An arrow enchanted with flame arrow would not be blocked,
but any targeting bonuses gained from magical energy (including plusses on
magical arrows) are only half as effective when blocked by a shield (round
down).

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

Darkness (Alteration, Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: 1 hour + 1 turn per level
Casting Time: 1
Area of Effect: 40-foot radius around one object touched
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell cay be cast upon an object to create a temporary forty-foot
sphere of darkness. Non-magical light will not penetrate. Infravision will
not work. Ultravision will work, however. The spell may be used to cancel a
light spell. The material component for this spell is a red blindfold.

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

Darkray's Irresistible Tickling (Evocation)
Range: 20 yards per level
Components: V, S
Duration: 1 round + 1 round per level
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Dimitris Xanthakis <dxanth@leon.nrcps.ariadne-t.gr>

Upon casting this rather humorous spell, a pair of disembodied hands appear
and are directed at the target. The hands start tickling the victim around
their waist. The victim must be humanoid (undead excluded). No saving throw
is allowed, but he can make a Wisdom check to avoid the effect, with a -1
penalty for every 2 levels of the caster. Failing that, the tickling has the
following effects:

On the first round the victim suffers a -1 penalty on his attack rolls and
saving throws and any magical concentration is broken.

On the second and third he has a penalty of -3. On the following rounds,
until the spell expires, he can do nothing but trying to avoid the small
hands that disturb him, laughing and crying at the same time. Every three
rounds the victim rolls another Wisdom check to get rid of the spell.

If a person is affected for a number of rounds that exceed his Constitution
score, he must roll a Constitution check each round or fall unconscious for
2d4 rounds. The caster can end the spell at will.

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

Davenet's Seduction (Enchantment/Charm)
Range: Special
Components: V, S, M
Duration: Permanent (until dispelled)
Casting Time: 1 hour
Area of Effect: One person
Saving Throw: Special
Author: Dave

The spellcaster may affect one individual of the opposite sexual orientation
to become enamoured with the spellcaster and willingly subject to all of his
or her commands. That the victim has been seduced (magically or otherwise)
will be readily apparent to those who make a successful Wisdom check. In
order to cast the spell, the spellcaster must extract a personal item of the
victim's, and then cast the spell onto the item in solitude. When the item
is given back to the victim and recognized, the spell is complete. The
material component is not consumed, of course.

The victim is allowed a special Intelligence check: the roll is modified by
adding the victim's Wisdom and subtracting the spellcaster's Charisma
(Comeliness if that statistic is used).

The spell is effective until dispelled.

While under the enchantment, the victim will take as gospel everything the
spellcaster says, and will strive to protect and defend the spellcaster at
all times. If the spell is broken by another magic or by the will of the
enchanter, however, the victim will remember everything and know that magic
was involved.

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

Deforest (Necromancy)
Range: 0
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Author: Keith C. McCormic (Darktooth) <dunkelza@twain.ucs.umass.edu>

This spell causes all normal, stationary plants in an area to turn to grass.
The affected area's topography remains unaltered, and many stones still need
to be removed before crops can be planted.

Deforest can affect a region of up to 100 square feet or a 5-foot per level
radius area. Thus, a 1st-level wizard can clear a circle ten feet across,
and so on. The dimensions of the area can be altered to make elongated
rectangles, so that straight paths and roadways can also be cleared by this
method. Any plant whose roots are inside the area of effect are also
considered inside, so a well placed casting could actually clear several
large trees instead of one or two.

The spell, if used in radius format, centres on the caster, and if in square
or rectangular format, begins directly in front of the caster and clears an
area as wide as desired (up to the limits) for as far as it can go in a
straight line.

Mobile plant-like monsters, such as shambling mounds, are unaffected by the
spell. However, plant-like monsters which have a root system, such as the
snapper saw or tri-flower frond, must save versus spell or receive 1d4
points of damage per level of the caster. For every 8 points the plant
loses, it also permanently loses one Hit Die. If the plant is killed by the
spell, it is also turned to grass. If not, it remains and may heal damage up
to its new Hit Die total.

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

Destroy Barrier (Alteration, Metamagic)
Range: 120 yards
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell breaks a protection from evil or good spell, unless the victim
saves versus death magic at -1. If used against an area protection
(protection from evil or good, 10-foot radius), it must be cast against the
person who cast the spell. Any protection spell broken is totally destroyed.

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

Detect Poisoning (Divination, Necromancy)
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

With this spell, the wizard can determine if a corpse has been poisoned. One
corpse can be checked each round. The wizard can determine the means by
which the poison was administered and the place at which it entered the
body, and he has a 5% chance per level of being able to identify exactly the
poison.

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

Diminutive Darkness (Alteration)
Range: 1 yard per level
Components: V, S
Duration: 2d4 rounds + 1 round per level
Casting Time: 1
Area of Effect: 2-foot radius sphere
Saving Throw: Negates
Author: Brian Dawson

This spell is very similar to the reversed 1st-level priest light spell. It
has only a 2-foot radius, however. This gives the spell many different uses.
For example, it can be used to block the light of a torch, lantern, magic
sword, etc. This would prevent all sorts of vision only within the 2-foot
radius, so one could still see about with infravision or ultravision (or
normal vision, if there is another light source). It can blind a creature as
a light spell would without creating light that could alert others, and also
without obscuring the wizard's own sight as would a normal darkness spell
(if cast upon a creature or its possessions carried, the creature gets a
saving throw, and if the throw is made, the darkness appears 5 feet behind
it). The spell can cancel a light spell, but has no effect on continual
light or ambient light.

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

Divine Sexual Orientation (Divination)
Reversible
Range: 10 yards
Components: S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell reveals the hetero- or homosexuality of a given creature of a
species with two genders. The material component is a clear, colourless gem,
which is not consumed in the casting, and changes colour as follows:

   Colour              Sexual Orientation
     red              totally heterosexual
   orange             strongly heterosexual
   yellow     bisexual leaning towards heterosexual
    green                50-50 bisexual
    blue       bisexual leaning towards homosexual
   violet              strongly homosexual
 ultraviolet           totally homosexual
Sage's note: this is simply the Kinsey scale of sexuality.

In normal daylight, of course, ultraviolet will not show clearly, and will
appear to anyone without infravision as lavender. The creature being scried
must be alive and visible to the caster. The method of sight (infravision,
scrying, clairvoyance, etc.) does not matter. Portraits, illusions, or
statues, however, will not suffice. The gem will remain white, indicating
spell failure, if the creature is asexual, its attractions are completely
unrelated to gender, or is magically protected, as by the reverse spell,
hide sexual orientation, which conceals sexual orientation from magical or
psionic detection for 24 hours.

Sage's note: although psionics are still a young discipline in the Realms,
it has been demonstrated that the psionic science of aura sight can reveal
sexual orientation, especially when the subject has expended a great deal of
psychic energy on sex or sexuality.

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

Dog Call (Conjuration/Summoning)
Range: 30 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell summons a number of dogs to fight for the wizard. The dogs
summoned will only fight, they cannot be used for other tasks. The wizard
can summon 1.5 HD of dogs per level, selected from the following chart:

 Wizard's Level         Summoned Dogs
      1-4              wild dogs (1 HD)
      5-7              war dogs (2 HD)
       8+        blink (4 HD) or death (2 HD)

The wizard can always chose the dogs from a lower level. Only one type of
dog can be summoned, and any remainders are dropped.

A maximum of 10 dogs can be summoned.

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

Don Juan's Irresistible Kiss (Enchantment/Charm)
Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Hugo M. Nijhof <sbbehn@hlerul57>

When a wizard casts this spell, he must kiss the intended victim and the
victim must be able to receive a kiss (cannot be in combat). The wizard is
in control and can decided how long to kiss. After the kiss, both the wizard
and the victim are stunned for one tenth of a round per round of kissing.

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

Ecstasy (Enchantment/Charm)
Range: 5 yards
Components: V, S
Duration: 1 round + 1 round per level
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

The gestures of the wizard, along with his erotic incantations causes the
person to go into an enjoyable, screaming, orgasmic, erotic fit.

The person receives a saving throw versus spell to avoid the effect, with
any adjustment to Wisdom. If the person fails the saving throw, he loses all
Dexterity bonuses to Armour Class.

Also, he cannot move from his current location. He cannot cast spells,
attack, use items, etc. Basically, the character is caught up in a real
pleasurable experience and can't function properly.

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

Eldron's Secret Writing (Enchantment)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: One piece of paper
Saving Throw: None
Author: The Wizard <ier101@psuvm.psu.edu>

Eldron's secret writing allows the wizard to enchant a piece of paper with
two key words. The wizard then writes a message on the paper and evokes the
first key word, rendering the papers contents illegible even to the writer.
The paper remains in this condition until the second key word is spoken,
either by the caster or the paper's designated recipient. A comprehend
languages will not reveal the nature of the paper. Dispel magic removes the
second key word permanently and prevent decryption forever.

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

Electric Blades (Evocation)
Range: 0
Components: V
Duration: Special
Casting Time: 1
Area of Effect: Two blades
Saving Throw: None
Author: Unknown

This spell must be cast with a metal blade of some sort in each hand. Both
blades then acquire a flickering blue glow. When a hit by either blade is
scored it causes 1d4 extra hit points of electrical damage. If both blades
hit the same target in the same round the victim must save versus
petrification or be stunned for one round. Each blade only shocks once and
then is normal again.

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

Energy Beam (Evocation)
Range: 60 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

This spell is a variation to the 1st-level magic missile.

Instead of magical energy, the missiles are made of pure light drawn from
the quasi-elemental plane of radiance. An attack roll versus AC 10, adjusted
for Dexterity and magical bonuses is needed to touch the target. Undead
creatures must save versus rod to avoid taking maximum damage.

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

Far Sight (Alteration)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Special
Author: Brian J. Toleno <brian@opus.chem.psu.edu>

This spell allows the target's sight to be increased up to five times (the
target has control over this, and can change it during the spell's
duration). The spell can be cancelled at any time. While the spell is in
effect, the target cannot see anything close; after the spell is cancelled,
the target is disoriented for 1d4 rounds and has a 5% chance per sight
multiplier used to fall unconscious for 1d6 rounds unless a Constitution
check is made. The material component for this spell is a small round piece
of glass which is consumed in the casting.

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

Fascination (Enchantment/Charm)
Range: 12 feet
Components: V, S, M
Duration: 20 turns
Casting Time: 1
Area of Effect: One person
Saving Throw: Negates
Author: John Daniel <c548285@umcvmb.missouri.edu>

The affected person will be unable to do anything at all except follow the
wizard wherever he (or she) goes, unable to take his (her) eyes off him
(her). If attacked, the affected will try to beat off any opponents,
including his (her) own comrades, in a berserk fury (+1 to-hit, -1 to Armour
Class) in order to continue moving towards the wizard. The material
component is a lodestone, which is not consumed in the casting.

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

Fellstar's Flame Finger (Evocation)
Range: 25 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: One-half
Author: Fellstar

When this spell is cast, a thin bolt of searing flames shoots forth from the
caster's index finger. This bolt will automatically hit a single target
inflicting 1d10 points of damage, plus 1 point per level of the caster, up
to a maximum of 1d10+10. A successful saving throw versus spell reduces this
damage by half. If a saving throw is failed, possessions do not have to make
a saving throw, unless they were targeted specifically by the spell, in
which case the owner suffers no damage, but the object must save versus
magical fire (at +2) or be destroyed (only one object may be targeted per
casting).

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

Find the Chair (Evocation)
Range: 0
Components: V
Duration: instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Nemesis <gitzlaff@uxa.cso.uiuc.edu>

When cast, this spell will help an intoxicated person to sit steadily. When
there is a brawl going on, it will automatically summon the nearest chair
within the area of effect so the wizard may be comfortable in watching the
battle.

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

Find Water (Divination)
Range: 1 mile, depth 10 feet per level
Components: S
Duration: 2 rounds per level
Casting Time: 1 turn
Area of Effect: One twig
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

When casting this spell, the diviner grasps two ends of a Y-shaped twig. The
remaining end twists around to point in the direction of the nearest source
of fresh water within the spell range. The branch can twist but twenty
degrees, and then the diviner will feel a tug in the direction of the water.
The diviner can specify a minimum amount of water to seek (greater than the
amount in a human body, for example). Also, he can restrict the depth at
which to seek the water.

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

Fire Burst (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: 24 hours
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: One-half
Author: Joe Colleran <jnc4p@uva.pcmail.virginia.edu>

This spell, when cast brings into being a protection field one foot distant
from the caster's body. When detonated, the spell produces a burst of flame
around the caster's body, doing 1d4+1 points of flame damage for every two
levels of the caster (cf.

magic missile). The flame does not affect the caster, his items, or any
creatures immune to fire. The spell is set off when something attempts to
cover up, engulf, grapple, or other wise engage the caster in unarmed combat
(eg., green slime falling on the caster). The spell is not set off by weapon
attacks, be they melee or ranged, nor is it set off by other spells
(although it can, of course, be dispelled or end up in an anti-magic shell
or the like). All damage from the fire burst is resolved before the
grappling attack is made, and the target gets a saving throw for half
damage. The material component is a pinch of sulphur.

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

Flash [1] (Evocation)
Range: 12 yards
Components: V
Duration: 3 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Unknown

Victims failing their saving throw are blinded for the next round due to a
flash of light that appears in their eyes. All to-hit rolls for the next two
rounds are made at -2 due to spots in their eyes.

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

Flash [2] (Enchantment)
Range: 10 yards per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature per level of the caster
Saving Throw: Special
Author: A.C. <ac001@freenet.carleton.ca>

In casting this spell, the wizard must expose a body part (knee, thigh,
shoulder, or something more sensitive, as the caster desires) and call out
something appropriate. It will only affect members of the opposite sex or
homosexuals. It will cause all creatures affected to be stunned by the
incredible attractiveness of the body part they have just seen exposed. If
the victim makes its saving throw, the duration of the spell is halved.

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

Flicker (Illusion/Phantasm)
Range: 60 yards + 10 yards per level
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature or object
Saving Throw: Special
Author: S. W. Marshall <u9116878@muss.cis.mcmaster.ca>

When this spell is cast, the target creature or object undergoes a momentary
flickering or blurring. This flickering is not automatically noticed by
observers and all creatures viewing the target must make a saving throw
versus spell. Those who make the saving throw fail to notice the flicker and
are unaffected by the spell. Those who fail, however, must immediately make
an illusion disbelief roll with a +4 modifier.

Those passing this second saving throw think that the target is probably
illusionary and will react accordingly. For example, those seeing a rolling
boulder flicker might not move out of the way, suffering full damage, or may
ignore the illusionary thief circling them for a backstab. While the flicker
itself lasts for but a moment, the belief that the target is an illusion
persists, until it behaves in a way that is evidentially non-illusory, such
as supporting weight or causing damage. This instantly reveals the true
nature of the target, but any damage done in this manner cannot be saved
against.

The target of the flicker must be a creature or object which could fit in a
30-foot cube. Thus a castle or a great wyrm dragon could not be flickered
while a small tower or an ogre could be affected. Any one target, up to the
area of effect restrictions, including (but not limited to) bonfires, pits,
monsters, and walls can be affected. The spell cannot be used to affect
purely magical effects such as a wall of force or spells with an
instantaneous duration, such as fireball. It does work on real objects or
creatures summoned or created by magic, however.

Individuals that know or suspect that an illusionist is present, or have
recently encountered illusion magic, suffer a -2 penalty to their initial
saving throw versus the flicker. The material component for this spell is a
small lump of candle wax.

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

Flu (Alteration)
Range: 1 feet per level
Components: V, M
Duration: 1d6 days + 1 day per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell will cause the victim to get the flu, which will last 1d6 + the
level of the wizard in days. Flu is very contagious:

anyone within 1 yard of the victim will also get the flu. With subsequent
victims, the flu is no longer contagious, however.

Flu reduces surprise by 5%, and combat attack and defense rolls by 5% for
the duration of the spell. The flu will start 1d4 hours after the victim has
failed his saving throw. The material component for this spell is a
handkerchief.

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

Fools (Alteration, Metamagic)
Range: 0
Components: S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>

A wizard can cast fools prior to casting any other spell in a given round;
it costs the caster a +1 to initiative. When the spell's power is called
upon, it makes the next spell cast by the wizard appear to be another spell.
An example: a wizard casts fools followed by domination in a court of law.
Since other wizards are watching, he makes domination look like comprehend
languages. Only spell tell, or other dedicated divinatory methods (detect
lie) can detect the use of the fools spell.

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

Force Bolt [2] (Invocation/Evocation)
Range: 40 yards + 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature or object
Saving Throw: None
Author: Jason Riek (Karaieth) <jriek@shs.mv.com>

This spell causes a small sphere of force to spring from the caster's hand
and fly toward any target desired. If used as a weapon, it causes 1d6 points
of damage. It has a Strength of 18/00 for purposes of breaking down doors,
etc. It can also be used to set off traps, or for many other uses: be
creative.

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

Freeze [1] (Enchantment)
Range: 30 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 8 cubic feet per level (2x2x2 feet cube)
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>

This spell instantly freezes a quantity of water in any shape the wizard
desires. If a living creature has any part of it inside the area of effect,
it can make a saving throw versus paralysation (with a +4 bonus) to escape,
or be stuck in the ice. The ice is non-magical and can be affected normally.

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

Freudian Thoughts (Illusion, Invocation)
Range: Hearing
Components: V, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

Sage's note: this is a great roleplaying vehicle for some players, if one of
their characters gets this spell cast on him (or her). It could be real fun
having a pervert for a character.

A person subject to this spell begins consciously and subconsciously to
interpret everything in sexual terms. For example, the subject would
perceive a sword attack not only as melee but also as an attempted rape by a
male, and would experience eating a taco as... well, you get the idea. The
material component is a magic wand, and the verbal component is a lewd
innuendo.

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

Friendspeak (Alteration)
Range: 10 feet
Components: V
Duration: 1 round
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell allows the caster to speak with one person at a time completely
understandable by subvocalizing (whispering under your breath) the message.
Who she is talking to can be changed, as long as all of the talking takes
place within the one-minute time limit.

I recommend that DMs actually time the message to one minute.

This will eliminate hassles about whether or not there is enough time or not
to say something (like "the solution is...").

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

Frost Hands (Alteration)
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Unknown

This spell is very similar to the 1st-level wizard spell burning hands
(q.v.), except that ice is ejected. Damage is one hit point per level of the
wizard.

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

Frost Touch (Evocation)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Johnny Lydon <jensenjp@clutx.clarkson.edu>

This spell delivers 1d6 points of damage. In addition to this, add 1 point
of damage for every level above first. Cold based creatures are immune to
this spell, while fire based creatures take double damage.

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

Fyltar's Pheromonal Force (Illusion/Phantasm)
Range: 10 yards
Components: S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: 10-yard radius
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell functions as the arousal cantrip, with two minor adjustments.
First, creatures which cannot smell are automatically unaffected. Secondly,
it raises the morale of all affected creatures by 1d4. The material
component is a rose petal, crushed during the casting.

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

Gem Access (Divination)
Range: 10 feet per level
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de>

This spell allows the wizard to read anything which is stored within a
single gem by another spell called gem write or gem store. This spell allows
the character access to one gem per 3 levels. The gems have to be determined
during casting. This spell may be made permanent with a permanency. In that
case, all gems which contain information or other material may be accessed.

The material component is a single gem worth at least 100 gp per level of
the caster. This gem has to cut exactly in half, hollowed out and then to be
filled with a single drop of blood from the caster per gem which is to be
accessed (up to the maximum of one per three levels).

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

Gizmo's Sticky Fingers (Alteration)
Range: 0
Components: V, S
Duration: 1 turn + 1 round per level
Casting Time: 1 round
Area of Effect: One pair of hands
Saving Throw: None
Author: ElvnShadow <elvnshadow@aol.com>

This spell makes the caster's hands very sticky, like being dunked in honey
and let dry. This stickiness will add a +10% to climbing percentages and a
+15% to pick pockets skills (this is added to thieves only, it does not
convey the ability to pick pockets). The spell can be activated and
deactivated through out the duration of the spell. Uses for this spell
include picking up powders, palming small objects, and better grips on
weapons.

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

Glow (Alteration)
Range: 2 feet per level
Components: V, S, M
Duration: 1 hour per level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell causes the object or person affected to emit an eerie glow. The
colour ranges from blue to green. It cannot be dispelled but it can be
negated by a darkness spell. The saving throw is made at +1 per level (or
Hit Die) of the victim, but at a -1 per level of the wizard. The glow is not
bright enough to read by, but is easy to spot in the dark. The material
components of this spell are some fireflies.

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

Glowstone (Alteration)
Range: 0
Components: V, M
Duration: 1 hour
Casting Time: 1
Area of Effect: Pebble touched
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell causes any smoothed, ordinary pebble to glow with enough light to
see about 20 feet well. The spell requires a pebble held in the caster's
hand while arcane words are muttered. Unfortunately, this spell works only
on small, rounded stones, which are consumed by the spell (imagine yourself
in the middle of a desert or sea and all you have is a small, uncut diamond:
agony).

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

Good Grooming (Alteration)
Reversible
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature touched per level
Saving Throw: None
Author: Barbara Haddad <melchar@shakala.com>

This spells cleans the individual and its clothing; it gives a shave and
trim (… la personal style), scenting them with the scent agent used. The
reverse, poor grooming, renders the person filthy. The material components
for this spell is some scent agent.

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

Guilda's Treacherous Tripwire (Enchantment/Charm)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: Tripwire touched
Saving Throw: Negates
Author: Colin Roald <hobbit@ac.dal.ca>

One wire (up to 10 feet long) can be stretched across a hall, or such. The
wire becomes camouflaged - undetectable without find traps. The first
creature to attempt to pass must save versus rod, staff or wand (adding its
Dexterity defensive adjustment) or be caught when the wire springs free. The
wire will twine tightly about the ankles of its victim, tripping him. It
must then be tediously untangled (or sawed loose) which takes at least 30
seconds under ideal conditions. If hacked loose in combat, it will take 1
round, and the victim will take 1d4 points of damage unless an enchanted
blade is used (which will cut without effort). Note that the wire is
required, but not consumed. The material component is a small spring.

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

Hallucinatory Steps (Alteration, Illusion/Phantasm)
Range: 10 feet
Components: S
Duration: 2d6 rounds + 1 round per level
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell, when cast, will cause the affected person to keep thinking there
is a just one more step (or stair) in front of them, you know, like when you
go up 10 flights and start forgetting you have got to a landing and take
that extra step.

It reduces movement rate by 5% and is extremely annoying. This effect
happens, even when the affected person is walking on flat ground.

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

Harbald's Fire Arrow (Evocation)
Range: 0
Components: S, M
Duration: 5 hours + 2 hours per level
Casting Time: 1
Area of Effect: One arrow
Saving Throw: None
Author: Paul Ferron <paulf@solist.htsa.aha.nl>

When cast on an arrow, this spell enables that arrow to ignite itself as
soon as it's in free flight (shot, thrown, fallen, etc.). As soon as nothing
is in touch with the arrow any more, it will spring to fire and act like a
normal burning arrow.

The arrow radiates light in a 30 foot radius, just like a torch does. But
when it hits a target, it delivers damage as an arrow, +1 due to the fire.

After the arrow ignite, it will burn for 10 rounds, setting fire to all
combustible materials which come into contact with the arrow, unless the
fire is extinguished.

After the arrow is used, it is completely burned up. If it was extinguished,
it will disappear. If the arrow wasn't used, it will become an ordinary
arrow after the spell's duration expires.

The fire is not magical and the arrow does not count as a +1 weapon when
fighting against creatures that can only be hit with a +1 or better weapon.

The material components for this spell are the arrow and a bit of sulphur to
be applied to the arrow.

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

Hesitate (Alteration)
Range: 120 yards
Components: V
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell slows down the victim's reaction time, adding 1d6 to the
initiative roll of each round the spell is in effect. This amount is rolled
every round. A haste negates a hesitate, and a creature under the effect of
a haste (or a potion of speed) is immune to hesitate.

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

History (Divination)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: One object or place touched (up to 1000
square feet) Saving Throw: None
Author: Jim Gitzlaff <gitzlaff@uxa.cso.uiuc.edu>

This spell allows the wizard to "tune in" to the psychic impressions left on
an object or small area. This power gives the wizard the ability to divine
hidden purposes, prior owners, secret compartments, and powerful alignment
bends.

The spell will not identify a magic item per se, but would for instance tell
the wizard that the ordinary looking golden ring he holds is in fact the
signet ring of a long deceased noble house. Further, use of the history
spell doubles the chance that the value of an antique or relic will be
correctly guessed.

This spell is usually used on non-magical plunder, books, and items sold at
auctions (to verify claims made about their antiquity). Although the casting
time is long, it is unobtrusive, and only a single touch is required to make
the spell work. The material component for this spell is a page from an
encyclopedia.

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

Human Torch (Evocation)
Range: 0
Components: V, S, M
Duration: 3 rounds
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
Author: Unknown

This spell causes the wizard and all his clothing to become engulfed in
flames. These flames do not harm the wizard or his equipment but cause 1d4
points of damage to anyone within 5 feet and an additional 1d6 to anyone who
actually touches him. The flames themselves are only about as hot as a torch
but the surrounding area will feel like a blast furnace. The material
component for this spell is a burning torch, which is consumed in the
casting and must be used to set fire to oneself.

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

Illusory Wyvern (Illusion/Phantasm)
Range: 50 feet
Components: V, S, M
Duration: 1 turn
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell generates the image of a large, brown scaled dragon-like creature
(about 15-20 feet long). The illusory wyvern is realistic, but relies
heavily on the wizard's Dexterity. It fades away if moved more than 50 feet
(yards outdoors) away from the wizard, but will fade back into view if moved
back into range before the end of the spell duration.

After casting, the wizard must use his hands in order to manipulate the
motions of the Wyvern, and her Dexterity will affect the believability of
the illusion according to the following chart:

  Wizard's  Bonus or Penalty
 Dexterity  to Disbelieving
   8-12           +3
    13            +2
    14            +1
    15             0
    16            -1
    17            -2
    18            -3
    19            -4
    20            -5
    21            -6

Casting requires a reptile scale (from any reptile) while the caster mutters
the arcane verbal component.

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

Imbue with Touch (Enchantment)
Range: 0
Components: V, S, M
Duration: 2 rounds
Casting Time: 1 round
Area of Effect: Object of size S or M touched
Saving Throw: None
Author: The Ghost <c572909@mizzou1.bitnet>

The object that this spell is cast upon is imbued with the ability to
deliver the effects of one touch-based spell subsequently cast upon it. The
caster must handle the item completely for the entire round this spell is
cast, and must then cast a touch-based spell and touch the item. This second
spell takes effect on the next creature to come in contact with the object
who is not already touching it.

Thus, a wizard could cast imbue with touch upon an arrow, hand the arrow to
his fighter companion, cast shocking grasp upon the item, while the fighter
holds his shot until after the wizard has touched the arrow, thus imbuing it
with the shocking power.

Then, when the fighter releases the arrow, the creature it strikes receives
not only arrow damage, but the effects of the shocking grasp as well.

The material component for this spell is a specially prepared oil, used to
anoint the object being imbued with the touch power.

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

Impotence (Enchantment/Charm)
Range: 5 yards
Components: V, S, M
Duration: 10 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: John Daniel <c548285@umcvmb.missouri.edu>

This spell enables the spell caster to render one creature, himself or
otherwise, impotent (incapable of sexual intercourse). The material
component is a bucket of cold water.

The incantation consists of a specific personality (such as "Baba Yaga") who
might be unappealing to the creature. The saving throw is actually a check
on the disgust the personality generates in the creature. If the creature
finds the person repulsive, he fails the saving throw.

Optional effect: during the period of impotence, the creature will attack at
-2 and make morale and saving throws at -2.

Wisdom, Constitution, and Charisma scores are lowered by 1d3 points each for
the duration of the spell. Also, during this time the creature will feel
downright miserable.

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

Inaudibility (Illusion/Phantasm)
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: Thomas Watson <gitzlaff@uxa.cso.uiuc.edu>

By means of this spell, all sounds made by the recipient become inaudible -
breathing, talking, walking, and the like. Items on the wizard's person are
likewise silenced, but thrown or dropped items may make noise once released.
While under the effect of this spell, the affected creature cannot cast any
spells with a verbal component. An unwilling victim receives a saving throw
against this spell.

Unlike a silence spell, inaudibility masks only the sounds made by the
recipient or items in his possession, so it provides no defense against
sound based attacks such as harpy singing, a horn of blasting, etc. The
spell remains in effect until it is magically dispelled, until the wizard or
the recipient cancels it, or until its duration has passed; it is not
dispelled by the recipient attacking another creature. The spell can only be
cancelled by the recipient if the wizard has stated so when the spell was
cast.

The material component for this spell is a small wad of cotton.

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

Influence Other (Alteration)
Range: 1 feet per level
Components: V, S, M
Duration: 1 round
Casting Time: 5
Area of Effect: One person
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

On success of the spell, the wizard may cause the victim to produce any of
the following bodily functions: giggle, belch, hiccup, sneeze, wink, spit,
pee, trip, fall, gag, congest, choke, stumble, limp, nod, punch self, faint,
nap, sleep, drool, think, moan, screech, giggle, bark, hoot, caterwaul,
shout, yell, boo, whoop, cry, cheer, applaud, bawl, roar, whimper, shriek,
scream, hiss, heckle and any other you can think of.

Success of each is determined as 10% chance of failure for each level the
victim has higher than the wizard (maximum 99%, minimum 1%). The material
component is a genuine licence of some sort, which is not consumed in the
casting.

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

Ingold's Instant Insanity (Enchantment/Charm)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None
Author: Ingold <erolb1@aol.com>

When cast, this spell causes the caster to go completely insane for one
round per level. During this time, the caster is incapable of doing anything
but babble, giggle, and play with his toes. But also during this time, the
caster is completely immune to any spell, power, or force that attempts to
mess with his mind: ESP, Charm spells, mind control, unspeakable elder
horrors saying "Boo!", and the like have no effect on the character.
Afterwards, the character is once again completely normal, but has no
recollection of what happened during the period of insanity.

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

Ink Cloud (Alteration)
Range: 30 yards
Components: V, S, M
Duration: 2d4 rounds
Casting Time: 1
Area of Effect: 20-foot radius
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

Upon casting this spell, the wizard creates an ink cloud in the water,
similar to that which an octopus releases. The cloud covers a 20-foot
circular area, either at the casters position or at any location within
spell range. The ink cloud remains stationary for the duration of the spell,
unless cast in moving water (such as a river), where it dissipates in one
round. The cloud will block all vision, including infravision. When the
spell expires, the ink cloud vanishes.

The material component of this spell is the eye of an octopus.

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

Insolence (Illusion/Phantasm)
Range: 2 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Brian Dawson

This spell causes its victim to sound and appear crude, insulting and
arrogant, in all that is said or done, to all observers. The victim,
however, will not be aware that anything is amiss. While the general meaning
of whatever is said will be the same, the illusion causes observers to see
and hear a twisted version in which the speaker is so insolent that all
reactions are checked at -50%. Additionally, such speech might not be
tolerated at all in some situations (for example, automatic dismissal from a
king's court, or perhaps even worse...). Even if the target makes his saving
throw, the spell will not be noticed (unless the somatic and verbal
components of the wizard are seen and recognised).

If an observer has reason to believe that something is amiss, he gains a
saving throw if an attempt is made to disbelieve. Such a saving throw is
made at +4 if the fact that it is an illusion has been communicated. If
these saving throws are failed, it still appears real.

The material component is a bit of dung or spittle, which is wrapped in the
wizard's hand. The hand is then subtly waived at the creature to be
affected. The verbal component is a low guttural sound made in the throat.

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

Intoxicate (Enchantment)
Reversible
Range: 100 feet
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: The Net Alcohol Guide Creator <c/o c2mxblue@fre.fsu.umd.edu> This
spell allows the wizard to increase a person's intoxication state by one.
Thus, a sober person would become slightly intoxicated, a moderately
intoxicated person would become greatly intoxicated, and so on (see the Net
Alcohol Guide for more information).

The reverse of this spell, lessen intoxication, will decrease a person's
intoxication state by one. The material component for both versions is a
pint of pure alcohol.

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

Jamye's Melodramatic Music (Alteration, Conjuration,
Enchantment/Charm) Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 1
Area of Effect: One intelligent creature
Saving Throw: Negates
Author: P.K. Whitehurst <whitehur@calvin.tymnet.com>

The spell causes the music to be played whenever the victim performs certain
actions; such as entering a room, charging into battle, or making an
announcement. The type of music is determined by the wizard. The material
components for this spell are a miniature golden horn, mustache wax, a short
length of rope, and a lace handkerchief.

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

Kasegott's Chaotic Keenness (Alteration, Wild Magic)
Range: 0
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Marc Sherman <msherman@zeus.uwaterloo.ca>

This spell grants the caster a +1 bonus to subsequent rolls on the Wild
Magic Level Variation table. This bonus remains in effect for one round for
every two experience levels of the caster.

Wild surges are determined using the adjusted roll, and the +1 bonus is
applied to the percentile roll for the surge as well.

The material component of this spell is a rabbit's foot, a four leaf clover,
or another good luck charm. The charm cannot be purchased; the caster must
create the charm on his own: by killing the rabbit and procuring the foot,
by finding a clover on a patch, etc. Any charm may be ruled valid by the DM,
though it must be similarly difficult to come by. While this charm is not
consumed by the spell, the caster should take care that a perishable charm
like a rabbit's foot or a four leaf clover is suitably preserved.

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

Katrine's Kitty Kat (Alteration)
Range: 0
Components: V, S
Duration: 1 day
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell transforms the caster into a house cat for a day, or until
dispelled. The cat's fur will be the colour of the caster's hair, and eyes
will match eyes. As the cat is considerably weaker than the caster nine
times out of ten (the tenth being what is known as dead), it is not
suggested that this be used as a combat spell. The caster must have a
maximum Strength of 10, and cannot weigh more than 150 pounds for the spell
to be able to affect her.

While a cat, the caster has a movement rate of 18, 1d2 claws, night-vision,
keen hearing, and keen smell. Her Strength is lowered by -4 (to a minimum of
Strength 1) and Dexterity is increased by +2. Her hit points are decreased
by -2 per Hit Die, to a minimum of 1 HP per level.

While transformed, the caster is still able to speak, but not very well, and
any spells requiring a verbal component will have a 50% chance of failure,
-2% per level of the wizard. Somatic components will be close to impossible
for anything other than cantrips. Material components, as long as they
require little manipulation, are simple enough.

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

Katrine's Blinding Beauty (Illusion/Phantasm)
Range: 0
Components: V
Duration: 1 hour per level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell is a minor illusion affecting small details of appearance, for a
better overall image. In game effects, it increases the caster's beauty and,
to a small extent, her charm as well. Smiles seem to be lit up, eyes twinkle
just a little more, the face seems to have a little more definition, etc.
The bonus is normally +2 to Charisma, or +1 to Charisma and +1 to Comeliness
if that attribute is used. If the caster has a non-weapon proficiency in a
visual art (sculpture, painting, etc.), then it is a +3 Charisma in the
former case, or +1 Charisma, +2 Comeliness in the latter.

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

Katrine's Claws (Alteration)
Range: 0
Components: V, S
Duration: 5 rounds + 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell causes a set of long claws to grow from the fingers of both hands
of the casting wizard. These claws do 1d4 damage.

This is a flexible spell, in that many different wizards may tweak the
initial pattern to get a "look" to their own claws, such as cat-claws,
bear-claws, gee-that's-a-neat-claws, etc. The basic length and effectiveness
of the claws is changeable, however, so bear claws will seem small on a
bear, and cat claws large on a cat. Katrine always tweaked them to look like
the talons of a bird of prey, such as the owl.

To cast this spell, the caster snarls and pulls both hands into a fist
before releasing the fist as if popping claws.

These claws require a to-hit roll to be made to do damage, so it is
recommended that DMs allow wizards to take a weapon proficiency in claws.
This is easily justified as they take little training. In general, either a
wizard will pick up the skill after finding the spell, or will start with
both.

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

Katrine's Dart (Alteration)
Range: 20 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Thomas Weigel <nsbos0340@nsula.edu>

This causes a small cylindrical object (splinter, dart, needle, etc.) to
become a flaming dart which will strike the desired target. If the target
fails the saving throw, the dart does 1d4 damage per level. This spell is
overall weaker than magic missile, but more versatile in that the caster
need not see the target in order to hit it. As long as the target is within
range, and the caster has some way of distinguishing it (whatever's causing
that smell around the corner, or the orc guard behind the cracked door), the
dart will strike the target.

This is particularly effective in sheer darkness. It is cast by muttering
arcane words while tossing the cylindrical object in the initial direction
the dart will take.

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

Katrine's Falcon (Alteration)
Range: 0
Components: V
Duration: 1 hour
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell turns the caster into a pseudo-falcon. This form is as close to
being a real falcon as Katrine could manage at the time, but is not entirely
real. This spell can be overlapped with Katrine kitty kat, which lasts for
24 hours, so that when this spell wears off, rather than being a falcon, the
caster will be a house cat. In order to affect herself with this spell, the
caster must have a maximum of 10 Strength, and cannot weigh more than 150
pounds.

The falcon form has a movement rate of 3 on ground, and 24 in flight.
Compared to the caster, its Strength is -4 (with a minimum of 2), and its
Dexterity is at +1. It has 1d4 talons, keen sight, and -3 HP per Hit Die of
the caster, with a minimum of one-half HP per level.

While a falcon, the caster can still speak, but the voice is strained and
wild, like a falcon. Any verbal components other than "shriek" have a 50%
chance (-2% per level of the wizard) of failing. Most somatic components are
impossible while a falcon (adjudicated by the DM). Material components, as
long as the material is easily accessible, are simple enough.

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

Katrine's Pleasure Touch (Charm, Illusion)
Range: 0
Components: V, S
Duration: 1 hour
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell stimulates the pleasure centres of any one person that the caster
is in contact with. It is a combination of an illusion of mild pleasure, and
an enhancement of pre-existing pleasure. It lasts for one hour, but is only
active while she is in contact with the person. The illusory pleasure is not
very intense, simply a thrill along the appropriate sense, but the
enhancement depends on the strength of the initial pleasure. For example,
the taste of chocolate, smell of old books in a library, brush of skin on
skin, sound of a symphony, or even looking at a sunset. In casting it, the
wizard forms a simple pattern with her fingers while muttering arcane words.
The spell's target must be willing for the spell to function.

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

Katrine's Total Tent (Invocation/Evocation)
Range: 10 feet
Components: V, M
Duration: 1 night
Casting Time: 1
Area of Effect: One tent
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This spell produces a small, one person tent composed of opaque blue kinetic
energy. The tent is capable of sustaining up to 80 pounds of force, or
extremely strong winds (81 pounds of person or object falling on the tent
will collapse it, or someone weighing at least 150 pounds kicking it will
collapse it). The spell fades into a fine mist when the first rays of the
sun hit it. The caster must grasp a pinch of the earth the Tent will be on
while muttering several arcane phrases.

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

Katrine's Winning Smile (Illusions/Phantasm)
Range: 0
Components: V, S
Duration: 5 hours
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Thomas Weigel <nsbos0340@nsula.edu>

This is a spell similar to charm, but weaker, and more diffuse.

It tugs at the heartstrings of all who are close enough to speak with her
normally, and makes her look more helpless. Obviously, this is not the spell
for a Strength 14 male magic-user with an imposing look and great staff. The
casting is simply a few arcane words and a pulling motion from the caster's
heart, but the effects won't build up for a full round. The spell
effectively adds +25% to the caster's reaction modifier (under Charisma),
and makes others more willing to believe a single story she tells.
Disbelieving simply means that they have shaken off the idea that she is
more helpless than she is, and will not be more or less likely to react
favourably. Only creatures within a 10-yard radius are affected.

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

Kazago's Lock Pick (Alteration)
Range: 0
Components: S, M
Duration: 1 day + 1 day per 5 levels
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Martin Ott <p581mao@mpifr-bonn.mpg.de>

This spell allows the bard to pick locks. The bard's pick pockets chance
becomes his open locks chance, and the bard is treated as a thief in this
respect for the entire duration of the spell.

This spell is different from both the 2nd-level knock spell and the unlock
cantrip in that it can possibly affect much more than one lock, and that its
effects are far less certain. It is especially useful on fact-finding
missions where the bard is worried about coming across many locked doors
along the way.

The material components for this spell are a set of thieves' picks and
tools, which are not consumed in the casting.

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

Kiss of Sleeping (Enchantment/Charm)
Reversible
Range: 0
Components: S
Duration: 10 rounds per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: John Daniel <c548285@umcvmb.missouri.edu>

When a wizard casts this spell, he must kiss the intended victim and the
victim must be able to receive a kiss (cannot be in combat). After the kiss,
the victim goes into a deep comatose slumber. Slapping or wounding awakens
the affected creature but normal noise does not. Awakening requires one
entire round. The reverse of this spell is kiss of awakening, which will
awaken a person who is magically asleep.

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

Kiss of Wounding (Conjuration/Summoning)
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: One-half
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

When a wizard casts this spell, he must kiss the intended victim and the
victim must be able to receive a kiss (cannot be in combat). This kiss
causes the victim to suffer 1d3 hit points of damage, plus 3 points for each
level of experience of the spellcaster, to a maximum of 1d3+20 points.

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

Klaus' Krazy Kustard Pie (Conjuration)
Range: 40 yards + 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Iain Clarke <imcc@ukc.ac.uk>

With this spell the caster conjures a gooey custard pie which he can hurl at
one creature within range. The caster must roll to hit the creature,
ignoring its armour, but Dexterity and magical bonuses apply. If the caster
hits, the pie has struck the creature in the face, and the creature must
make a saving throw versus spell, or be blinded. The creature must spend 1d3
rounds clearing its face.

The target is unlikely to appreciate this, especially if the caster gloats.
The material component for this spell is a small amount of custard, which is
consumed in the casting. Being hit alone is enough to disrupt spellcasting.

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

Klaus' Kulinary Kustard Kreation (Conjuration)
Range: 1 foot per level
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 4-inch cube per level
Saving Throw: Negates
Author: Iain Clarke <imcc@ukc.ac.uk>

This spell creates about 60 cubic inches of custard per caster level -
useful for getting hold of components for other Kustard spells.

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

Klaus' Kustard Kleanup (Conjuration)
Range: 1 foot per level
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: 5-foot per level radius
Saving Throw: None
Author: Iain Clarke <imcc@ukc.ac.uk>

This spell is cast on a container, and over the duration of the spell all
the custard within range of the container is drawn in towards it. Custard
securely contained elsewhere will not be able to move, and custard behind
solid objects may take some time to get around them; otherwise all custard
in range will probably be in the container (space permitting) within twenty
seconds or so. The container can be moved around to pick up custard from a
larger area. This spell would be useful for clearing up laboratories after
failed attempts to research other custard spells. The container used will
disappear at the end of the spell's duration, since it is the material
component of the spell.

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

Know Class (Divination)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: One creature or object per round
Saving Throw: Negates
Author: Al Singleton (Quasi Nogum) <eaay@catcc.bitnet>

This spell enables the caster to know the profession (or class, if there is
no real profession) of a creature or object (this applies to magic items
that are class-specific). Concentration for more than one round will reveal
whether the target has more than one class. The caster sees an aura as
follows:

 Colour   Class
  Red    Fighter
 Green   Ranger
 Brown    Druid
  Blue   Paladin
 Silver  Wizard*
 Yellow  Priest
  Grey    Monk
 Black    Thief
 Orange   Bard
 Violet    **
* Specialists appear as any other.
** This appears if the target is in an official position of authority (not
just party leadership or such).

Every round of concentration, the DM should roll randomly which colour
appears, if more than one is viable. The same colour may appear more than
once before all possible colours have been noticed.

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

Korel's Last Word (Alteration)
Range: 10 feet per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: 20-yard radius sphere
Saving Throw: Negates
Author: Edward Keyes <keyesea@ctrvax.vanderbilt.edu>

Korel the necromancer created this spell as a way to deal with insults in
taverns. Being Suloise, dressed in black, and not at all personable tended
to draw the hecklers. Unfortunately, there was little for him to do short of
killing the person, which would be too much of a nuisance.

Thus he made this spell, which is essentially a "silence, 2-inch radius"
spell. Typical use is to cast it on someone's tongue, rendering all
articulated speech impossible (spellcasting too), although deep-throat moans
might still be possible. The victim can still hear, though, a necessity in
getting in your last word. The sphere is mobile with the object it was cast
upon.

The somatic component is a wave of dismissal in the subject's direction, and
the verbal component is some phrase like "be quiet", "shut up", or some more
colourful version. A successful saving throw against spells completely
negates the effect, but the victim will not know that a spell was even cast,
due to the innocuous nature of the components. This was specifically
designed to prevent secondary insults regarding the failure of the spell
("Hah! Your feeble magics cannot touch me!").

Magic using thieves can also use this spell by casting it on a lock to cover
up lock picking noises, while still keeping an ear out for guards'
footsteps. Creaking hinges are another good use.

It's also a good way to shut up the stupid Intelligence 8 dwarven
battlerager in the party, although this may result in a two-handed
battle-axe between the eyes.

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

Last Image (Divination, Necromancy)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

When the wizard casts this spell, he sees whatever the recipient corpse saw
at the very instant of death, with the intent of learning the identity of
the murderer, or at least the location of death. If the recipient was killed
by a gaze attack, the wizard suffers this attack as well, but with a +4
bonus to his saving throw.

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

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

This spell creates a bright aura around the caster, making him appear more
powerful and subtracting 2 from all attacks. It also grants a +1 bonus to
his saving throw for any targeting attacks.

Note that none of the aura spells are cumulative with one another.

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

Lesser Invisible Object (Illusion/Phantasm)
Range: 1 yard
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One object not larger than 3 cube feet per
level Saving Throw: None
Author: Brian Dawson

This spell causes an object to vanish from sight, much like the 2nd-level
wizard spell invisibility (which affects only creatures). The spell lasts
only 2 rounds per level of the wizard or until the wizard wills it to end.
For example, a quiver of arrows or a bow could be made invisible and
carried, and when desired, a moment's thought could make them appear.

Note that not even the wizard can see the invisible object, so if he is to
use it most effectively, it may be necessary to make it visible.

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

Lhaeo's Distant Bandage (Abjuration)
Range: 5 yard + 5 yard per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Paul Ferron <paulf@solist.htsa.aha.nl>

When this spell is cast, the wizard is able to bind the wounds of a creature
up to 5 yards away plus 5 yard per level. This spell is to be used together
with the optional "hovering on death's door" rule on page 75 of the Dungeon
Master's Guide.

The bindings are only able to tend to someone's bleeding wounds.

They have no power to hinder a creature's movement. The creature on which
the bindings are used immediately stops bleeding from serious wounds but
does not recover any hit points. Hit points must be recovered normally.

This spell is very useful if nobody of the party can reach the character who
just reached 0 or less hit points. Lhaeo (no, not the Lhaeo) often meets
this problem because he travels with a bunch of suicidal maniacs who always
manage to get themselves below 0 HP and this always happens when that person
is as far away from the party as possible.

The material component of this spell is a piece of bandage which must be
thrown toward the injured creature. While the piece of bandage flies toward
the target it grows and grows until it reaches the exact size needed to stop
the wound from bleeding.

Then the bandage wraps itself around the wound and stays there until someone
removes it. The wizard does not need to concentrate on this spell.

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

Little Death (Necromancy)
Range: 60 feet
Components: V, S
Duration: 1d4+1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Jeff Vogel <jvogel@jarthur.claremont.edu>

This spell may be cast on any living (not golem, undead, etc.) creature
native to the prime material plane and with 6+4 or less Hit Dice. The victim
must save versus death magic at -3 or fall paralysed for 1d4+1 rounds.

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

Lohocla's Create Beer and Pretzels (Alteration)
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>

Lohocla didn't want priests to be the only spell casters able to create
food. Unfortunately, the results might not be as nourishing as a priest's
food and water. However, Lohocla's beer and pretzels have their benefits.

When this spell is cast, the wizard causes beer and pretzels to appear. For
every level of the wizard, a quart of beer is created and a half pound of
pretzels. The pretzels come in a wide variety of sizes and types. The beer
is of excellent quality and quite filling.

The beer becomes flat and the pretzels become stale in 24 hours, although
they can be restored for another 24 hours by a purify spell of some sort.

The material components of the spell are a pinch of salt and a pinch of
hops.

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

Lohocla's Deadly Bottle Rockets (Evocation)
Range: 50 yards + 10 yards per level
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One 25-foot cube
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>

This spell was created by Lohocla or at least commissioned by him. Lohocla
wanted to give a gift back to those wizards who have supported him in the
past. This spell is bizarre in that a person must be intoxicated to use it.
Lohocla has a unique concept of magic and the best way to wield it. Yet,
this may be a benefit because this eccentric spell allows the wizard to cast
at low-level, a powerful and damaging (possibly dangerous) rockets at its
opponents even though his current ability is poor because the intoxication.

The material components of this spell are a bottle of alcohol (any type) and
a 1-foot long smooth stick that can fit into the bottle with one end
sticking out.

An unusual spell indeed, this spell cannot be cast unless the caster is
under the influence of alcohol (i.e. in a state of slight, moderate, or
great intoxication). Of course, the wizard generally doesn't go adventuring
while drunk, so this becomes a big hindrance if not useless. On the other
hand, it can be a real benefit when the wizard goes to a place knowing full
well that he will become intoxicated. Mainly, because there is no chance of
spell failure for this spell (note that the chance of spell failure is still
there for all other spells). This becomes very valuable because the wizard
can get intoxicated, with all the problems it entails, and always have a
memorised spell that will work (especially when greatly intoxicated when the
chance of spell failure is 100%).

When the wizard casts the spell, he must take a swig of alcohol from the
bottle, place the stick in the bottle, and then aim the bottle at its target
which all takes place while saying the magical words.

Once the spell is cast, 2 sparkling rockets of magical energy per level fly
out of the bottle with a ear piercing whistle to unerringly strike their
targets with a dazzling display of colours (see below). This includes enemy
creatures in a melee.

The target creature must be seen must be seen otherwise detected to be hit,
however, so near-total concealment, such as that offered by arrow slits, can
render the spell ineffective.

Likewise, the caster must be able to identify the target. He cannot direct a
rocket to "strike the captain of the guard", unless he can single out the
captain from the rest of the soldiers. Specific parts of a creature be
singled out. Inanimate objects (locks and the like) cannot be damaged by the
spell, and the rockets disperse with no effect.

Very fascinating, the damage a rocket does is dependent on the state of
intoxication the wizard is in. If in a state of slight intoxication, each
rocket will do 1d4+1 points of damage. If in a state of moderate
intoxication, each rocket will do 1d8+1 points of damage. If in a state of
great intoxication, each rocket will do 1d12+1 points of damage. This is
possibly the only instance where being more intoxicated is a benefit in
combat.

When a rocket hits a target, a spray (5x10x10 foot wedge) of vivid multiple
colours spring forth from the impact spot.

Usually, the colour splash is harmless but dazzling. There is a 1% chance
per level of the caster that the colour slash will be harmful. If harmful,
then from one to six creatures (1d6) within the area are affected in order
of increasing distance from the target. All creatures above the level of the
wizard and all those of sixth level or 6 Hit Dice or more are entitled to a
saving throw versus spell. Blind or unseeing creatures are not affected by
the spell. Creatures not allowed or failing saving throws, and whose Hit
Dice or levels are less than or equal to the wizard's level, are struck
unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater
than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or
levels 3 or more greater than that of the wizard are stunned (reeling and
unable to think or act coherently) for one round.

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

Lohocla's Enchanted Bartender and Staff (Conjuration/Summoning)
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1
Area of Effect: 40-foot radius
Saving Throw: None
Author: Reid Bluebaugh <c2mxblue@fre.fsu.umd.edu>

Lohocla created this spell for a tavern owner, who happened to be a retired
adventurer wizard, that was having business trouble. Lohocla gave him 100
gold pieces, bestowed the bartending nonweapon proficiency on him, taught
him an abundance of alcohol drinks, gave him the spell, and cast a
permanency spell on an enchanted bartender to serve the wizard as a main
bartender. The spell is not one normally studied by adventuring wizards but
is often used by retired adventurers and other sedentary types.

This specialized version of the unseen servant was developed with one
particular task in mind - bartending and barkeeping.

The enchanted bartender and staff are magical forces under the control of
the wizard.

The main power of the spell creates an enchanted bartender. It can perform
simple barkeeping actions like making, serving, and doctoring drinks, wiping
the bar, cleaning dirty drinking vessels, filling snack bowls, etc.

The enchanted bartender can only make mixed drinks that the wizard himself
has prepared at some point in his life.

Hopefully, the wizard has the bartending nonweapon proficiency so that his
enchanted bartender can make perfect drinks.

Every three levels, the wizard can create an enchanted barmaid to assist the
enchanted bartender. Thus, at level 3 the wizard can create one barmaid, at
level 6 he can create two barmaids, at level 9 he can create three barmaids,
etc. An enchanted barmaid cannot mix drinks like the enchanted bartender. An
enchanted barmaid can perform simple barmaid actions like serving drinks and
snacks, wiping off tables, sweeping up messes, etc.

Every six levels, the wizard can create an enchanted bouncer.

Thus, at level 6 the wizard can create one bouncer, at level 12 he can
create two bouncers, at level 18 he can create three bouncers, etc. An
enchanted bouncer serves only one purpose: to expel disorderly persons (with
the exception of the wizard of course) in a bar or tavern. An enchanted
bouncer has a Strength of 18/1d100, a Dexterity of 18, and a number of hit
points equal to the wizard's. If an enchanted bouncer is given resistance,
he proficiently attacks with non-lethal combat such as punching and
wrestling. DMs must be sure that a player does not abuse an enchanted
bouncer's power. It is only created to expel disorderly people from a bar or
tavern, not to enter the wizard's combative battles while adventuring.

The enchanted bartender and staff with the exception of the bouncers are no
stronger then an unseen servant and no more dextrous than its creator. The
enchanted bartender and staff can be left to do their duties on their own.
If something disrupts the smooth flow of their routine (such as the arrival
of Tiamat), the staff will go to the enchanted bartender who will seek the
advice of its creator.

All creations may be dispelled by the caster at will. Also, an enchanted
bartender or any staff other than the bouncers can be dispelled by taking 6
points of damage from area of effect attacks such as breath weapons,
explosions, etc. A dispel magic will get rid of everybody. The material
components of this spell are a block of birch wood and some string.

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

Magic Motes (Evocation)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Benjamin C. Ford <benford@wpi.edu>

Casting magic motes creates a number of motes of light around the caster.
One mote is created at first level with one additional mote being created
for every two levels of the caster beyond first to a maximum of five (as per
magic missile). Each mote moves to intercept physical attacks or magical
attacks that have some physical or magical form. The motes reduce the damage
from such attacks by 1d4+1 points. Each attack causes one mote to disappear,
except for area effect spells, which cause all the remaining motes to wink
out of existence. If not used within one turn per level of the caster, any
remaining motes wink out.

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

Masturbation (Enchantment)
Range: 10 yards
Components: S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell causes the horniness of Arousal with the added irresistible urge
to masturbate with any and all external sexual organs. This spell functions
like a combination of an arousal cantrip with a command to "masturbate!". If
no appendages are free for this purpose, the subject will rub the sexual
organs against any nearby functional object. The material components are two
pieces of cloth, rubbed quickly against one another.

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

Mental Notepad (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 allows the wizard to store information in the unused portions of
his brain for later recall. The information thus stored will be available
for complete recall as if the wizard was reading the information from a
parchment in his hands.

The wizard is able to store up to two pages of information in the brain
through the use of this spell. If at a later time, the wizard wishes to add
more information, or change the information that is current in his brain,
then the wizard will be required to recast the spell and memorise the
information again. There can only be one spell active in the wizards brain
at anyone time.

The material component of this spell is a lead crystal sheet of no less than
50 gp value which disappears after the spell is cast.

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

Mental Rejuvenation (Necromancy)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Author: Brian J. Toleno <brian@opus.chem.psu.edu>

This spell allows the caster to restore psionic strength points to the
target. The caster (who cannot be a non-psionicist) can restore 1d6 PSPs per
level to the target. The target must be willing and the material components
of the spell are a piece of the target's hair or a bit of their scalp.

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

Metal Arm (Abjuration)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: The caster's arm
Saving Throw: None
Author: Al Singleton (Quasi Nogum) <eaay@catcc.bitnet>

The spell causes the caster's arm to become equivalent to a medium shield,
+5. The material components are five platinum pieces that must be balanced
on the wizard's forearm. These vanish into the caster's arm upon the
beginning of the spell's effect.

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

Mikkis' Appraising (Divination)
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 1 round
Area of Effect: Object touched
Saving Throw: None
Author: Samuli Mattila <zam@vinkku.hut.fi>

The value of gems and art objects can be determined by the means of this
spell. Objects must be well cleaned, which typically takes 5 rounds per
object. Up to 3 items per level of the caster can be appraised. The chance
of success is 50% + 5% per level of the caster. The material component is a
bit of powdered silver.

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

Minor Annoyance (Illusion)
Range: 5 feet per level
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Martin Ott <p581mao@mpifr-bonn.mpg.de>

This spell creates the illusion (in both sound and feel) of a mosquito
flying into the victim's ear. The victim will then act appropriately, which
usually means stopping and trying to get the illusionary mosquito out of his
ear, until either a successful saving throw versus spell is made, or the
spell expires.

The spell can be used to interrupt casting of a spell. It will also increase
the victim's chance of spell failure by 10% for every round the spell is
effective after the first.

The victim gets a saving throw at the time of the casting, and at the end of
each round thereafter. For every level the victim is above the caster, it
gets a +1 bonus on the saving throw. The illusionary mosquito does not stop
the victim from fighting, it does give it a -2 to-hit, however.

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

Minor Mimicry (Illusion/Phantasm)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Special
Author: Brian Dawson

This spell allows the wizard to make the creature touched to appear as
something else for the duration of the spell. The illusion has visual and
minor auditory (such as crackling of fire, mumbling, etc., similar to an
improved phantasmal force) components only. The form is chosen by the
wizard, and unwilling creatures gain a saving throw. The illusion can be as
small as half the size of the creature masked, and as large as something
that would fit within .25 cubic yards + .25 cubic yards per level.

Once the form is taken, it remains almost stationary, with only minor
movement possible; for example, a troll illusion could growl and make
threatening motions but could not walk and attack, and a fire could dance
and crackle but could not spread.

For this reason, objects are the forms most often chosen.

Movement is not possible for the recipient creature if the spell is to be
maintained, as this would break the spell. If the recipient remains still or
nearly still, however, the spell will last so long as the wizard maintains
faint concentration (spell casting and taking damage breaks the spell, but
talking and walking do not), and remains within 1 yard per level of the
location of the recipient (obviously not a problem if the wizard and the
recipient are the same person). If the spell is broken for any reason, it
will last a further 1d3 rounds + 1 round per level of the wizard. The
illusion does not follow any movement made by its recipient.

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

Mist (Evocation)
Range: 20 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: Up to one 50-foot cube per level
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>

Mist creates a huge fog cloud that can be seen through, but reduces the
range of vision greatly. In normal use, all sighting distances (see the
Player's Handbook) are halved. Vision can be decreased to a third of its
normal range by reducing the area of effect to one cube (with a 25-foot
side) per level.

The shape of the cloud must be rectangular. For example, a 2nd-level wizard
could create a mist of 100x50x50 feet.

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

Morrison's Next Whisky Bar (Divination)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One mile per level
Saving Throw: None
Author: Keith Taylor <ktaylor@phoenix.cs.uga.edu>

This spell is meant to be used by a wizard who is looking for a good place
to have a blast and get blasted. The spell seeks out all establishments
within range and instantly gives the caster a mental impression of the best
place, with regards to its location, name, general appearance, and taste of
the wizard. The spell determines which is the "best" location by considering
the following factors, in descending order of importance: strength and
quality of drinks served, wildness factor, size of bar, and inexpensiveness.
If there is no such location (at all) within spell range, the caster must
save versus death magic or fall into a 1d4 round coma, and emerges from it
weeping but unharmed.

This spell is also known as Morrison's tavern locator.

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

Murder Weapon (Divination, Necromancy)
Range: 0
Components: V, S, M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Weapon touched
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

The caster of this spell can check one weapon per round to determine if it
was used to kill a specific corpse, of whom he has a blood sample. A murder
weapon is one that reduced the victim to zero hit points, or delivered the
poison which did so.

The material component of this spell is a drop of blood from the caster.

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

Narhwal's Blistering Pain (Divination)
Range: 0
Components: V, M
Duration: Special
Casting Time: 1
Area of Effect: Person touched
Saving Throw: Negates
Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu>

This is a particularly annoying and potentially disgusting spell. The caster
places his hands upon the bare flesh of the victim and immediately the
victim takes 1d4-1 damage per level of the caster (a successful saving throw
negates the effect).

Large, pussy blisters grow from the place the victim was touched. This can
have any number of ill effects upon the victim depending upon the location
and the creativity of the DM.

The material component of this spell is some lamp oil rubbed on the hands of
the caster.

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

NightShade's Components (Conjuration/Summoning)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One component per level
Saving Throw: None
Author: Steve Bartell <stevebar@wordperfect.com>

This spell was created by the wizard NightShade, after a prison entrapment
left her unable to cast spells because she lacked components. A similar
spell, conjure spell components (see the Tome of Magic for details), was
introduced a few years afterwards. The two are very similar, but each have
their advantages and disadvantages. This spell causes the desired spell
components to appear directly into the wizard's hands. The component cannot
be man-made or exceed 1 gp value. The wizard can call forth one component
per level. There are no restrictions in bringing forth animals or animal
parts.

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

Orko's Initial Marker (Conjuration/Summoning)
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One defeated creature
Saving Throw: None
Author: Orko

When this spell is cast, it creates a giant black (or other colour) magic
marker to appear and draw the wizard's initials on a defeated victim. The
marker will draw on any surface: water, fire, magma, acid, etc. The wizard
can choose to alter the colour of the marker if he wishes. The material
component for the spell is a piece of black cloth.

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

P.M.S. (Conjuration)
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

P.M.S. causes the subject to experience an unceasing, agonizing, dull
throbbing pain throughout the groin and lower abdomen, as though all the
muscles in that area were clenched like a vice.

THAC0 and all saving throws are treated as if the subject were one level
lower (a 0th-level or 1st-level character automatically misses or fails),
and Constitution and Charisma are reduced by one for the duration of the
spell. A successful saving throw results in a nagging headache reducing
Constitution and Charisma by one for the duration of the spell. The material
component is a clamp.

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

Painful Wounds (Necromancy)
Range: 10 yards
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

This spell causes any existing wounds (caused by bleeding touch, or any blow
of 4 or more points of damage, or when the victim is at half its maximum hit
points or less) to become excruciatingly painful. Wizards do not need to hit
their chosen victim. The victim must make a saving throw versus paralysation
or be unable to do anything but roll on the ground screaming in pain. The
material component is a pinch of powdered quartz crystal.

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

Painting (Illusion/Phantasm)
Range: 12 feet
Components: V
Duration: Concentration
Casting Time: 1
Area of Effect: 2-foot long cube
Saving Throw: Negates
Author: Unknown

By the means of this spell the wizard can create an illusion of whatever he
wants, as long as he concentrates and the illusion remains in the area of
effect. It is usually easy to recognise what the illusion is supposed to be
of, but any creature that can do so can also recognise that it is an
illusion.

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

Personal Magnetism (Alteration)
Range: 5 yards + 1 yard per level
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates
Author: William T. South <tsouth@netcom.com>

By means of this spell, a wizard is able to endow a single target creature
with a magical field which causes all creatures within the area of effect
(of the same basic species) to be drawn toward the target creature, much in
the say way that metal is attracted to a lodestone. The spell will affect
target creatures of up to 4+2 Hit Dice. A saving throw versus spell will
totally negate this spell, but the Hit Dice of the target creature modify
its saving throw in the following manner:

  Hit Dice    Saving Throw Modifier
 less than 1           -4
 less than 2           -3
 less than 3           -2
 less than 4           -1
     4+                 0

Creatures that have magical auras are totally immune to this spell. This
includes dragons, cockatrice, etc.

If the spell dweomer successfully affects the target creature it will then
attempt to attract all surrounding creatures of the same species, causing
them to move at their normal movement rate (and locomotion) toward the
target creature. The area of effect is a sphere around the target creature
which extends outward up to 1 yard per level of the wizard, up to a maximum
of a 10-yard radius. The number of creatures within the area of effect which
the dweomer will attempt to attract is equal to twice the current level of
the wizard. The wizard is unable to change this number in any way and may
himself be affected by the dweomer (if of the same species as the target
creature) if caught within the area of effect. For purposes of this spell,
hybrids are considered an individual species, so half-orcs would only
attract other half-orcs, not other orcs or humans.

The area of effect is stronger near the target creature and therefore has
more of a chance to attract a being toward the target than at the outer
limits of the sphere. The outer 1 yard of the area of effect will always
allow creatures a normal saving throw versus spell against the attraction.
But, for every yard closer, the creature is penalised by a cumulative -1
modifier to its saving throw. Here are examples of a 1st-level, 5th-level,
and 10th-level (or higher) wizard casting this spell:

                     Distance in yards   0  1
 1st-level wizard
                   Saving Throw Modifier -  0

                     Distance in yards   0   1  2   3   4  5
 5th-level wizard
                   Saving Throw Modifier -  -4  -3  -2 -1  0

 10th-level wizard or higher
      Distance in yards       0  1   2  3   4   5   6  7   8   9  10
    Saving Throw Modifier     - -9  -8  -7  -6 -5  -4  -3  -2 -1   0

A successful saving throw against the attraction means that the spell is
unable to attract this creature toward the target creature.

Note that the wizard may reduce the size of the area of effect to less than
he is able to affect (in one-yard decrements) but the saving throw modifiers
are a product of the size of the area of effect, not the level of the wizard
casting the spell. This means that if a 10th-level wizard reduces the area
of effect to a one-yard sphere it would only be able to affect creatures
within one yard of the target creature and they would receive a normal
saving throw, but he will still able to try to attract 20 creatures toward
the target whereas the 1st-level wizard would only be able to attract 2.
Also, remember that the area of effect is three-dimensional, and can affect
creatures through any material that does not shield against magic (lead, for
example). Creatures that are physically unable to become "stuck" to the
target will stick to whatever physical object is blocking their path, such
as walls, floors, doors, etc.

If any creatures become "stuck" to the target creature, it and whatever is
stuck to it become entangled with each other, effectively reducing their
normal movement rate to 0. Creatures being drawn toward the target are
totally unable to attack, but may attack from the mass with one attack form
per round if the attack does not require melee combat (breath weapon, gaze,
etc.). If the combat form requires physical contact, a "stuck" creature is
only entitled to attack once per round and only if it is first attacked by
someone striking at it while it is entangled. Attacks on entangled creatures
are at +4 to-hit, and the creatures are penalised -3 on the return attack.
Also, creatures so entangled lose all Armour Class bonuses for Dexterity and
cannot cast any spells requiring somatic components.

The material component of this spell is a lodestone of at least 2 gp in
weight. It will disintegrate if the target creature successfully saves
against the spell. Otherwise, it is reusable, and only need be touched
during the casting to act as a focus for the wizard.

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

Pilpin's Mapper (Conjuration/Summoning)
Range: 0
Components: V, S, M
Duration: 6 turns + 1 turn per level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Pilpin

This spell will create a map of the wizard's path for the duration of the
spell. The map will record basic features (doors, stairs, windows, cliffs,
rivers, etc.) on a piece of vellum provided by the wizard. Unusual or
special features (statues, paintings, smells, and noises, for example) can
be added at the will of the wizard. The material components are a piece of
vellum (that the map is created on) and a vial of ink.

Neither is consumed in the casting, except for some drops of ink.

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

Pilpin's Prompt (Conjuration/Summoning)
Range: 0
Components: V, S, M
Duration: 1 week per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Pilpin

This spell is used to remind the wizard of an appointment or event. The
wizard decides when and what to be reminded of (within 1 week per level),
and a voice only the wizard can hear will deliver the reminder at that time.
The reminding message can be up to 20 words long. The material component is
a small piece of elephant hide.

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

Power Word, Attention (Evocation)
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: All creatures in a 50-foot radius
Saving Throw: None
Author: David E. Brooks Jr. and Elizabeth H. Bro
<dbj@central.keywest.mpgn.com>

This is an ancient spell of unknown origins that has been in common use for
untold centuries. As the name implies, the utterance of power word,
attention will get the attention of any and all creatures within a 50 foot
radius, regardless of any languages they may speak. It is the caster's
responsibility to make use of the temporary situation, for the creatures
affected by this spell will resume their normal activities within a single
round. Repeated use of this spell in a short time span is poorly received in
many (if not all) locales.

Creatures involved in spellcasting, combat, deafened, under the effect of a
silence spell or involved in any other pursuit requiring concentration are
not affected by power word, attention.

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

Power Word, Rut (Conjuration/Summoning)
Range: 5 yards per two levels
Components: V
Duration: 1 hour per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: The Carnal Knowledge Guide <c/o c2mxblue@fre.fsu.umd.edu>

When this spell is cast, the recipient gains a condition of sexual
excitement and productive activity. This is reflected in a +2 modifier for
every three levels of the wizard to Dexterity with respect to having sex.
Thus, this spell won't affect any other aspects of Dexterity: only sex. Also
due to his hyper state, the recipient gains a +1 to-hit. Furthermore, two
points of Intelligence and one point of Wisdom are lost and one point of
Charisma is gained. These bonuses end when the spell ends.

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

Projected Light (Alteration)
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: 50-foot long, 1-foot wide beam
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

A beam of light (equal in strength to a lantern) springs forth from the
caster's palm. This beam is not powerful enough to harm or blind creatures.
By clenching his hand to a fist, the light can be temporarily extinguished.

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

Protection from Chaos [1] (Abjuration)
Reversible
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Unknown

This spell is very similar to protection from evil (q.v.) except in its
purpose and intent; it keeps out chaotic, as well as summoned or enchanted
creatures. It acts as magical armour on the recipient; the protection
encircles the recipient at a one foot distance, thus preventing bodily
contact by creatures of an enchanted or summoned or chaotic nature. Summoned
animals or monsters are similarly hedged from the protected being.

Furthermore, any and all attacks launched by chaotic creatures incur a
penalty of -2 from dice rolls to hit the protected creature, and any saving
throws caused by such attacks are made at +2 on the protected being's dice.
This spell can be reversed to become protection from law, although it then
still keeps out enchanted or summoned chaotic creatures as well.

To complete this spell, the wizard must trace a 3 feet diameter circle upon
the floor or ground with powdered obsidian for protection from law and
powdered glass for protection from chaos; or in the air using burning
incense or burning dung with respect to law or chaos.

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

Protection from Chaos [2] (Abjuration)
Reversible
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell is basically identical to protection from evil, save that, in
addition to protecting against summoned and conjured creatures, it protects
against all chaotic creatures in the same manner as the other spell protects
against evil creatures.

The reverse of this spell is protection from law. To complete this spell,
the caster must trace a 3-foot diameter circle upon the floor with powdered
obsidian for protection from law and powdered glass for protection from
chaos.

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

Protection from Rain (Abjuration)
Range: 0
Components: S, M
Duration: 1 hour per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

After casting this spell, the wizard will remain dry even if standing in the
midst of a torrent. The wizard is protected from splashes and falling drops,
but he is not protected from more concentrated bodies such as puddles. The
water will simply bead and flow down an invisible field which surrounds the
wizard and his clothing at a distance of about one inch. An oiled leather
rag is the material component of this spell.

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

Quantas's Target Bow (Enchantment)
Range: 0
Components: V, S, M
Duration: 2d4 rounds + 1 round per level
Casting Time: 2
Area of Effect: Bow touched
Saving Throw: None
Author: Quantas

While this spell is in effect, any arrows fired from the bow (which may not
be a crossbow) are +2 to hit a specific target.

The wizard must be able to see the target, and call his shot.

The +2 only affects hits on the target, not on someone or something that
gets in the way.

If the target is in melee, the target gets a +2 to it's size rating when the
DM determines the odds of hitting the target as opposed to those around it.
For example, if firing on a size six giant who is in melee with a size two
elf, there would normally be a one in three chance to hit the elf. With
target bow in effect, the giant would be raised to size eight, giving only a
one in four chance to hit the elf. Should the arrow go at the elf anyway, it
would not get its +2 to-hit (since the giant is the target).

Note that the arrow fired from the target bow is in no way magical. The
material component is a feather from a bird of prey, rubbed against the bow
string.

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

Random Spell I (Invocation/Evocation, Wild Magic)
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: One spell
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This risky spell draws upon the chaos of magic to form magical energy into a
spell of more power than the wild mage could otherwise be casting. Random
spell, when casts, creates an effect equal to a randomly selected spell of
second or third level. The wizard does not know what spell will be
duplicated:

that is determined the instant the spell is cast. The casting time of the
second spell is one round, and it must be cast in the round following the
casting of random spell.

In that instant, the wizard learns the basics of how the spell is to be
targeted. The wizard might know to select a single target, a centre point
for an area effect spell, an object, a direction (for a cone or similar
spell), or whatever. If there is no suitable target within range, random
spell fails. If appropriate, the duration is also determined this way. The
wizard learns nothing else, including whether or not the spell is harmful or
helpful.

Random spell should be rolled off of a fairly large list of spells that
includes both common and unusual spells. The lists in the back of the
Forgotten Realms book would work quite well, but any other list will do. DMs
should not include spells with a normal casting time of one turn or more in
this list.

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

Repel Lesser Quasi-Elemental (Abjuration)
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1
Area of Effect: 10-foot radius sphere
Saving Throw: None
Author: Francois Menneteau <mennetea@acri.fr>

This spell prevent lesser radiance, lightning and mineral quasi-elementals
from entering the area of effect.

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

Reverse Sexual Orientation (Alteration)
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell temporarily converts a creature's sexual orientation from hetero-
to homosexual, or vice versa. A bisexual who favours one gender will now
favour the other, and a bisexual equally disposed towards both genders is
unaffected. Asexual creatures or creatures of species with more than two
genders will be affected, if at all, by DM's discretion.

There is no saving throw per se against this spell. Rather, upon first
experiencing sexual attraction in the altered way, or upon first questioning
one's unexpected lack of accustomed sexual attraction, the subject, if
strenuously disapproving, is allowed a Constitution check at -4. A
successful Constitution check will experience a strong but repressive erotic
attraction towards a single individual for 1 round per level of the
spellcaster, after which the effects permanently vanish. A new Constitution
check may be made once per day, but with a cumulative penalty of -1 per day.
A check of 1 always succeeds.

The material component is a concave lump of clay which the caster remoulds
into a convex lump.

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

Revulsion (Enchantment)
Reversible
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

Successful casting of revulsion leaves the recipient disgusted to the point
of nausea at any prospect of engaging in sexual activities of any kind, no
matter how minor. The reverse of this spell, indifference, eliminates any
negative thoughts or feelings the recipient may have and replaces them with
utter indifference. The material component of this spell is a leech or the
eye of a tuna.

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

Roland's Disrobement (Conjuration/Summoning)
Range: 1 yard per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Magii-Milkman <sffg_jbranne@jmuvax.bitnet>

This spell allows the caster to remove all of his clothing and replace it
with another set of clothing in an instant. This clothing can be normal or
magical, metal armour or leather, anything the wizard is currently wearing.
However, the spell cannot place armour onto the caster's body. The clothes
to be donned must be within the spell range. The material component for this
spell is a piece of parchment with the word "wardrobe" written in elvish.
The somatic and material components consist of the cast pointing at himself
and saying the magic word "Hannskrischenandersun!".

Origins: a grey elf mage/thief once lived in Furyondy and was apprenticed at
his uncle's, the magister of a castle deep in the heart of the country. He
was always having to take off his leather armour in order to cast spells, so
he decided to research a spell that would allow him to change out of it in
an instant.

Unfortunately for poor Roland, he was executed by the new magister who hated
elves. However, it was fortunate that he did not research it because it
wouldn't have worked the way he wanted it to. You see, having a 4 Wisdom,
Roland never figured out that you can't ever cast this spell in armour.

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

Roteley's Wildbolt (Evocation, Wild Magic)
Range: 60 feet + 10 feet per level
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: Special
Author: Michael Karapcik <karapcik@sunburn.ec.usf.edu>

This powerful spell can inflict a great deal of damage, but it harms the
wizard in the process. With this spell, the wizard himself becomes a channel
for a bolt of raw, destructive energy.

The wizard, however, becomes greatly damaged by this channelling; the more
powerful the bolt, the more damage the wizard takes. When this spell is
cast, the wild wizard takes 1d3 points of damage per level he posses, plus
an optional 1 HP per level (the caster need not use all the optional
damage). For each point of damage the wizard takes, the bolt does 1d4 in
damage to the target. For example, a 10th-level wizard with 38 HP uses a
bolt with an additional 7 points of damage (he is guaranteed at least one
hit point left). The wizard rolls 10d3+7, and gets a total of 29. The wizard
takes 29 points of damage, and the target takes 29d4 in damage. Note that
there is no saving throw for the wizard or target to reduce damage. The
wizard can cast this spell as if at a lower level in order to reduce damage
taken. Certain spells will offer some protection against the bolt (for the
target only): shield: absorbs one dice damage per round duration left,
rounded up, shield duration reduced appropriately; minor globe of
invulnerability: as above, one round per 3 dice damage; globe of
invulnerability: as above, one round per 5 dice damage; brooch of shielding:
one charge per two dice damage absorbed.

Spells or prefixes (White Wolf Magazine) which augment damage affect the
damage the caster takes; the target, however, only takes 1d2 points in
damage for each augmented point the caster takes. For example, if the caster
above could do an extra point of damage per die from another spell affect,
he would take 39 points of damage, knocking him unconscious, doing 29d4+10d2
in damage, raising the average damage from 73 to 88 HP, probably at the cost
of his life.

The damage incurred from a wildbolt, for both the caster and target, can be
healed normally.

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

Sand Glass (Alteration)
Range: 1 foot
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Author: Marcos A. Avila (Mizar, the Brilliant) <marcos@ifi.unicamp.br>

This simple spell allows wizards to create small glass objects (up to 3
pounds) out of sand. If used creatively, it is a handy spell for many
situations. The caster can shape the glass in any way he wants, but trying
to duplicate an existing object or creating something complex or valuable
will require the proper artistic proficiencies. The caster can produce
either transparent or translucent glass. Common products of this spell are
cups, bowls, vials, small windows, crystal bullets, cutting shards, and so
on. The spell itself doesn't produce sharp enough edges for cutting, but
this can be done after the glass is made.

It takes at least one round to prepare the glass, plus a variable time for
the shaping, dependant on the object's complexity (DM's discretion).

The material component of this spell is a small crystal lens to concentrate
any light source stronger than torchlight on the sand. The lens is not
expended.

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

Sand Skin (Conjuration)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
Author: Unknown

By this spell, the wizard will cover himself with sand that will repel
damage. The wizard will be able to cover himself with enough sand to block 8
HP + 1 HP per level of damage. The type of sand used causes the body to be
slightly shaded to that colour. The spell lasts until all the points are
used up.

Multiple casting only raise you back to the maximum of a single casting.

The material components needed are: ground granite, sandstone, or some other
type of fine sand.

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

Sand Spray (Alteration)
Range: 20 feet
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Unknown

By means of this spell, the wizard sends out a spray of sand in a horizontal
arc of 90 degrees in front of himself. This attack is resolved on the
fighter's missile attack table. If successful, it will blind 1d4 individuals
in the field of fire for one round. Those individuals blinded will suffer a
-4 penalty to their attacks, while giving the wizard and his companions a +4
gain to their attack rolls - for the remainder of the round - or give them a
2-round head start to flee. The material component is the sand to be
sprayed.

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

Sangfroid (Abjuration)
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Martin Ott <p581mao@mpifr-bonn.mpg.de>

This spell confers immunity to all "nuisance" cantrips and 1st-level spells
cast upon the bard. In addition, it gives the bard a +4 bonus to his saving
throws versus such spells of second level or higher. This spell is primarily
used while performing, as it keeps outside events such as hecklers and taunt
spells from interrupting the bard's performance. The material component for
this spell is a chip of granite.

"Nuisance" spells are those that do no damage, but are designed to adversely
affect the bard's concentration, train of thought, or senses. Most illusion
and charm spells fall into this category, as do blindness, deafness, and
other such spells that otherwise cause blindness or deafness. All three
variations of the annoyance spell (q.v.) are included as well. There are
more such spells, but an exhaustive list here is unwarranted.

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

Sanh's Ray of Light (Evocation)
Range: 6 yards + 1 yard per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This spell is a more powerful version of Sanh's harmless ray of light. If a
saving throw versus death magic is failed, the victim suffers 1d6 points of
damage plus one per level of the wizard. A fumbled saving throw results in
the victim being permanently blinded in one eye and dazzled for 1d6 rounds
(-2 on all rolls).

As per the cantrip, Sanh's ray of light is basically a laser beam. The
colour is chosen by the wizard, but multichromatic light, such as sunlight,
cannot be duplicated. Since the beam itself is not magical, magic resistance
has no effect against this spell.

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

Sara's Searing Skean (Summoning)
Range: 60 yards + 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
Author: Sara

Sara's searing skean summons a sprite from the elemental plane of fire which
is manifested on the prime material plane as a flaming aura surrounding a
silver dagger in the possession of the wizard. To invoke the skean, the
wizard points the silver dagger at the intended target and speaks a command
word. The flame leaps off the dagger and unerringly strikes the target
indicated by the wizard. Even if the target is engaged in melee, it need
only be seen by the wizard in order for the spell to succeed.

The attack of the skean results in damage of 2 HP + 1d3 HP per level of
wizard to a maximum of 9d3 at ninth level. Also, flammable objects such as
paper or wood will be ignited by the flames, and undead receive normal
damage from the attack. The sprite will not travel through or over water,
but does double normal damage to creatures from the elemental plane of water
which are otherwise "standing" in open air. The dagger does not harm
fire-using creatures or creatures from the elemental plane of fire.

After its attack, the sprite normally returns to the elemental plane of
fire, however, there is a 5% chance that the sprite will remain, attacking
the nearest creature (possibly even the wizard) on the next round. The
sprite must make this 5% roll each round it stays away from the elemental
plane of fire, and for each round the sprite remains, the strength of its
attack is reduced by 1d3 until it dissipates. If the sprite's attack
strength falls below 1d3, it will automatically return to the elemental
plane of fire. For every level of the wizard's experience beyond the first
level, the probability of the sprite remaining is reduced by 1%.

The material component of this spell is a silver dagger which may be reused,
and a pinch of sulphur which is thrown into the wind. The results of this
spell on planes other than the prime material plane are currently undefined.

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

Seduce Undead (Necromancy)
Range: 10 yards
Components: V, S, M
Duration: 24 hours
Casting Time: 1
Area of Effect: One undead + 1 undead per 2 levels above
ninth Saving Throw: None
Author: Mario R. Borelli <mario.r.borelli.3@nd.edu>

This spell creates a standing order with one or more undead to engage in
sexual behaviour of the caster's choice with the caster. The undead will
make no effort to harm the caster, although disease from a zombie's touch or
mummy rot, for example, may of course occur. Each orgasm achieved by the
caster causes 1d6 damage to the undead. The material component is a drop of
semen mixed with menstrual blood.

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

Shadows (Illusion/Phantasm)
Range: 0 or 6 yards (see below)
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Brian Dawson

This spell has three different potential functions, the choice of which may
be made at the time of casting:

Hide. The wizard may cast shadows upon himself, with this covering giving
him a chance of hiding in shadows as that for a thief of equal level. The
wizard can take advantage of (or is penalised by) Dexterity and racial
adjustments. This form of the spell is only shadow enhancing, so an effort
must still be made to hide. It can be cast only on the wizard's person (a
range of 0 for this function), and the wizard must remain still and
concentrate faintly to maintain the shadows. This can only be of use where
shadows already exist. If the wizard is also a thief, this spell can be used
to either give the chance of hiding as described above or add a 2% per level
(wizard's level) to the character's normal thief chances of hiding in
shadows.

Distract. This version causes a number of shadowy forms to dart about up to
6 yards distant in a 2-yard square area, until the spell expires. This could
be most distracting, for it appears as though there are humanoid and
possibly animal forms moving about. These shadows cannot exist in sunlight
or a continual light, but could still be seen jumping between areas of
cover.

Scare. This version creates the illusion of a number of humanoid forms,
appearing exactly as the undead shadow. Up to 1 form per level can be made,
appearing in a 10 feet + 1 foot per level square area. The wizard has
control over each form's actions.

While they may look like shadows, they are completely powerless (with the
exception, perhaps, of causing fear or uncertainty - a normal reaction for
one confronted with this situation). The wizard must maintain concentration,
and even then the maximum duration of 3 rounds per level still applies. If
he breaks concentration, the shadows will last 1d2 rounds longer before
fading away.

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

Sharpen (Alteration)
Range: 0
Components: V, S, M
Duration: 3 months per level
Casting Time: 1 turn
Area of Effect: One weapon
Saving Throw: None
Author: Unknown

This keeps a sharp edge on any one weapon for at least the time period
specified, provided the weapon is used normally only (i.e., in combat).

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

Shrapnel Shot (Alteration, Evocation)
Range: 120 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: One-half
Author: Benjamin C. Ford <benford@wpi.edu>

This spell fires a burst of shrapnel at the target. The shrapnel travels in
a straight line towards the target. Any intervening creatures must save
versus dragon breath or be the spell's new target.

The target is hit by 1d8 pieces of shrapnel, plus one piece of shrapnel per
level of the caster. Each piece causes 1 HP of damage and counts as a
separate attack (great for reducing spells such as stoneskin). A saving
throw versus spell reduces the number of hits by half. The maximum number of
hits is 1d8+8 at eighth level. The hits from the rocks themselves cannot be
countered by magic resistance, as they are natural rocks.

However, the enhancement that allows the rocks to damage magical creatures
is affected by magic resistance.

The material component of this spell is a stone that weighs at least one
pound.

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

Sigil (Conjuration/Summoning)
Range: 0
Components: S, M
Duration: Permanent
Casting Time: 1
Area of Effect: Object touched
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

The wizard may inscribe or write his personal sigil, emblem, or seal over
any non-magical item. The sigil will prevent the opening of any door, chest,
or lock until dispelled, and any person touching the item inscribed with the
sigil (other than the wizard) will receive 1d4 points of damage. If a knock
is used to open the item inscribed, the item will open normally, but the
damage is still inflicted. The material component of this spell is a key,
which is consumed in the casting.

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

Simple Distillation (Alteration)
Range: 0
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: 5 gallons per level
Saving Throw: None
Author: Christopher A. Snyder Jr. <vnwkvza@grove.iup.edu>

No material components. No gestures. Just a complicated guttural verbal
component. Many wizards have tried to reduce this spell to a cantrip.
However, it doesn't seem to be possible to reduce the verbal component
enough to do this. Perhaps adding a small somatic gesture?

Each casting halves the volume and effectively doubles the percent alcohol
in the liquid it is cast upon. The catch is that the water goes first. Thus,
if beer containing 10% alcohol is placed in the pot, then it will lose half
its volume, but will now contain 20% alcohol. When all the water is gone,
some other liquid (juice, etc.) has to go next (DM's choice).

Effects are similar to Darkblood's travel size distillery (see the Net
Alcohol Guide for more information on this item). In fact, this is one of
the spells Darkblood used in creating his distillery.

This spell has no effect on any living being, except (perhaps) water
elementals. This is up to the DM. For example, the water elemental must save
versus spell or lose half its remaining hit points when struck by this
spell. A successful saving throw indicates half damage or loss of fourth of
the remaining hit points. This is clearly a very powerful spell against
water elementals, but how many times does one see water elementals? If this
is a problem than simply rule it doesn't affect water elementals either, or
lower the damage it causes.

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

Skank (Enchantment/Charm)
Range: 0
Components: V, S
Duration: 5 rounds per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
Author: James A. Hooper <hooper2@snycanva.bitnet>

This spell turns an innocent, sweet person into a wild and crazy
nymphomaniac. The affected person will be struck by nymphomanic insanity for
the duration of the spell. This spell is very popular with apprentices at
school who like to cast it on haughty, preppy girls.

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

Skip Object (Alteration)
Range: 60 feet
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
Author: Joshua Rosenfeld <emilus@u.washington.edu>

This spell can be cast on any non-living object with a volume no greater
than 1 cubic foot per level of the caster. Magical items and those items
held or worn by an unwilling creature receive a saving throw of 12. Magical
items with plusses or minuses receive a bonus to their saving throw equal to
this modifier (which means that a cursed -2 sword would receive the same
bonus as a +2 sword). Other magic items receive bonuses corresponding to the
strength of their magic (as determined by the DM): +1 for weak magic, +2 to
+3 for moderate magic, and +4 (or more) for strong magic. Artifacts and
relics are not affected by this spell. For every third level of the caster,
this saving throw is further modified by a -1 (-1 at third level, -2 at
sixth, etc.).

The effect of this spell is to cause the object in question to be skipped
forward in time a number of rounds equal to the factorial of the caster's
level, plus one (a 5th-level wizard, for example, can skip an object forward
5+4+3+2+1+1=16 rounds).

During the time the object is being skipped, it ceases to exist, and there
is no way to affect it in any way. When it reappears, if something has moved
to occupy the space it previously was in, it will move to the nearest open
space. The caster can choose to bring the object back any time before the
expiration of the spell, at which time the spell ends.

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

Skulkskin (Illusion/Phantasm)
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Brian Dawson

Similar to the effect of the skulk's renowned ability, this spell enables
the recipient to change colour so as to blend with his background; however,
unlike the skulk's ability, it changes not only the skin colour, but the
colour of any items worn or carried also. The chance of successfully hiding
depends on the activity of the recipient, as shown on the following table:

 Movement Rate   Chance of Success
 0 (stationary)  80% + 2% per level
    Up to 1      60% + 2% per level
    Up to 3      40% + 2% per level
    Up to 6      20% + 2% per level
     Faster         2% per level

The recipient may attack without ruining the spell, and will surprise on a
1-4 in 6 if successfully hidden from view. Once seen, a creature cannot
successfully hide from an observer until first moving out of its line of
sight. Note that chances to detect invisibility (see the Dungeon Master's
Guide, page 60) apply against this spell. The material component is a bit of
skin from a colour changing creature (such as a chameleon, troglodyte,
skulk, pseudo-dragon, etc.).

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

Slivers of Stone (Invocation/Evocation)
Range: 30 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell creates a stream of sharp stone shards that unerringly hit their
target. The stones inflict 1d4 + 1 points of damage. For every three levels
gained, the wizard inflicts another 1d4 + 1 points of damage. This spell is
the earth elementalist version of the magic missile spell, and protections
against that spell are also useful against slivers of stone.

Slivers of stone has the same limitations as magic missile. The material
component of this spell is a handful of stones, which must be thrown at the
target.

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

Small Fire Ball (Evocation)
Range: 5 yards + 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One target
Saving Throw: One-half
Author: Unknown

This is similar to a normal fireball with the following exceptions: only one
target is affected (the wizard chooses the target and the fireball expands
until the target is engulfed), damage is 1d4 HP per wizard's level (up to a
maximum of 10d4), and exposed items receive a +2 on their saving throws. The
material components for this spell are a bit of burning incense, and a gem
worth at least 5 gp; both are consumed with the casting.

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

Smelt (Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None
Author: Keith C. McCormic (Darktooth)

<dunkelza@twain.ucs.umass.edu>

This spell reduces a quantity of metal ore to the pure metal it represents.
No slag is left, as it is consumed to provide energy for the spell.

A wizard may reduce an amount of metal, per level, as shown by the table
below:

   Ore           Amount        Metal Resulting
  Lead         80 pounds          60 pounds
 Copper        50 pounds          30 pounds

 Bronze   40 pounds of copper +   30 pounds
            10 pounds of tin

  Brass   40 pounds of copper +   30 pounds
           10 pounds of zinc
   Tin         50 pounds          30 pounds
  Iron         20 pounds          10 pounds

  Steel   10 pounds of steel +     5 pounds
          1 pound of charcoal
 Silver        30 pounds          20 pounds
  Gold         50 pounds           4 ounces
 Mithril        1 pound            1 ounce
 Mercury        1 pound            1 ounce

By this method, low-level wizards should be able to smelt the daily products
of a small mine. DMs should assign values to other metals based on their
rarity, value, and usefulness as above.

When the spell is cast, the caster must place a small amount (a coin, drop,
or small bar) of refined metal of the appropriate type on top the pile of
ore. Then, as he speaks the words and makes motions of pumping a bellows or
hammering, a bright light surrounds the ore, blinding all who look at it and
fail to save versus paralysation for 1d6 rounds. No heat is produced by
this.

When the light fades, a block of the pure metal of the indicated weight is
seen resting on the same surface the ore was on. In the case of mercury, the
caster must place the ore in a bowl before casting, or the fluid runs off.

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

Smiley (Alteration, Evocation)
Range: 10 feet per level
Components: S
Duration: Permanent
Casting Time: 1
Area of Effect: One object
Saving Throw: None
Author: Kai Rottenbacher <c/o uwagner@orville.zdv.uni-mainz.de> This spell
creates a smiley face which appears on the object to be affected. This
smiley is created from the same material as the object on which it appears:
if cast on a cloak it appears as an ironed-on smiley, if cast on a shield it
appears as a painting, etc. The smiley face cannot be removed without the
use of dispel magic - and if this is tried it always works at one hundred
percent, but with the vanishing of the smiley the material it was on also
vanishes - so that you get a smiley shaped hole in the object, which does
not destroy the object nor does it render it unusable, but you have a hole
in it nonetheless. Even a mug which had smiley cast on its bottom which was
removed by dispel magic will have hole in its bottom but it can still be
filled with liquid without the liquid running out of the bottom.

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

Snapshot (Invocation/Evocation)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 0
Area of Effect: One page
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

With this spell, the wizard causes an image of whatever he sees, even
thermal images and magical auras, to appear on a sheet of parchment or
vellum.

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

Spellcrystal I (Conjuration, Invocation)
Range: 0
Components: V, S
Duration: 1 month + 2 months per level
Casting Time: 1 round
Area of Effect: One crystal
Saving Throw: Special
Author: Kris <simonis@stpc.wi.leidenuniv.nl>

With this spell, a wizard can harness and store the energy used to cast
spells for later use - to enhance other spells. This requires a crystal of
at least 100 gp worth. This crystal, once forged, is far from stable, and if
not handled carefully, it will detonate in a wild surge. To determine
whether a crystal detonates, roll an item saving throw as for rock (crystal)
with a -4 and a +1 per two levels of the caster. If magic is released
(either by a casting or by another crystal that detonates), roll a saving
throw versus crushing blow for everything and everyone within a 1-foot
radius of the crystal.

If such a crystal is placed within the area of a stabilize spell it gets a
+4 on every saving throw. Also, if a crystal does detonate it doesn't
release a surge. Instead, the magic just fizzles away (this is really handy
because now a chain reaction cannot be caused). Thirdly, the time spent
within a stabilized area doesn't count against the duration of the spell.

In a dead magic area the energy just fizzles away. When entering the area,
the crystal must save versus disintegration or be rendered normal again.
Detonating crystals just fizzle in this area. Upon entering a wild area, a
saving throw versus disintegration must also be made or the crystal will
detonate.

All saving throws within this area are at -4 (except the saving throw made
when entering the area).

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

Starshine (Illusion/Phantasm)
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: 30-foot radius
Saving Throw: None
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

This spell causes the immediate area around the wizard to become dimly
illuminated as if by starlight, enabling clear vision of up to thirty feet,
with indistinct vision at up to sixty feet.

The spell will only work in near to total darkness, and will cause the
ceiling of indoor caverns to appear as a constellation, taken conveniently
from the wizard's memory. The material component for this spell is a silver
piece.

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

Static Charge (Alteration)
Range: 0
Components: V, S, M
Duration: 4 rounds per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: Negates
Author: August Neverman <gitzlaff@uxa.cso.uiuc.edu>

This spell causes the victim to have a serious static charge for the
duration of the spell. The static charge causes the affected creature to be
very edgy and irritable. The saving throw is at +1 per level (or Hit Die) of
the victim - but at -1 per level of the wizard. The material components are
a glass rod and wool.

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

Streams of Fire (Evocation)
Range: 10 yards + 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: One-half
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell causes a thin stream of fire to strike one creature within range.
The fire inflicts 1d2 + 1 points of damage per level, with a saving throw
allowed for half damage. The maximum damage is 10d2 + 10.

The material component of this spell is either a burning torch which the
wizard holds, or a pinch of sulphur.

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

Swim [1] (Alteration)
Range: 0
Components: V, S, M
Duration: 1d6 turns + 1 turn per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

When cast on a willing creature who cannot swim, that being is granted the
ability to swim tirelessly for the duration of the spell. If the recipient
can swim, he tirelessly swims at double his normal swimming speed for the
duration of the spell. Note however, that this spell does not grant the
ability to breathe underwater. The material component is the fin of any
fish, or the leg of any amphibian.

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

Swim [2] (Alteration)
Reversible
Range: 30 yards
Components: V, S, M
Duration: 3 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell gives the recipient the ability to swim with ease.

The character has a swimming rate of 12 and can carry his normal load of
equipment with no difficulty. A normally outfitted character cannot drown
while this spell is in effect. This spell does not impart the ability to
breath underwater.

The reverse of the spell, sinking, reduces the swimming ability of the
target by one class if it fails its saving throw versus death magic. Thus
natural swimming creatures are treated as land creatures trained in
swimming, characters with swimming proficiency are treated as if they didn't
have this ability, and non-proficient characters sink like stones.

The material component of this spell is a scale from any fish (and a stone
for the reverse).

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

Targon's Accuracy (Enchantment)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: One weapon
Saving Throw: None
Author: Jeffrey William Carlson <5252@ef.gc.maricopa.edu>

When cast upon a missile weapon, the weapon becomes more accurate. It gains
a +1 bonus to-hit, and an additional +1 for every 4 levels of the caster.
For example, a 4th-level wizard confers a +2 bonus. The maximum bonus is +5.
It may only be used on normal missile weapons. In the case of fired weapons,
it is cast on a single piece of ammunition. If the weapon can be used as a
melee weapon, it confers no bonus in melee combat. The weapon gains no bonus
to damage, speed factor, or ability to hit creatures only hit by enchanted
weapons. Once the weapon has been shot, the bonus is lost, thus ending the
spell.

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

Telltale Feet (Alteration)
Range: Throwing distance
Components: V, S, M
Duration: 1 turn per 2 levels
Casting Time: 1
Area of Effect: One person
Saving Throw: None
Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu>

This spell creates a glowing footprint to appear wherever the victim steps.
The footprints can only be seen by the caster (there is also a fifty percent
chance that creatures with infravision may see them as well). The footprints
will last for the full spell duration (changing shoes doesn't help). A
dispel magic will remove the footprints.

The material component for this spell is a single berry. The berry must be
thrown at the victim immediately following the vocal component for this
spell. The berry must strike the victim for the spell to work.

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

Time of Death (Divination, Necromancy)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 9
Area of Effect: Corpse touched
Saving Throw: None
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

This spell allows the wizard to estimate the time of death of the
recipient's corpse to within 5% if the corpse has been dead no more than one
day per level of the wizard, to within 20% otherwise.

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Tree Swipe (Alteration)
Range: 3 yards + 1 yard per level
Components: V, S, M
Duration: 1 round + 1 round per 3 levels
Casting Time: 1
Area of Effect: One fully grown tree
Saving Throw: None
Author: Unknown

By use of this spell, the wizard can control a tree branch for the duration
of the spell. The wizard can make the branch wave, attack, fan a small
breeze, etc. If the branch attacks, it does so as a fighter of the same
level as the wizard and inflicts 2d6 points of damage. This spell works only
on full size trees.

The material components needed are a handful of leaves, a verbal "smack" and
a swing of the arm.

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Tricks (Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: 10-foot radius
Saving Throw: Special
Author: Jim Vassilakos <jimv@ucrmath.ucr.edu>

The wizard creates a number of various minor illusions such as coloured
sparkles, puffs of smoke, or small floating objects equal to his level.
Creatures of low intelligence and semi-intelligence (Intelligence scores of
2-7) must save versus spell or become involuntarily fascinated for 1d6
rounds or until attacked (whichever comes first). Even creatures of higher
or lower Intelligence may become distracted. Tricks is most commonly used
for the purpose of entertaining an audience. The material components are
some pebbles.

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Turn Undead [1] (Necromancy)
Range: 0
Components: V, S
Duration: 1d4 turns + 1 turn per level
Casting Time: 1
Area of Effect: 2d6 undead
Saving Throw: Negates
Author: Al Singleton (Isaac Winthrop) <eaay@catcc.bitnet>

By means of this spell, a necromancer (and no other wizard) can turn undead
as a priest of equal level. If the caster uses holy or unholy water, the
undead are not allowed saving throws, otherwise the turned creatures are
allowed saving throws versus spell to resist the urge to turn.
Disintegration is also possible, but an evil wizard cannot gain control over
the undead as an evil priest could: this spell always turns.

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Twilight's Gag (Alteration)
Range: 20 yards per level
Components: S, M
Duration: 3 rounds per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Author: Robert A. Howard <ssa94isa06@rcnvms.rcn.mass.edu>

Twilight's gag is a specialized spell, similar to the priest spell silence,
15-foot radius. Twilight's gag, however, affects only one creature. The
creature is unable to make any sounds, although items around him can still
be heard. Twilight's gag also blocks out any sound to the victim, protecting
him from sound-based attacks. For every four levels the caster is at, the
victim receives a -1 penalty to his saving throw (so a victim of a
17th-level gag would save at -4). The component for this spell is a length
of cotton cloth, in the form of a gag.

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Undeath Friendship (Necromancy)
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Peter Gourlay <gourlay@slais.ubc.ca>

This spell creates an empathetic link with undead, allowing a normal
reaction roll to determine interaction between the undead and the wizard.
Obviously, if the wizard is hostile or a threat, then the reaction roll is
meaningless. The wizard receives normal Charisma bonuses, plus an additional
5%. Generally, a friendly reaction roll just means a wary acceptance.

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Unguided Missile (Evocation)
Range: 6 yards + 1 yard per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: Negates
Author: Max Becherer <becherer@suna0.cs.uiuc.edu>

This is a modified magic missile which flies in a perfectly straight path
from the wizard's fingertips. It does not home in on its target, and
therefore a saving throw versus spell is permitted to avoid the effects of
the spell (note: a separate saving throw is required for each missile). In
exchange for this reduced effectiveness, the missiles are more damaging than
normal magic missiles, inflicting 1d6+2 points of damage per missile. In
every other way, this spell is identical to magic missile.

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Urlic's Unwholesome Meal (Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: 1 turn + 1 turn per level
Casting Time: 5
Area of Effect: Two portions + one portion per level
Saving Throw: Negates
Author: Brian Dawson

This spell is used to disguise existing food or to create a completely
illusionary meal. The illusion will have full visual, thermal, touch and
smell components.

With the former usage, a bland meal can be made to appear in all respects as
a royal feast (or vice versa), and even spoiled food or poison can seem
irresistible. The serving vessels and utensils can also be disguised.
Spoiled foods will often cause nausea, and as a general rule, if a saving
throw versus poison is failed, a character will be incapacitated for 3d6
rounds following a 2d8 round onset time. Allow a 25% or greater chance
(depending upon what was eaten) for more serious poisoning lasting 4d12
hours. Both slow poison and neutralise poison would be effective in
countering these symptoms). A saving throw versus spell is not given until
the creature actually begins to consume the affected meal, and it is made at
-4 unless a close examination of the food is made. If failed, the diner will
believe the illusion to be real, and will have no cause for alarm. If the
saving throw is successful, the creature will see the meal's true form, and
will be aware of the presence of an illusion.

If a complete illusionary meal is consumed, a victim will believe that his
hunger and thirst have been satiated, but only for as long as the spell's
duration. A saving throw is allowed, being the same as that of the former
application of the spell.

The spell requires the wizard to sprinkle a pinch of gold dust over the food
(or air) where the illusion is to be created.

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Vanquil's Clinging Pockets I (Alteration)
Range: 0
Components: V, S, M
Duration: 1 hour + 1 turn per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Author: Joseph Delisle <jdelisle@loyola.edu>

By casting this spell, the caster causes the objects inside a small soft
container carried by him (like a backpack or the pockets in a piece of
clothing) to stick together and to the inside of the container. The caster
is not affected by this "clinging" (there is no resistance for him), but
others must give a strong pull to remove the items. The result is that a
thief's chance to pick pockets decreases by 5% per level of the caster, but
the caster's chance of noticing a pick pockets attempt doubles (whether it
was successful or not).

The material component is a bit of glue and some lint.

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Weasel Wire (Enchantment)
Range: 0
Components: S, M
Duration: 1 turn per level
Casting Time: 4
Area of Effect: One wire
Saving Throw: None
Author: Phill Hatch <phatch@slc.mentorg.com>

Weasel wire allows a character to surreptitiously open a lock without having
to vocalize a command. Anybody may use the enchanted wire, not just the
wizard. The base chance to open a lock is 10% per level until tenth level.
At tenth level and above, the best chance to succeed can't exceed 99%. This
can be modified up or down by the quality or subtlety of the lock. This
spell won't find traps or tricks, nor disarm them. But if performed
successfully the traps won't be triggered, just as if the actual key had
been used and used properly. A failed roll indicates the trap was sprung and
the lock unopened. Only one attempt per lock may be made. Failure means the
character can't open the lock with this spell. Weasel wire has no effect on
barred, bolted, or jammed objects, only on key-activated systems.

To cast the spell, the caster holds a piece of brass wire, no more than 6
inches in length and somatically gestures. This wire can be used by others
or even be moved by telekinesis to its point of use. The wire is inserted in
the lock and wiggled.

Note that transport or sale of an effective item is limited by the spell's
duration. It is also worth considering how legal this spell is. While
beneficial to locksmiths, its misuses are obvious. If this spell is widely
known, there is likely to be government restrictions on weasel wire.

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Web Strand (Conjuration)
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Negates
Author: Ally's Spellbook <knudsenm@wpsmtp.ohsu.edu>

This spell creates a single strand of web that enwraps the target creature
much like a spider wraps its prey. A successful saving throw means the
victim has dodged the web and is unaffected. Enwrapped creatures may break
free if they make a successful bend bars roll (substract the caster's
level), otherwise they are held immobile. The material component of this
spell is a piece of spider web.

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Werp's Unseen Escape (Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Brian Dawson

This spell is a weakened version of the 2nd-level wizard spell invisibility
(q.v.). For the chance to detect invisibility (see the Dungeon Master's
Guide, page 60), an observer is treated as five levels higher than actual.
In all other aspects, this spell is the same as invisibility.

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Whisper's Hands of Darkness (Necromancy)
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>

This spell is similar to a burning hands, save that it spurts negative
material instead of fire.

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Whisper's Icicle Assault (Conjuration/Summoning)
Range: 20 yards + 5 yards per level
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>

This is a different form of magic missile. Instead of firing magic missiles,
the spell conjures up non-magical icicles, which are then directed to fly at
the targeted opponents. The amount of missiles summoned is the same as per
magic missile. The missiles can be targeted at multiple opponents (if the
wizard has two missiles, he can shoot at two opponents, one missile at
each). The icicles themselves are non-magical, thus magic resistance and
other protections against magical effects or missiles are ineffective,
though protection from normal missiles will protect the shielded target. The
icicles do damage for 1d4 per missile against normal opponents, but 1d6 per
missile on targets especially vulnerable to cold based attacks, such as fire
elementals etc.

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Whisper's Magic Sacrifice (Necromancy)
Range: 0
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>

This spell can be extremely useful, but also extremely dangerous to use.
This spell opens up a link between the wizard's lifeforce and his magic
energy. Through the use of this spell, the wizard can cast another spell
without losing that spell from memory. In stead, the energies for the spell
are directly drawn from the wizard himself. The wizard thus gets drained for
an amount of hit points equal to the square of the spell level of the spell
the wizard casts subsequent to the magic sacrifice.

This drain is irrevocable, and being drained directly from the wizard's life
force, there is no manner to shield the wizard from this damage, magical nor
mundane.

Also, the damage thus sustained cannot be healed in any other way than by
natural healing, thus the wizard will regain only 1 HP per day of rest. Note
that if the caster so wishes, he could cast a spell whose draining would
kill him, in which case only a resurrect, wish, or the like would bring him
back to life.

The spell opens this link until the next spell is cast, or until an amount
of turns has elapsed equal to the caster's level of experience.

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Whisper's Rune of Armouring (Alteration)
Range: 0
Components: V, S
Duration: 1 week per level
Casting Time: 1 turn
Area of Effect: Garment touched
Saving Throw: None
Author: Robert Johan Enters <whisper@wpi.edu>

This spell is cast on a cloak or similar garment which is embroidered with
the personal rune of the wizard. This spell transmutes the rune and garment
in such a way as to bestow upon the garment an Armour Class increase of one,
provided the garment was non-magical before. Thus a simple cloak would now
provide an AC 9. This is compatible with other magic items, provided it is
not the garment itself, nor may more than one of the same garment be worn at
the same time: wearing a cloak of protection, and adding a cloak with the
rune will not help, but a rune-enspelled cloak would help if the wearer also
wore rings of protection and bracers of protection.

This spell can be cast on most cloth worn items, such as sashes, robes,
vests, tunics, pants, cloaks, mantles etc. It will not work on shoes, boots,
belts, gloves etc., even if made from cloth. Furthermore, the magic is such
that using the spell in conjunction with more than three items at the same
time does not further increase the Armour Class of the wizard.

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Wimbly's Wonderful Web (Conjuration, Evocation)
Range: 1 yard per level
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Author: Paul D. Walker <pdwalker@hk.super.net>

This spell, when cast, creates one strand of a very sticky web material
similar to the kind spiders use to wrap up their captured prey. When the
strand hits a creature, the creature is immobilised for the duration of the
spell. When the spell wears off, the web-like material ceases to be sticky
and the creature can easily escape.

During the spell, the webs require at least a 21 Strength or better to break
free, or an edged weapon doing at least 2 points of damage per level of the
wizard. If this is not done carefully then the entangled creature takes þ
full damage if the would be helper misses the webs or half damage if he does
not. The webs would take quarter or half damage respectively. The webs could
be more easily burned off but the entrapped creature would take 1d6+1 points
of damage from the burning webs. For this case, the strands are considered
AC 0.

In order for the target creature to be hit, the wizard attacks as a monster
of equal Hit Dice. Dexterity bonuses are added to the wizard's roll, if any.

If the spell misses the target creature, then an other creature behind the
target may be hit (the spell travels in a straight line out to its maximum
range or until it hits something).

The material components for this spell are some spider webs which disappear
when the spell is cast.

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Wither (Necromancy)
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 100 square feet per level
Saving Throw: Special
Author: Geoffrey Edward Fagan <gefagan@uokmax.ecn.uoknor.edu>

This spell kills all normal vegetation within an area of 100 square feet per
level of the wizard, who determines the shape of that area at the time of
casting. Trees receive a saving throw of 11, and special plants such as
treants suffer but 1d6 points of damage. The material component is acid,
sprinkled over the whole area of effect. Casting time is exclusive of this
administration.
