Date: Sat, 16 Jan 1993 01:32:00 -0600
From: Jim Gitzlaff  <gitzlaff@uxa.cso.uiuc.edu>
To: wsbusr1@urc.tue.nl


I just got the Net Spellbook 5th Ed.  Impressive.  Dang impressive.  I was
both surprised & gratified to notice that a whole bunch of my spells were
included & I didn't even know it.  (I am the "Dheryth" of History, Tomelore,
Energy Lance/Globe/Cloak/Net, Sanctum Sanctorum, etc etc.)  I'm reluctant to
tell you my email address because as it stands, I have pretty high billing
on the list of contributors. ;-)

Still, my current email address is gitzlaff@uxa.cso.uiuc.edu
Jim Sisolak, another guy with an unknown address, is co-DM with me:  his email
address is sisolak@trans1.neep.wisc.edu

Enclosed you will find a few new spells to filter from our campaign.  I wish
I had more low level ones to share, but Dheryth hasn't come up with anything
original on the low end of the spectrum for a while.

Jim Gitzlaff / Dheryth
gitzlaff@uxa.cso.uiuc.edu

-----------------------------
Dancing Lights II (Evocation)
Author:          Jim Sisolak and Jim Gitzlaff
Level:           3                    Components:    S
Range:           special              Casting Time:  1
Duration:        1 day                Saving Throw:  None
Area of Effect:  1 globe per level

	This spell creates up to 1 globe of light per level of experience of
the caster.  Each globe may be controlled seperately and individually, and
can float, bob, and otherwise behave rather like the lights from the 1st
level wizard spell Dancing Lights.  The globes must either remain in sight of 
the caster OR stay within a 30' per level of experience radius lest they 
instantly vanish.  They can move as fast as 200 feet/round.
	The globes may be given a variety of simple commands by the caster.
These commands may be individual (e.g. "globe 6 stop there in the center of
the intersection") or global (e.g. "all globes spin around the head of that
figure").  The globes are not intelligent, hence cannot be given commands
that require more discernment than a magic mouth spell could handle.
	The globes are 1 foot in diameter and can be varied in color (any)
and brightness (anywhere from a guttering candle to a Light spell for each
globe).
	This spell has several major uses:
	(1)  An improved, more eerie version of the 1st level spell.
	(2)  To provide portable illumination.  The lights can brighten
	   things on ledges, in rooms, in pits, etc, without risking any party
	   member's health.  Since each globe can be the equivalent of a Light
	   spell, this illumination can be quite significant.
	(3)  To try to distract opponents in long range combat.  Folks in 
	   melee usually dodge, jump, and otherwise dance about too much for
	   this spell to affect them.  Archers and spellcasters, on the other
	   hand, need to be still and concentrate in order to be effective.
	   For every three globes spinning/flashing around the eyes of a
	   single archer, missile attacks are made at a -1 penalty to hit.
	   For example, if Zarg tries to shoot his Xbow while 8 globes whirl
	   and oscillate around his head, he will get a -2 penalty to hit.
	   Spellcasters must make a Wisdom check at a -5 bonus to the roll
	   in order to keep their concentration & avoid botching the spell.
	   For every globe after the first, the caster gets a +1 penalty to
	   the WIS check.  For instance, Abulator is trying to disintigrate
	   Malithe while 4 globes spin in front of his eyes.  Thus, he must
	   make a WIS check at a -2 bonus to the roll or his spell fails.
	The globes may be destroyed in two ways.  A successful Dispel Magic
cancels every globe in its area of effect.  The alternative is to destroy
the globes physically.  They may be hit by magical, silver, or iron weapons
(but not steel or wooden ones), have an AC: 0, and can take as many points
of damage as the caster has levels of experience.  Damage from spells will
also harm the globes, though they are immune to fire and electrical damage of
any sort.
----------------------------------------------
Dheryth's Spell Analysis (Divination)
Author:          Jim Gitzlaff
Level:           7                    Components:    V, S, M
Range:           20 feet              Casting Time:  1 turn
Duration:        n/a                  Saving Throw:  None
Area of Effect:  One object or 12'x12'x12' volume
	
	When Spell Analysis is cast on an object or area, it lets the caster
determine what other spells are operational there.  In order to correctly 
identify each spell that is in effect in the area being analyzed, the caster 
must make a successful intelligence check.  Thus, if there were three spells
in effect in the area in question, the wizard would have to make three
intelligence checks.  If s/he were to make two of the three rolls, s/he
would learn about two of the three spells.  The intelligence checks are 
modified as follows:
	Two to four different spells:           +1 to roll
	More than five different spells:        +2 to roll
	Nondetection type spell:                +3 to roll
	"Different spells" does not mean multiple spells of the same type.  
For instance, seventeen magic mouth spells cast on a single statue would 
require 17 intelligence checks but none would be penalized.  But if four 
Magic Mouths and a Permanent Illusion were cast on the statue, the wizard 
would make five intelligence checks, each at a +1 penalty (only 2 different 
spells). 
	"Nondetection type" spell indicates any spell whose primary function 
is to make other divination spells work incorrectly -- e.g. nondetection, mind 
blank, screen, etc.  This does not include generic abjuration spells like 
protection from evil or globe of invulnerability.  Multiple nondetection 
spells do not have cumulative penalties:  each +3 penalty applies only to the 
roll for analysis of the nondetection type spell.
	If a spell is NOT successfully analyzed, then the caster knows that 
the spell is there but neither learns its name nor its properties.  If the 
caster makes the intelligence check but has never encountered the detected 
spell before, then s/he learns its name and its basic effects.
	Dheryth's spell analysis will also reveal some basic information about 
"triggered" spells in the area.  This is limited to simple triggers only -- 
some examples are listed below:
	Simple Triggers:              Complex Triggers:
	opening the book              when an elf opens the book
	entering the door             entering the door without saying "ay"
	If the trigger is complex, the caster of analysis discovers only the 
simplified portion of it.  Furthermore, if the spell is a simple timed one 
(e.g. delayed blast fireball) then the caster learns only that it is "about 
to go off" or "far from going off" or something like this, DM's discretion.
	Finally, for spells that have several versions (e.g. symbol, glyph of 
warding), the caster of analysis may attempt another intelligence check at an 
additional penalty of +1 to determine exactly which version is active.
------------------------------------------------
Dheryth's Gateway (Alteration)
Author:          Jim Gitzlaff
Level:           8
Range:           10 yards                  Components:      V, S, M
Duration:        1 round + 1 round/level   Casting Time:    8
Area of Effect:  10' diameter disk         Saving Throw:    None

	This spell creates a vertical disk 10 feet in diameter.  It is a 
magical portal to anywhere that (1) is on the same plane, and (2) that the
caster had been to previously.  The portal clearly shows the other terrain
and permits two-way travel from either end of the gate to the other.  
Nonliving material can only pass through if carried by a living creature.
	The Gateway does not automatically open to the intended spot.  The
success roll is dependent on distance to the target:
		within 100 miles:             99%
		within 500 miles:             50%
		same planet:                  10%
		other planet in same sphere:   5%
Thus, an attempted gateway from Waterdeep to Bloodstone would open with only
a 10% chance of success, while a gateway from the south shore of Nyr Dyv to
Greyhawk City would be 99% likely to work.
	If the gateway fails to open properly, there is a 50% chance that it
opens somewhere else.  The exact location can be determined randomly or at
the DM's discretion, but it need not be near the target spot.  It could as
easily open to a place a thousand or more miles away as on another planet.
In any event, the material components, a 6-inch diameter platinum mirror 
(200 gp +) and a diamond-nibbed pen (used to draw the gateway in the air;
1,000 gp +) are consumed by the casting.
	The gateway can neither target nor originate from a place that is
sealed from teleportation or interplanar travel (e.g. areas guarded by some
sort of Screen, Sanctum, etc, or rooms lined with gold or lead).
------------------------------------------------
Dheryth's Magnificent Mansion (Alteration, Conjuration)
Author:                 Jim Gitzlaff
Level:                  9
Range:                  10 yards
Components:             V, S, M
Duration:               Special
Casting Time:           9 rounds
Area of Effect:         Special
Saving Throw:           None

	This spell has two different manifestations that may be chosen by the 
wizard when the spell is cast.  Both are essentially improvements on the 
seventh level spell Mordenkainen's Magnificent Mansion.
  Version 1:  The area of effect is 300 square feet per level of experience of 
  the caster, and the interior is fully customizable.  The only changes are as 
  follows:
    (a)  The duration is extended to 4 hours/level of experience.
    (b)  The food is safe to eat.
  Version 2:  The duration stays at 1 hour/level of experience, and the food 
  retains its properties from the 7th level version (whatever those might be).  
  However, the interior is quite different:
    (a)  The interior floor space is equal to 1200 square feet/level.  But, 
       only the 300 square feet/level nearest the entrance can be customized 
       (design, layout, etc.).  The remanining 900 square feet/level has an 
       entirely random design and layout.  Thus, one room might be a bare 
       storeroom, while the next could be a lavish greenhouse pool.  All rooms 
       will be connected via doors of some type to the rest of the complex, 
       but they might be secret doors, doors concealed behind furnishings, or 
       secret doors hidden behind furnishings.  The mansion frequently sprawls 
       in three dimensions (occasionally more in areas with chaotic magic), so 
       it is very possible that connections between rooms might be stairwells, 
       ladders, or trapdoors.  The caster himself will have no idea whatsoever 
       about the location of these rooms and doors until he explores them.  
    (b)  The only magical servants in this version exist in the 300 square 
       feet/level section nearest the entrance.
    With either version, there are indications that under environmental 
    conditions manifesting extremely chaotic magic (e.g. any of the outer 
    planes that are on the strictly 'chaotic' side of the spectrum) the 
    interior layout of the mansion will be exceedingly unpredictable.

===================

Awake (Evocation)

Level:  1
Components: V,S,M
Range:  1' per level  
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: This spell will wake a character (or characters) to full alertness
instantaneously. It can be set to trigger on a specific action such as a word or action. 
The primary component is a horn (which can be reused).  Each being that may be woke
up must be named in the spell when cast.
 
 
Find the Chair (Evocation)

Level: 1
Components: V
Range: 1' per level
Casting Time: 1 segment
Duration: instantaneous
Saving Throw: none*
Area of Effect: 10' per level
 
Explanation/Description: When cast this spell will help the usually intoxicated person sit
steadily, when their is a brawl going on it will automatically summon the nearest chair so
the caster may be comfortable in watching the battle.
 
 
Flu (Alteration)

Level:  1 
Components: V,S,M
Range:  1"/level   
Casting Time:  2 segments
Duration:  special
Saving Throw : Neg.
Area of Effect:  one creature
 
Explanation/Description: This spell will cause the victim to get the flu which will last 1d6
days + the level of the caster.  The "flu" is contagious and anyone within 1" of the victim
will get this flu.  It reduces surprise by 5%, and combat attack and defense rolls by 5%
for the duration of the spell.
 
 
Glow (Alteration)

Level:  1
Components: VSM Fireflies
Range:  1' per level
Casting Time:  5 segments
Duration:  1 hour per level
Saving Throw:  see below
Area of Effect:  One Creature
 
Explanation/Description: This spell causes the object or person affected to emit an erie
glow.  The color ranges from blue to green.  It cannot be dispelled but it can be negated
by a darkness spell.  Saving throw is 5% per level of the victim (or hit dice) minus the
level of the caster.  The glow is not bright enough to read with but is easy to spot in the
dark.
 
 
 
Hallucinatory Steps (Phantasm/Illusion, Alteration)

Level:  1  
Components: V,S,M
Range:  1' per level
Casting Time:  1 turn
Duration:  see below 
Saving Throw:  see below
Area of Effect: one creature
 
Explanation/Description: This spell can be cast on anyone.  The duration is 2d6 rounds
+ 1 round per level.  It will cause the effected person to keep thinking there is a just one
more step (or stair) in front of them, you know like when you go up 10 flights and start
forgetting you have gotten to a landing and take that extra step.  It reduces movement
rate by 5% and is EXTREMELY annoying.  This happens even when the effected person
is walking on flat ground.
 
 
History  (Divination)

Level:  1
Components:  V,S,M
Range:  touch  
Casting Time:  1 turn
Duration:  special
Saving Throw:  none
Area of Effect:  one object or place (max. 1000 square feet)
 
Explanation/Description: This spell allows the caster to "tune in" to the psychic
impressions left on an object or small area.  This power gives the wizard the ability to
divine hidden purposes, prior owners, secret compartments, and powerful alignment
bends.   The spell will not identify a magic item per se, but would (for instance) tell the
caster that the ordinary looking gold ring he holds is in fact the signet ring of a long
deceased noble house.  Further, use of the History spell doubles the chance that the
value of an antique or relic will be correctly guessed.
This spell is usually used on non-magical plunder, books, and items sold at auctions (to
verify claims made about their antiquity).  Although the casting time is long, it is
unobtrusive, and only a single touch is required to make the spell work.
 
 
Inaudibility (Illusion/Phantasm)

Level:  1
Components: V,S,M
Range:  Touch
Casting Time:  1 segment
Duration:  1 turn/level
Saving Throw:  None
Area of Effect:  Creature Touched
 
Explanation/Description: By means of this spell, all sounds made by the recipient become
inaudible--breathing, talking, walking, and the like. Items on the caster's person are
likewise silenced, but thrown or dropped items may make noise once released.  While
under the effect of this spell, the caster cannot cast any spell with a verbal component. 
 Unlike a silence spell, inaudibility masks only the sounds made by the recipient or items
in his/her possession, so it provides no defense against sound-based attacks such as
harpy singing, a horn of blasting, etc.  The spell remains in effect until it is magically
dispelled, until the caster or the recipient cancels it, or until its duration has passed; it is
not dispelled by the recipient attacking another creature.  The material component is a
small wad of cotton.
 
 
Influence Other (Alteration)

Level:  1
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: On success of the spell, the caster may cause the victim to
produce any of the following bodily functions.   Giggle, BELCH, Hiccup, Sneeze, Wink,
Spit, pee, trip, fall, gag, congest, choke, stumble, limp, nod, punch self, Faint, nap, sleep,
drool, think, moan, screech, giggle, bark, hoot, caterwaul, shout, yell, boo, whoop, cry,
cheer, applaud, bawl, roar, whimper, shriek, scream, hiss, heckle and any others you can
think of.. Success of each is determined as 10% chance of failure for each level the victim
has higher than the caster.  (max 99% min 1%)
 
 
Static Charge (Alteration, Reversible)

Level:  1
Components: VSM
Range:  Touch 
Casting Time:  2 segments
Duration:  4 rounds/level
Saving Throw:  see below
Area of Effect:  One Creature
 
Explanation/Description: This spell causes the victim to have a SERIOUS static charge
for the duration of the spell.  The static charge causes the effected creature to be very
edgy and irritable.  Saving throw is 5% per level of the victim (or hit dice) minus the level
of the caster.  The components are a glass rod and wool.
 
 
Waterproof (Evocation, Alteration)

Level:  1
Components: V,S,M
Range:  Touch
Casting Time:  1 segment
Duration:  1 turn/level
Saving Throw:  None
Area of Effect:  Creature/Item Touched
 
Explanation/Description: This spell creates an invisibly thin membrane around the
recipient and any objects in his/her possession, through which water may not pass,
except at the mouth (water breathing, for example, is not hindered if it is in effect, but it
is not otherwise provided by this spell).  Its purpose is to protect and keep dry objects
that could otherwise be damaged or destroyed by water (e.g., spellbooks, torches,
tinderboxes, etc.), since precipitation merely beads and rolls off the recipient and bodies
of water do not penetrate the barrier.  The spell does not confer any special abilities to
survive or breathe underwater, but it will keep the caster and his/her possessions dry
while there.   If used against a creature native to the Elemental Plane of Water, the spell
inflicts 1d4 points of damage on a successful attack roll.   The caster may affect an
additional man-sized creature for every extra level of experience.  The material component
of the spell is a duck feather or a small square of oilcloth.
 
Dream Control (Illusion/Phantasm, Charm/Enchantment)

Level:  2  
Components: V,S,M
Range:  1"/level
Casting Time:  1 segment
Duration:  Special  
Saving Throw:  None
Area of Effect: 1 creature
 
Explanation/Description: This spell causes the victim to have dreams exactly as the caster
lays them out.  Nightmares, messages, fantasies are all possible actions in the dreams. 
These dreams will seem real.  If the person finds out about the source of the dreams it
is likely that he/she/it will NOT take kindly to them.  The chance of success is 10%/level
of caster minus 5% per level of victim (less 5% per degree of extremeness as determined
by DM as is the effect of the dream on the victim).  The victim must have been touched
at some time by the caster to use this spell.
 
 
FOG PHANTOM (Conjuration/Summoning)

Level:  2  
Components: VSM
Range:  50' + 2' per level
Casting Time:  3 segments
Duration:  1 turn/level
Saving Throw:  none
Area of Effect:  1"/level
 
Explanation/Description: This spell creates a vaguely human shaped pillar of fog.  The
fog phantom can do no damage, however it can be controlled remotely by the caster. 
The Phantom moves at 1" + 1"/level of the caster.  The magic user can "see" and "hear"
through the Fog Phantom. This spell requires complete concentration, disturbances will
cause the termination of the spell before the end of its duration.  The Fog Phantom
cannot pass through cracks or the like, also strong winds, intense heat or cold will cause
the Fog Phantom to disintegrate.
 
 
Gold to Gems (Alteration, Reversible)

Level:  2  
Components: V,S,M
Range:  Touch 
Casting Time:  1 round
Duration:  permanent  
Saving Throw:  None
Area of Effect:  200 gp/level
 
Explanation/Description: By means of this spell, the caster converts a number of gold
pieces, minus some random percentage, into a single gem of equal value.  The caster
places the gold pieces in the left pan of an ordinary balance, speaks a command word,
and the coins vanish.  A single gem appears in the right pan, equal in value to the
amount of coins minus 1d10%.  This extra amount is the material component.  The caster
can convert up to 200 gold pieces per level per use of the spell.  Thus, a 5th- level caster
could convert up to 1000 gold pieces into a single gem.   The reverse of the spell, gems
to gold, converts a single gem (subject to level limits), placed in the right pan of the
balance, into gold coins of equal worth, minus 1d10% of the value of the gem.  If too
many coins, or a gem of greater value than the caster can convert at his/her current
level, are placed on the balance, the spell is lost but nothing is expended materially.  The
type of gem obtained can be specified by the priest.  Otherwise, the most appropriate
type for the amount converted (as per the DM) will appear.
 
 
Hair Growth (Abjuration, Evocation, Reversible)

Level:  2 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: Causes hair to grow (reverse eliminates *all* hair) on the target.
 
 
Magic Eye (Alteration)

Level:  2 
Components: V,S,M
Range:  touch/special
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: By means of this spell the caster, creates a "third eye" much like
the spell wizard eye except that it remains in a specific location once cast.  It can be
triggered in two ways, one is a "predefined" event occurring, such as some creature
passing in front of it.  The second can be done from anywhere on the same plane, by
willing it to activate.  Once activated the eye lasts 2 rounds per level and may again be
deactivated (each activation uses at a minimum of 2 rounds). The "eye" sees as well as
the caster, if caster can see NORMALLY invisible so can the eye, magic enhancements
do not work through the Magic Eye, such as spectacles or See Invisible.
 
 
Sexual Imagination (Enchantment/Charm, reversible)

Level:  2
Components: V,S,M
Range:  1"/level
Casting Time: 1 turn
Duration:  1 turn/level
Saving Throw: see below
Area of Effect:  specific location
 
Explanation/Description: By means of this spell, the victim is caused to become terribly
horny for the duration of the spell.  The victim has a saving throw relative to a charm
spell.  This spell causes the victim to actively seek sex (or in the reverse abhor it) for the
duration of the spell.
 
 
Bleed (Alteration, Physical)

Level:  3
Components: V,S,M
Range:  5" + 1"/level
Casting Time:  3 segments
Duration:  1 turn/level
Saving Throw:  1/2
Area of Effect:  1 creature
 
Explanation/Description: When cast this spell causes the victim's nose to bleed for the
duration of the spell.  The victim will loose one hit point every turn of the spell.  The spell
will also cause the victim to be highly uncomfortable and therefore fight at only 97% of
efficiency.  This spell can be negated by a cure light wounds or having the nose
completely bound and having the victim to lay motionless for the duration of the spell. 
One component is a drop of blood.
 
 
Control Normal Fires (Alteration)

Level:  3
Components: V,S,M
Range:  1"/level
Casting Time:  2 Segments
Duration: 1 round/level
Saving Throw:  see below
Area of Effect: 1 cubic foot/level
 
Explanation/Description: This spell enables the magic user to cause small fires as small
as a torch or lantern to become as large as a 6' diameter bonfire or to cause the bonfire
to shrink to the size of a torch or explode into a fire with a diameter of 18'.  In this
process fuel is burned according to the size of the fire.  Also heat dissipation can be
adjusted which will also affect the amount of fuel used.   The amount of change a caster
can effect in a fire is determined as follows: casters level divided by 2 rounded down. 
This is the max multiplier or divisor for the size and effects of the fire.
 

Dheryth's Tomelore (Divination, reversible)

Level:  3
Components:  V,M
Range:  touch 
Casting Time:  15 rounds
Duration: special  
Saving Throw:  none
Area of Effect:  one book or scroll
 
Explanation/Description: With this spell, the caster knows whether or not a book or scroll
is cursed, what language it is in, whether or not its contents are encoded/enciphered,
and other general information about its contents.   None of the following things will be
revealed by the spell, though:
 
1.  ABSOLUTELY ZILCH will be told about the special books listed in the DIG (e.g.  Libra
of Ineffable Damnation, Manual of Pussiant Skill at Arms, etc.).  Likewise, very powerful
(artifact/relic) books will be utterly out of this spell's power.
 
2.  Specific spells and scrolls will NOT be revealed (e.g.  "Secret Page spell on p.2," "Fire
Trap cast on cover," "Explosive Runes on binding," etc.), nor will the exact nature of a
curse, if present, be told.
 
3.  If the book/scroll contains spells, the caster will not be told precisely which spells are
there, although the DM might allow weak statements like "20 pages are devoted to spells,"
or "a few weak spells seem to be inside this tome."
 
The reverse of this spell ("Tome Shield") must be cast on a particular book/scroll, which
is thenceforth immune to Tomelore for 1 month.  It further resists the operation of the
History and Identify spells, granting the protected book a save vs.  spell as if it were a
wizard of the same level as the one who cast Tome Shield.
 
 
Gofer (Phantasm, Conjuration/Summoning)

Level:  3 
Components: V,S,M (gofer tail)
Range:  1" per level
Casting Time:  2 rounds
Duration:  2 hours/level
Saving Throw:  see below
Area of Effect:  1 creature
 
Explanation/Description: When cast this spell causes the victim to be followed by a
crazed man who is convinced that the victim is a gofer. The man has a magic wand that
shoots "magic missile" like projectiles. However the "man" always misses but he shows
up at the worst times, ie. when sneaking up on a sleeping dragon.  Even though he
misses he will attempt to shoot the victim succeeding in destroying the area where the
victim is.
 
The man has A.C.  -2, 200 hit points, regenerates 2 hp per melee, has an intelligence of
5 and a wisdom of 3.  He just loves to yell "FREEZE GOFER" at the top of his voice. 
While this spell is in effect, the victim has a -95% chance to surprise.
 

Improved Continual Light (Alteration)

Level:  3 
Components: S,M
Range:  1"/level
Casting Time:  2 segments
Duration:  Permanent
Saving Throw:  N/A
Area of Effect:  see below
 
Explanation/Description: This spell is similar to the "continual light spell" except that it can
be controlled to move and can be formed by the magic user into nearly any shape.  The
light is stronger than the continual light spell.  It can blind easily (effect power of 1/4
power word blind).  The chance for permanent blindness is only 5% otherwise the
blindness is only temporary.  The light can be aimed as a "flashlight". This spell is
reversible (which will negate the spell), a continual darkness (reverse of continual light)
spell will not affect this spell.
 
 
Leap (Alteration)

Level:  3  
Components: V,S,M
Range:  Touch   
Casting Time:  1 segment
Duration:  Special 
Saving Throw:  N/A
Area of Effect:  Touched creature
 
Explanation/Description: When this spell is cast the individual is empowered with the
ability to leap.  The distance the individual is able to leap is a total of 20'/Level forward,
backward or straight up.  Up to the number (of levels of the caster) jumps can be made,
the total of which cannot exceed the above totals.  Also at the end of the leap the
individual will always land without falling damage.  Leaps must be completed within 1 turn
plus 1 turn/level after the spell is cast.   An example: 7th level caster, individual affected
can jump up to a total of 140' in up to a total of seven jumps.  ie 7 20' jumps..
 
 
A Lert (Evocation, Conjuration/Summoning)

Level:  4 
Components: V
Range:  0"  
Casting Time: 1 segment
Duration: 3 turns per level
Saving Throw: none*
Area of Effect: 10' per level
 
Explanation/Description: This spell summons into being a small blue humanoid creature. 
This creature can neither attack, nor be attacked (it has infinate hit points.) The lert's main
purpose is to alert the party members of danger.  It can sense behind doors around
corners, and will immediately tell the party members of any danger.   The desired effect
was basically to change a divination spell to a summoning spell.  However the player did
not specify how the lert will warn the players.
 

Delusion (Alteration, Mental)

Level:  4 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: This spell causes the affected character to be deluded into
thinking that one or more statistic or power has been modified (positive or negative).  
 

Fog Warrior (Conjuration/Evocation)

Level:  4
Components: V,S,M
Range:  30" + 1"/level
Casting Time:  1 round
Duration:  1 turn + 1 round/level
Saving Throw:  N/A
Area of Effect:  see below
 
Explanation/Description: This spell creates a creature much the same in appearance of
the spell "Fog Phantom".  This creature can however do damage (1 to level of caster in
H.P.  Damage).  It can has a strength equal to the level of the caster.  The Fog warrior
has an armor class of -2 and can be hit only by weapons +1 or greater.  It has 10hp +
1hp/level of the caster.  It cannot be dispelled by wind or fire, although fire and ice will
do damage to it.
 
 
Force Bolt (Evocation, Alteration)

Level:  4 
Components: V,S,M
Range:  see below 
Casting Time: 2 segments
Duration:  see below 
Saving Throw: see below
Area of Effect:  see below
 
Explanation/Description: This spell causes an invisible bolt to launch forward from the
casters fingertip.  The bolt does not explode on contact with whatever is pointed at, but
rather burrows through almost any object.  (note +5 or better armor deflects it) The bolt
has 10 hit points + 2 hit points per level of the caster, these hit points are "burrowing
points".  For each 10 hp of damage a normal magical item takes it will loose a plus.  A
normal shield/splint mail or leather armor will use up 5 hit points, chain mail will use up
7 hit points, and full plate will use up 10 hit points.  For some reason standard elven chain
will ALWAYS cause this spell to reflect (plussed elven chain does not have this effect
unless it is +5 or higher).
 

Silhouette (Abjuration, Evocation)

Level:  4  
Components: V,S,M
Range:  1 round/level
Casting Time: 1 round
Duration:  special 
Saving Throw: see below
Area of Effect: one creature
 
Explanation/Description: This spell causes the affected persons shadow to REBEL, for
the duration of the spell.  The shadow will not act properly, will disappear at will, reappear
in the wrong place and in general do everything in its power to make the affected
person/thing look really bad.
 
 
Summon Sorb Renraw Level I (Conjuration/Summoning)

Level:  4 
Components: V,S,M
Range:  1' per level
Casting Time:  1 round
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: Various brightly colored creatures appear.  These creatures
cannot be killed although you can piss them off.  One creature will appear for every two
levels of the caster.  These creatures have variable intelligence from 1 to 20.  They can
produce items at will, such as phantom weapons and tools.  These phantom items only
affect other Sorb Renraw Creatures.  P.S.  Read the name backward.
 
 
THORGON'S FAITHFUL STEED (Conjuration/Summoning)
Level:  4  
Components: V,S,M see below
Range:  see below
Casting Time:  4 segments
Duration:  see below 
Saving Throw:  none
Area of Effect:  see below
 
Explanation/Description: When cast this spell creates a horse within 10 feet of the caster. 
The horse can pass over nearly any surface and even fly short distances (caster level*20)
feet.  The horse lasts 1/4 day per level of the caster.  The horse can run at speeds up
to 40".  The steed will respond perfectly to the caster.  The steed has 10 hit points +
2/level of caster.  The steed can only be hit by +2 or better weapons. As the "power" of
the caster increases so does the appearance of the steed change ie 9th level caster
would get a good steed, a 20th level caster would get a "pegasus" or similar creature. 
It can kick for 1 to (level of caster) for hit points in damage.  The steed is immune to
normal magical attacks such as fireball, lightning and magical ice.
 

Wind Blast (Evocation, Alteration)

Level:  4 
Components: V,S,M
Range:  see below 
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  1 cubic foot/level
 
Explanation/Description: This spell creates a wall of wind.  The wall moves forward at a
rate of (level*2)" per round.  The wall will rip all loose materials along with it.  This wall will
pull along leaves, papers, twigs, small flying creatures, loose tapestry, and will cause an
opponent to loose balance on a 3 in 6 (depending on size and weight).  The wall of wind
puts out fires in its path and will stop nearly any sort of breath weapon or similar area
effect spell or spell-like effect.   If cast in an enclosed area it will cause an explosion (DM
discretion on damage).  If cast at a door, it will likely blow the door down AND cause an
explosion.  (Treat as Strength=Level of Caster) When cast in an enclosed remember,
walls and ceilings may collapse and cause further damage.  If two walls of wind happen
to be cast at each other add the levels of the casters and roll 1 D6/level for damage as
an explosion reducing in damage by 10hp/5 feet from impact.   The wall of wind will last
for 1 segment per level of the caster over 4th level.
 
 
Spasm (Enchantment/Charm)

Level:  4 
Components: V,S,M
Range:  1' per level   
Casting Time:  20 minutes
Duration:  special       
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 

Dheryth's Stone Integrity (Abjuration, Reversible)

Level:  5
Components:  V,S,M
Range:  10 yards/level
Casting Time:  1 turn
Duration:  1 year
Saving Throw:  none
Area of Effect:  one 20 foot cube per level of the caster
 
Explanation/Description: This spell, cast upon a volume of rock, prevents the correct
operation of the Transmute Rock to Mud spell in the following way:  

1.  If the caster of Stone Integrity is a higher level than the caster of Transmute Rock to
Mud, the latter spell automatically fails.
 
2.  If the caster of Transmute Rock to Mud is a level equal to or higher than the caster
of Stone Integrity, the former spell has a chance of correctly operating equal to 10% plus
10% per level that the former spell caster is higher than the latter.  Even if Transmute
Rock to Mud works, its area of effect is reduced to a percentage equal to its chance of
working.  For instance, if TRtM has only a 30% chance to work (and does), its area of
effect is only 30% of what it should have been.       Stone Integrity grants no other
bonuses to the rock and may be dispelled.  The "reverse" of this spell is Earth Integrity,
and prevents the operation of Transmute Mud to Rock in a manner like above.
 
 
Kestrel's Skill Eraser (Alteration, Necromancy)

Level:  5    
Components: V,S,M
Range:  Touch  
Casting Time:  5 segment
Duration:  Special   
Saving Throw:  Neg.
Area of Effect:  Creature Touched
 
Explanation/Description: This spell completely removes a single weapon or non-weapon
proficiency slot from a character.  The character thus affected forgets any knowledge
about and loses any abilities granted by that particular proficiency, and may elect either
to relearn that proficiency or to learn a new one.  This learning process, however, takes
the remainder of that character's present level; i.e., she will basically gain a proficiency
slot when she attains her next level.   Each application of this spell only affects a single
proficiency slot; e.g., if a character had specialized in a weapon, the first use of the spell
would erase the benefits of specialization but not proficiency, and another use of the spell
could then be used to erase the proficiency. Similarly, a proficiency requiring two slots
(i.e., healing) would only be reduced to half its normal ability check through a single use
of this spell.   Use of this spell on an unwilling recipient requires a successful to-hit roll,
and the subject still receives a saving throw vs.  the spell.  A clerical restoration spell or
a wish can restore the lost proficiency slot immediately.  The material component is a leaf
from a rubber plant, which is rubbed on the person to be affected.
 
 
Lycanthropy (Alteration, Necromancy)

Level:  5 
Components: V,S,M
Range: Touch
Casting Time:  20 minutes
Duration: special  
Saving Throw:  see below
Area of Effect: 1 creature
 
Explanation/Description: Inflicts Lycanthropy on a character or creature.
 
 
 
Nisicaj's Portal (Abjuration, Evocation)

Level:  5 
Components: V,S,M
Range:  1"/level 
Casting Time:  1 round
Duration: 1 segment/level
Saving Throw:  none
Area of Effect: 10 cubic meters/level
 
Explanation/Description: This spell causes a portal to be opened to the elemental plane
of Garbage.  Letting TONS of garbage of all sorts dump through the portal, causing
whatever damage you want.
 
 
Sonic Blast (Evocation)

Level:  5 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: Deafening sound that causes deafness and can be heard for
VERY long distances, to include effects on characters ie FEAR, COURAGE, FLEE...
 
 
Sting (Alteration, Evocation)

Level:  5
Components: V,S,M
Range:  5"/level 
Casting Time: 2 segments
Duration:  1 round/level
Saving Throw: normal attack
Area of Effect:  1 creature
 
Explanation/Description: This spell requires a +1 dagger as a component. The spell
causes the dagger in question to disappear and attack the victim for the duration of the
spell.  The dagger attacks as a fighter equal to the level of the caster including attacks
per turn and so on. The dagger DOES NOT GET its magical bonus to attack, unless
better than a +1 dagger is used (ie +2 = +1 to attack, +3 = +2 to attack..) The "sting"
does however get to negate the use of a sheild, if the victim has one.   A dimension door,
astral spell, blink or other location "blinking" spells or spell like effects will successfully
avoid the "sting".  The caster need not concentrate on the spell for the dagger to attack. 
The dagger is consumed by the spell.
 
 
Tsugua's Uncontrollable Hiccups (Abjuration, Evocation)

Level:  5
Components: V,S,M
Range:  0"
Casting Time: 1 round
Duration: 1 round/level 
Saving Throw: see below
Area of Effect:  1"/level radius globe from the user out
 
Explanation/Description: This spell causes the affected creatures to hiccup uncontrollably
for the duration of the spell, during which time they will be able to do little other than
hiccup.  Persons entering the area of affect after the spell is cast will still be affected, and
leaving the area WILL NOT stop the hiccup until the spell expires!  The caster and all
others in the area are affected (all fighting is at minus the 1/2 the level of the caster).
 

 
Dheryth's Energy Cloak  (Abjuration, Evocation)

Level:  6
Components:  V,S,M
Range:  0
Casting Time:  1 round
Duration:  2 rounds/level
Saving Throw:  none
Area of Effect:  the caster only
 
Explanation/Description: This spell makes the caster seem to be inside a varicolored,
shifting aura of light.  He is totally immune to any and all spells and powers which deal
out damage using pure energy (e.g.  Energy Lance (see later), Xag-ya, laser) and has a
magic resistance of 40% + 1% per level of the caster versus "force" spells (e.g.  Wall of
Force, Bigby's ...Hand, etc.).  Unfortunately, if the force spell is above 4th level, the
Energy Cloak is negated if the resistance roll is made.   Damage from impure sources of
positive energy (e.g.  fire and electricity) is reduced by one point per level of the caster
per round, up to a cumulative maximum of 5 times the caster's level in protected points. 
 Any successful attack by a source of negative energy has the following effects:  

1.  Both the negative attack and the Energy Cloak are dispelled.
 
2.  Both the Cloaked wizard and the attacker take 3-30 points of damage (no save, magic
resistance, or other protection).  The attacker is only damaged this way if the negative
attack was delivered by touch (of body, wand, or melee weapon).  Otherwise, see #3,
below.
 
3.  Everyone not in physical contact with the Cloaked wizard takes 3-30 points of damage
minus 1 per foot of distance between them and the Cloaked mage.
 
 
Dheryth's Energy Globe (Evocation, Alteration)

Level:  6 
Components:  V,S,M
Range:  touch
Casting Time:  3
Duration:  1 segment 
Saving Throw:  none
Area of Effect:  see below
 
This spell requires a gem of not less than 50 g.p.  each time it is cast.  The gem's center
briefly becomes a minute gate to the positive material plane, and the energies thus
released slowly eat away at the gem from the inside out.  When the duration expires or
the gem is broken, the gem explodes into a sphere of pure energy.  Damage is as
follows: (range: S=1, M=2, L=3) Hit by gem or within
 
2'           : 4 points/level of caster
2'-5.9'      : 2 points/level of caster
6'-10'       : 1 point/level of caster
 
The gem is thrown as a stone (for which the wizard has proficiency), and acts as a
grenade-like missile if it misses its intended target.  If the gem is thrown against someone
or something (and hits), it will only break instantly if it fails a save for ceramic versus
normal blow (soft objects) or crushing blow (hard objects).
 
 
DHERYTH'S ENERGY LANCE  (Evocation)

Level:  6   
Components:  V,S,M
Range:  10' + 1' per level
Casting Time:  5
Duration:  instantaneous
Saving Throw:  none
Area of Effect:  one creature or object
 
Explanation/Description: Energy Lance is a slow spell that works only at very short
distances.  If the caster can get it off, though, its results are rewarding.  This spell causes
a gem-tipped wand to spew out a directional beam of intense positive energy at a single
object or creature.  Damage done is 1-6 points per level of the caster (max.  of 14d6),
with no save allowed.  Additionally, if made the SOLE target of the spell, objects made of
non-magical wood, stone, or metal will have a 6 inch hole drilled through up to the
maximum range of the spell (or out the back of the object).  Magical objects will suffer the
same fate unless they successfully save versus Disintegrate at +1.  Material components:
A 6-8 inch platinum wand (1000 g.p.  value) with a clear diamond or any opal (worth at
least 100 g.p.  in any case) set on the end.  A loose 100 g.p.  value gem is also needed
-- it will be consumed during the casting.  There is a 10% chance that the gem on the tip
of the wand will shatter as well, reduced to 5% for a 1000 g.p.  gem and to a minimum
of 1% for a 10,000 g.p.  value gem.
 
 
Minor Poltergeist (Conjuration/Summoning)

Level:  6 
Components: V,S,M
Range:  Touch
Casting Time: 4 turns
Duration:  special
Saving Throw: 2x fear
Area of Effect:  specific location
 
Explanation/Description: When cast this spell causes a creatures spirit to be bound to a
specific area.  The magic user may elect to have the spirit enter a building or just to
warder about a certain area.  The type of spirit depends on the bone which is the material
component.  The spells duration is one month per level of the caster.  After this time
period the spirit, is free to do as it pleases, leave stay.
 

Orgasm (Abjuration, Evocation, reversible)

Level:  6  
Components: V,S,M
Range: 5" + 1"/level 
Casting Time:  1 turn
Duration: 1 segment/2 levels 
Saving Throw: see below
Area of Effect:  One creature
 
Explanation/Description: This spell causes the affected creature to reach a complete state
of physical elation.  The "orgasm" may last for up to the length of the spell.   Saving
throws are, victims level - casters level.  This number multiplied by 5 is the percent
chance of failure.  A one is always a failure for the caster and success for the victim.
 
 
Rape Trick (Abjuration, Evocation)

Level:  6
Components: V,S,M
Range: sight   
Casting Time:  1 segment
Duration: instantaneous 
Saving Throw: see below
Area of Effect:  specific location
 
Explanation/Description: When cast this spell causes all armor (or clothing if thats all that
is being worn) to be removed.  This spell cannot be stopped once started.  The saving
throw is normal save vs.  magic, if a save is made the effect is bounced back on the
caster.  Clothing can be put back on as normal after the spell is cast.  One person for
every 2 levels of the caster can be "un-armored".
 
 
REBELS'S FLY (Abjuration, Evocation)

Level:  6
Components: V,S,M
Range:  Touch 
Casting Time:  20 minutes
Duration: 2 turns/level 
Saving Throw:  see below
Area of Effect: 1 creature
 
Explanation/Description: This spell is similar to the standard fly spell. However, it gives
the caster air manuevability class A.  It also allows the caster to travel at speeds up to
50".  The recepient of this spell can carry up to 2x body weight without losing
maneuverability.  For each more 3x, 4x and so on, the maneuverability class will be
reduced.  The spell can move at most 1/5 ton at only hover level.
 
 
Summon Sorb Renraw Level II (Conjuration/Summoning)

Level:  4 
Components: V,S,M
Range:  1' per level
Casting Time:  1 round
Duration:  special  
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
 
 
 
Super Mirror Image (Abjuration, Evocation)

Level:  6  
Components: V,S,M
Range:  1' per level  
Casting Time : 8
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: This spell is similar to the "mirror image spell" except in the
following ways.  The images can each take the casters level in damage before
disappearing and the number of images is equal to the level of the caster.  When a image
is destroyed it will apparently "dimension door" out of the area.  The caster may elect to
control the actions of the images.  (the images can do no physical harm but are
INDISTINGUISHABLE from the caster)
 

Between (Evocation)

Level:  7 
Components: V,S,M
Range:  1' per level 
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect: special
 
Explanation/Description:
 
 
 
 
Drain Spell Power (Evocation)

Level:  7 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
 

Ghostly Army (Conjuration/Summoning, Evocation)

Level:  7 
Components: V,S,M
Range:  sight 
Casting Time: 1 turn
Duration: 1 round/level
Saving Throw: see below
Area of Effect: 10"x10"/level
 
Explanation/Description:
 
It takes the 1 turn for the fog to form and another turn after the spell is over before the
fog dissipates.  If the area is already foggy, it will double the effect.
 
 
Inferno (Evocation)

Level:  7 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:  Fireball, flamestrike....
 
 
Luck (Alteration)

Level: 7
Components: V,S,M
Range: Touch 
Casting Time:  20 minutes
Duration: 1 segment/level  
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: This spell gives the person affected a bonus to all rolls of +1 for
the duration of the spell.
 
 
Read Mind (Alteration, Mental, Reversible)

Level: 7
Components: V,S,M
Range: Special
Casting Time: see below
Duration: see below
Saving Throw: see below
Area of Effect:  see below
 
Explanation/Description: By means of this spell the caster can read the knowledge or
memory of the victim.  Only conscious knowledge and memory can be read, ie.  a forget
spell or a Remember spell can remove or hide information from this spell.  The victim may
be conscious or unconscious. A successful to hit roll must be made on unwilling victims. 
Time required depends on the information that is required.
 

Animate Object (Alteration)

Level:  8 
Components: V,S,M
Range:  1' per level
Casting Time: 1 round
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Bodyguard (Conjuration/Summoning)

Level:  8 
Components: V,S,M
Range:  1' per level 
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 

Fire Gem (Abjuration, Evocation)

Level:  8
Components: V,S,M
Range:  1' per level
Casting Time:  20 rounds
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: This spell requires an expensive gem.  The value of the gem
depends on the number of spell levels that will be cast into the gem.  The cost in 5000gp
per spell level of the spell or spells (cummulative).  This spell causes a gem to have a
flame appear at the center.  The flame has no real significance other than that the gem
is ready to receive spell(s).  After a spell is cast into a gem it can be called forth in a
single segment.  The spell will act at the level it was cast into the gem.  The gem will be
destroyed in the process.   A spell that is going to be placed into a fire gem must be
equal to or less than the casters level divided by four.  An 18th level caster could put up
to a 4th level spell into a fire gem.  A 24th level magic user could put up to a 6th level
spell into a fire gem.   If a permenancy spell is used on a fire gem, it will allow the spell
to be cast a number of times per day.  To determine how many times the spell or spells
can be cast divide the casters level by five times the level of the spell.  Ie.  a first level
spell cast into a fire gem at 18th level will be able to be cast 18/5 or 3 times a day.  If a
conduit spell is added before the permenancy it will double the effects of the spell (if
appropriate) and double the number of uses per day.   Remember a permenancy and a
conduit spell are a total of 19 spell levels.  Therefore a conduit, permenancy and a magic
missle would require a gem costing 20*5000 or 100,000gp gem.  Also the caster would
be unable to cast spells for 20 days (due to effect of the conduit spell).  


Guardian (Alteration, Conjuration/Summoning)

Level:  8
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Remember (Alteration, Mental, Reversible)

Level: 8
Components: V,S,M
Range: Touch
Casting Time: see below
Duration: see below
Saving Throw: see below
Area of Effect:  see below
 
Explanation/Description: By means of this spell the caster can cause knowledge or
memory to be "remembered" at a trigger.  The trigger can be a word, event, image or any
other specific trigger device.  Depending on the complexity of the trigger and the level of
memory/knowledge supression.  This spell is used to sheild from a Read Mind spell.  It
is especially useful in creating "fake" personna's, for infiltration.
 
 
Seizure (super spasm) (Alteration, Physical)

Level:  8
Components: VSM
Range:  10" + 5"/level
Casting Time:  5 rounds
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: When cast this spell causes the victim to lose complete control
over all muscles in his/her/it's body for the duration of the spell.  This causes the victim
to "spas out" fall down and flip around like a fish out of water.  There is an exception to
this spell. Any creature not possessing a central nervous system is not affected by this
spell.  In all other aspects this spell is the same as spasm.  The primary component of
the spell is psehaw-monkey blood.
 
 
Twin (Abjuration, Evocation)

Level:  8
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: This spell causes a creature to appear.  This creature is physical
but has no self, it is actually only a channel though which the caster may operate.  The
"duplicate" has only a fraction of the hit points of the caster.
 
1 - 2   40%
3 - 4   50%
5 - 6   60%
 
This spell does NOT create posessions for this creature.  The magic user will wholly
operate through this "twin" and therefore will need items for this "twin".   While the spell
is in effect the spell casters body is effectively unconscious.  If the caster specifically
concentrates he/she can partially sense the area around the "real" body.   If the twin is
destroyed the caster and any familiars automatically will lose 1/2 their hit points. 
Furthermore the caster will be unable to cast spells for 1 to 6 days.
 
 

Degenerate (Abjuration, Evocation)

Level:  9
Components: V,S,M
Range:  1' per level 
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
 
Delayed Ice Blast (Evocation)

Level:  9  
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Major Poltergeist (Abjuration, Evocation)

Level:  9
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Regenerate (Abjuration, Evocation)

Level:  9 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Shadow Warrior Army (Conjuration/Summoning, Alteration)

Level:  9 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Steal Spell Power (Evocation)

Level:  9
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  Instant.
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 

Sunburst (Evocation)

Level:  9
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Telepathy (Evocation, Charm/Enchantment)

Level:  9
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Asmodeus's Instant Summons (Evocation, )

Level:  10  
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special  
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: When this spell is cast,wherever Asmodeus is,no matter what
he's doing (see table below) he will instantly appear at the side of the caster.  To cast this
spell,one needs to draw a thaumaturgic triangle on the ground and stand outside it.  The
triangle disappears (as do any and all magic protections) once the spell is done.  The
table below is to determine what Asmodeus is up to at spell casting time:

(roll d100)
1-15........On the pot
16-35........In an exec board meeting (95% chance of summoning 2-4 archdevils)
36-50........In a "private" meeting (will also summon d12 succubi)
51-65........Taking a nap
66-73........Torturing someone
74-85........Creating a minor devil
86-90........Consulting with Gary Gygax
91-95........Tipping off someone (50% chance pious priest, 50% chance hyperactive
policeman with nothing better to do)
96-100.......At a computer terminal randomly shutting down Vax nodes
 
 
Conduit (evocation)

Level:  10 
Components: V,S,M
Range: Touch
Casting Time:  3 minutes
Duration: Special 
Saving Throw:  see below
Area of Effect: Creature or Item Touched
 
Explanation/Description: By means of this spell a conduit to the positive material plabe
is opened.  This channel can be used to infuse another magic-user with power or a magic
item.   If another magic user is infused the casters both must make a save vs. magic
(level of caster), a failure means both instantly pass out, a critical failure means death for
both.  If the save is successful the recepient can cast all spells at triple power and will not
"forget" any spells currently memorized.   For each segment the conduit is open the
caster cannot cast spells for one full hour.  The caster may only keep a conduit open for
the number of segments equal to his/her constitution+level.  Additionally immediately
after the conduit is closed the caster will fall unconscious for 1 round per segment the
conduit was open.   If the conduit is cast into an object (with permenancy of course) it
bascially doubles the power of the item.
 
 
Greater Meteor Swarm (Conjuration, Evocation)

Level:  10  
Components: V,S,M
Range:  1' per level 
Casting Time:  see below
Duration:  special 
Saving Throw:  see below
Area of Effect:  ONE FULL CLICK
 
Explanation/Description: This spell causes 5 great creatures to come into existence. 
These creatures carry large magical devices similar to Delayed Blast Fireballs.  They drop
these items from a very great altitude.  The creatures can shoot magic missiles or the like
if any flying object tries to destroy them.  (Hint: Think Carpet Bombing) Casting time: 1
to 3 hours depending on weather.
 

Learn Language (Divination, Alteration)

Level:  10
Components: V,S
Range:  Touch
Casting Time:  1 segment
Duration:  Permanent
Saving Throw:  None
Area of Effect:  Caster
 
This spell allows the caster to learn to speak and understand a desired language known
by another creature, or to read and write a language found in a book, scroll, manuscript,
etc.   The somatic component is a splayed hand touching the head of the creature or the
surface of the written object.  There is no saving throw, but because the hand must be
kept on the subject the entire round of casting, the spell is effective only on a willing (or
unconscious/held/etc.) creature.
 
Object Reading

Level:  10
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Precognition

Level:  10 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw : None
Area of Effect:  specific location
 
Explanation/Description:
 

Answer (Divination)

Level:  11
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: By means of this spell the caster, can ask the DM a question
and get an answer.
 
 
Command Wish (Divination)

Level:  11
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
 
Grant Spell Power (Evocation, Divinition)

Level:  10
Components: V,S,M
Range:  1' per level  
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Immortality (Divination)

Level:  11
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Innate (Divination, Conjuration, Evocation)

Level:  11
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Immortality (Divination)

Level:  11  
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 

POWER WORD SMURF (Abjuration, Evocation)
Level:  1
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special   
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: Must be uttered in place of a noun,or in place or a verb
(smurfing) or in place of an adjective (smurfy).  Will cause confusion for d4 rounds as
everyone in a 10' radius tries to figure out what the hell the caster was talking about in
their sentence.  (If the target rolls a 1 when trying to save,they will be helpless with
laughter for d6 rounds because they will have substituted something obscene for "smurf").
 
 
Dispel Alignment (Abjuration, Evocation)

Level:  3
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: Target can take no action at all for the duration of the spell.
 
 
BYZUL'S MECHANICAL WONDER (Abjuration, Evocation)

Level:  5
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: This spell creates a large metal "egg" that can carry up to six
people.  It's decorated with a mystic rune that looks like a circle inside a circle, with the
inner circle divided into four equal parts that alternate white-blue-white-blue, and the
initials of the spell name in between the circles.  Use the tech use charts from Expedition
To The Barrier Peaks or the The City Beyond The Gate (DRAGON #100) to operate.
 

Uncle Sam's Daemon Summoning I (Abjuration, Evocation)

Level:  4
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: When this very cruel spell is cast,a small bipedal form from the
Lower Planes appears,with reddish skin and horns and a barbed tail in a business suit. 
When the command word "audit" is spoken,the daemon will open up a small briefcase
and cast "confusion" and bury the recipient in a 40' deep pile of papers.  Material
components are a huge sum of recently discovered valuables and a small piece of paper
with the number "1040" written on it....
 

DELAYED BLAST ARGUMENT (Abjuration, Evocation)
 
Level:  4
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: The caster first does a phantasmal force spell directed
specifically at one person and concludes the spell by dispelling it, commenting on the
quality of it and uttering the command phrase "Siskel".  If the command word "Ebert" is
said within one hour,the recipient of the spell will grow fat and myopic and will instinctively
disagree with any of the caster's comments on the illusion until someone holds two
thumbs up in front of the spell target.  No saving throw.


OTTOLUKE'S SELF NUKE (Abjuration, Evocation)
 
Level:  6 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: .....turns the caster's body into a small thermonuclear device. 
Has been known to be a favorite of the clerics of Death.
 

DETECT NORMAL FIRES (Abjuration, Evocation)

Level:  6
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: (range:touch, effect improved by immersing hand in kerosene)
 
 
KESTREL'S BERLITZMENT

Level:  4
Components: V,S,M
Range:  Touch
Casting Time:  1 segment
Duration:  1 turn/level
Saving Throw:  None
Area of Effect:  Creature/Item Touched
 
 
HEALING RAIN

Level:  5
Components: V,S,M
Range:  1' per level 
Casting Time:  20 minutes
Duration:  special  
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
SALT STORM

Level:  5    
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special  
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Freeze

Level:  5 
Components: V,S,M
Range:  1' per level 
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
 
ECHO - weird noises

Level:  5
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
Melt

Level:  5 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special  
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
AWAKE! (Abjuration, Evocation)

Level:  3
Components: V,S,M
Range:  1' per level   
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
 
HASTE FOOT (Abjuration, Evocation)

Level:  3
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
 
Level 1, casting time 2 segments Area of effect: ONE AND ONLY 1 OF THE CASTERS
FEET This spell is easily confused with the haste spell, however the components are only
half the normal required.  The spell causes the caster to run in circles at high speed.
 

INVISIBLE POOP (Abjuration, Evocation)

Level:  3
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: Level 1, casting time 1 segment Area of effect: depends on size
of components Components:    Dog poop, or horse poop, or bat poop, or pig poop,
Duration: couple of weeks This spell causes a noticeable stench in the area where the
spell is cast.  It will be impossible to get rid of the smell unless a see invisible is used or
a "Detect Invisible Poop" spell is cast.
 

FOOLS COPPER (Abjuration, Evocation)

Level:  3
Components: V,S,M
Range:  1' per level  
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
Level 1, casting time 1 round components, large hammer and users forehead. This spell
causes the caster to think that COPPER is more valuable than gold and will trade a gold
coin for a copper coin, whenever possible.  Duration 1-4 days + 2 hours per level.
 

CHARM SELF (Abjuration, Evocation)

Level:  3
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: Level 2, casting time 3 rounds Area of effect: caster. This spell
will simply cause the caster to fall in "love" with him/her/itself.  For 1 round + 1 turn per
level.
 

WARRIOR VOICE (Abjuration, Evocation)

Level:  3  
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: By means of this spell the caster, creates a "third eye" much  
Level 2, casting time 4 hours components any combination of two: Arnold Swartzneggar,
Claude Von Damme, The ba movies. This spell will allow the caster to talk like a real
"barbarian". Temporary intelligence loss of 1 to 4 points for 4 to 16 hours.


DETECT VISIBILITY (Abjuration, Evocation)

Level:  3 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: By means of this spell the caster, creates a "third eye" much
Level 2, casting time 1 segment components nothing, This spell will tell the caster whether
or not he "THINKS" he can see. It will not detect effects of hallucinatory steed or other
similar   spells.  Duration 2 segments.
 
 
DISEASE (Abjuration, Evocation)
 
Level:  3 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: By means of this spell the caster, creates a "third eye" much
Level 3, casting time 12 segments, components 1 heavily soiled snot covered towel and
some vomit. This spell will cause the caster and anyone within 1d4" + level caster to get
a really bad disease which will last 1d6*10 days + the level of the caster*2.
 
 
FLAMING HOUSE (Abjuration, Evocation)
 
Level:  3 
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special  
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
By means of this spell the caster, creates a "third eye" much Level 4, casting time 1
segment components natural gas, 1 match This spell will result in the area the caster is
inhabiting to EXPLODE doing 10d6 damage + 1d10 per level of caster to ANYTHING in
the area.
 

DORKENMAINENS FAITHFUL KITTEN (Abjuration, Evocation)

Level:  3
Components: V,S,M
Range:  1' per level
Casting Time:  20 minutes
Duration:  special
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description:
Level 4 Casting time: 1 hour to 1 week          Duration: Semi-Permanent Components:
Saucer of milk Basically causes you to get a baby kitten as a pet.  It is cute lovable and
cuddly and totally useless in the game (or at least mostly useless).  DM can make it neat
if he/she wants.
 

OMINOUS SOUND (Abjuration, Evocation)
 
Level:  3 
Components: V,S,M
Range:  1' per level 
Casting Time:  20 minutes
Duration:  special 
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: By means of this spell the caster, creates a "third eye" much  
Level 1, casting time instantaneous components a large cone shaped piece of paper or
cardboard. Area of effect is persons in the area.   By means of this spell a sound, like the
one you hear in all the movies when the bad guy shows up, emanates from the caster. 
Duration is 1 round per level of caster.  


HALLUCINATORY STEED (Abjuration, Evocation)
 
Level:  3
Components: V,S,M
Range:  1' per level 
Casting Time:  20 minutes
Duration:  special  
Saving Throw:  see below
Area of Effect:  specific location
 
Explanation/Description: Level 2, casting time 1 round components: raven feather, horse
hair, a marble This spell will create a horse that seems to be rideable but if anyone tries
to ride it, it will get away.  THERE IS NO WAY to ride it and it will stick around for 2d20
hours plus the level of the caster.  Of course it eats like a regular horse, appears to sleep,
and all the other fun stuff.