From: The Wizard <IER101@psuvm.psu.edu>
Date: Tue, 15 Feb 1994 17:54:09 EST
Newsgroups: rec.games.frp.dnd
Subject: Beyond The Planes Magazine #1


              More Spells For The AD&D Campaign

Alteration:
  Eldron's Secret Writing
  Eldron's Second Chance

Conjuration/Summoning:
  Merlin's Mystical Bubble
  Ty's Blades

Invocation/Evocation:
  Mordenkainen's Immediate Discharge
  Falerin's Stolen Ability

Enchantment/Charm:
  Serrel's Modified Enchantment
  Falerin's Irresistible Charm
  Confuse Self



Level 1

Eldrons Secret Writing

Range: 0
Components: V,S
Duration: Special
Casting Time: 1
Area Of Effect: 1 piece of paper
Saving Throw: None

     Eldron's secret writing allow's 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 spell will not reveal the nature of the paper.  A dispel magic will
remove the second
key word permanently and prevent decryption forever.












Confuse Self

Range: 0
Components: V,S
Duration: 1d8 rounds + 1 round/level
Casting Time: 2
Area Of Effect: The Caster
Saving Throw: None

     This low level curse developed by the wizard Merlin, causes the caster to
be confused to the
point of being incapacitated.  This prevent's the caster from doing anything
that requires
conscious thought during the duration of the spell, and also prevents enemies
from gaining any
useful information from the caster.  There is also a 50% chance that the caster
will be rendered
unconscious for 1d16 (2d8 if you lack a 16 sided die) rounds following the
spells completion.
This spell can only be removed by a remove curse spell followed by dispel magic.


Level 2

Ty's Blades

Range: 40 yards
Components: V,S,M
Duration: Instantaneous
Casting Time: 4
Area Of Effect: One or more creatures within spell range
Saving Throw: None

     With this spell the caster creates a number of magical knife-like blades of
energy, which
speed from the casters hand, at the target, as if thrown by a fighter of a level
equal to the level
of the caster, with the caster's dexterity
bonus applicable.  The missiles cannot effect astral, ethereal, or out of phase
targets, nor will it
effect non-corporeal targets. Invisible targets can be struck, however, if their
location is known
to the caster.  The caster is able to create two missiles plus one additional
missile for every two
levels above third that the caster has obtained, to a maximum of five missiles
at ninth level and
above.  Each missile which successfully strikes it's target inflicts 1d6 hit
points of damage.
Attack rolls must be made for each missile, and more then one creature may be
targeted.
     In addition, at the caster's option, one missile may be forfeited to gain a
+2 bonus to hit and
damage with all other missiles created.  This does not allow the cater to strike
the above noted
creatures.  The material component is a finely crafted miniature dagger of at
least 500 G.P. in
value which is not consumed by the casting.






Level 3

Falerin's Irresistible Charm
Range: Special
Components: V,S
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area Of Effect: 10 cubic yards
Saving Throw: Special

     Developed by the evil mage, Falerin while taking a trip through limbo this
spell is not evil
in and of itself. Similar to charm person, this spell creates a cube 10 yards
x10 yards x 10 yards
extending from the caster.  All creatures
within the area of effect that are equal to or exceeding the level of the caster
are entitled to a
saving throw or will be charmed. Creatures below the caster in level may also
make a saving
throw but at a penalty of -4.  Creatures which normally have a resistance to
charm/enchantment
spells have no resistance
to this spell, nor does any wisdom bonus apply.


Level 5

Mordenkainen's Immediate Discharge
Range: 10 yards
Components: Special
Duration: Special
Casting Time: 5
Area Of Effect: Special
Saving Throw: Special

     This spell causes the wizard to immediately discharge all spells that he
currently has
memorized forward in a 10 yard radius.  All within the area of effect are
subject to the effects
of all spells level 1-5 that the caster has
memorized. Spells of a level higher then 5 are discharged without effect.
Recipients are entitled
to only one saving throw which protects them from, the effects of all lesser
level spells for which
there is a saving throw.  After
casting the caster will be knocked unconscious for 1d4 rounds (70% chance) or
driven insane for
1d4 days (30% chance)














Falerin's Stolen Ability

Range: 0
Components: V,S,M
Duration: 1 turn
Casting Time: 1
Area of Effect: Caster & Victim
Saving Throw: Neg.

     This spell allows the caster to steal one ability/proficiency from his
opponent.  Exactly what
ability is taken is determined by the Dungeon Master. Victims are entitled  to
saving throw vs.
spell which negates the effect of the spell.  The material component is a drop
ofblood drawn in
active combat.


Merlin's Mystical Bubble
Range: Special
Components: V,S,M
Duration: 1 day + 1 hour/level
Casting Time: 4
Area Of Effect: Sphere 10 yards in diameter
Saving Throw: None

     This spell was developed by Merlin, probably with the assistance of
Leomund.  The spell
creates a bubble with a diameter of 10 yards.  The caster and all those friendly
to the caster can
enter this bubble and use it as a method of transport in hostile climate
(Movement rate: 20
yards/round) The bubble is impenetrable by the elements, hostile creatures, and
weapons of less
then a +4 magical bonus.  Inside the bubble the interior climate remains exactly
the same as
when the caster created it with enough air for the spells duration. This spell
can travel safely into
all terrains including extra-planar ones.


Level 7

Serrel's Modified Enchantment
Range: 0
Components: V,S
Duration: 1d30 days
Casting Time: 3
Area Of Effect: 1 object
Saving Throw: None

     This spell does not enchant an object but merely alters the enchantment an
object already
possesses in such a way that those opposed to the caster gain absolutely no
magical effect from
the item whatsoever.  There is a 90 percent
probability that the spell will work exactly as planned, but 10 percent of the
time the spell will
backfire leaving the item useless to all creatures, whether friendly to the
caster or not, for the
spell's duration.  Intelligent items cannot
be altered by this casting.


Eldron's Second Chance

Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 2
Area Of Effect: 1 creature/object
Saving Throw: Neg.

     This spell allows a caster to send an object or creature back in time in
accordance with the
below chart.  Once in the past an opportunity to relieve and even alter that
portion of his or her
life is presented. Upon travel however the
creature/objects returns to the state it was at that time, ignoring any gains
made from that time
forward, and any losses.  If the thing that is sent back is sentient all memory
is retained in spite
of this regression and changes can be made.  When the time at which the spell
was cast is again
reached the spell ends and time continues as normal with the exception of any
benefit or curse
which has occurred because of changes made.  This spell can be cast on any given
creature only once within a one week time period.  The material component for
this spell is either
an hourglass with sands from limbo (not destroyed in the casting) or Diamond
dust of at least
600 gp in value which is consumed in the
casting.

Travel Table:
1d100 Roll          Result
01-10               Spell Failure
11-20               Travel 1d16 (or 2d8) hours back
21-50               Travel 24 hours back
 51-70               Travel 1d34 (Or 24 + 1d10) hours back
71-99               Travel 48 hours back
100                 Travel 48 + 1 hour/level hours back

