this pdf is a part of fan site work. it makes no ... user and elf spells... · spells listed in red...

104
Disclaimer This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership, copyrights and intellectual property of Dungeons and Dragons and any affiliated works. Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and prior art. Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them. Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members. Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo Publishing. If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will remove your works from this PDF. Now that I have covered my backside, on with the list.

Upload: trinhthu

Post on 25-Jun-2018

212 views

Category:

Documents


0 download

TRANSCRIPT

Disclaimer

This PDF is a part of fan site work. It makes no challenges of ownership against Hasbro / WoTC / TSR as to the ownership,

copyrights and intellectual property of Dungeons and Dragons and any affiliated works.

Spells listed in BLUE remain the full rights of Hasbro / WoTC / TSR as they are directly based on their published works and

prior art.

Spells listed in BLACK remain the right of the members of Dragonsfoot who posted them.

Spells listed in GREEN I created and hereby grant full rights to Dragonsfoot and its members.

Spells listed in RED are from Dragon or Dungeon Magazine and remain the full rights of Hasbro / WoTC / TSR or Paizo

Publishing.

If anyone of the above parties have a problem with this compilation, e-mail me at: [email protected] and I will

remove your works from this PDF.

Now that I have covered my backside, on with the list.

Magic Users / Elves Spell ListCantrips Spells: Page #:

Anatomics (Sieg) 06Animate Tiny Objects (ken-do-nim) 06Befriend (QuantumEFX) 06Bug (Sieg) 06Bug Barrier (QuantumEFX) 07Change (serleran) 07Clean (Sieg) 07Charming (QuantumEFX) 07Chill (QuantumEFX) 08Color (ken-do-nim) 08Colour (QuantumEFX) 08Creak (QuantumEFX) 08Enrich (Sieg) 09Exterminate (Sieg) 09Firefinger (Sieg) 09Fresh Air (QuantumEFX) 09Ghost Image (ken-do-nim) 10Ghost Light (ken-do-nim) 10Ghost Sound (ken-do-nim) 10Hairy (Sieg) 10Haunting (Sieg) 10Heat (QuantumEFX) 11Hide (QuantumEFX) 11Limited Telekinesis (QuantumEFX) 11Mage Hand (ken-do-nim) 11Mask Smell (QuantumEFX) 12Prestidigitation (rabindranath72) 12Prestidigitation (Sieg) 12Repair (Sieg) 12Quiet (QuantumEFX) 13Spike Drink (QuantumEFX) 13Temperature (Sieg) 13Tidy* (ken-do-nim) 13Transmogrify (Sieg) 14Trip (QuantumEFX) 14Unseen Hand (Sieg) 14Water Drink (QuantumEFX) 15Wink Out (ken-do-nim) 15

1st Level Spells:

Animate Rope (wiseman207) 16Bleach (Dawn of the Emperors) 16

1st Level Spells (Continued): Page #:

Boo (QuantumEFX) 16Bummer! (Cab) 16Burning Gaze (cwslyclgh) 17Candle-Scribe (Carl Q) 17Change Self (csp_gtp2) 18Chill (PC-01) 18Clear Sight (GAZ-09) 18Clear Sight (GAZ-11) 18Count Coins (GAZ-11) 18Courier (PC-01) 19Detect Rope (wiseman207) 19Douse Flame (GAZ-09) 19Enlargement (csp_gtp2) 19Evaluate (GAZ-11) 19Fairie Lights (GAZ-05) 20Find Familiar (csp_gtp2) 20Firestick (Cab) 21Float in Air (Champions of Mystara) 21Fool’s Copper (Carl Q) 21Fumble (Cab) 22Hoar Frost(QuantumEFX) 22Ice Shard (QuantumEFX) 22Ignore Road (GAZ-11) 22Illusionary Wall (QuantumEFX) 22Levitate Rope (wiseman207) 23Locate Sea Life (GAZ-09) 23Message (csp_gtp2) 23Minor Blessing (GAZ-14) 23Obsidians Ark (Cab) 24Oilskin (GAZ-09) 24Orientation (GAZ-11) 24Pass Without Trace (GAZ-12) 24Precipitation (PC-01 / GAZ-09) 24Release Weapon (csp_gtp2) 24Remove Hangover* (Cab) 25Resist Climate (GAZ-11) 25Ring of Fire (QuantumEFX) 25Rope Invisibility (wiseman207) 25Scent (Cab) 25Sea Legs* (GAZ-09) 26Shiny Kit* (Cab) 26Shocking Grasp (csp_gtp2) 26Stalwart Armor (Sean) 26Tar (GAZ-09) 26

1st Level Spells (Continued): Page #:

Tattoo (Cab) 26Tragic Missile (Cab) 27Trance (GAZ-12) 27True Flight (Sean) 27True Weapon (Sean) 27Trust (GAZ-11) 27Trusty Steed (Cab) 28Wall of Fog (csp_gtp2) 28Wandbane (csp_gtp2) 28Watcher (PC-01) 28Wideawake (Cab) 28

2nd Level Spells:

Animate Rope II (wiseman207) 29Bar Fight (Cab) 29Battlecry (Cab) 29Blast (Sean) 29Careen (GAZ-09) 30Check Load (GAZ-11) 30Cleaner (Cab) 30Cloak of Confusion (Carl Q) 30Colour (Dawn of the Emperors) 30Command Word (GAZ-05) 31Cool Metal (QuantumEFX) 31Create Gremlin (Cab) 31 Create Normal Rope (wiseman207) 31Crowd Summoning (GAZ-11) 31Dark Bolt (Cab) 32Delouse (Cab) 32Detect Ambush (GAZ-11) 32Displacer Field (Champions of Mystara) 32Entangle (PC-01) 32Fairy Slumber (PC-01) 32Familiar (Solomoriah) 33Fellowship (GAZ-05) 33Find the Rope (wiseman207) 33Frost (QuantumEFX) 34Hold Animal (GAZ-11) 34Hold Rope (wiseman207) 34Horse-Rush (PC-01) 34Hunting Paint (GAZ-14) 34Ice Flame (Cab) 35Longstride (GAZ-05) 35Longstride (QuantumEFX) 35Nightwatch (GAZ-09) 35

2nd Level Spells: Page #:

Numb (QuantumEFX) 35Protection from Rope, 10' Radius (wiseman207) 35Protection from Weevil (Cab) 36Quicken Pace (GAZ-11) 36Quickstep* (Cab) 36Resist Cold (QuantumEFX) 36Saviour Faire (GAZ-11) 37Shimmer (GAZ-12) 37Silence Individual (PC-01) 37Silver Tongue (GAZ-11) 37Spirit Sending (GAZ-12) 37Stage Presence (Cab) 38Temporary Wall (Cab) 38Thump You (Cab) 38Tongue of Flame (Carl Q) 38Water Tension (Cab) 39Wind Whisper (PC-04) 39Zap! (Cab) 39

3rd Level Spells:

Acid Gob (Cab) 40Acidic Blast (Geoff) 40Again!(Cab) 40Animate Rope III (wiseman207) 41Assassins Arrow (Cab) 41Assume Gaseous Form (PC-01) 41Batsight (Cab) 41Bestow Invisibility (Invisibile to Mortals) (PC-01) 41Cardiac Arrest (Cab) 42Clairaudience (QuantumEFX) 42Climate (Dawn of the Emperors) 42Come Not Hither! (Cab) 42Coo... (Cab) 42Create Air (Hollow World) 43Create Any Rope (wiseman207) 43Dancing Imps (Carl Q) 43Detect Curse (GAZ-12) 43Detect Lie (GAZ-11) 44Dianas Defense (Cab) 44Elemental Guide (Carl Q) 44Firebolt (Cab) 44Fire-Eye (Carl Q) 45Firewatch (Carl Q) 45Frostbite (Cab) 45Hold Spirit (GAZ-12) 46

3rd Level Spells: Page #:

Ice Ball (QuantumEFX) 46Ice Shard (PC-03) 46Inventory (GAZ-11) 46Invisibility to Spirits (GAZ-12) 46Mist (QuantumEFX) 47Obsidians Shard (Cab) 47Peril Pitstop (Cab) 47Quench (Cab) 47Resist Fire (QuantumEFX) 48Silent Move (GAZ-12) 48Smuggling (GAZ-11) 48Spark (Cab) 48Stone Bolt (CM-08) 48Summon Gremlin 2 (Giggling Menace) (Cab) 49Teleport Rope Without Error (wiseman207) 49Thunder Drum (GAZ-14) 49Wall of Thorns (Cab) 49War Paint (GAZ-14) 50Water Sphere (Cab) 50Wind Blast (Cab) 50

4th Level Spells:

Abandon Hope All Ye Who Enter Here (Cab) 51Accounting (GAZ-11) 51Air Hose (Cab) 51Animate Rope IV (wiseman207) 51Bang (Cab) 52Bestow Second Sight (PC-01) 52Check Caravan (GAZ-11) 52Control Bats (CM-08) 52Create Atmosphere (Champions of Mystara) 53Cure Disease or Blindness (PC-01) 53Dimensional Anchor (csp_gtp2) 53Embezzle (GAZ-11) 53Enchanted Weapon (PC-01) 53Fate (GAZ-12) 54Fear (PC-01) 54Fire Cage (Carl Q) 54Freeze (QuantumEFX) 54Gaseous Form (Cab) 55Hyperborean Blast (Carl Q) 55Ice Form (QuantumEFX) 55Lightning Sands (Cab) 55Mist of the Leech (Cab) 56Reconstruction (Carl Q) 56

4th Level Spells: Page #:

Repel Lightning (GAZ-08 ) 56Resist Magic (GAZ-11) 56Rope to Snakes (Reversible) (wiseman207) 57Sanctify (GAZ-14) 57Seductresses Aid (Cab) 57Summon Herd (GAZ-12) 57Summon Lesser Animal Spirits (GAZ-12) 58Vigor (GAZ-12) 58Wall of Rope (wiseman207) 58Warning Trumpet (CM-08) 59Wings of the Phoenix (Carl Q) 59

5th Level Spells:

Acid Arrows (Cab) 60Animate Rope V (wiseman207) 60Anti-Rope Shell (wiseman207) 60Automatic Pilot (Champions of Mystara) 61Chuck You! (Cab) 61Commune with Spirit Lord (GAZ-12) 61Confound* (GAZ-12) 62Control Gargoyle (CM-08) 62Create Normal Animals (PC-01) 62Dagger Storm (QuantumEFX) 62Deep Pockets (QuantumEFX) 63Distance Distortion (HWA 01-03) 63Elemental Protection (PC-03) 63Enhanced Ice Ball (QuantumEFX) 63Fabricate (Dawn of the Emperors) 64Feroman’s Challenge (Carl Q) 64Fiery Double (Carl Q) 65Flame Bolts (Cab) 65(The) Frozen Dead (Hollow World) 65Prepare Enchantment (Champions of Mystara) 65Remove Air (QuantumEFX) 66Spell Turning (Champions of Mystara) 66Spirit Walk (GAZ-12) 66Strength of Mind* (GAZ-12) 66Swaps (Cab) 66

6th Level Spells:

Animate Rope VI (wiseman207) 67Bailriggs Butchery (Cab) 67Carrion Reincarnation (Strange Visitor) 68

6th Level Spells: Page #:

Contain (Cab) 68Disguise (Dawn of the Emperors) 68Elemental Protection 10' Radius (PC-03) 68Ethereality (Cab) 68Familiar Spirit (Cab) 69Forever Amber (OculusOrbus) 69(The) Grasping Dark (HWA) 69Hydrax (Cab) 69Hydrax (PC-03) 70Madness (GAZ-12) 70Mass Charm Person (QuantumEFX) 70Mass Fear (QuantumEFX) 70Mort Rouge (Cab) 70Resist Turning (Cab) 71Shout (GAZ-08 ) 71Spirit Storm (GAZ-12) 71Wormhole (Cab) 71

7th Level Spells:

Animate Rope VII (wiseman207) 72Arctic Blast (Cab) 72Astral Leap (Cab) 73Blindfire (Carl Q) 73Delayed Blast Ice Ball (QuantumEFX) 74Mass Image (QuantumEFX) 74Moonbeam Edifice (Carl Q) 74Pass Rope (wiseman207) 75Planar Rekoning (Cab) 75Saved (Cab) 75Spear (Cab) 76Spell Turning (GAZ-12) 76Summon Greater Animal Spirit (GAZ-12) 76Yo Mama's Dead (QuantumEFX) 76

8th Level Spells:Age (QuantumEFX) 77Animate Rope VIII (wiseman207) 77Blizzard (QuantumEFX) 77Cold Immunity (QuantumEFX) 77Corrosive Cloud (PC-03) 78Create Ice Monster (QuantumEFX) 78Deep Freeze (QuantumEFX) 78Duel-Shield (Dawn of the Emperors) 78Fire Trap (Carl Q) 79

8th Level Spells: Page #:

Ghost Buster (QuantumEFX) 79Impersonate (Dawn of the Emperors) 79Lady Luck's Blessing (QuantumEFX) 79Mass Flight (QuantumEFX) 80Mass Haste (QuantumEFX) 80Mass Infravision (QuantumEFX) 80Mass Slow (QuantumEFX) 80Power Word: Rope (wiseman207) 80Regeneration (Cab) 81Slipstream Teleport (Cab) 81Symbol (CM-08) 81Symbol (QuantumEFX) 82(Fountain of) Youth (QuantumEFX) 83

9th Level Spells:

Aarenar’s Locum (Carl Q) 84Acid Rain (Geoff) 85Ambergate (Carl Q) 85Animate Rope IX (wiseman207) 86Chaos Wish (Cab) 87Comet! (QuantumEFX) 87Denial By Fire (Cab) 88Detonate (Cab) 88Fate of the Melkur (Carl Q) 89Gotterdamurung (Alex) 89Homeland (QuantumEFX) 90Kiss of Time (QuantumEFX) 92Lifesteal (QuantumEFX) 93Link (Geoff) 93Mass Confusion (QuantumEFX) 94Obscure Presence (QuantumEFX) 94Passion Play (Carl Q) 95Pearl (a.k.a. Augustus's Gopping Dragon) (Cab) 96Ravennis’ Exchange (Carl Q) 96Sleep-Curse (Dawn of the Emperors) 97Solidify (QuantumEFX) 98The Last Battle (Carl Q) 98The Thothian Enchantment (Dragon Magazine March 1991 Page 44) 100Time Gate (Carl Q) 101Transcend Life Force (GAZ 13) 101

10th Level Spells:Disana’s Rulebook (Carl Q) 102Impact! (QuantumEFX) 104

Magic User / Elf Spells

CantripsAnatomics (Sieg) Area of Effect: One person Duration: 1 action Effect: Controls a small involuntarily action of the targetSaving Throw?: None

When this cantrip is cast, the subject will involuntarily emit a body noise or reaction of the casters choosing. Such simple reactions can be a belch, blink, nod, yawn, etc.; but nothing sophisticated

Animate Tiny Objects (ken-do-nim)Duration: concentration Range: 10 feet Effect: Small objects come to life

The magic-user can animate small objects (no larger than 8 inches in diameter) in a 2 foot wide area of effect that can move within the range of the spell. A magic-user can make a living putting on puppet shows with this spell. A combat use would be to roll marbles out near an opponent, for this could possibly cause a loss of balance if stepped on.

Befriend (QuantumEFX) Range: 30' Duration: 2 turns per caster level Effect: Causes one non-intelligent non-hostile animal to become friendly.

This spell causes any one animal of 2HD or less, of intelligence 02 or less to become friendly to the caster if it was otherwise neutral. The animal is allowed a save vs. spell to counter the effects of this spell. Unlike the charm animal (monster) spell, the animal won't put its own life in danger but it will act friendly to the caster. For example a guard dog that doesn't know the caster would allow it to pass or allow itself to be pet without attacking.

Bug (Sieg) Area of Effect: 10 feet Duration: Permanent Effect: Summons insectsSaving Throw?: None

When this cantrip is used, the caster summons an insect from someplace -- where is of no importance, for the creature appears in seconds. The bug will appear in whatever spot the caster is gazing at, up to a 10 foot distance from him or her. The bug is, of course, annoyed, and it is 90% likely to sting or bite (if possible) any living creature it finds itself upon. (This will certainly cause the subject to react violently if it would otherwise be so affected by such).

Bug Barrier (QuantumEFX) Range: 30' Duration: 1d6 turns per caster level Effect: Creates a barrier that insects, spiders and other bugs of less than ½ hd cannot pass through.

This spell creates a sphere 30' in radius room the caster that prevents small insects, spiders and other “bugs” in general from passing through. “Bugs” inside the barrier cannot leave and those outside cannot get in. Any individual “bug” with ½ or more HD can pass through the barrier with no problem, but swarms cannot.

Change (serleran) Area of Effect: TouchDuration: SpecialEffect: Changes the material composition of one item into another

Allows the caster to alter the state of an object, either from solid to liquid, or to like material. The more dramatic the change, the less duration.

Example: to change a piece of copper to adamantite would be possible, but would only last for a single segment, not enough time to make any real use of it. However, one could turn copper to steel, or gold, and have it last a little bit, like, say, a round.

Clean (Sieg) Area of Effect: 4 sq. yards Duration: Permanent Effect: Cleans small areaSaving Throw?: None

This cantrip enables the caster to remove heavy soil, dirt, and like foreign objects from floors, walls, dishes, windows, etc. The subject surfaces are then spotless, but care must be taken in removal of pigments and the like, so usually only one type of material will be treated in a single application. The reverse of this cantrip dirties and fouls any surface equal to the area of effect.

Charming (QuantumEFX) Range: 30' Duration: 2 turns per caster level Effect: Increases reaction adjustment modifier

This spell increases the reaction adjustment modifier (see charisma) by +1 for any one living intelligent target. The target becomes more charming an personable to others, saying the right thing or acting the right way to get a better initial reaction. This spell can't be cast on non-intelligent creatures (Int 2 or less) or non-living targets.

The spell can be cast on the same target multiple times but this will only extend the duration and not increase the reaction adjustment modifier.

Chill (QuantumEFX) Range: 30' Duration: Instantaneous Effect: One cubic foot per caster level is cooled by 15c/27f.

The reverse of the heat cantrip, this spell is used to chill an area and items within the affected volume. After a few seconds, the ambient air returns to normal and items in the affected volume begin to warm up at their normal rate. This spell is primarily used to cool food and drink or to cool down items that have been warmed up to an unacceptable level.

Color (ken-do-nim)Duration: concentration Range: 30 feet Effect: Draws a magical pattern

The magic-user uses invisible magic markers to essentially draw in a 2 foot square area of effect. Note that it could take quite some time to draw something intricate.

Colour (QuantumEFX) Range: 30' Duration: 1d6 hours Effect: 1 item changes colour

This spell allows the caster to change the colour of one item. What constitutes one item is left to the DM but this is usually used to change the colour of a tunic, a person's hair or skin colour of an animal. The effects are temporary though, in 1d6 hours the color will fade to normal. If the target washes, cleans or otherwise tries to negate the colour change, the original colour will return in 1d12 rounds.

Creak (QuantumEFX) Range: 60' Duration: Instantaneous Effect: Creates a creaking sound up to 60' away.

This spell causes a creaking sound, i.e. rusty hinges, to occur at any place within range. The target doesn't have to be plausible as a sound source,a spot on the wall can creak, nor does it even have to be a physical surface, the creak can occur in mid-air. The spell is more used as a distraction than anything else or to mask the sound of other things such as a lock being forced.

Enrich (Sieg) Area of Effect: One object Duration: Up to 6 turns Effect: Enhances sensesSaving Throw?: None

This cantrip enables the caster to give the subject a superior or better or different aspect of its to the senses; be they sight, smell, sound, touch or taste. Thus, mush can be made to taste as if it were lobster bisque, but the dweomer will not actually affect quality or wholesomeness. It can also be used to restore faded hues or to tinge those already colored with a different hue. A rough canvas garment can be made to feel like silk or velvet. A rotten egg can smell like fresh daisies, and a irritating sound can be made to sound like a canary’s song. However, the cantrip may only effect one sense per casting.

Exterminate (Sieg) Area of Effect: One small creature Duration: Permanent Effect: Kill pestSaving Throw?: None

When this cantrip is used, the caster may kill a small pest such as a fly, mouse, rat, beetle, or the like. It is useful for indoor and outdoor applications. If the subject is very small, an area of up to 1/2 cubic foot can be rid of pests. This cantrip is effective against magical creations and normal-sized creatures magically shrunk to insect-size, but has no effect on polymorphed creatures and similarly enchanted beings.

Firefinger (Sieg) Area of Effect: 1/3' line Duration: 1 round Effect: Creates a small flameSaving Throw?: None

The firefinger cantrip enables the caster to cause a jet of flame up to one-half foot in length to shoot forth from his or her finger. The flame is very hot and will ignite combustible materials such as parchment, twigs, kindling, and the like without difficulty, providing the materials are relatively dry. The flame persists for up to 1 round.

The reverse of this Cantrip extinguishes a small flame such as used in a lantern or candle. A torch is too large a flame to be effected with this cantrip.

Fresh Air (QuantumEFX) Range: 30' Duration: Instantaneous Effect: Brings fresh air in forcing bad air out.

This spell causes fresh air, if available, to flow in towards the caster. Any non-magical smoke, gas or smell is removed from an area 30' in radius of the caster while being replaced with “fresh” air from up to 300' away. While this can be used to remove non-magical toxic fumes from a set volume, it is primarily used to keep an area smoke and smell free.

Ghost Image (ken-do-nim) Duration: concentration Range: 30 feet Effect: Illusionary image

The magic-user creates a transparent image up to a foot wide. Uses I see for this range from "Have you seen this man" to scaring somebody into thinking it is a ghost.

Ghost Light (ken-do-nim) Duration: concentration Range: 30 feet Effect: Floating light

The magic-user creates an orb of light up to a foot wide. This orb does not illuminate anything outside of itself. The magic-user can float it slowly around while concentrating on it (10 foot movement rate per round). The magic-user can read by this light and study from his spellbook.

Ghost Sound (ken-do-nim)Duration: 1 second Range: 30 feet Effect: Creates sounds

The magic-user makes a sound within the range of the spell. This sound lasts for one second.

Hairy* (Sieg) Area of Effect: One object Duration: permanent Effect: Grows hairSaving Throw?: none

While this cantrip is not actually one of the standard useful ones which apprentices reverse for mischievousness, it is one which is generally used for no good purpose. It causes hair, fur, or hairlike growth to thicken and lengthen. Thus, a head of hair, a peach, a beard, a cat, or whatever could be affected. The growth will cause the subject material to increase from 2-12 inches in length. The subject material must be trimmed or cut to remove the cantrip's effect. This cantrip can be reversed to shorten growth or effectively shave, but since the effect on short material (growth under 1 inch in length) is complete absence of growth for 2-12 days, it is not often used.

Haunting (Sieg) Area of Effect: Special Duration: 1d4 roundEffect: Ghostly soundsSaving Throw?: yes

This cantrip creates the illusion of any number of ghostly sounds such as a faint groan, creak, footfalls, etc. Naturally, those creatures within hearing distance are allowed a saving throw versus spell, and if it succeeds, the individual will hear no such noise.

Heat (QuantumEFX) Range: 30' Duration: Instantaneous Effect: One cubic foot per caster level is heated by 15c/27f.

This spell allows the caster to heat an area and everything in it. Any item that would otherwise be allowed a save vs. spell automatically passes and is unaffected. After a few seconds the ambient air returns to normal and items in the affected volume cools at its normal rate. This spell is primarily used to re heat food or to warm up items that have cooled to an unacceptable level.

Hide (QuantumEFX) Range: Touch Duration: 1d4 days per caster level Effect: Obscures an objects presence to hide it in plain sight.

This spell causes an object to “blend in” with its surroundings resulting in it hiding in plain sight. Human non-thieves who don't know where to look will find the item if searching on a roll of 6 on a 1d6 check. Demi-humans will find the item on a 5 or a 6 on a 1d6 check. Thieves will find the item on the greater of their find traps skill or a 5 or a 6 on a 1d6 check. If they know what they are looking for add +1 on the dice roll to find the item. If they know approximately where to look they also get to add +1 on the dice roll, cumulative with the item bonus. So an elf who know where to look and what to look for will spot the item on a 1d6 check roll of 3+.

Limited Telekinesis (QuantumEFX) Range: 30' Duration: 2 turns Effect: 5cn of weight per level of caster can be moved

Similar to the 5th level magic user spell telekinesis but at a greatly reduced effect and range. Up to 5 cn (½ lbs) per level of caster can be moved simply by having the caster concentrate on the object. This spell cannot move an unwilling victim or any object that is being held or otherwise restrained by someone or something else. Items that can be moved have a maximum movement rate of 20' per round.

Mage Hand (ken-do-nim)Duration: concentration Range: 15 feet Effect: Minor telekinesis

Probably one of the more useful spells on here, the magic-user creates an invisible floating hand that is capable of minor telekinesis of up to 5 pounds. Only one non-living object can be manipulated at a time. Both hands are required. The magic-user's off-hand's motions determine the distance from the magic-user that the floating hand is at, while the magic-user's primary hand mimics the floating hand's motions. This is a great spell to grab the keys from the sleeping jailer with to free oneself from a cell. Most magic-users, if known to be such, are generally kept tied up for this reason.

Mask Smell (QuantumEFX) Range: 30' Duration: 2 turns per caster level Effect: Eliminates the smell of everything within 30' of the caster.

All odours within 30' of the caster are temporarily negated. This spell masks the small, it doesn't eliminate them, so after the duration is up the odours return to full strength. While this can be used to reduce the chances of being tracked by animals via spell, it is primarily used to cover offensive odours.

Prestidigitation (rabindranath72)Range: 10 ft. Duration: 1 hour Effect: See text

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavour 1 pound of non-living material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

You could perhaps turn it into an ability, with a check which improves with level (e.g. use the Thief's Climb Walls percent chance).

Prestidigitation (Sieg) Area of Effect: One small item Duration: 1 round Effect: Slight of HandSaving Throw?: nil

This cantrip enables the caster to secret or cause to appear a small object in his hand without seeming to do so. The item created to appear from nowhere is illusory, and will disappear in 1 round.

Repair (Sieg) Area of Effect: One object Duration: Permanent Effect: Repairs a small itemSaving Throw?: None

This cantrip repairs small breaks in objects. It will weld a broken ring, chain link, medallion or ripped material, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a Repair cantrip. This cantrip will not repair magic items of any kind.

Quiet (QuantumEFX) Range: Caster Duration: 2 turns per caster level Effect: Reduces the volume of all sounds within 30' of the caster

A much weaker version of the silence spell. This spell reduces the volume of the sound within a 30' radius of the caster. Conversation and spell casting in this area is still possible, but they must yell to be understood by others. Sounds from outside the area are also reduced as they pass through. The spell is only cast upon the caster, this the quiet zone travels with him/her for the duration.

This spell is primarily used to quiet a loud room but it can be used to mask the sound of combat or movement. Hear noise is reduced by two thirds and move silently is increased by 50%. The DM should adjust detection rates appropriately.

Spike Drink (QuantumEFX) Range: 10' Duration: 1d10 x 10 turns Effect: Increase the alcohol content of a volume of liquid.

Any volume of liquid up to one gallon will have its alcohol content increased by this spell. A drop of alcohol could be added to water and then have this spell cast to “spike” the drink. Cheap wine has its “proof” increased to liquor levels and liquor is increased to near pure alcohol levels. If used properly this spell can get it's intended victim drunk quite quickly or increase the profit margin of any bar.

This spell is not without it's limits. First the victim may notice the alcohol. Second the “spike: will only last 1d10x10 turns, after that all alcohol in his/her system (magical or not) disappears.

Temperature (Sieg) Area of Effect: 1' cube Duration: Special Effect: Warm an itemSaving Throw?: none

A cantrip of this nature allows the caster to cause non-living liquid or solid material to become about 40°F. warmer or cooler than it was, subject to a minimum temperature of freezing. The warming or chilling effect lasts for but an instant, after which the subject returns slowly back to normal temperature.

Tidy* (ken-do-nim)Duration: instantaneous Range: 10 feet Effect: Cleaning spell

The magic-user can either tidy up or untidy an area of 1 cubic foot. This is good for house-cleaning or cleaning one's clothes after rolling in the mud. The magic-user cannot affect the worn belongings of an unwilling recipient.

Transmogrify (Sieg) Area of Effect: One creature/item Duration: Special Effect: Changes one item into anotherSaving Throw?: none

By means of a transmogrify cantrip, the caster alters one small object to another, although the change must be within the same kingdom, and only animal and vegetable objects are affected. Thus, a piece of parchment can be changed to a brightly colored cloth square, then the cloth can be changed to a rose by another use of the cantrip. Likewise, a bird can be changed into a bat, the bat to a flying squirrel by another use of the same type of cantrip, and so forth. Each alteration requires a transmogrify cantrip. The cantrip will not cause more than a 50% increase or decrease in size/volume, and the effect will last for a base time of 1 turn. If the change is radical, then the time will be reduced accordingly; i.e., changing a dead object to a live one is a radical change and will last only 1 round. On the other hand, a very slight alteration such as color change or the like will last for 1 or more days. A saving throw against this magic does not apply as long as small, animal-intelligence, non-magical creatures of normal sort are concerned.

Trip (QuantumEFX) Range: 30' Duration: Instantaneous Effect: One target within range stumbles

This spell allows the caster to trip any one target within range. The target will stumble and may fall (save vs. spell). This spell cannot be used in combat or against any target that is not walking or running at the time.

Unseen Hand (Sieg) Area of Effect: One creature/item Duration: 1 action Effect: Creates a force that can perform simple tasksSaving Throw?: Save vs. Magic to avoid a 1 round distraction.

By means of this cantrip, the caster causes an unseen hand to perform simple actions such as open/close a door, lift a small object and carry it (1 lb limit) within 10 feet radius of the caster, and poke or pinch a target as desired.

If this cantrip is used on a spellcaster, the target must make a saving throw vs. magic, with success meaning that the target is not distracted. Failure causes a 1 round distraction and may interrupt spell casting at DM’s discretion.

Water Drink (QuantumEFX) Range: 10' Duration: 1d10x10 turns Effect: reduces the alcohol content of a volume of liquid.

The reverse of spike drink, up to a gallon of liquid can have its alcohol content reduced (no eliminated) for a limited period of time. After the duration ends the alcohol levels quickly rise. If the affected liquid has been consumed, the creature who consumed it will become drunk or comatose in 1d4 rounds as the low level poison (alcohol) enters his/her/its system.

Wink Out (ken-do-nim)Duration: concentration Range: personal Effect: Makes caster harder to see

The magic-user causes himself and his belongings to appear somewhat transparent. This provides a +2 AC bonus while the magic-user concentrates against opponents who rely on sight to hit, and it makes the magic-user a little harder to spot. [If I were going to allow elves to get cantrips, this one would be ideal just based on my impression of elves from fantasy literature]

1st Level SpellsAnimate Rope (wiseman207) Range: Touch Duration: 1 round per caster level Effect: Animate a length of rope

With this spell, the caster can temporarily animate one length of rope (up to 10' per caster level). Only simple actions are possible (coil, uncoil, simple knot, release knot, wrap around something or straighten out), but if used right this can be a very useful spell.

Bleach (Dawn of the Emperors) Range: Touch Duration: Permanent Effect: Fades colour

Non-magical items have their colour returned to its original base colour.

Boo (QuantumEFX) Range: 120' Duration: Instantaneous Effect: Creates a near deafening “boo” sound

This spell creates a stunningly loud “boo” sound. Those within 30' of the sound must save vs. spells or loose initiative the next round. Even if they do save, they face a -1 penalty on the next round's initiative.

It should be noted that this spell is an area effect and thus will affect friends as well as foes.

Bummer! (Cab) Range: 10' per level of the caster Duration: 1 turn, + 1 turn per five levels of the caster Effect: 1 Individual

This spell, invaluable for those on flying ships, will slow the rate of falling of the recipient to 2' per second, thus preventing any damage being suffered due to falling. Note that at really high altitude, the duration of this spell may be a critical factor in determining the survival (or not) of the recipient.

Burning Gaze (cwslyclgh) Range: 150 ft. Duration: Instantaneous Effect: bolt of fire.

When this spell is cast a bolt of fire hurls unerringly from the casters eyes to strike whatever her or she is looking at. This flame can ignite normal flammable objects, which will burn out in 1d4 rounds unless the fire is snuffed before that time, most objects will be singed and damaged by this spell, although highly flammable objects will be destroyed.. If the flaming bolt is aimed at a creature that creature will take 1d6 points of damage, plus an additional 1d6 points of damage for every two additional levels the caster possesses beyond first (thus a 3rd level caster would deal 2d6 points of damage while a 5th level caster would deal 3d6 etc.).

Candle-Scribe (Carl Q) Range: 10’ Duration: 1d6 Turns Effect: summons minor elemental

This simple spell summons a tiny denizen of the Elemental Plane of Fire; it is the first such spell that the apprentice Fire-Mage learns. The Candle-Scribe appears as a tiny, candleflame-like mote of fire.

If provided with a suitable writing surface (thick parchment, sheets of wood, stretched animal hides, etc.) and commanded to start scribing, the Candle-Scribe will faithfully copy every word spoken by its master, burning the words and phrases into the writing surface. The ‘Scribe is mentally linked to its summoner, and can accurately gauge correct punctuation and spelling from its master’s mind. The ‘Scribe will write in whatever language the summoner uses.

In addition to normal writings, the Candle-Scribe can also copy spells; in this case, the material to be written on must be expensive, and coated with a solution made from rare ingredients (similar to that used to make a Scroll of Spell-Catching); this replaces the rare inks used in normal spell-writing. In order to capture the magic within the writings, the summoner must actually cast the spell, which is then drawn harmlessly into the text through the ‘Scribe. In this instance, the Candle-Scribe also marks out hand-gestures, inflections, or other instructions necessary to cast the spell.

The ‘Scribe can be used to copy one spell per summoning, and will remain just long enough to transcribe the entire spell, no matter how long it takes. The ‘Scribe cannot be used for both magical and normal writings in the same summoning-period. When copying non-magical writings, the Candle-Scribe winks out when the spell expires, whether or not its master has finished her dictation.

The Candle-Scribe has one hit point, and will vanish if struck. It cannot attack under any circumstances.

Change Self (csp_gtp2) Range: 0 Duration: 2 turns plus 1 turn per level Effect: Allows caster to alter his or her appearance

This spell enables the wizard to alter the appearance of his form – including clothing and equipment – to appear one foot taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 minutes plus two additional minutes per caster level. The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile properties of the caster or his equipment and the ruse may be discovered in this way.

Chill (PC-01) Range: 30' Duration: Concentration Effect: Harms single foes by making them cold.

1st round 1 point of damage is done. On subsequent rounds a save is allowed. Creatures immune to cold take no damage.

Clear Sight (GAZ-09) Range: Touch Duration: 2 rounds per caster level Effect: Makes distant spot look close

Any spot up to 1 miles distant can be seen as if it was only 10 feet away. The viewing area is a circle up to 70' in diameter.

Clear Sight (GAZ-11) Range: Touch Duration: 2 rounds per level Effect: Enhances vision of an area 60' in diameter.

Any spot up to one mile distant can be seen as if it was only 10' away.

Count Coins (GAZ-11) Range: Touch Duration: 1 turn Effect: Determine number and value of coins in a specific location.

This spell allows those affected to accurately determine the number and value of coins. The target must be able to touch the coins or its container and all coins must be of the same material (i.e. all gold). The number of coins that can be counted is 2,000 per caster level.

Courier (PC-01) Range: 10' Duration: 1 day per level Effect: Enlists small animal as a message-bearer

Detect Rope (wiseman207) Range: 240' Duration: 6 turns + 1 turn per caster level Effect: Detects any rope within range of the spell

This spell will detect any hidden, secret, disguised or otherwise non-magically concealed organic rope within range. Any rope that qualifies produces a slight green glow that only the caster may see. The caster can detect the presence of rope beyond solid walls and such, but cannot determine its use (such as a trap component or just in a coil).

A creative use would be to detect traps, but the spell may also be used to detect organic materials that are sufficiently strong as that they can be used as rope (vines, etc.) at the caster's discretion.

This spell will not detect magically concealed or obscured ropes, nor will it detect non-organic ropes (such as metal thread ropes).

Douse Flame (GAZ-09) Range: 50' Duration: 1 round per caster level Effect: Extinguishes small flames

Any single non-magical flame within 50' is snuffed out.

Enlargement (csp_gtp2) Range: 30’ Duration: 1 turn Effect: Increases the size of one object

This spell increases the size and mass of the object upon which it is cast. It doubles the size of non-living matter and it increases the size of living matter by one half (example: a 6’ tall man would be 9’ feet tal). Only one object or thing can be affected by the spell and the caster must be able to see or touch the object. Note that this spell will not add to the magical nature of an object so a potion enlarged will simply be a single potion with a greater volume. It will, however, make a door stronger since the door will be twice as thick. In cases where the object is very large, the spell is limited by a volume equal to 12 cubic feet per level of the caster, i.e. a 10th level magic-user could enlarge an object up to 120 cubic feet.

Evaluate (GAZ-11) Range: 10' Duration: 1 turn Effect: Appraises mundane items

This spell allows the caster to accurately appraise and describe any mundane items within range. Magical powers, curses or enchantments are not revealed.

Fairie Lights (GAZ-05) Range: 40' plus 10' per level Duration: 2 rounds per level Effect: Illuminates an area

Creates 1d4 lights that resemble torches, with intensity determined by the caster.

Find Familiar (csp_gtp2) (this is a modification of Solomoriah's version I think) Range: 1 mile/level Duration: Special Effect: Finds a companion animal for the spellcaster

This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, owls, crows or ravens. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him and serving as a guard/scout/spy as well. A wizard can only have one familiar at a time, however, and he has no control over what sort of creature answers the summoning if any at all comes.

An animal that becomes a familiar is generally more intelligent than others of its kind (typically by 2 or 3 intelligence points) and its bond with the magic-user confers upon it an exceptionally long life. The wizard receives the heightened senses of his/her familiar, which grants the wizard a +1 bonus to all surprise rolls.

A familiar gains +1 hit point for every level of the magic-user, up to three times the normal maximum number of hit points for the creature (most normal familiars will have 2 - 7 hit points due to magical influences; they will normally have an AC of 7). Any magical bonuses to AC or saving throws that apply to the master (whether from device such as a ring of protection or a spell such as chant) also apply to the familiar, as long as it is within one mile of the wizard. This does not apply to magic that sets a base AC, such as bracers of defence; only to magic that augments AC or saves through pluses.

If a familiar is on its master's person (such as perched on a shoulder or tucked in a back pack), and its master makes his saving throw against an area effect spell, the familiar automatically saves. Furthermore, for spells that cause 1/2 damage with a successful save (like fireball), the familiar can make a separate saving throw and take no damage if successful.

The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to one mile. Note that empathic responses from the familiar are generally basic – while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. While the wizard cannot see through the eyes of the familiar, when the familiar is within 10 feet (per level) of the magic-user and visible to the magic-user, the magic-user may cast spells that require the target to be in sight on any creature seen by the familiar. Thus a magic-user could cast a spell around a corner if the familiar was visible to the magic-user and peering around the corner.

A magic-user can cast a touch-based spell while in contact with his familiar, and then have the familiar deliver the touch to complete the spell. The familiar must be in contact with the magic-user when the spell is cast. When in contact with a familiar, enemies save at a -1 against the magic-user's spells.

If separated from the caster, the familiar loses 1 hit point per day and dies if reduced to 0 hit points. If the familiar dies, the wizard must successfully roll a saving throw versus death ray or die. Even if the wizard survives, he permanently loses 1 point of Constitution and 1d4+1 hit points (in addition to the hit points lost due to lowered Constitution).

To find out what animal responds to a find familiar spell, roll d20 and consult the table below:

1-3 Cat 4-5 Crow 5-6 Hawk 7-8 Owl 9-10 Toad 11-12 Rat 13-14 Snake 15-16 Rabbit 17-18 Dog (small) 19-20 No familiar within spell range

Firestick (Cab) Range: Caster Only Duration: 2 rounds per level of the caster Effect: One stick or staff

By means of this spell, the caster makes the ends of one stick or non-magical staff to burst into flame. The flame is ordinary fire, but will not damage the stick. This adds 1d4 damage to that inflicted normally.

Float in Air (Champions of Mystara) Range: Touch Duration: 6 + 1 turn per caster level Effect: one object up to 4,000cn floats in the air

This spell allows one object to float in the air. The item must be moved by hand, it doesn't lift itself up into the air. The effective encumbrance is reduced by 80% for moving. This spell allows heavy objects to be easily transported with minimal effort.

Fool’s Copper (Carl Q)Range: 20’Duration: 1d6+6 rounds, or until touchedEffect: creates illusionary treasure

This simple spell forms the illusion of a small mound of treasure. It is used mostly for distraction purposes, or for leading greedy targets into traps. The spell may create upto 10gp x the caster’s level in coins or gems; copper pieces are most commonly created, since they make the largest possible pile of treasure (hence the name "Fool’s Copper"). The spell is stationary if cast on the floor, or some other immobile surface; if it is cast within a chest, or on a tray, the illusionary treasure may be carried around. Once cast, the illusion remains until touched, dispelled, or the duration expires; the caster need not concentrate to maintain it.

Fumble (Cab) Range: 180' Duration: Instant Effect: Makes one target drop what they're holding.

The target of this spell may make a save versus spells; if he fails he will drop whatever he is holding.

Hoar Frost (QuantumEFX) Range: 240' Duration: 12 turns Effects: Covers everything within a 40' radius of the effect in a thin layer of ice and frost.

This spell allows the caster to project a field (40' in radius) of frost and ice up to 240' away. While not actually causing any damage, the effect is spectacular looking. If placed on or near the ground it will halve the movement rate through the area, due to the icy / slippery covering.

Ice Shard (QuantumEFX) Range: 150' Duration: 1 round Effect: Creates 1 or more ice shards

Damage: 1d4 mystical force (no save) + 1d4-1 (0 min.) cold (save vs. spell for half damage)

Similar to a magic missile, this spell creates a freezing shard of ice that is then mystically shot to strike any one creature within range and line of sight. Like the magic missile, the shard never misses its target, unlike the magic missile, all shards must target the same creature. The target is allowed a saving throw against the cold damage and cold resistant creatures automatically take no cold damage. For every 3 levels of experience, another shard is created by the same spell.

Ignore Road (GAZ-11) Range: Special Duration: 12 hours Effect: Aids mass movement

This spell allows the caster, any drivers, animals and caravans to negate any terrain movement penalties. For each caster level one mile per day movement penalty can be negated.

Illusionary Wall (QuantumEFX) Range: 180' Duration: 2 turns Effect: Allows the apparent creation of a wall.

This spell allows the caster to create a wall out of pure light, up to 100 square feet in area. The wall can blend in with its surrounding to obscure what's behind it or it can stand out, entirely up to the caster's choice. The wall is only an illusion though, creatures can pass through it. Sounds and smells will still be detected and creatures with truesight (or similar) will recognize the illusion.

Levitate Rope (wiseman207)Range: Touch Duration: 6 turns + 1 turn per caster level Effect: Rope can levitate off the ground

With this spell any rope touched will levitate above the ground for the indicated duration. Various uses for this spell is to reduce encumbrance, as anything attached to the rope will also float, create a temporary way to climb, even though the rope is not attached at the top, or as a distraction, making someone think that the group went up the rope. The rope itself can hold up to 2,500cn (250lbs) beyond it's own weight. The caster may raise or lower the rope, or move it left/right/forwards/backwards at will. To move it the caster must be within 6' (+1 per caster level) of the rope, otherwise it will just stay as it is. This doesn't allow unlimited lengths of rope to be controlled. Up to 20' + 20' per caster level may be controlled. If the rope is levitated vertically, any rope in excess of this amount will remain on the ground, thus a 1st level MU with a 50' rope could have the upper tip up to 40' in the air, but there would still be 10' on the ground. If the rope is levitated horizontally, the excess rope just hangs limp off one end and counts towards the levitation encumbrance. Multiple castings of this spell on the same rope is possible. This would either increase the duration of the spell, or increase the maximum length of the rope affected.

Locate Sea Life (GAZ-09) Range: Caster Duration: 6 turns Effect: Detects one sea creature within 1 mile

Allows the caster to sense the direction of one known, normal sea creature or plant.

Message (csp_gtp2) Range: 30’ plus 10’ per level Duration: 1 turn per level Effect: Sends a secret message to up to one creature per level of the caster

When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points at each creature t o be included in the spell effect. Up to one creature per level of the spellcaster can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet plus 10 feet per level of the magic-user. The creatures who receive the message can whisper a reply that is heard only by the caster. Note that there must be an unobstructed path between the spellcaster and the recipients of the message. The message must be in a language the caster speaks and this spell does not automatically confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.

Minor Blessing (GAZ-14) Range: Touch Duration: Permanent Effect: Causes an object to present a magical aura to anyone who can detect magic.

When this spell is cast on an object, it will be detected as magical until the spell is dispelled. Minor blessed weapons can do damage to creatures that can only be damaged by magical weapons.

Obsidians Ark (Cab) Range: 5' Duration: Instant Effect: One bolt of electricity.

This spell creates a single bolt of glowing blue electricity to ark from the caster to one target within 5'. This causes 1d4 damage per level of the caster, the target saving versus spells to take half damage.

Oilskin (GAZ-09) Range: Touch Duration: 2 turns per level Effect: Keeps precipitation off one person.

Creates an invisible barrier that prevents fog, rain, waves, etc. from touching those affected.

Orientation (GAZ-11) Range: Caster Duration: 12 hours Effect: Aids in navigation

This spell allows the caster to determine magnetic north without a additional equipment. From there direction of movement can be easily determined.

Pass Without Trace (GAZ-12) Range: Touch Duration: 1 turn per level Effect: Leaves no trace

With this spell the recipient can pass through an area and leave no footprints or other trace of passage. Truesight or detect magic if cast within 3 turns will reveal the footprints though.

Precipitation (PC-01 / GAZ-09) Range: 20' per level Duration: 1 round per level Effect: Creates light rain in a 30' + 10' per level diameter.

Release Weapon (csp_gtp2) Range: 30 yards Duration: Instantaneous Effect: One person for every five wizard levels drops a held weapon

Release weapon causes a weapon wielding creature to drop its weapon immediately. A successful saving throw versus spells means that the spell as no effect. Unless aware of the caster, an affected being will likely believe that he dropped the weapon due to his own clumsiness. Recovering the weapon requires a full round unless the weapon was dropped into a pit, over a cliff, etc. For every five levels of the caster, s/he may affect one more creature. This spell applies specifically to weapons or items being used as weapons. It does not cause other items to be dropped.

Remove Hangover* (Cab) Range: Touch Duration: Instant Effect: One Individual

This spell will remove one hangover. The reverse, Bestow Hangover will, as the name implies, give a stinking, awful hangover, but the target may make a save versus spells.

Resist Climate (GAZ-11) Range: Special Duration: 12 hours Effect: Aids in movement

Similar to the Ignore Road spell, movement penalties due to bad weather (fog, heat, snow, etc.) can be reduced by 1 mile per day per caster level. Per caster level, up to 5 pack animals or 2 wagons can be affected by this spell.

Ring of Fire (QuantumEFX) Range: 30' Duration: 2 hours + 1 hour per caster level Effects: Creates a ring of mystical fire.

This spell allows the caster to create a ring of fire around a location. The ring can be up to 120' in diameter, enough to encompass a fair sized campsite. The ring's mystical fire generates enough heat and light to deter most unintelligent predators but will not actually harm anything with ½HD or more.

Rope Invisibility (wiseman207) Range: Touch Duration: 1 turn + 1 turn per caster level Effect: Turns a coil of rope invisible

With this spell a coil of rope (up to 20' + 20' per caster level) can be turned invisible. This may be used to conceal the rope or to use the rope as a tripwire. Either way the rope must remain motionless for this spell to work. If the rope moves, it will become visible. Once the rope stops moving, it will again become visible.

This limitation balances off the low level of the spell and it's potential uses with the need to keep the rope motionless.

Scent (Cab) Range: 5' Duration: 1 turn per level of the caster + 1d6 turns Effect: One 5' square area

Upon completion of this spell, a 5' by 5' area adjacent to the caster is sprated with the pleasant aroma of some kind of perfume (casters choice). Any creature in this area must make a save versus spells or lose their sense of smell for the duration of the spell. This handy spell can be used for confusing monsters, hiding from creatures that navigate by means of smell, and of course making the party dwarf a lot easier to bear.

Sea Legs* (GAZ-09) Range: Touch Duration: 1 hour per level Effect: Stops sea sickness and gives improved balance on deck.

Shiny Kit* (Cab) Range: Touch Duration: Instant Effect: 1 individual

The recipient of this spell is cleaned, buffed, brushed, washed polished and blow dried to within an inch of his life. The process isn't comfortable, but it is brief, and at the end the recipient is clean enough to be presented anywhere. The reverse of this spell, Mucky Pup throws random globs of grease, dirt, phlegm and the like at the target whilst simultaneously tangling hair etc. The recipient of either version may, if so desired, make a save versus spells to avoid all effects.

Shocking Grasp (csp_gtp2) Range: 0 Duration: 1 round/level to a maximum of 10 rounds Effect: The spellcaster’s hands only

This spell will cause the caster’s hands to become enveloped in a deadly shroud of crackling electricity. The caster can make unarmed melee attacks while the spell is in effect, causing 1d4+1 points of electricity damage, adding any bonuses from strength or appropriate magic items, such as Gauntlets of Ogre Strength. The spell lasts for 1 round/level to a maximum of 10 round.

Stalwart Armor (Sean) Range: Touch Duration: (1) Turn per level of the caster Effect: Improves AC

This spell causes the suit of armor or shield to gain an (+1) AC bonus. The armor is treated as if it was a magical suit of armor/shield for all purposes (i.e. monster special attacks, item saving throws, etc.)

Tar (GAZ-09) Range: 30' Duration: Permanent Effect: Covers item with tar

Tattoo (Cab) Range: Touch Duration: 1 day, or 1 day per level of the caster Effect: 1 Individual

This cosmetic spell will create one tattoo on one individual; for it to be a 'good' one it's handy if the caster has some artistic ability. Upon casting the magic user must specify whether the spell is to last for one day, or for one day per caster level. An unwilling recipient may make a save versus spells to avoid the effect.

Tragic Missile (Cab) Range: 180' Duration: Instant (see below) Effect: 1 arrow of pure misery

This unusual spell creates a dull brown missile of depression. The missile can hit any target in range. The target must save versus spells or suffer a -1 to morale, saving throws, hit and damage rolls for 1d6 rounds. Two extra missiles are created per five levels of experience of the caster, these missiles can be aimed at the same target or multiple targets. Any subject hit by multiple missiles must make more saving throws, the duration of effect being cumulative, but the effect is the same (still a -1 penalty).

Trance (GAZ-12) Range: Caster Duration: 1 round per level Effect: Detects magic

The caster enters a trance, any magical effects within 120' are then revealed.

True Flight (Sean) Range: Touch Duration: (1) Turn per level of the caster. Effect: Increases missile weapon proficiency

This spell when cast upon the ammunition of any missile weapon to gain in accuracy and damage (in game turns they are +1 to hit & damage), the spell effects three missiles per level of the spell caster. The enchanted missiles are considered “magical” for determination as to whether they will affect certain creatures needing magical weapon to hit. This spell cannot be stacked with the same or other similar spells (bless, etc.) and nor will the spell work on an item that is permanently enchanted.

True Weapon (Sean) Range: Touch Duration: (1) Turn per level of the caster. Effect: Increases weapon proficiency

This spell causes the weapon (melee only) cast upon to gain in accuracy and damage (in game turns they are +1 to hit & damage), the spell effects one-melee weapon per level of the spell caster. The enchanted weapon(s) are considered “magical” for determination as to whether they will affect certain creatures needing magical weapon to hit. This spell cannot be stacked with the same or other similar spells (bless, etc.) and nor will the spell work on an item that is permanently enchanted.

Trust (GAZ-11) Range: Touch Duration: 1 turn per caster level Effect: Improves NPC reaction modifier

This spell increases the charisma modifier by +2.

Trusty Steed (Cab) Range: Touch Duration: 1 Turn/level Effect: Makes one mount

Upon casting this spell, a mount appears; this can be a horse, mule, donkey or camel, depending on the casters choice. The mount has tack and saddle, and will faithfully allow the caster (and only the caster) to ride for the duration of the spell.

Wall of Fog (csp_gtp2) Range: 30 yards Duration: 2d4 rounds plus 1 round per level Effect: Obscures an area

By casting this spell, the wizard creates a billowing wall of misty vapours in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapour if so desired. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapours persist for three or more minutes. Their duration can be halved by a moderate wind and they can be blown away by a strong wind.

Wandbane (csp_gtp2) Range: 100 yards Duration: 1d10 minutes Effect: Disables wand attacks

Wandbane, a minor form of Dispel Magic, temporarily prevents the user of a rod, staff or wand from using the item’s powers. The wizard casts the spell upon a character in physical contact with a rod, staff or wand (if the character has more than one, the caster specifies the one the spell targets). Should the spell recipient fail a saving throw versus spells, the device in question will not function for 1d10 minutes. Unlike Dispel Magic, the caster’s experience level does not affect the spell’s chance of success. Wandbane has no effect on other magical items.

Watcher (PC-01) Range: 10' Duration: 2d4 turns plus 1 turn per level Effect: Plants or animals give warning.

A specific plant or animal reacts, emits a sound that can be clearly heard, to the presence of any living creature bigger than a rat. Undead are not detected but invisible creatures are.

Wideawake (Cab) Range: Touch Duration: 2 turns per level of the caster Effect: Keeps the target awake

This spell protects the recipient from drowsiness, making him effectively immune to magical sleep, and giving a +1 to all saves versus petrification, charm, and paralysis for the duration.

2nd Level SpellsAnimate Rope II (wiseman207)Range: Touch Duration: 1 turn per caster level Effect: Animate a length of rope

An improved version of the 1st level “Animate Rope” spell. This improved version allows the caster to temporarily animate one length of rope (up to 20' per caster level). Besides the simple actions from the 1st level spell, the spell allows for complex knots, multiple simple knots, properly bind objects or unmoving creatures or set itself up for use in simple work environments (ship rigging, construction pulleys, etc.).

Bar Fight (Cab) Range: 90' Duration: 1 round per level of the caster Effect: 1 individual

Any unsuspecting recipient of this spell will, upon failing a saving throw versus spells, become convinced that the nearest person to him who is unknown is trying to start a fight by means of giving gross insults. A reaction roll must be made, modified by the casters charisma modifier.

Battlecry (Cab) Range: 20' Duration: 1 round per level of the caster, or until used Effect: 1 weapon

The magic user casting this spell must specify one weapon within range; the weapon must be wielded, and the wielder must be willing. The weapon will glow with an intense magical energy, meaning that if the next attack made with the weapon hits 1 point of damage per level of the caster (up to a maximum of 20) is added to the damage inflicted. Whether or not the next attack hits, the magical energy is expended in the attack.

Blast (Sean) Range: Touch Duration: (1) Round per level of the caster Effect: Makes a small item explosive in nature

This spell allows the caster to enchant a small throw able item (ball, pinecone, rock, etc.) The item thrown will explode once thrown in a shower of sparkles and a brilliant flash of white light. A Save vs. Dragons Breath must be made to avoid looking at the item when it goes off. If the Saving Throw fails then the effected creatures are blinded for 1 Turn, they are –4 to hit, suffer a –4 AC penalty, and have their movement rates reduced by 75% for the duration of the blindness. Spell casters so affected cannot cast spells with a range greater than touch. If the saving throw is made partial blindness is the effect with –2 to hit, -2 AC penalty, movement rates are halved. Spell caster so effected must roll to hit with any spell with a range greater than touch, even if the spell does not need a to hit roll to effect its target. This to hit roll is to determine if the spell caster has a chosen the right target; a miss means they must roll to hit again; another miss means the spell is fired harmlessly away effecting no one or everyone

depending on their area of effect. A successful hit on this second To Hit roll means the spell caster has cast the spell upon one of his allies. The Spell has no effect on the caster whatsoever. If someone in the area of effect is warned ahead of time to shield their eyes the spell will not affect them either. Any creature inside of a 30ft diameter circle centered on the object is affected and needs to make their Saving Throw.

Careen (GAZ-09) Range: 30' Duration: Permanent Effect: Removes barnacles and sea growths from the hull of a ship.

Cleans a 20' by 20' area of a ship. Those caught inside spell area take 1d8 + 1 per level of caster damage any are pushed out of the area. Save vs. spells to avoid damage.

Check Load (GAZ-11) Range: 10' Duration: 1 turn per level Effect: Assures balance load

Not a overly useful spell, but one that ensures that a load of a cart or wagon is properly balanced.

Cleaner (Cab) Range: 20' Duration: Special Effect: Up to 60 square feet per level

A small air elemental is summoned by this spell. Said elemental will tidy, clean and polish until things look fairly tidy, typically taking 2d10 minutes to complete its task.

Cloak of Confusion (Carl Q)Range: TouchDuration: 3 TurnsEffect: creates illusionary appearance

This spell cases the recipient’s appearance to change, according to the perceptions of the person viewing them. The viewer will either see the recipient as someone they expect to see (a fellow guard, a cleaner, etc) or as a nondescript bystander - the caster chooses which. Since the illusion is mental in nature, the appearance of the recipient will vary from viewer to viewer. The spell may be disbelieved on a case-by-case basis; should the recipient attack an individual, that person - and all those watching the attack - will see through the illusion to the reality beneath. The spell will not function on unintelligent or mindless creatures (Slimes, Gelatinous Cubes, Golems etc).

Colour (Dawn of the Emperors) Range: Touch Duration: Permanent Effect: Changes the colour of an affected area.

Magically change the surface colour of an area up to 20'x20'.

Command Word (GAZ-05) Range: 10' Duration: 1 round Effect: One Creature

Allows caster to issue a one word command that must be obeyed. Creatures with Int 13+ or 6+ HD may save vs. spells to resist.

Cool Metal (QuantumEFX) Range: 30' Duration: 7 rounds Effect: Chills one metal object.

The effectively reverse of the 2nd level druid spell “heat metal”. The effects are the same just reversed, with chilling damage instead of flame/heat damage.

Create Gremlin (Cab) Range: 60' Duration: 1 turn per level of the caster Effect: Summons 1 gremlin

The gremlin (see RC for details of this critter) summoned by this spell will, typically, look around to see what's happening, pick its nose and rapidly become bored. Then it's quite likely to get playful and plague whoever or whatever is nearby. Or it might wander off; it is, in effect, it's own gremlin. It will remain until killed, dispelled or the spell duration ends.

Create Normal Rope (wiseman207)Range: Caster Duration: Permanent Effect: Creates 6' of rope per caster level.

This spell once cast, creates a coil of rope in front of the caster. The rope is of standard variety, with no magical properties, and measures exactly 6' per caster level.

Crowd Summoning (GAZ-11) Range: 25' per level Duration: 1 turn per level Effects: Gathers group of NPCs

This spell gathers all intelligent NPCs within range. This doesn't control the crowd, just magically summons them.

Dark Bolt (Cab) Range: 5' per level of the caster Duration: Instant Effect: One target

This spell fires a dark, shadowy bolt of force at a single target. This inflicts 1d6 damage +1 per level of the caster, and in the next round inflicts a -1 penalty to hit, damage, saving throws and morale. If the target makes a save versus spells this effect is negated, and only a single point of damage is taken.

Delouse (Cab) Range: 0 Duration: 2 hours per level of the caster Effect: 60' radius

This spell creates an area 60' in diameter, initially centred on the caster but subsequently immobile, in which any normal insects (non magical, non summoned) will instantly perish.

Detect Ambush (GAZ-11) Range: 1 mile per level Duration: 1 turn Effect: Detect non-magical ambushes.

Creates a ward that flashes if the caster comes within range of an ambush or surprise attack. The ambush / attack can be pinpointed to within 1/4 mile of its source.

Displacer Field (Champions of Mystara) Range: Touch / Special Duration: 6 turns Effect: Bends light to make the target appear next to where he/she/it actually is.

Similar to a displacer cloak, this spell makes the target appear to be 5' away from where he/she/it actually is. This grants a +2 on saving throws vs spells, wand/staff/rod and turn to stone attacks. Hand to hand attacks against those affected suffer a -2 to hit penalty. At 9th level, the caster may make this an area effect spell. Everything within 5' of the target, per level of the caster, is displaced.

Entangle (PC-01) Range: 30' Duration: 1 round per level Effect: Controls ropes

Allows control of any rope-like object of living or once-living material.

Fairy Slumber (PC-01) Range: 240' Duration: 4d4 turns Effect: 2d8 HD of living creatures within a 40' square area fall asleep

An enhanced version of the MU sleep spell. Creatures with more than 4+1 HD can be affected. The maximum HD affected is the caster's level + 1d4.

Familiar (Solomoriah) Range: Touch Duration: Special Area of Effect: Special

With this spell, the caster binds a single animal into his service as a familiar. The creature must be present, and the caster must touch it to cast the spell. Only normal (non-magical) creatures of 1-1 hit die or lower and having animal intelligence may be made into familiars. Further, each spellcaster may have only one familiar at a time. If a familiar dies, the caster will not be able to successfully cast this spell again for 2d6 months (the period to be rolled by the DM and not revealed to the player). The familiar will behave as if permanently charmed by its master, and will do its best to perform any task assigned to it (to the best of its ability). The creature's morale is raised +2, and it receives improved intelligence (equal to 3+1d4 points). Familiars normally capable of speech (such as parrots) or sign language (such as monkeys) can even carry on conversations. Familiars also age at only 1/2 the normal rate for their kind, so a cat familiar (for instance) might easily live forty years.

The familiar and its master are linked telepathically, allowing normal communication in both directions. The caster can see through the eyes of the familiar (using moderate concentration). He or she can also sense the direction and approximate distance to the familiar (in general terms, such as "northeast more than a mile away" or "south more than a hundred miles and underground") by concentrating fully upon it for 1d6 rounds.

The connection between the master and familiar will extend any distance on the same plane, but if they are on different planes, the familiar saves vs. Wisdom once per week with success meaning it has freed itself from the master. The freed familiar loses all benefits gained from this spell and becomes a normal animal. The master behaves as if his familiar has died. However, if the familiar was well treated by its former master it will be friendly toward him or her should they meet again, and the master may again cast this spell (even if the normal time limit has not expired) to re-bind the animal as his familiar again.

Fellowship (GAZ-05) Range: Caster Duration: 1 round per level Effect: Increases charisma

Caster gains a temporary increase of 2d4 points in charisma. If those viewing the caster saves vs. spells the caster looses 1d4 points of charisma.

Find the Rope (wiseman207)Range: Caster Duration: 6 turns Effect: Reveals the path to the nearest length of (organic) rope.

This spells allows the caster to quickly detect the nearest piece of organic rope, or organic mater that could be used as a rope. This spell won't detect metal strand ropes, or ropes made entirely out of magic. When the spell is first cast, the caster will detect a small (1” diameter) green glowing sphere. That sphere will then travel in the direction of the nearest rope, always staying within 30' and line of sight of the caster. The sphere can travel as fast as the caster can, and thus will never be left behind if the caster has access to fast moving transport. When the sphere gets to the nearest piece of rope, it will hover above the rope until the caster touches it (or until the spell ends).

Frost (QuantumEFX) Range: 240' Duration: 2d6 turns Effect: 2d8 hp of living creatures within a 40' square area.

This spell significantly reduces the temperature of an area to a point where all those inside are covered with a layer of frost. Affected creatures suffer a -2 penalty on all attacks due to the chilling effects. Save vs. spells to avoid the effects.

Hold Animal (GAZ-11) Range: 60' Duration: 1 turn per level Effect: Modified druid spell of same name

Caster can affect 1 HD of animal per level. The animal type must be mundane and known to the caster. The animals don't get a saving throw and if used against a panicked or compelled animal it has a 1 in 6 chance of instant death.

Hold Rope (wiseman207) Range: Touch Duration: 6 turns +2 turns per caster level Effect: Holds a rope in place and shape

With this spell a piece of rope (20' + 20' per caster level) is held firm (in all three dimensions). It cannot be moved by force or magic or harmed by blade or fire.

This spell is often used to create sturdy rope bridges or to bind someone (thing) for a period of time. A creature bound by rope and then has the rope hold will be securely bound for the duration of the spell unless he/she/it can become ethereal or assume a gaseous form. After the duration the ropes will revert to normal and the creature can be freed / escape as normal.

Horse-Rush (PC-01) Range: Special Duration: Up to 1 hour per level Effect: Transforms a rush into a riding horse.

Allows a stout rush to be transformed into a horse like form, with all the characteristics of a normal riding horse.

Hunting Paint (GAZ-14) Range: Touch Duration: 1 day Effect: Turns mundane paint into magical paint.

When cast on mundane paint and applied to the face of a character, the character gains a +2 bonus to all attack, damage and saving throws. He/She/It also gains a -2 bonus to their AC. It takes 2 rounds to apply the paint by the caster.

Ice Flame (Cab) Range: 0 Duration: 3 turns Effect: 10' per radius per level of the caster, up to a maximum of 120'

This unusual spell causes all normal and magical fire in the area to burn with equal intensity but be icy cold; in effect it converts all fire damage within its area of effect into cold damage.

Longstride (GAZ-05) Range: Touch Duration: 1d4+4 hours Effect: Doubles normal movement speed.

Allows those affected to double their normal movement rate. After the duration of the spell, they must spend the same amount of time resting or temporarily loose 2d4 constitution points.

Longstride (QuantumEFX) Range: Touch Duration: 12 Turns Effect: Doubles the movement rate of the target

This spell allows the targeted creature to move at double its normal rate for the duration of the spell. This does not allow for an increased number of attacks, since the target is not hastened, only to move (walk/run/fly/swim) faster.

Numb (QuantumEFX) Range: 30' Duration: 2 turns Effect: One living creature

This spell chills the extremities of one creature to a point that their attacks and defences are reduced. Affected creatures have a -1 on all attack rolls & damage rolls and +1 on their AC, for the duration of the spell. Creatures resistant to the cold have the effects duration halved. A save vs. spell is allowed to avoid the effects.

Protection from Rope, 10' Radius (wiseman207) Range: 10' radius of the caster Duration: 6 turns + 1 per caster level Effect: Reduces the damage and effectiveness of any rope (magical or mundane) based attacks

This spell protects all those within 10' of the caster from rope based attacks. This may be mundane things like dropping coils of rope or rope whips, this may be magical attacks like telekinesis or animated rope, or it may be organic rope like attacks from vegetable based animals such as grabber vines.

All attacks against those within 10' of the caster suffer a -8 to hit penalty. If the attack does still hit, all damage is reduced by half (rounded down). If damage is not usually done (such as a grabber vine), the attack does normal effects if it hits.

Ropes can still be used to bind people within area of effect of this spell though, the spell doesn't make . However, if general skills are used, everyone within the area of effect gains a +2 bonus on any escape roll if bound by rope.

Protection from Weevil (Cab) Range: Touch Duration: 2 hours per level of the caster Effect: 1 Individual

The recipient of this spell cannot be touched by any normal, non magical, non summoned or non giant insect for the duration of the spell.

Nightwatch (GAZ-09) Range: Touch Duration: 1 night Effect: Allows one to see things at night as if it were day.

Allows those affected to see as clearly at night as they do during the day.

Quicken Pace (GAZ-11) Range: Special Duration: 12 hours Effect: Enhances mass movement

This spell increases the movement rate of a caravan by 2 miles per day per caster level.

Quickstep* (Cab) Range: 240' Duration: 3 rounds Effect: Up to 24 creatures

This spell functions in all ways but one exactly like Haste, with the important difference being that it lasts for only 3 rounds. The reverse of this spell, Slow March is similarly like Slow. This spell cannot be used in conjunction with Haste.

Resist Cold (QuantumEFX) Range: Contact Duration: 6 turns Effect: All creatures within 30'

This spell is effectively the same as the 1st level clerical spell by the same name.

Saviour Faire (GAZ-11) Range: Touch Duration: 1 turn per level Effect: Aids with blending into a group and increases skills.

This spell allows those affected to blend in with locals, +1 to initial reaction modifier, and gain knowledge and skills of the average person in the group. For example if in a group of skilled gamblers, someone affected by this spell would temporarily gain gambling skill or +1 on existing skill if they already possess that skill.

Shimmer (GAZ-12) Range: Caster Duration 1 turn per level Effect: Causes the caster to have a shimmering aura.

The aura gives the caster a +2 bonus on saving throws vs. death ray, wands and paralysis / turn to stone. Attacks on the caster with a magical item suffer a -2 to hit penalty.

Silence Individual (PC-01) Range: Touch Duration: 12 turns Effect: Individual makes no sound.

A specialized version of a silence 15' radius spell that only affects one individual.

Silver Tongue (GAZ-11) Range: Touch Duration: 1 turn Effect: Improves reaction to statements and lies.

This spell allows those affected to make statements and lies. It is left up to the DM to decide what type of modifier vs. spells is allowed against the victim. A slight story may cause the intended victim to save vs. spells with a -6 penalty. A story out of all proportion to reality may result in a save vs. spells with a +6 bonus.

If general skills are used those affected by the spell can opt to receive a temporary bonus of +4 to persuasion, storytelling & deception skills.

Spirit Sending (GAZ-12) Range: 240' per round Duration: 6 turns Effect: Clairvoyance

The caster enters a trance and sends his/her/its "spirit" to observe things. Solid objects may be passed through, but not magically protected ones.

Stage Presence (Cab) Range: Caster Only Duration: 1 round per level of the caster Effect: Caster only

This spell creates a charismatic, noticeable aura around the caster. This will make heads turn, people stop and listen or pay attention, etc. Effectively this gives a +2 to reaction rolls, and is an invaluable way of grabbing attention in a crowd.

Temporary Wall (Cab) Range: 0 (casters reach) Duration: 10 seconds (1 round) Effect: 20'x20'x4''

Upon completion of this spell a forcefield (as per the spell of that name) will appear next to the caster. The dimensions are as specified above, but will be constrained by the presence of walls, doors, etc. The barrier lass for exactly 10 seconds (until the same initiative 'slot' in the next round) before vanishing.

Thump You (Cab) Range: 120' Duration: 3 rounds Effect: One foe

A handy combat spell, this creates a compressed air hammer which will pound one target for three rounds. It attacks once per round, on the casters initiative, using the base THACO of the caster, each hit causing 1d6 damage and requiring the target to save versus death ray or be knocked out.

Tongue of Flame (Carl Q) Range: Caster Duration: 1 round per 3 levels of caster Effect: Grants temporary flaming breath

This spell causes the caster’s tongue to burst into flame. This causes no damage to the caster, and allows her to breathe a blast of fire at one target within 40’ each round. This causes 1d6+1 flame damage, and can cause flammable items to ignite.

At 3rd Level, the caster can breathe once before the spell ends. the duration extends to two rounds at 6th Level, 3 at 9th, etc. up to a maximum of 6 rounds at 18th Level. The caster can choose not to breathe flame during any round.

The flaming tongue does not interfere with speaking or spellcasting, but the Mage may not cast spells and breathe flame in the same round.

Water Tension (Cab) Range: 10' Duration: 6 turns Effect: up to 10 pints per casters level

Upon casting this spell a magic user becomes able to sculpt water; the surface tension of the water is increased to the point where it will support shapes that up to twice the height of their width. This spell is especially effective and striking when used in conjunction with Permanence.

Wind Whisper (PC-04) Range: 1 mile / level of caster Duration: Up to 1 turn / level Effect: Whispered message

Sends a message of up to 25 words to a known location. The whisper can be heard within a yeard of the known location.

Zap! (Cab) Range: 240' Duration: Instant Effect: One Target

A single, narrow bolt of lightning is created by this spell, a bolt that will hit any one target within range inflicting 1d6 points of electrical damage per two levels of the caster (rounded up, save versus spells to take half damage).

3rd Level Spells

Acid Gob (Cab) Range: 180' Duration: Instant (1 round per 3 caster levels) Effect: 1 acid gob Upon casting this spell, a bolt of acid is fired at a stated foe. The bolt will do 2d4 damage to the foe in the first round, and each round thereafter will continue to do 2d4 damage. Each round after the first, the foe may make a save versus spells, the first effective save neutralising the acid.

Acidic Blast (Geoff) Range: 100' Duration: Instantaneous Effect: Shoots a stream of acid at a selected target.

Devised by wizards loyal to Galhossian the Tyrant during the Lhomarrian Civil War, this spell was intended as a means of weakening even the strongest and most heavily-armoured fighters. The caster is able to shoot a stream of acid, which hits the target automatically and clings to him or her, doing 1d8 damage per round. The victim may Save vs. Dragon Breath for half damage, but will continue taking damage until the acid is nullified by immersion in water, which renders it inert. In addition to taking damage, the victim's clothing and armour are also affected - leather armour takes 3 rounds to dissolve, scale mail takes 4 rounds, chain mail takes 5 rounds, and so on - with every one point increase in armour class equalling an extra round before the armour becomes useless. For magical armour, add one round for every plus - i.e.: leather armour +1 takes 4 rounds to dissolve. Generally speaking, only evil wizards tend to use this spell, and some priests serving the Outer Beings have been known to cast it as well.

Again!(Cab) Range: 60' Duration: Special Effect: One Foe

This spell can be cast at one opponent, who must make a saving throw vs. spells. If the saving throw is failed, that foe is compelled to do exactly the same thing next round to what he did in the round that the spell was cast. If the victim cast a spell or used a magic item that round, he is compelled to do the same again, even if that means going through the motions to cast a spell that is no longer memorised or use an item that has ran out of charges, to no effect. If a character drew a weapon, he must go through the actions of doing so again, if he attacked a foe he must attack the same foe again, etc.

The victim must make a new saving throw each round, and the spell will last until a save is made.

Animate Rope III (wiseman207)Range: 10' Duration: 1 turn per caster level Effect: Animate multiple lengths of rope

An improved version of the 2nd level “Animate Rope II” spell. This version allows the caster to control one rope for every three (3) caster levels, in full or in part. Thus a 5th level caster could control two (2) ropes, while a 6th level caster could control three (3).

This spells has a 2nd use, the caster may command one length of rope to attack. This attack is equivalent to a 3HD monster and may either do 1d4 points of damage or may strike to try to bind the victim. If striking to bind, any successful hit requires the victim to save vs. paralysis or be bound for the duration of the spell. Once the rope is commanded to attack or bind a victim, it requires no further actions by the caster.

Assassins Arrow (Cab) Range: 240' Duration: Instant (and see below) Effect: Creates one magical, poisoned missile Upon completion of this spell, a magical dart flies from the casters hand to a stated target within range. The victim will take 1d3 damage per casters level, save versus spells for half damage. In the next round, the victim will take half of this damage again, and in the third rounds further quarter (saving for half each time). In the first round the victim (if of lower level or having less HD than the caster) must also make a save versus poison or be paralysed for 2d6 turns. A neutralise poison spell will prevent any further damage, and remove the paralysis effect.

Assume Gaseous Form (PC-01) Range: Touch Duration: 1 turn per level (or HD) of caster Effect: Turns subject into a cloud of gas

Effects are the same as the potion of gaseous form. The spell may be cast on the caster or someone (something) else. Unwilling subjects are permitted a saving throw vs. spells to avoid the effects.

Batsight (Cab) Range: Touch Duration: 1 Day Effect: One recipient Upon casting, a willing recipient will become able to emit and perceive ultrasound for one day. Effectively this gives the recipient the same capacity to use ultrasound as a bat, with a range of 120'. Areas of magical silence are impenetrable to this spell.

Bestow Invisibility (Invisible to Mortals) (PC-01) Range: Touch only Duration: 1 turn per level of the caster.

Any object or creature up to the size of an ogre will be made invisible to mortals. Unwilling creatures are permitted a saving throw vs spells. Immortals & undead can still see the creatures, as can any magical being of 15 HD / levels or more.

Cardiac Arrest (Cab) Range: 120' Duration: Instant Effect: 1 Creature

The unfortunate recipient of this spell must make a saving throw versus spells or immediately have their heart stop. Death will occur in 2d4 rounds, unless healing is applied (dispel magic, cure serious wounds or more potent healing magic will save the victim; cure light wounds will not be effective). A successful saving throw versus spells will allow the victim to escape with a little light heartburn; for each HD or level of the victim above 1 a +1 bonus to the saving throw applies. No victim of above 6HD can be affected.

Clairaudience (QuantumEFX) Range: 60' Duration: 12 turns Effect: Hear through another's ears

The companion spell to clairvoyance, the caster may hear through the ears of any single creature in the spell's range, with no saving throw allowed. 2 feet of stone or a coating of lead blocks the effects.

Climate (Dawn of the Emperors) Range: 8,000 cubic feet Duration: 1 hour per level of caster Effect: Maintains area at specific temperature, humidity, etc.

Causes an area up to 8,000 cubic feet to maintain a specific climate determined by the caster. This spell cannot be used to make or negate hostile environments.

Come Not Hither! (Cab) Range: 60' Duration: 6 Turns Effect: 10'x10'x1' This spell creates a vaguely purple area of air which crackles audibly. Any creature passing through said barrier will suffer immense pain, take 1d10 points of damage, and suffer a -2 to hit, damage and skill checks for 1 turn (no saving throw).

Coo... (Cab) Range: Infinite Duration: Special Effect: 1 pigeon

This intriguing enchantment will allow the caster to call into existence one pigeon. The pigeon requires no sustenance, and will happily carry a message to any named location on the same plane of existence as the caster. While it does not need food, water or rest, it can be killed by extreme environments such as outer space, polar regions, volcanoes, etc. It can travel at 40 miles per day, and will choose the shortest root to the location it is sent to.

Create Air (Hollow World) Range: Immediate area, 8,000 cubic feet Duration: 1 hour per level of caster Effect: Provides breathable air

Creates a 8,000 cubic feet volume of air. When cast on an enclosed area, it will provide pressurized air for the duration of the spell. When cast on or in a vehicle, it will provide pressurized air that travels with the vehicle and when cast on a living creature it allows the creature to breathe normally in an area where it wouldn't otherwise be able to do so.

Create Any Rope (wiseman207)Range: Caster Duration: Permanent Effect: Creates up to 6' of rope per caster level

Similar to the 3rd level spell “Create Normal Rope” but the caster can determine the size (can create less than the 6' per caster level), thickness (thread to wrist thick) and material (any fibrous organic material) of the created rope. All rope created has no magical properties, but may have different mundane properties depending on its thickness and material composition.

Dancing Imps (Carl Q) Range: 75’ Duration: 1d4 + 4 rounds Effect: summons minor elementals

This attack spell summons 1d4+1 Fire Imps from the Plane of Fire, which shoot from the caster’s fingers. These "Fire Imps" are actually cunning, mischievous, semi-intelligent elementals, resembling 2"-wide balls of yellow fire. They fly towards the targets at up to 360’, whizzing around and making swift, glancing blows. Each Imp can strike twice per round, causing 1d3 damage per hit (no save for half damage). Their speed and agility gives them an effective AC rating of -4, and they always strike first in any round, disrupting any spellcasting (Mages and other spellcasters being their first-choice targets). Unearthly giggles, like the pops and crackles of twigs on a fire, can be heard as they zip to and fro.

The Caster must concentrate fiercely to maintain the Fire Imps on this Plane, and cannot perform any other actions; she can be led away by another, however, moving at no more than half normal speed. The caster has no control over which targets the Imps choose, other than to specify those who are NOT to be attacked. If the caster is disturbed or struck, the spell ends.

Fire Imps cannot pass through Protection from Evil/Good spells. If struck by any weapon, a Fire Imp vanishes from this Plane, although the rest are unaffected. Otherwise, they vanish at the end of the spell’s duration.

Detect Curse (GAZ-12) Range: 30' Duration: 3 turns Effect: Detect any cursed item or being within 30'

Cursed items glow with a pale blue light.

Detect Lie (GAZ-11) Range: 10' Duration: 1 turn per level Effect: Lie detector

This spell allows those affected to determine if a statement is true, detect information omissions and evasive answers, at least as the speaker know it.

If general skills are used, this spell allows a +6 to the detect deception skill.

Dianas Defense (Cab) Range: 0 Effect: Caster Only Duration: 4 turns Effectively a more powerful version of Shield, this spell bestows an armour class of 2 versus hand held attacks, and 4 versus all others. Immunity to Magic Missile spells is also granted

Elemental Guide (Carl Q) Range: 15’ Duration: 1d6 Turns Effect: summons minor Fire Elemental

This spell summons a small Fire Elemental to this Plane. The Guide appears as a small globe of light, radiating slight warmth and providing light equivalent to a normal lantern.

The Guide can serve as a simple light source, hovering near the caster and following her wherever she goes. It is responsive to the caster’s thoughts; the caster may command the Guide to fly on ahead if desired, up to a range of 240’ from the caster (the Guide moves at a maximum of 90’/round), and return to inform her what is waiting "around the corner". The Guide communicates telepathically with mental pictures of what it has seen. The images are somewhat distorted, however - the Guide’s method of "seeing" is very different to that of a human or demi-human - so the images might not always be very useful, let alone comprehensible.

The Guide has no method of attack, although it can be ordered to distract foes by spinning and diving around their heads (enemies so distracted are at -2 to hit). The Guide cannot be damaged by weapons of less than +2 enchantment, and is effectively AC0. A single successful hit will disrupt the spell holding it in the Prime Plane, causing it to vanish. Spells to summon Guides from the other Elemental Planes may exist. A single Mage can summon only one Elemental Guide at a time, from any Plane.

Firebolt (Cab) Range: 240' Duration: Instant Effect: 1" bolt of fire

This spell creates a 1" bolt of hot, burning gas that instantly flies from the casters hand to a chosen target. Only one individual target or creature can be struck, and the caster must have a clear line of site to any foe. Damage inflicted is 1d6 per level of experience of the caster (fire damage), to a maximum of 20d6, but the victim may save versus spells for half damage.

Fire-Eye (Carl Q) Range: Touch Duration: 12 hours Effect: provides heat-sight

This Infravision variant causes the recipient’s eyes to take on a smouldering red glow. For the duration of the spell, the person enchanted with Fire-Eye can only see in terms of heat-waves, allowing her to function without a light-source in underground tunnels. This spell also makes the recipient immune to spells of Light and Darkness for the duration, so long as heat is not a component of the spells - a blast of Red Dragon’s breath, or a Fireball spell, will render the Fire-Eye user blind for 1d4 +2 rounds.

A 5th-level version of this spell, called Fiery Gaze, allows the recipient to switch between heat-sight and normal vision at will, and has a duration of 1 day.

Firewatch (Carl Q) Range: 120' (and see below) Duration:6 Turns Effect: allows caster to view distant events

This variation on the Clairvoyance spell allows the caster to remotely view a scene through the medium of flame. The spell requires a natural fire as a focus; a small campfire, or a log fire in a grate, are the most common foci, although the caster can make use of anything from a candle-flame to a burning building, if necessary.

Once the spell is cast, the Mage must relax, clear her mind of emotion, and gaze dispassionately into the fire while thinking of the place or person to be scried. Maximum range is 120', although if there is a fire of some sort at the desired location the range is doubled. The viewpoint is usually about shoulder-height; otherwise, it will be from the vantage-point of the fire used to view the scene. The spell does not convey sound, although a viewer with the ability to read lips will be able to decipher at least some of the conversation.

The spell will end prematurely if the scrying-flame (or the terminus-flame, if used) is permitted to go out, or the caster is disturbed. Should the caster allow her emotions to surface while scrying, the images will waver and dim; a strong enough emotion will shatter the picture completely, although the caster can recover it if she returns to a calm state before the duration ends.

Frostbite (Cab) Range: 240' Duration: Instant Effect: 1" bolt freezing ice

This spell creates a 1" intense cold that instantly flies from the casters hand to a chosen target. Only one individual target or creature can be struck, and the caster must have a clear line of site to any foe. Damage inflicted is 1d6 per level of experience of the caster (cold damage), to a maximum of 20d6, but the victim may save versus spells for half damage.

Hold Spirit (GAZ-12) Range: 120' Duration: 1 turn per level Effect: Spirit based hold person

The same thing as a hold person but for spirits. This includes the appropriate undead and those who are using spirit sending or spirit walk spells. Potential victims are allowed a save to resist.

Ice Ball (QuantumEFX) Range: 250' Duration: Instantaneous Effect: Explosive sphere of ice and extreme cold 40' in diameter

This spell creates a snowball that bursts into a sphere of ice crystals and extreme cold with a 40' diameter when it strikes a target. The ice ball will cause 1d6 points of cold damage per level of the caster to every creature in the area of effect. A save vs. spells is allowed to do half damage. Cold resistance creatures take half damage or a quarter if saved.

Ice Shard (PC-03) Range: 180' Duration: Instantaneous Effect: Ice shard

This spell creates a shard of ice 60' long and 5' wide to project from the caster's hand. All creatures within the are take 1d6 points of damage per caster level, with a save allowed vs spells for half damage.

Inventory (GAZ-11) Range: 10' Duration: 3 turns Effect: Assay a pile of merchandise.

After one turn of study, the caster can tell the exact contents and worth of a pile of goods within range of the spell. Items in sealed containers cannot be determined unless viewed.

Invisibility to Spirits (GAZ-12) Range: Touch Duration: 1 turn per level Effect: Recipients are invisible to spirits.

Spirits, spell based or undead, cannot detect the spell recipient.

Mist (QuantumEFX) Range: 300' Duration: 12 turns + 1 per caster level Effect: Creates 100,000 cubic feet of mist and fog.

This spell is similar, but not equivalent, to the 2nd level druid spell “obscure”. Mist allows the caster to create a large volume of “very thick cold fog”. The caster can decide if he/she/it wants to cover a large area with a thin layer (say 6”) or fill a smaller area to reduce visibility. The mist reduces normal visibility by 75% (60' reduced to 15') and infravision by 90% (60' reduced to 6'). A layer of fog can be used to aid in obscuring tracks, hide traps, allow a party to evade it's enemies or even hide an entire army from view. The standard form of the mist is a volume 10' tall by 100' wide by 100' deep.

Obsidians Shard (Cab) Range: 240' Duration: Instant Effect: 1 Shard of crystal

This spell creates a small shard of sharp, black crystal that flies from the casters hand to a chosen target. Only one individual target or creature can be struck, and the caster must have a clear line of site to any foe. Damage inflicted is 1d6 per level of experience of the caster (puncturing damage), to a maximum of 20d6, but the victim may save versus spells for half damage.

Peril Pitstop (Cab) Range: Caster Duration: 1 Round per level of the caster Effect: Caster Only

Upon casting this spell, the caster brings into effect an invisible barrier one inch from his body. This barrier will block the first 2d6+1 per caster level points of magical damage directed towards the caster. For example, a 9th level magic user casts this spell and rolls 7 on 2d6, giving him a barrier of 16 (7+9) points. He is then hit by a magic missile for 6 points of damage, reducing the shield to 10. He is then hit by a fighter wielding a two handed sword +3, for 11 points of damage, but takes only 8 due to the 3 points of magical damage absorbed by the shield.

This spell does not provide a complete barrier against non-damage inflicting combat spells, but it does provide a +2 bonus to saving throws against such spells. If the save against such magics succeeds, then the shield will lose twice as many points as spell levels absorbed. In the case of spell like effects, the DM must adjudicate an effective spell level.

Quench (Cab) Range: 120' Duration: 4 rounds Effect: 40 radius

This handy utility spell will instantly douse all non-magical fires in its area of effect (anything less than a bonfire), and for the duration of the spell will prevent such fires from re-starting.

Resist Fire (QuantumEFX) Range: 30' Duration: 2 turns Effect: 1 living creature

This spell is effectively the same as the 2nd level clerical spell by the same name.

Silent Move (GAZ-12) Range: Touch Duration: 6 turns Effect: Move silently

Allows those affected to move silently and hide in shadows as if a thief equal to the caster's level. Thieves gain an additional 30% to their move silently and hide in shadows scores.

Smuggling (GAZ-11) Range: 30' Duration: 1 turn per level Effect: Hides objects

Magically insures hidden objects remain hidden. Detect magic will reveal that there is a spell active, but not the hidden items.

Spark (Cab) Range: 240' Duration: Instant Effect: 1 Electric Spark This spell creates a spark that flies from the casters hand to a chosen target. Only one individual target or creature can be struck, and the caster must have a clear line of site to any foe. Damage inflicted is 1d6 per level of experience of the caster (electrical damage), to a maximum of 20d6, but the victim may save versus spells for half damage.

Stone Bolt (CM-08) Range: 70' Duration: Instantaneous missiles Effect: Fires multiple stone missiles at opponent Limitation: There must be a supply of small stones (or sling stones) near the caster

The caster places multiple stones in his/her/its hand and concentrates at the victim. The caster then releases the stones at the victim with a +3 to hit bonus. If the stones hit the victim, each stone does 2 points of damage unless the victim saves vs. death ray for half damage. For each level, the caster may create one stone bolt.

If hit by the bolt, the victim will be unable to cast spells or perform intricate actions (lock picking, reading messages, etc.) for the rest of the round.

Summon Gremlin 2 (Giggling Menace) (Cab) Range: 60' Duration: 1 tun per level of the caster Effect: Summons one determined gremlin

This annoying spell calls into existence a gremlin (see RC or Companion Rules). Said gremlin will then amuse itself at the expense of the casters stated target (who may save versus spells to avoid the effect) until the duration ends or (more likely) the gremlin is killed.

Teleport Rope Without Error (wiseman207)Range: 60' Duration: Instantaneous Effect: Transports rope up to 360'

This spell allows the caster to instantaneously teleport a coil of rope (20' long + 20' per caster level) up to 360' away in any direction. If the selected destination is partially or fully in another object, the spell will fail.

This spell is a quick way to transport rope over a distance, such as a gorge, without the need for flight or a strong arm.

The caster need not be familiar with the destination, he/she/it only has to indicate the desired distance and direction and the rope will be teleported. It should be noted that only the rope is teleported, and not anything tied to it or otherwise connected to the rope.

The rope itself need not be touched to be teleported, it does however need to be in the spell caster's line of sight to be affected, and within 60' of the caster as well. Thus a spell caster cannot use this spell to retrieve rope left in the dungeon that he/she/it cannot see.

Thunder Drum (GAZ-14) Range: 120' Duration: 1 round Effect: Creates a drum of panic

When cast on a percussion instrument, those within range but beyond 10' of the item become subject to fear. Those with less HD / levels than the caster must flee for 2d6 rounds. Those with the same HD / levels save. vs magic to avoid the panic and those with more HD / levels save vs. magic with a +4 bonus. All creatures within range, but outside the 10' safe zone take 1 HP damage per level of caster.

Wall of Thorns (Cab) Range: 180' Duration: 1 turn per level of the caster Effect: 50'x5'x10'

A simple barrier spell which creates a dense thicket of thorny bushes, up to 50'long, 5' wide and 10' high. Any creature trying to cross the wall or (foolishly) trying to stand on it must make a save vs. paralysis or be stuck for one round, and all creatures crossing the wall take 2d6 damage. The wall is flammable, but if ignited will be completely consumed by flames in 6 rounds.

War Paint (GAZ-14) Range: Touch Duration: 1 day Effect: Turns mundane paint into magical paint.

When cast on mundane paint and applied to the face of a character, the character gains a +4 bonus to all attack, damage and saving throws. He/She/It also gains a -4 bonus to their AC. It takes 2 rounds to apply the paint by the caster.

Water Sphere (Cab) Range: 10' Duration: 6 turns Effect: 1 water sphere

This spell creates a floating sphere of water, up to 6 inches in diameter per level of the caster. The caster can move the sphere by concentration, at walking pace. If sufficient water was present when the spell is cast, then the caster can choose to use the water already present. At the end of the spells duration, said water falls to ground wherever the sphere is. If no water is available, of if the caster chooses, water is created by the spell. Said water disappears at the end of the spells duration, and is therefore unsuitable for drinking. Fish and aquatic plants can be accommodated by the sphere, and the spell can be bade permanent.

Wind Blast (Cab) Range: 180' + 20' throw Duration: Instant Effect: 1 blast of air

The caster of this spell creates a ball of hard, compressed air which travels at speed to one target. If said target is ogre sized or smaller, it must make a save versus spells or be flung backwards 20'. If said victim hits a hard, vertical surface then it will take 1d6 damage per caster level (up to 20d6) saving versus spells for half. If not, half of this damage is taken (save for 1/4). This handy combat spell is also invaluable for opening doors, knocking over bookshelves, etc.

4th Level Spells

Abandon Hope All Ye Who Enter Here (Cab) Range: 30' Duration: 1 turn per level of the caster Effect: 10' square per level of the caster

This spell creates an area of pure, sheer, dark, depressing, diabolical evil. All attempts to detect evil (by spell effect or a paladin concentrating) will automatically fail to detect any one source of evil in the area, as the entire zone radiates an intense evil. Lawful or good characters will feel a little uncomfortable in the area. This spell can be made permanent, allowing the discerning dark wizard to make a real metaphysical architectural statement.

Accounting (GAZ-11) Range: Caster Duration: 1 turn Effect: Audit records and financial statements

This spell allows the caster to quickly review financial records and check for evidence of errors or theft. Balance of money owned and owed are also revealed.

If general skills are used, this spell increases appropriate profession skills (accountant, estate management, etc.) by +8.

Air Hose (Cab) Range: 50' Duration:2-4 rounds Effect: One constant stream of air

By creating a tiny wormhole to the elemental plane of air, the caster of this spell controls a powerful and dangerous stream of fast flowing air. This forms a cone, 50' long and 20' wide at its terminus. Any airborne creatures will be blown away from the caster, and all within the cone will take 4d6 damage per round (save for half). The direction of the cone can be changed by the caster once per round, by concentration.

Animate Rope IV (wiseman207) Range: 10' + 1' per caster level Duration: 1 turn per caster level Effect: Animate multiple lengths of rope

A variation of the 3rd level “Animate Rope III” spell, this version allows the caster to control one rope per caster level. Thus a 10th level caster could control up to 10 ropes at once, while a 30th level caster could control up to 30.

This level of spell allows the ropes to perform complex (snake through the sewers to the ship and bind their anchor to the dock with a triple bowline) or multiple instructions (do “A”, then “B” and then “C”). The rope is deemed to half the intelligence score of the caster for complexity purposes.

Like the 3rd level spell the ropes can attack or attempt to bind victims. This version of the spell allows the caster to control one rope for every three levels, in full or in part, of the caster. Thus a seventh (7th) level caster may command three ropes to attack. Each rope attacks as a 4HD monster and does 1d4+2 points of damage. If the rope is ordered to bind, on a successful hit the victim must save vs. paralysis or be bound for the duration of the spell.

Bang (Cab) Range:240' Duration: Instantaneous Effect:40 sphere of sound

Upon completion of this spell, a ball that in all respects resembles a fireball flies from the casters hand to a target within range. However, it does not release any heat or light when it explodes, instead it produces an ear-shattering bang. The noise can be heard for a huge distance (DM's judgement, but this may attract or scare off wandering monsters), and all within the 40' sphere area of effect must make a saving throw versus spells or be deafened for 1d4 hours. All windows, bottles, pottery, etc. (including potion bottles) are automatically destroyed.

Bestow Second Sight (PC-01) Range: Touch Duration: 1 day per level Effect: Grants "second sight" to mortal eyes. Permits the perception of otherwise invisible or shapechanged fairy creatures in their true form. This includes those who are "Invisible to mortals".

Check Caravan (GAZ-11) Range: Special Duration: 1 hour Effect: Checks caravan for sabotage, hidden flaws & compartments and traps.

This spell allows the caster to determine if a caravan has any structural problems, traps, hidden compartments and other significant problems.

Control Bats (CM-08) Range: 40' radius globe about the caster Duration: 1d4 turns + 1 round per caster level Effect: Allows control of 2 giant or 10 normal bats Limitation: Undead bats or creatures polymorphed into bats aren't affected. Giant bats get a -4 save vs. spells to resist, normal sized bats can't save.

The caster can control and command bats within range (morale 12 for bats). Two giant bats can pick up a normal sized creature and fly at 40' per turn for the duration of the spell. One giant bat can pick up a small sized creature and fly at 40' per turn for the duration of the spell.

If reduced to less than 5 hit points in combat, the bats will resist control and flee.

Create Atmosphere (Champions of Mystara) Range: Immediate area up to 8,000 cubic feet Duration: 1 hour per level of caster Effect: Creates air and holds it in place

Similar to the create air spell, except this holds the air in a certain area, unlike create air which will just dissipate.

Cure Disease or Blindness (PC-01) Range: Touch Duration: Permanent Effect: One living creature

Similar to the clerical spells cure disease and cure blindness but either effect can be achieved. If a victim suffers from both conditions, there is a 50-50 chance that either malady will be cured.

Dimensional Anchor (csp_gtp2) Range: 180' Duration: Special Effect: Prevents use of teleportation

The magic user employing this spell, casts a green ray from his/her hand. Unless the target successfully saves versus spells, s/he will be covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Embezzle (GAZ-11) Range: Caster Duration: Special Effect: Allow embezzlement of funds or items.

With this spell the caster can falsify records to conceal up to 100gp of coin or goods missing per caster level. This spell offsets the Accounting spell. If general skills are used, this spell decreases other's skills for detecting the missing goods / funds by a -8 penalty.

Enchanted Weapon (PC-01) Range: Touch Duration: 5 rounds per level Effect: Makes a weapon temporarily magical

A normal weapon becomes magical. It has no to hit or damage bonus, but it can damage creatures that are otherwise invulnerable to normal weapons.

Fate (GAZ-12) Range: Touch Duration: Special Effect: Tells one character's fate.

This spell allows the caster to predict some future event of the target's life. Only general statements are known, and even then it's left to the DM.

Fear (PC-01) Range: Special Duration: Instantaneous Effect: Causes targets to run away in fear The spell effects are identical to the effects of a wand of fear, but with a save vs. spells.

Fire Cage (Carl Q) Range: 75’ Duration: 1d6+2 rounds Effect: conjures a cube of fire

This dweomer, derived from the standard Fireball spell, is used to temporarily restrain foes without directly harming them. When cast, a fiery missile streaks from the caster, exploding just before it reaches the target (causing no damage) and resolving into a 10’ x 10’ x 10’ hollow cube of translucent fire. The walls of the cube (which may or may not have a floor, depending on whether the target is land bound or airborne) are quasi-solid, and resist penetration - breaking through takes 1d4+1 rounds, and anyone trying to break through, without magical protection, takes 1d6 damage each round (no save for half damage, as they are, effectively, inflicting the contact on themselves). Even just touching a wall causes this damage. The fire consumes oxygen from the outside only, so the Cage cannot be used to suffocate a captive.

A Fire Cage may hover in mid-air, in order to encapsulate a flying creature. If the target is too big to enclose, the Fire Cage simply collapses into a small Fireball, causing 3d6 damage (save for half damage).

Freeze (QuantumEFX) Range: 30' Duration: Instantaneous Effects: Attempts to freeze any one creature

This spell chills one creature to a point where it causes massive freezing damage, inflicting 1d8 points per caster level of cold damage. Cold resistant creatures only take 1d6 points of damage (per caster level). Save vs. spells to take half damage.

Gaseous Form (Cab) Range: Touch Duration: 3 Turns Effect: One individual

This handy, embarrassing spell turns one willing recipient into a cloud of gas for the duration of the spell, but unfortunately does not turn any worn or carried possessions into gas. The cloud is visible but hard to notice (unless someone is looking for it, they see it only on a 5-6 on 1d6) and can be moved by will at up to 120' per round.

Hyperborean Blast (Carl Q) Range: 50’ Duration: 2-4 rounds Effect: blast of frigid air

This is a standard attack-spell used by Air Wizards, developed in the halcyon days of Old Alphatia before the war and used in many a Wizard’s Duel. Originally called simply "Air Blast" (Alphatian creativity applies to devising spells, not naming them ), its current name was coined by one Quaren of Aarogansa, an Explorer Wizard whose travels preceded those of Haldemar of Haaken by nearly 200 years - and whose arrogance in naming vast tracts of territory according to his own whim, rather than consulting the people who actually lived there, eventually resulted in both a wildly-incorrect world map (and you thought it was Thyatis’ fault!) and the creation of a new delicacy named after him in the wild lands of Davania (Quaren Stroganoff, anyone? ).

The spell creates a tiny portal to the Plane of Air, through which compressed blasts of icy-cold air are released. The Blast is a cone 50’ long and 20’ wide at its terminus, causing 4d6 damage per round to all within its area of effect. Airborne targets, and missile fire, are also blown away from the caster. Fire-based creatures take an additional 1d4+2 damage per round due to the extreme cold of the Blast. The caster can change the direction of the Blast once per round until the duration expires.

Ice Form (QuantumEFX) Range: Touch Duration: 12 turns + 2 turns per caster level Effect: Creates 1,000 cubic feet of ice.

Similar to the 5th level woodform spell, but of ice. Unlike the woodform though, the ice will melt into water and mist when the spell's duration runs out. The ice created by this spell cannot be dispelled but can be melted, broken or destroyed. A wall of ice has an AC of -4(6) and 40hp per 1' thickness.

Lightning Sands (Cab) Range: 120' Duration: 1 turn per level of the caster Effect: 2' diameter per level of he caster

When cast, the ground beneath a targeted foe and an area of 2' diameter per caster level around him become quicksand. All creatures in the area must make a save vs, paralysis or start sinking at a rate of 1' per round, until only their heads protrude. At the end of the spell duration, all victims are safely placed back on the surface of the ground.

Mist of the Leech (Cab) Range: Special Duration: 1 round per level of the caster Effect: 6' diameter cloud

This spell creates a 6' diameter black cloud, which can be moved by concentration at walking speed. It will, unless the caster concentrates, envelop the nearest living organism with blood and start bleeding it, inflicting 1d6hp per round; the victim must also save vs. paralysis or be made unconscious by the spell. After inflicting 40 points of damage, the cloud is sated, and will dissipate.

Reconstruction (Carl Q)Range: TouchDuration: 1 TurnEffect: reconstructs dead being’s image

This spell requires the presence of a dead body, or at least a piece of one. The caster touches the remains, and concentrates; the spell then creates an illusion of the person or creature as they were in life, covering the remains completely. The spell is very useful when used for identification of dismembered or otherwise damaged corpses; if he desires, the caster may cause the Reconstruction to resemble the original at the moment of death, in order to determine the probable cause. The spell is also useful in archaeological exploration, for identifying fossil remains and newly-discovered species.

When the spell is cast, the DM should secretly roll 1d20; on a roll of 18-20, the spell misfires, and the Reconstruction is incorrect - either in small details (size of nose, colour of eyes/hair, etc) or in major ones (wrong age/sex/race, or completely incorrect appearance). A 17 intelligence lessens the chance of failure to a roll of 19-20, and an 18 intelligence to a roll of 20. The caster will always believe he has Reconstructed the target correctly.

The spell lasts for no more than 1 turn, and requires continual concentration by the caster; it is advisable to have someone with artistic skill on hand, to sketch the illusionary appearance for future reference.

Repel Lightning (GAZ-08 ) Range: 120' Duration: Instantaneous Effect: Changes the area of any lightning strike.

Deflect or repel a 20' diameter strike area for magical or natural lightning.

Resist Magic (GAZ-11) Range: Caster Duration: 1 turn per level Effect: Caster resists external control

This spell confers a 50% magic resistance on the caster against mind affecting spells (charm, confusion, illusions, etc.). This is in addition to, and before, any normal saving throws to resist.

Rope to Snakes (Reversible) (wiseman207)Range: 120' Duration: 6 turns Effect: Turns rope into snakes

Every 2' of rope affected turns into a viper (AC:08 HD: 1 Attack: 1 bite Damage: 1d4 + poison MV: 90' (30') Save As: F1 Morale:12 TT: Nil Al: Neutral XP: 13). 2d8 snakes can be created by this spell, up to the maximum determined by the length of rope, so a 20' rope could only provide up to 10 snakes.

When this spell is cast at a particular rope, it breaks into 2' lengths that then form into snakes under the control of the caster. When the spell ends any living snakes will coil together and turn back into a coil of rope. Any dead snakes will just revert to 2' sections of rope when they are killed.

The snake's poison isn't very toxic. Anyone bitten must save vs. poison with a +2 bonus or suffer 1 additional point of damage per round until the snake is killed or otherwise reverts back to rope. When the snake turns back, the additional damage is stopped.

The reverse of this spell allows the caster to turn 2d8 snakes, that are within range, into rope. Each snake is allowed a standard save vs. spells to resist. If they fail, the are compelled to intertwine into a coil, that then turns into standard rope. Each snake changed forms 2' of rope for the duration of the spell.

Sanctify (GAZ-14) Range: 10' Duration: Permanent Effect: Causes an object to present a magical aura to anyone who can detect magic.

When this spell is cast on an area, all items in the area will be detected as magical until the spell is dispelled. Sanctified weapons can do damage to creatures that can only be damaged by magical weapons.

Seductresses Aid (Cab) Range: 120' Duration: 1 round per level of the caster Effect: One set of blankets, drapes, ropes, carpet, etc.

Essentially a more complex version of the entangle spell (see RC), with the additional commands grab, enfold and trip, and also working on a range of materials such as blankets, rugs, curtains, bed sheets, etc. Save vs. spells, possibly modified by -2 if the target is surprised.

Summon Herd (GAZ-12) Range: 6 miles Duration: 6 turns Effects: Calls normal herd animals

This spell allows the caster to call a herd of common mundane herd animals, either the closest type or a specific type. The animals will come at their fastest speed, but are not controlled by the caster.

Summon Lesser Animal Spirits (GAZ-12) Range: 120' Duration: 6 turns Effect: Summons 3 lesser animals

3 lesser spirits whose total HD is equal to or less than half the caster's level. These three animal spirits will show up in a animal-humanoid hybrid form and will perfom any task within their power.

Vigor (GAZ-12) Range: Touch Duration: 1 turn per level Effect: Increases vigor

This spell increase the target's hit points by 1d10, adds a +2 to all saving throws and increases strength by 1d3 to a maximum of 19.

Wall of Rope (wiseman207) Range: 60' Duration: Permanent Effect: Creates a wall of rope cargo netting

This spell creates 1,200 square feet of thick coarse roped cargo netting. The netting magically adheres to any surface it's edge comes in contact with. At least the top of the wall must be in contact with a solid surface.

The wall is comprised of woven ropes that form a mesh like pattern allowing tiny creatures (fist sized or smaller) to pass through the wall; larger creatures (small or bigger) are blocked. It is possible to use the wall as a climbing tool, allowing a large number of creatures to climb a surface at once. It is also possible to use the wall as a bridge, spanning a gorge with a flat woven “bridge” of ropes.

While it can be seen through, the gaps are too small to properly fire missile weapons or magical attacks against an opponent on the other side of the wall. However the wall is just comprised of rope and can be damaged. Edged weapons and damage causing magic (non-fire based) can cause gaps in the wall. For every 10 points of damage, a hole large enough for a small creature is created. For every 20 points of damage, a hole large enough for a medium sized creature is created and for every 40 points of damage a large hole is created. Blunt weapons and non-damage causing magic do no damage to the wall. Walls of rope are particularly susceptible to fire based damage. All fire based attacks do maximum damage to the wall and have a 10% chance of lighting the entire thing on fire. If this happens, everything within 40' of the wall will take 1d6 points of fire / heat damage for the 2d6 rounds it takes for the entire wall to burn.

Warning Trumpet (CM-08) Range: Touch Duration: Permanent Effect: Warning trumpet sounds if activated

The spell caster enchants an item which sounds a single warning note if certain conditions are met (I.e. Door opens, a specific being comes within 10', item moved, stone stepped on, etc.). The alarm can be heard to all within 30' of the item and by the spell caster as long as he/she/it is on the same plane of existence. Items enchanted by this spell will be revealed as magical by detect magic, but the particulars of the enchantment won't be revealed until activated.

Multiple trumpets can be active at the same time, however the trumpets only have one “tone” per 7 caster levels (1 from 1st to 6th level, 2 from 7th to 13th level, 3 from 14th to 20th level, etc.). Therefore the caster may not know which trumpet was activated.

Wings of the Phoenix (Carl Q) Range: 0’ (caster only) Duration: 1d6 + 6 Turns Effect: summons elemental wings

This is the Fire-Mage’s version of the standard Fly spell; like many fire-variations, it is far more flashy and impressive than the original.

The spell summons a curious, mindless elemental creature called a Wings of Flame. Its appearance is as one would expect from its name - a pair of beautiful, varicoloured Phoenix-like wings (total wingspan 15’), joined together by a softly-glowing patch of light. This patch manifests between the caster’s shoulder blades, grafting the Wings to the caster, and granting her the power to fly at up to 360’.

The Wings respond to the mental commands of the user, and will permit the same kinds of aerobatics as the Fly spell - the user can even hover in place, with the Wings beating softly. If necessary, the caster can attack with the Wings (one attack per round on creatures within range - either by swooping past them, or by "stabbing" with one wing), causing 1d8 fire damage with each successful hit. Flammable items may be ignited by a touch from the Wings. The caster is provided with complete immunity to damage from her own Wings for the duration of the spell, but not from any other flames.

If desired, the caster can will the Wings to detach from her back and float about 6’ in the air above her, remaining stationary or following the caster around, as the caster wishes; when called, the Wings will fly to the caster’s current location as fast as possible without causing injury or damage, if possible.

The Wings of Flame cannot attack or defend of their own accord. They are AC3, and can take up to 20hp of damage (counted separately from damage to the caster) before vanishing.

5th Level Spells

Acid Arrows (Cab) Range: 240' Duration: Instantaneous Effect: Up to 20 gobs of acid

An invaluable attack spell, which creates 1 bolt of acid per level of experience of the caster. The bolts fly in a straight line, each striking a target to which the caster has line of sight. All of the bolts can be aimed at one target, or they can be split between multiple foes any way the caster wishes.

Each target takes 1d6 damage per bolt, although a save versus spells is allowed for half damage.

Animate Rope V (wiseman207)Range: 10' +2' per caster level Duration: 1 turn per caster level Effect: Animate multiple lengths of rope

An enhanced version of the 4th level “Animate Rope IV” spell. The ropes are more coordinated and thus may attack a single victim in mass or execute a plan that requires each rope to perform a specific action at a specific time.

If attacking a victim each rope is treated as a 5HD monster. Each additional rope may attack as a separate attack or it may combine with the primary attack. If multiple ropes attack as one attack, the attack is treated as a 5HD monster for the 1st rope and increases by two (2) additional HD per additional rope. Thus five ropes attacking as one would strike as a 13HD monster. For damage the initial 1d4+2 stands, but for each additional rope the damage increases by +2. So the five rope attack would do 1d4+10 per strike.

If the ropes are used to bind a victim, they strike with the increase HD mentioned above. If they hit, the victim must save vs. paralysis or be bound for the duration of the spell. This save is made with a -2 penalty for each additional rope beyond the 1st. Again the 5 rope attack would strike as a 13HD monster and the victim would save with a -8 penalty.

The ropes may also be used for defensive purposes. For each rope ordered to protect the caster, or any individual the caster wishes, their AC improves by one (1). To continue the example, if the caster (AC 07) is being attacked, he/she/it orders five ropes to help defend, his/her/its AC improves to 02 (5 point improvement) for the duration of the spell.

Anti-Rope Shell (wiseman207)Range: Caster Duration: 6 turns + 1 turn per caster level Effect: No rope or rope like substance may come within 10' of the caster

This spell prevents any rope, or rope like organic substance (vines, etc.) from coming within 10' of the caster. If the caster is motionless, any rope or equivalent will stop at the protective shell automatically (no save). If the caster is moving, any rope or rope like organic substance will be pushed away, as if it

had encountered an invisible moving wall. Once the caster has moved out of range, the rope will return to its initial position if magical or “alive” or will just remain where it is if it's mundane. Thus standard vines and rope will be left outside the path of the caster, but grabber vines will return to their original positions.

Within the field the caster, and any others, cannot be hurt by any rope or rope like organic substance. Unfortunately, if there is rope or rope like organic substances inside the shell when it is initially cast, they will be unaffected.

Automatic Pilot (Champions of Mystara) Range: 1 vessel Duration: 6 + 1 turns per level of caster Effect: Pilots a flying vessel

This spell keeps a flying vessel on a steady course. The vessel maintains speed, altitude & direction without the need for constant supervision.

While it cannot avoid a problem, any potential danger that comes within range, 50 yards per caster level, will sound an alarm and causes the vessel to slow to half speed. If no course correction is made, when the vessel comes within 100 yards of the problem, the vessel will come to a full stop.

Chuck You! (Cab) Range: 5' per level of the caster Duration: Instant Effect: One opponent is hurled away

An unusual and quite versatile combat spell, effective on giant sized or smaller opponents. Said creature will be bodily hurled up to 80' from the caster, suffering 2d6 damage (plus another 5d6 if it hits a solid obstruction), and inflicting 2d6 damage to any creature hit by the flying victim (DM's judgement whether said creatures stop the target; a kobold will be stopped by hitting an ogre, but an ogre should be hurled straight through a cloud of kobolds).

If the target makes a save versus spells, it will completely avoid the spell. A hurled foe must roll equal to or under their dexterity score on 1d20 to land on their feet, otherwise they will fall and be considered prone until they can stand up.

Commune with Spirit Lord (GAZ-12) Range: Caster Duration: 3 Turns Effect: 3 Questions

Once a month the caster may commune with his spirit guide's spirit lord, if the caster has a spirit guide. Three yes or no questions can be asked, but the spell only works once a month.

Confound* (GAZ-12) Range: 120' Duration: 1 round per level Effect: 1d6+1 creatures

Victims of this spell must save vs. spells with a -2 penalty or begin to attack their friends and allies within 40'. If cast at a single creature, it suffers a -4 penalty. The reverse of this spell removes the effects of confound and confusion spells.

Control Gargoyle (CM-08) Range: Touch Duration: 1 day per level of caster Effect: Caster may control one gargoyle

This spell allows the caster to control one gargoyle, either directly or as a basic control spell. A gargoyle not already directly under control receives a +2 bonus to save vs. spells to resist control. A gargoyle already under control, from the caster or another caster, suffers a -2 penalty to the save. The second control spell causes the 1st spell to instantly fail and the new spell to start immediately (it doesn't cumulatively extend the duration). Multiple gargoyles can be controlled by one caster, up to his intelligence score in gargoyles, but only one can be directly controlled at once. A controlled gargoyle will fight to the death (morale 12) and follow any comment.

Basic controlled gargoyles can understand simple orders (stop anyone but me and those I allow) or may follow their instincts. Direct control allows the caster to fully take over the gargoyle's mind and control it's body as if it was the caster's. The gargoyle cannot cast spells, but all other basic gargoyle abilities are the caster's for the duration of the direct control. The caster can drop or switch direct control between multiple gargoyles instantly, but he/she/it can only ever directly control one gargoyle per round.

Direct control is mentally strenuous on the caster, as such he/she/it will be unable to cast additional spells, sleep or engage in combat while directly controlling a gargoyle. Basic control is not so strenuous and he/she/it may perform normal actions (spell casting, sleeping, fighting, etc.) while giving commands to the gargoyles

Create Normal Animals (PC-01) Range: 30' Duration: 1 turn Effects: Creates 1 or more animals.

Similar to the MU spell create normal monsters, except that only normal animals can be created.

Dagger Storm (QuantumEFX) Range: 120' Duration: 1 round Effects: Creates a number of magical daggers that attacks everything within a 8,000 cubic foot area.

This spell allows the caster to fill a 20'x20'x20' room with flying razor sharp mystical daggers. All creatures in this area, except the caster, suffer 1d6 HP damage (per caster level) regardless of AC. A save vs. spells is allowed to take half damage.

Deep Pockets (QuantumEFX) Range: Touch Duration: Permanent Effect: Increases the storage capacity of any container or sack.

This spell creates a mini-pocket dimension within any existing sack or equivalent container. While the physical opening doesn't increase for the sack, thus limiting what can be placed into it, the carrying capacity is quadrupled while the weight remains “empty”. Thus a small sack would have a 800cn capacity while only weighing 1cn when full.

Distance Distortion (HWA 01-03) Range: 10 yards per level Duration 2 turns per caster level (4 turns per elemental HD) Effect: Travel distance is altered. Limitations: The spell only works in an environment composed entirely of one element. Elementals can only travel through their own element.

Mortals can use this spell to halve, or double if the spell is reversed, the distance needed to cover. Thus a 500 yard path can be reduced to 250 yards needed to travel or, if reversed, increased to 1,000 yards. This doesn't change the speed of those affected, so it's not a haste or slow spell, but just the distance travelled during the spell duration.

Elementals can use their connection to their native element to greatly increase their speed. If cast by an elemental, up to one mile can be covered per foot of travel. A 500 mile trip through solid stone would only be equal to 500 feet to those affected by this spell when cast by an earth elemental.

Elemental Protection (PC-03) Range: Caster Duration: 12 turns Effect: Protects caster from water based attacks

The caster suffers only half damage from any attack involving water or ice. Any attack that allows a save, a successful save results in no damage. A save is also allowed against attacks that normally don't allow saves.

Enhanced Ice Ball (QuantumEFX) Range: 250' Duration Instantaneous Effect: Explosive sphere of ice and extreme cold 40' in diameter

A basic Ice Ball that has been enhanced to do more damage (1D8 / level of caster). Cold resistant creatures take 1d6 points per level of caster. Save vs. spell for half damage.

Fabricate (Dawn of the Emperors) Range: 10' Duration: Permanent Effect: Creates goods, materials and food.

"This is a catch-all spell which creates materials useful to adventurers and others. Food, drink, and clothing, and other soft goods may be so created. The spell may create food and drink, or cloth and leather, or softwoods and porcelain; hardwoods, stones, metals, etc. may not be created. As a rule of thumb, each casting of the spell will create one person's worth of the material in question. When it is used to make food and drink, it creates one day's rations."

Feroman’s Challenge (Carl Q)Range: 50’Duration: see belowEffect: creates illusionary foe

Created by the Master Illusionist Feroman, This spell creates an hallucinatory monster in the mind of one individual. The creature’s form and attacks vary according to the desires of the caster and the nightmares of the victim; however, it may have no more hit dice than the caster has levels. The monster may be something the target has seen, a creature of the imagination, or anything in-between.

The victim is allowed a Saving Throw vs. Spells to disbelieve the illusion when the monster first appears; a penalty of between -1 to -4 may apply, depending on how deeply in the victim’s nightmares the creature is drawn from. A successful save allows the victim to ignore the beast; a failure means he believes in it completely, and no amount of dissuading by his friends will make him believe otherwise. If the victim believes in the monster, then any and all wounds he receives become real; should he be slain by the illusion, he will be dead.

The caster must concentrate during the Challenge, and cannot defend himself if attacked; most casters will conceal themselves nearby before casting this spell. If the monster is slain, it vanishes at the moment of death, and the caster suffers 4d6 damage from the backlash (save for half damage).

If two wizards cast this spell, they may have their creatures battle each other; no saving throw to disbelieve is permitted in this case. Feroman’s Challenge may be used as the medium for Wizard’s Duels.

Fiery Double (Carl Q) Range: 50’ Duration: 1d6 rounds, + 1 round per level of caster Effect: summons elemental duplicate of target

This spell allows the caster to summon a creature of Elemental Fire to do battle for her. The Fiery Double duplicates one foe within range; the caster must hold a piece of clothing, a hank of hair, or some other flammable item belonging to that person, which is consumed in the casting.

The Fiery Double appears as a perfect copy of the target (down to their clothing) made out of flame. It has as many HD (rolled on d6) as the target has levels - up to a maximum of half again that of the caster’s level - and carries identical weapons; these do the same basic damage, + 1d6 fire damage per round (magical pluses, and other magical abilities, are not duplicated). The Double has AC0. It cannot cast spells, but fighting skills are replicated.

The Fiery Double can attack no-one other than its target, nor can it defend itself from others. It vanishes when it reaches 0 hp, when the target is killed, or when the duration expires, whichever comes first

Flame Bolts (Cab) Range: 240' Duration: Instant Effect: Up to 20 fiery bolts

As for acid arrows, but with fire damage instead of acid.

(The) Frozen Dead (Hollow World) Range: 60' Duration: Permanent Effect: Creates Frost-Zombies

This spell allows the caster to animate zombies from dead bodies that have been interred in frozen ground. For each level of the caster, one HD of zombies may be animated. This spell also, restores the youthful appearance of the zombie, they look cold and icy but not corrupting like normal zombies.

Prepare Enchantment (Champions of Mystara) Range: 1 item Duration: 3 days per level of caster Effect: Increases chance of success for enchantment by 1% per level of caster.

This spell prepares an item to be more receptive to the enchantment process, and thus must be cast before the enchantment begins. When the spell ends, if the enchantment process isn't finished, bonus 1% per level ends.

The spell cannot prepare an already enchanted item nor can it be cast on the same item more than once.

Remove Air (QuantumEFX) Range: 240' Duration: Concentration Effect: Removes all air from a 8,000 cubic foot area.

This spell allows the druid/MU to drain all the air from a 4,000 cubic foot area (i.e. 20'x20'x20'). All creatures that need to breath must save vs. death ray or suffocate to death. Flying creatures in the area will fall to the ground and take normal falling damage (no save). If cast at water, this will drain all the air from the water. Again all creatures in it must save vs. death ray or suffocate.

Optional Rule: Creatures that are suffocating fall unconscious in the 1st round and loose 1 HD/level per subsequent round. When they reach 0 HD/level, they are assumed to be dead. If the air is returned (via a create air spell or by loss of concentration) unconscious creatures will re-awaken in 1d4 rounds.

Spell Turning (Champions of Mystara) Range: 10' per level of caster Duration: 1 round Effect: Reflects one spell back upon the caster.

This spell counter one spell cast within range. It must be cast in the same round as the target's spell. It will not turn any spell that is cast by a higher level spell caster, magical items, spell like powers of a monster or any spell which would not normally affect a living subject such as purify food and water. In combat the caster of this spell must gain initiative that round for the spell to be effective.

Spirit Walk (GAZ-12) Range: Caster Duration: 1 hour per level Effect: Enables caster to enter the spirit world.

The spirit is able to send their spirit into the ethereal. With each 4 levels the caster can bring along another creature.

Strength of Mind* (GAZ-12) Range: Touch Duration: 12 turns Effect: Improves saves

This spell gives a +4 bonus to saves vs. death ray, wands, paralysis / turn to stone and spells. The reverse causes a -4 penalty to saves. No saving throw for this spell is allowed.

Swaps (Cab) Range: 30' Duration: Instant Effect: Swaps the caster and another creature

An unusual spell which causes the caster and target to be swapped; the caster ends up where the target was, and the target is transported to where the caster was standing. Useful to get out of a tight spot. If the target is unwilling, he or she may make a saving throw to negate the spells effect.

6th Level SpellsAnimate Rope VI (wiseman207)Range: 10' + 5' per caster level Duration: 2 turns per caster level Effect: Animates multiple ropes

This spell has all the abilities of the 5th level “Animate Rope V” spell but with extended range and duration.

Additionally the caster may build basic structures of rope. This includes bridges, buildings, boats, statues, wagons, etc. This is limited by the length of rope controllable (which increases to 50' per caster level for each rope), its total volume and the imagination / needs of the caster.

Simple rope creatures can also be constructed with this spell, an extension of the multiple rope attack. The creature's appearance is left to the caster but it has the following stats:

Rope Monster AC: 07 (-1 per additional rope beyond the 1st) HD: 5 (+2HD per additional rope beyond the 1st) Move: 150' (50') Attacks: 1 or 2 Damage: 1d4+2 (+2 per additional rope beyond the 1st) for 1 attack or 1d4 (+1 per additional rope beyond the 1st) / 1d4 (+1 per additional rope beyond the 1st) for 2 attacks No. Appearing: Special Save As: F# per HD Morale: 12 Treasure Type: Nil Intelligence: ½ caster's Alignment: As caster XP Value: 175 (5HD) +

The rope monster can attack, defend and act on it's own accord or under the caster's orders.

Bailriggs Butchery (Cab) Range: 30' Duration: Instant Effect: 1 creature/corpse Bailrigg, Beastmaster of the Great Zoo of Thothia, created this spell to allow him to rapidly portion up monsters that had died, to separate out useful components in the heat of the desert before decomposition set in.

Upon casting, any chosen dead body within range will instantly become dissected, ordered, and labelled; each bone, muscle, organ, gland etc. will be neatly separated out and identified. While an invaluable spell for removing useful components for magical research, it is also an unpleasant attack spell. Any living creature not totally immune to cutting damage will take 1d6 points of damage per level of the caster, with a save versus spells allowed to reduce damage to half.

Carrion Reincarnation (Strange Visitor) Range: 0’ Duration: 24 hours Effect: Personal undead transformation.

If a Chaotic magic-user is killed before the expiration of this spell, regardless of how his body is disposed of, he will rise from death as a carrion mage in one year and a day. Only the burning of the body to ashes can prevent this gruesome resurrection.

Contain (Cab) Range: Touch Duration: 1 day Effect: 1 Container

An unusual spell that turns any container into a magical, extradimensional space, rather like a bag of holding, for the duration of the spell. The capacity of the container is equal to the casters level x 500cn. Any items in the container when the duration ends (or the spell is dispelled) will spill out, possibly at high speed.

Disguise (Dawn of the Emperors) Range: Caster only Duration: 1 day Effect: Changes the caster's form

This spell allow the caster to take on the height, weight, smell, gender, appearance, and species of another human or demihuman form. Specific details and faces are not allowed, the spell will only allow a rough approximation, allowing the caster to blend in and not copy a specific person.

Elemental Protection 10' Radius (PC-03) Range: Caster Duration: 12 turns Effect: Barrier 20' in diameter

A invisible magical barrier extending 10' in all directions from the caster that provides everyone within range with the same effects as the 5th level Magic User spell "Elemental Protection".

Ethereality (Cab) Range: Touch Duration: Up to 24 hours Effect: 1 recipient

The recipient of this spell can choose to enter the ethereal plane once, any time until 24 hours after the spell is cast, and must return during the same period. The spell also provides movement on the plane at walking speed.

Familiar Spirit (Cab) Range: 240' Duration: 2 turns per caster level Effect: 1 illusionary familiar

This illusion spell creates a single illusionary familiar (halfling sized or smaller), the appearance of which is determined by the caster (although no specific creature can be imitated).It is a believable illusion, with a rudimentary intelligence of its own. It can obey simple commands, it can scout areas for the caster, and carry messages.

Forever Amber (OculusOrbus) Range: 30' Duration: Permanent [until dispelled] Effect: Target is encased amber

This spell completely encases the target in (either an object or creature) in magical amber, perfectly preserved, for all eternity unless the substance is successfully destroyed [or dispelled]. If attacked, the amber has an Armour Class of -4 and takes 12d8 hit points to destroy. The shattered fragments of amber are worth 05 gp per hp of damage.

The spell can only be used to encase one object or creature. The victim may make a saving throw vs. turn to stone to avoid the effect.

[Note: The text in green was changed by QuantumEFX. Hope you don't mind OculusOrbus.]

(The) Grasping Dark (HWA) Range: Touch Duration: Permanent Effect: Draws victim into a pocket dimension. Limitation: Only available to minions of Thanatos.

This spell draws the victim into a pocket dimension created by the immortal Thanatos. The victim appears to become a silhouette that then recedes into the distance.

A saving throw to resist is allowed. If saved, there is no effect. If the save is failed the victim disappears. How long it takes to disappear depends on the margin of the failed save. On a fail by 1 or 2 points they have up to 2 hours of painful existence, by 7 or more they fade the next round.

A cureall if cast on the victim before they disappear will negate the spell. After they fade only a wish or immortal magic will reverse the effects.

Hydrax (Cab) Range: 0 Duration: Special Effect: Summons 1 hydrax This spell draws one hydrax to the prime plane, the hydrax being compelled to complete a single task for the caster to the best of its ability. A water version of invisible stalker.

Hydrax (PC-03) Range: Caster Duration: Until mission is accomplished Effect: Summons one hydrax

This spell summons a hydrax from the elemental plane of water which will perform one specific task for the caster.

Madness (GAZ-12) Range: 120' Duration: Permanent until dispelled Effect: Causes insanity.

Causes insanity unless saved against with a -4 penalty. A dispel magic or cureall will negate the spell. The insanity takes on one specific form, such as: Fear (of everything), Feeblemind (intelligence attribute reduced to 02), Love (madly obsessive love of any character, monster or animal), Rage (constant berserk rage), or others left to the DM.

Mass Charm Person (QuantumEFX) Range: 240' Duration: 12 turns Effect: Charms all humanoid creatures with a 60' square area.

This spell allows the caster to charm a large group of humanoid creatures, as per the 1st level charm person spell. An area up to 60' by 60' can be affected, as long as it's entirely within 240' of the caster. This allows up to 300 human sized creatures to be affected. Creatures with 10+ HD aren't affected and lesser creatures are allowed a save vs. spells to resist the effects. Unlike the charm person spell, this spell only lasts 12 turns, then the victims return to their normal disposition.

Mass Fear (QuantumEFX) Range: 240' Duration: 1 turn + 1 turn per level Effect: Creatures within a 60' radius become afraid.

This spell allows the caster to cause fear (as per the 1st level spell) on those within a 60' radius sphere. All creatures with 10 or less HD must save vs. spell or be affected. 10+ HD creatures are immune to the effects of the spell. As per the 1st level spell, affected creatures are -4 to hit and +4 on their AC.

Mort Rouge (Cab) Range: Touch Duration: Special Effect: Special The victim of this spell must make a save versus spells or start bleeding, slowly, through minor cuts and pores in the skin. 1d4hp are lost per day, until a cure disease, cureall or heal spell is cast. No healing due to rest can be gained while suffering from the disease.

Anyone touching the victim must in turn make a save versus spells or start suffering a similar effect.

Resist Turning (Cab) Range: 10' Duration: 1 day/level of caster Effect: 1 undead Any undead upon whom this spell is cast will receive a saving throw (death ray) versus any attempt by a cleric to turn or destroy them.

Shout (GAZ-08 ) Range: 120' Duration: Instantaneous Effect: Special

This spell stuns, deafens, renders unconscious or confuses those affected. The caster adds 1d6 to its HD vs the HD/level of the potential victim. If the victim wins, no effect. If the scores are equal the creature is stunned for 1 round. If the score is 1-3 points for the caster, the creature is stunned for 1d3 rounds and low level (5HD or less) creatures are also deafened. 4-6 points will render the victim unconscious for 2d4 rounds and deadened for 1d4+1 turns. 10+HD victims are allowed a save. If successful they must flee out of the spell range. 7+ point the victim is unconscious (no save) for 3d4 rounds, deafened for 3d4 turns and confused for 18 rounds.

Limitations: non-living objects and undead are immune. The caster takes 1 hp damage each time the spell is cast.

Spirit Storm (GAZ-12) Range: 90' Duration: Instantaneous Effect: Spirit energy blast

A 10' diameter sphere of energy flies from the caster's hand for up to 90' before dissipating. For every two levels of the caster anything the storm touches takes 1d6 points of damage. Save vs. spells for half damage.

Wormhole (Cab) Range: Touch Duration: Instant Effect: up to 2 targets plus caster A handy transportation spell, effectively the same as dimension door but also affecting up to two willing recipients along with the caster.

7th Level SpellsAnimate Rope VII (wiseman207) Range: 10' + 5' per caster level Duration: 3 turns per caster level Effect: Animates multiple ropes

As per the 6th level MU spell “Animate Rope VI” but the rope's AC is improved by 5 (Manila / Sisal rope AC:03; Cotton / Jute [and other natural fibres] rope AC:04) and it's strength is quadrupled (2 HP per 1' length). Mundane edged weapons do half damage, but mundane blunt weapons do no damage. Magical edged weapons do full damage, but magical blunt weapons only do their “plus” in damage.

The rope, and the rope monster, becomes more resistant to magic as well. 1St level spells do no damage, 2nd level spells do half damage (or no damage if saved against) and 3rd level spells do half damage (or a quarter damage if saved against).

A rope monster created under this spell would have the following stats:

Rope Monster AC: 02 (-1 per additional rope beyond the 1st) HD: 6+4* (+3HD per additional rope beyond the 1st) Move: 150' (50') Attacks: 1 or 2 Damage: 1d4+2 (+2 per additional rope beyond the 1st) for 1 attack or 1d4 (+1 per additional rope beyond the 1st) / 1d4 (+1 per additional rope beyond the 1st) for 2 attacks No. Appearing: Special Save As: F# per HD Morale: 12 Treasure Type: Nil Intelligence: ½ caster's Alignment: As caster XP Value: 650 (6+4 HD) +

Mundane edged weapons do half damage and mundane blunt weapons do no damage to the rope monster. Magical edged weapons do full damage but magical blunt weapons only do their magical “plus” damage. Thus a +3 mace would only do 3 points of damage to the rope monster.

Magic resistance: Immune to 1st level spells, 2nd level spells do half damage (no damage if saved) and 3rd level spells do half damage (quarter damage if saved).

Arctic Blast (Cab) Range: Special Duration: Instant Effect: Cone 100' long, 60' wide at end.

This spell creates a cone of cold air, 100' long and 60' long at the far end. All creatures caught in the area take 1d6 damage per caster level (save for half). In addition, a second save is needed to avoid being blown away by the wind.

Target size Distance Blown Tiny (to 1') 1d10x10' Small (to 4') 1d8x10' Medium (to 8') 1d6x10' Large (up to 20') 1d4x10' Huge (20' plus) None

Damage taken from being thrown is 2d6, plus 5d6 if the victim hits a solid object, or 2d6 if it hits another creature (that creature also suffering 2d6 damage).

A successful dexterity check (rolling equal or less than dexterity on 1d20) allows a victim to land on his feet.

Astral Leap (Cab) Range: Touch Duration: 24 hours Effect: Transport to the Astral plane

The recipient of this spell may, once in a 24 hour period, travel to the astral plane, and must return within the spells duration.

Blindfire (Carl Q) Range: Touch Duration: Permanent until triggered Effect: places a glyph on one object

This enchantment is used to protect items or areas from being entered or tampered with. During casting, the Mage traces a glyph with her left forefinger on the object, or doorframe if it is to protect a room, which glows brightly for 1 round after the spell is cast, then fades. It is visible to anyone using Detect Magic or Truesight, but otherwise cannot be detected.

The first person, other than the caster, to open the door or touch the object activates the magic; the glyph flares into life, then drains its radiance into the interloper’s eyes, rendering them utterly blind (the spell negates Infravision, too). A Save vs. Spells, at -3, is permitted to avoid this. Whilst under the Blindfire’s effect, the unfortunate victim’s eyes appear to be boiling orbs of white flame, although they cause no further harm to the victim.

The caster may choose to incorporate a password in the casting. This is optional, and allows anyone who knows the password to bypass the protection provided by the glyph.

The effects of the Blindfire spell is permanent until dispelled; a Dispel Magic cast by a Mage of at least 16th Level is required.

Delayed Blast Ice Ball (QuantumEFX) Range: 250' Duration: 0 to 20 rounds Effect: Delayed Ice Ball blast of 20' radius.

This is an ice ball spell which can be delayed for a caster determined set of time. When cast the magic user or elf decided the number of rounds of delay until the spell is activated. A small crystal appears and hovers at the desired location until the delay elapses. The crystal is immaterial and cannot be moved magically or physically, only dispelled.

Mass Image (QuantumEFX) Range: 0 Duration: 2 turns Effect: The creates multiple images of the caster.

This is an enhanced version of the 2nd level magic user mirror image spell. The only difference, other than duration, is that the caster creates 1d4 images per level. So a 20th level caster can create 20d4 images of himself/herself/itself.

Moonbeam Edifice (Carl Q)Range: 50’Duration: 1 nightEffect: creates quasi-illusionary structure

This spell is primarily used to provide temporary accommodation when travelling. It must be cast at night, when there is a visible moon in the sky. The caster may use it to create a fantastic structure of his desire, such as a fairy castle, a forbidding fortress, a gingerbread cottage, an upside-down mountain, etc. No matter its height or apparent dimensions, the structure covers a maximum ground area of 10’ x 10’ per caster’s level. The entire structure looks and feels real, and in fact does have solid form for its duration, although it does not necessarily follow the natural laws of the universe - for instance, besieging forces could attempt to batter down an apparently-flimsy door all night, and not even make a dent. Although it may have as many storeys as desired, those using the Moonbeam Edifice as a place of rest are advised to sleep on the ground floor only, as the building vanishes with the first light of dawn, as do all things created with it.

Apart from its obvious uses, the Moonbeam Edifice is sometimes used as a trap for unwary travellers - welcomed to stay the night, led to sleep in upper-storey bedrooms, and suffering falling damage when the dawn comes, for instance - or to block a pass just long enough to give the fleeing mage a chance to get away (rather like a Wall of Stone spell).

Pass Rope (wiseman207)Range: Planar (near infinite) Duration: Instantaneous Effect: Caster able to move through rope

Similar to the 6th level druid spell, transport through plants, this spell allows the caster and up to two additional willing living beings through rope and out any other piece of rope on the same plane of existence, regardless of distance.

The caster and any possible companions appear to be enveloped by a coil of rope, which then uncoils and reveals that they are no long there; at the destination, the reverse happens.

When the spell is cast, the caster must state a specific or general location. If a specific location, there must be some rope there or the spell will fail. If a general location, the spell will transport the caster and any companions to some rope 1d20 (x 1,000) feet away from the desired location. There will always be a scrap of rope at the random general location for the spell to connect to and they will always appear on the ground (as opposed to in the air or underwater).

Planar Rekoning (Cab) Range: Special Duration: Instant Effect: Tells the caster the bias and address of a plane

An invaluable spell for the discerning planar explorer, the spellcaster immediately gains knowledge of sphere bias on the plane of existence he is on, along with a planar address (i.e. the names of planes that must be crossed from the Astral to reach the plane).

Saved (Cab) Range: Caster only Duration: 1 hour per level of the caster Effect: Caster only

An invaluable spell that allows the caster to pre-cast protective spells. A total number of protective spell levels, equal to half the casters level, are cast immediately after casting this spell.

At any time until the spells duration ends, all of the spells thus stored can be activated in a single round. Until that time, those spells are not available for use, unless of course the caster has chosen to memorise such spells more than once.

All of the protective spells can affect only the caster; no area of effect spells are allowed.

Spear (Cab) Range: 240' Duration: 1 round per levels. Effect: Creates one flying spear.

This spell creates a spear, the appearance of which varies according to the caster (some spellcasters create a glowing red spear, others may create something resembling a ballista bolt, etc.). The spear floats in the air, and can attack one foe per round (by the caster concentrating), up to a range of 240'. A normal hit roll (using the casters base chance to hit) is required. The spear returns at the end of the round to the caster. Damage is 1d10 (as a pike), and the spear can hit targets immune to magical weapons, striking as a +3 magical weapon.

Spell Turning (GAZ-12) Range: Caster Duration: 1 turn per level Effect: 1d4 spells are reflected back at their caster

Up to 1d4 spells are reflected back at the spell caster.

Summon Greater Animal Spirit (GAZ-12) Range: 240' Duration: 12 turns Effect: Summons 1 animal spirit

One animal spirit with equal to or less than half the caster's level in HD will show up and provide any assistance it is capable of performing.

Yo Mama's Dead (QuantumEFX) Range: 30' Duration: Up to 1 round per caster level Effect: Creates a duplicate of the target's mother which then rots and explodes

This spell creates a duplicate of what the target believes to be his/her/its mother in her current physical and mental state. This duplicate will be under the caster's complete control and has access to the full memories of the target, to make the target fully believe that this is his/her/its mother. At will the caster can cause the duplicate to rapidly decay and rot, or even explode into a shower of organic bits. The caster can have the duplicate perform whatever action he/she/it wants for the duration of this spell.

At the end of the duration, the duplicate will within seconds rot into a pile of putrid goo. The duplicate must stay within 30' of the caster or explode into the above mentioned shower.

If the target has a mind barrier spell in effect, this spell will fail. If the target received a mind barrier spell after this spell has been cast, only the information already discovered will be available. A true sight spell will reveal the duplicate for what it is and a detect magic will show the duplicate as magical.

8th Level SpellsAge (QuantumEFX) Range: 30' Duration: Instantaneous Effect: Ages target 1d4 years

A simple spell which ages the target by 1d4 years. Mentally the target is unchanged but their physical body has aged 1d4 years. The effects of this ageing, if any, is left to the DM's discretion. This counts as magical ageing (like a ghost) and thus can be fully reversed by a wish spell, a youth spell or a potion of longevity without affecting the maximum age reversal cap.

Animate Rope VIII (wiseman207) Range: 10' + 5' per caster level Duration: 3 turns per caster level Effect: Animates multiple ropes

As per the 7th level MU spell “Animate Rope VII” but the ropes, and any rope monster(s) gains limited sentience. The ropes and anything created from it can think on it's own and is treated as an NPC or henchman, it no longer needs instructions from the caster.

Blizzard (QuantumEFX) Range: Caster Duration: Concentration Effect: All weather within 1000' becomes a blizzard.

Similar to the 7th level druid spell weather control: snow, this spell allows the caster to summon a blizzard in the surrounding area. The spell only works outdoors and will affect all creatures within the area, including the caster. The effects last as long as the caster concentrates without moving, attacking or being attacked. Visibility is reduced to 5', movement is reduced to a quarter of normal (120' to 30'), and all flying creatures are grounded due to the high winds. Rivers and streams will freeze over in 2 turns, roads will become impassable in 3 turns and flat roofed buildings will collapse from the weight of the snow in 5 turns (5 hp per turn to buildings). With time entire cities can be buried in snow and ice.

When the spell ends, mud remains and the snow thaws, reducing movement to half normal for 1 full day per turn the spell was in effect. Creatures not prepared for the cold weather must save every turn vs. spell or take 1d4-1 points of damage from the freezing wind, snow and ice.

Cold Immunity (QuantumEFX) Range: Touch Duration: 10 turns + 2 per caster level Effect: Grants total immunity to all cold based damage.

While the clerical spell “resist cold” negates some damage, this spell negates all damage. While protected the user can transverse interstellar space (if air and pressure is dealt with), walk through a blizzard and wave off damage from cold based spells and breath weapons. No amount of cold (except immortal powered attacks) can harm those who are immune.

Corrosive Cloud (PC-03) Range: 30' Duration: 6 turns Effect: Creates a moving corrosive cloud

This spell creates a cloud in a 20' radius globe. Anyone within the cloud must save vs. poison or be paralysed. A new saving throw is required per round within the cloud. The cloud burns anyone that it comes in contact with for 1 point of damage per round per 2 caster levels. The cloud can move at a rate of 60' per round in any direction the caster wishes.

Create Ice Monster (QuantumEFX) Range: 60' Duration: 2 turns Effect: Creates one or more monster made of solid ice.

Effectively the same as the 8th level spell create magical monsters except that the monsters are created out of solid ice. They may have up to three asterisks of special abilities. It should be noted that all heat and flame attacks do double damage to the create ice monsters but cold spells actually restore the resulting damage in HPs to the ice monsters. Unlike the 8th level create magical monsters spell, this one can create humanoid, but icy, creatures.

Deep Freeze (QuantumEFX) Range: 30' Duration: instantaneous Effects: Attempts to freeze any one creature solid

This spell inflicts 1d12 points per caster level of cold damage to any one creature. Cold resistant creatures only take 1d8 points of damage (per caster level). Save vs. spells for half damage.

Duel-Shield (Dawn of the Emperors) Range: 120' Duration: 2 hours max. Effect: Creates an unbreakable magical wall around two consenting magic users.

Two casters must cast this spell at the same time for the shield to work. When cast a 60' diameter force field is created around the two consenting mages who intend to duel to the death. Magic spells cast within the field cannot penetrate the field. Only a wish cast from outside the field can penetrate it. When only one creature is left alive inside the field, the shield will evaporate.

Fire Trap (Carl Q) Range: up to 50’ Duration: see below Effect: summons a delayed-action Fire Cage

This enhanced version of the 4th-level Fire Cage spell creates a small, octagonal red gem which materialises in the caster’s hand; this gem may be fired up to 50’ away, if desired. The gem will remain stable until commanded by the caster, touched by the first person/third person/second human etc. (whatever condition the caster specifies), or until a certain time period elapses. At that moment, the gem expands into a Fire Cage measuring 10’ x 10’ x 10’, with a duration of 1d4 Turns - all other details are as per the Fire Cage spell.

The Fire Trap can theoretically last forever in gem form (before 1010 AC - on the Day of Dread, all Fire Trap gems fade away harmlessly).

Ghost Buster (QuantumEFX) Range: 30' Instantaneous Effect: Attempts to turn or destroy undead

A magic user spell equivalent to the clerical turn undead ability, with a twist. The caster may attempt to turn (or destroy) an unlimited number of HD of undead within range as if he/she/it was an equivalent level cleric. Any destroy counts as destroyed all of that type, any turn counts as turned all of that type, and sort 7,9,11 rolls out on a per undead basis with all undead within range as eligible targets.

Impersonate (Dawn of the Emperors) Range: Caster Duration: 1 day Effect: Change identity to that of another person.

This spell allows the caster to take the form, voice, smell and general appearance of a specific person. The caster must have studied that person for at least 40 hours to be successful. This spell doesn't allow the caster to impersonate the individual's manners, know that person's knowledge or skills or copy any magical abilities or effects associated with that person.

Lady Luck's Blessing (QuantumEFX) Range: Touch Duration: 3 rounds per caster level Effect: PCs odds of success is increased

This spell allows the player to roll twice any or all dice rolls he/she needs to make while the spell affects his/her PC. The player then gets to choose which dice roll to use for his/her PC. This effectively gives the player the opportunity to re-roll any failed or less than optimal roll with no down side (other than the spell usage).

For the PC it seems like luck is on his/her side as things should go his/her way more often.

Mass Flight (QuantumEFX) Range: 360' Duration: 2 turns + 1 turn per caster level Effects: Allows all creatures within a 60' square area to fly.

This spell allows the caster to bestow the ability to fly, as per the 3rd level magic user spell, on a group of creatures. An area up to 60' by 60' an be affected, as long as the entire area is within 360' of the caster. This allows up to 300 human sized creatures or 6 dragon sized creatures to be affected. A save vs. spells is allowed to resist the effects of this spell.

Mass Haste (QuantumEFX) Range: 360' Duration: 2 turns + 1 turn per caster level Effects: Hasten all creatures within a 60' square area.

This spell allows the caster to hasten, as per the 3rd level magic user spell “Haste”, a group of creatures within a 60' square area (but within 360' of the caster). This allows up to 300 human sized creatures or 6 dragon sized creatures to be affected. Save vs. spells to resist the effects.

Mass Infravision (QuantumEFX) Range: 360' Duration: 2 turns + 1 turns per caster level Effects: Bestows infravision on all creatures within a 60' square area.

This spell allows the caster to bestow infravision, as per the 3rd level magic user spell, on a group of creatures within a 60' square area (but within 360' of the caster). This allows up to 300 human sized creatures or 6 dragon sized creatures to be affected. Save vs., spells to resist the effects.

Mass Slow (QuantumEFX) Range: 360' Duration: 2 turns + 1 turn per caster level Effects: Slows all creatures within a 60' square area.

This spell allows the caster to slow, as per the 3rd level magic user spell, a group of creatures within a 60' square area (but within 360' of the caster). This allows up to 300 human sized creatures or 6 dragon sized creatures to be affected. Save vs. spells to resist the effects.

Power Word: Rope (wiseman207)Range: 120' Duration: 2d6 turns or 1d6 turns Effect: Incapacitates one creature

This spell allows the caster to bind in ropes one creature within 120' (no save). Creatures with 01 to 39 hit point are bound for 2d6 turns. Creatures with 40 to 79 hit points are bound for 1d6 turns. Creatures with 80 or more hit points are immune to the spell.

Bound creatures are unable to attack, defend themselves (AC: 09), cast spells or even talk as they are totally enveloped in hundreds of feet of heavy rope.

Regeneration (Cab) Range: touch Duration: 2 turns/level of caster Effect: Regenerates...

This spell allows the recipient to regain hit points at the rate of 1hp per turn for the duration of the spell. Only damage taken after the spell has been cast can be recovered; fire and acid cannot be 'regenerated', normal or clerical healing is required. The reverse of this spell, degeneration, causes the recipient to slowly take damage; the damage is continuous for the duration of the spell, 1 point per turn, and effectively prevents concentration or spellcasting. A save (versus spells) is allowed, and a successful touch attack is required to inflict the spell.

Slipstream Teleport (Cab) Range: Special (100') Duration: Instant Effect: Teleports with another creature

If cast in the same round or up to 1 round after any other spellcaster in range has teleported, word of recalled or otherwise used magic to instantly change location, then it allows the caster of this spell to 'slipstream' that target. The caster appears at the nearest safe point to the target, usually within 10', but if that location is within a solid object then the caster appears in the nearest available space to the target, in a straight line towards the starting location.

Symbol (CM-08) Range: Touch Duration: Permanent Effect: Creates 1 magical rune

Spell Loss: Any caster who reads, touches or passes by the symbol will loose one memorized spell, chosen at random. This spell is simple voided for the day, not stolen or discharged, but simple gone. There is no save to avoid this symbol.

Entrap: Any creature who reads, touches or passes by the symbol will become entrapped in a small pocket dimension for 1 turn per level of the if they don't save vs. spells. While the symbol can trap only one victim at a time, it can hold multiple victims simultaneously. Victims inside the pocket dimension are relatively safe and are unaware of any others trapped with them. While trapped the victims will be confused, unable to cast spells, attack or even call for help (no save, it's the nature of the dimension).

A high enough dispel magic, wish or potion of freedom will randomly free one trapped victim per use, who when freed will remember nothing of their time in the other dimension. If a disintegrate spell is used on the surface the rune is placed on, the symbol and anyone still trapped will be destroyed.

Symbol (QuantumEFX) Range: Touch Duration: Permanent Effect: Creates 1 magical rune

Teleport: Any creature who reads, touches or passes by the symbol will be teleported to a destination determined at the time of casting (such as a holding cell). The teleport functions as the 7th level magic user spell “teleport any object” with the weight limit doubled to 100 lbs (1,000cn) per original caster level.

Creatures of 40 hit points or less have not save against the spell. Creatures with 41 to 80 hit points may save vs. spells to stay put but suffer a -6 penalty. Creatures with 81 to 120 hit points may save vs. spells to stay put but suffer a -2 penalty. Creatures over 120 hit points are unaffected. This spell can affect victims that are otherwise immune to hold type spells, such as undead, but very powerful creatures will usually be unaffected.

Mental Door: Any creature who reads, touches or passes by the symbol has a small hidden link embedded in their mind to the original caster. The caster may then read the thoughts of the victim, but not control or influence him/her/it. The victim must make a save vs. spells with a -6 penalty to avoid this spell. Once affected only a wish or mind barrier spell will end the link. This spell allows the caster to detect the presence of the victim if on the same plane, read his/her/its thoughts and know what action the victim will take just before he/she/it does it. In combat the caster receives a +2 to hit and +2 on his/her/its AC when fighting any victim with a mind link.

This spell won't affect unintelligent creatures, undead or creatures already under control of another. If either the victim or the caster dies, the link is ended, even if they later come back.

Unlike “ESP” the spell allows multiple links to be active at one with full understanding and the link is not severed by lead, dense materials or magic barriers. Both the victim and the caster must be on the same plane for the link to be active. If they aren't on the same plane, the link is not ended, it is just inactive until one enters the plane occupied by the other.

Scorched Earth: Any creature who reads, touches or passes by the symbol triggers a delayed blast fireball (no save). Like the 7th level magic user spell, the delay may be between 0 and 60 rounds until the fireball is set off. This spell is designed to extend the delaying time of the above spell and make it triggered as a symbol is triggered.

Limited Invisibility: Any creature who reads, touches or passes by the symbol triggers a modified mass invisibility spell. Once triggered, any creature within 60' of the symbol will become invisible (no save) to each other. Any creature outside the range of effect can see all those who are “invisible” as normal. Detect invisibility will allow one affected being to see all the other affected beings, but only a dispel magic or a wish will reverse the process.

Anti Magic Field: Any creature who reads, touches or passes by the symbol triggers a modified anti-magic shell. All magic within 60' of the symbol is negated for 1d10 turns + 1 turn per original caster level. Artefacts aren't affected but all other magical items and spells are made mundane while within the field. Summoned magical creatures (such as elementals) are forced back to their home plane and any controlled creatures are freed. After the duration of the spell, the symbol resets and may be triggered again.

(Fountain of) Youth (QuantumEFX) Range: 30' Duration: Instantaneous Effect: Removes 1d4 years of age

A simple but powerful spell that reduces the target's age by 1d4 years. Mentally the target is unchanged and physically the only difference is that the appear 1d4 years younger. This spell can be used to reduce magical ageing (such as from a ghost) as well as natural ageing.

There are some limitations to this spell though. While it can be cast many times on the same person it cannot reduce their age to below that of the “PC Starting Age”, it cannot increase the total natural age to more than twice the normal life expectancy and it cannot be used on the dead. However, an unlimited amount of supernatural ageing can be reversed without counting towards the natural life expectancy.

Wish spells are often connected with this spell. A potion with 4 youth spells can be wished into a potion of longevity. A well worded wish spell could also increase the “twice normal” life expectancy cap to three or even four times at the DM's discretion.

9th Level Spells

Aarenar’s Locum (Carl Q) Duration: 30 days, or until activated (see below) Range: caster Effect: specialised Contingency

In the Age of Blackmoor – before technology irrevocably tainted the land and people, and changed the face of the world forever – there arose a school of magical study known colloquially as “revenge magic”. Its proponents, all of whom were Chaotic in outlook, lived by the maxim “never accept defeat gracefully”. Dozens of spells and items, powerful or otherwise, were created by the Revenge-Wizards, but most of these were (thankfully) lost in the Great Rain of Fire. Occasionally, relics of this Age come to light, giving tantalising glimpses of a world forever lost; Aarenar’s Locum is just one of these.

Named for the archaeologist-Wizard who discovered the spell (graven on indestructible sheets of an unknown material, deep within the polar icecap), Aarenar’s Locum is a specialised, high-level variant of the spell Contingency. It is cast on the Mage himself, and remains quiescent for 30 days, or until activated. Casting the spell is a physically damaging exercise, not to be undertaken lightly, as it violently dislocates the caster’s life-force from his body – each casting permanently robs the caster of one point of Constitution.

Aarenar’s Locum comes into play if the caster is brought to 0 hp [or -5 hp, depending on the rules used]. Once activated, the spell creates a semisolid, phantom duplicate from the caster’s departing soul or spirit. The duplicate, or “Locum”, possesses all the spells the caster held in memory at the time when Aarenar’s Locum was cast (not at the time it was activated), and has one-half the caster’s hp, rounded down. No magic items possessed by the caster are duplicated, however, and as the Locum cannot physically manipulate objects, it cannot pick up and use the caster's own items.

The Locum’s sole reason for existence is to fight and kill the being or beings who “slew” the caster, and it fights with all its skill and power to achieve that goal. The caster’s body is kept on the edge of death while the Locum is extant, and can be retrieved and healed while the Locum fights on his behalf.

If the Locum wins its battle, the spell ends; it discorporates and returns to the caster, healing him of enough damage to place him at 1 hp in the process (if the caster has not already been healed). If the Locum is slain before the caster receives healing, however, the caster is dead beyond the power of Raise Dead or Resurrection (or even Reincarnation) to restore, although a carefully-worded Wish might work [DM’s choice]. Only one Locum spell may be in operation at any time on a particular Wizard.

If the thirty-day limit expires without Aarenar’s Locum being activated, the spell fades away and the point of Constitution is lost forever. Should the spell be Dispelled before activation – by the Day of Dread, for example, in the modern age, or at the caster's own behest – the Constitution point is recovered. Because of the drain this spell places of the caster’s physical well-being, it is best used in circumstances where the caster believes his life will be endangered in the near future. Few Wizards are paranoid enough to keep the spell active at all times, unless they can be sure to Dispel it before the thirty day limit is up.

Acid Rain (Geoff) Range: 1/2 mile Duration: 6 turns Effect: Creates a downpour of acid rain over a 100 cubic foot area.

This spell was first cast by Lhomarrian wizards against the Carnifex of Y'hog during the siege of that city. It allows the caster to create, up to half a mile away, a downpour of acid rain lasting 6 turns, covering an area 100 feet square. Anyone within this area takes 1d8 points of damage per round, with armour affected as with the acidic blast spell. As with the acidic blast spell, anyone within the area of effect may Save vs. Dragon Breath for half damage, though the only way to avoid the worst of the effects is to leave the affected area altogether and wash off the acid. One nasty side effect of this spell is that the land upon which the acid rain falls becomes blighted due to the poisons it absorbs, rendering it unusable for 50-100 years. Modern Lhomarrian wizards, with their greater appreciation for nature, would not even consider using this spell, and it has been banned by the various wizard councils across Selhomarr. Unscrupulous wizards have been known to use it, especially those in the service of Thanatos or the Outer Beings.

Ambergate (Carl Q) Duration: If active, 1d10x10 (10-100) turns; if inactive, indefinite duration (see below) Range: touch Effect: delayed-action Gate spell

For centuries, stories and rumours of a dweomer capable of creating or enchanting gemstones which can allow anyone to master the mightiest magics have been bandied about across the length and breadth of Mystara – usually by failed Magi, or others without the talent, intelligence or drive to become Magi themselves. Such tales are scoffed at by powerful Mages and knowledgeable Sages alike, but the stories do in fact contain grains of truth; this spell serves as one of those grains.

Ambergate is, in many ways, a cousin to the more common spell Delayed Blast Fireball; as with the latter spell, it creates a gemlike object which is actually a solidified form of the pure essence of magic. In the case of Ambergate, this is a largish (6”-diameter), faceted chunk of amber which detects strongly as magical if Detect Magic is used.

If certain facets are pressed in the correct sequence, the magic is activated and the gem transforms into a fully-functional Gate of normal properties and duration. The location of the Gate is determined by the original caster of the spell, who must have either visited, viewed, or possessed some artefact originating at the terminus of the effect (unlike the modern Gate spell, it is not necessary to know the name of a denizen of the target Plane to cast this spell; and activation of the Ambergate does not automatically attract powerful entities to its location).

The Gate takes a few seconds to materialise, and it is advisable that the user drops or throws it a few feet away from him before it does; a gem which activates while held causes 3d4 hp of damage to the unfortunate bearer, and sucks him into the newly-formed Gate with no Saving Throw. Those standing near the forming Gate are not so affected, and may pass through the aperture in either direction at will for as long as the spell lasts.

The Ambergate, in gem form, may last indefinitely – many gems have lain inactive for centuries before being used. A Lore spell is necessary to discover the correct sequence of facets to press in order to

activate the magic, although it is not impossible to discover the sequence by accident. However, there is no way of discovering the programmed destination of the Gate without entering it.

Although a small number of Ambergate gems have been found across Brun, Davania and Skothar over the ages, no-one has ever uncovered a copy of the spell itself. This is because the spell does not originate on Mystara, or anywhere else on the Prime Material Plane; its creators were powerful Magi living on Ordaketh, a world in a distant Outer Plane. The peoples of this world were highly advanced in magic – comparable to Old Alphatia at its height - and curious about other worlds and other Planes; the gems were given to mid-level exploratory parties sent out to those Planes, allowing them to return home without the need for a high-level Mage in the party. Of course, such exploration is fraught with danger, and many of these parties did not survive long enough to return home - hence the number of lost gems discovered all over the planet.

As far as is known, no-one on Mystara has ever managed to extrapolate the Ambergate spell from examining one of the gems; it may be possible, but would require a genius-level intellect beyond the normal mortal maximum. The only likely way of obtaining this spell, and others like it, is on Ordaketh itself.

Those who discover one of these stones, and figure out its secrets, should employ them with great care; once the spell expires, those without Planar-travel capacity of their own will be stranded on the other side. Moreover, while many of the Ambergates are keyed to locations in the Outer Plane of Ordaketh (which may, or may not, have become considerably less enlightened and hospitable in the centuries since the gem arrived on Mystara), others were programmed to carry the bearer to the next port of call – which could be anywhere in the Multiverse…

[DM’s note, for those playing in a post-WotI world: Although indestructible by any normal means – short of a high-level Dispel Magic or a Wish – exposed, unused Ambergates are likely to fade away during the Week of No Magic or the subsequent Days of Dread. However, it is still entirely possible to discover such a gem in a protected hoard – for instance, in a hidey-hole on the Ethereal Plane.]

Animate Rope IX (wiseman207) Range: 20' + 10' per caster level Duration: 4 turns per caster level Effect: Animates multiple ropes

As per the 8th level MU spell “Animate Rope VII” but with a longer range and duration. The caster may transfer spells or spell slots to the rope and have the rope use the spells. This is capped at 1st through 4th level spells, but does allow the caster to allow the rope to do things like cast flight or fireballs at the same time that the caster is casting spells as well. When this spell is 1st cast the caster may decide to transfer up to his/her/its limit per level of remaining spells (say 09 - 1st , 08 – 2nd, etc.) to the rope as part of the Animate Rope IX casting. The caster may then add more spells to the rope, but that would take an additional round per spell casting transferred (4 fireball spells would take 4 rounds). Any spell that the rope, or rope monster, intends to cast upon itself may be done in the 1st subsequent round, with no limit to the number of spells. Thus the spell casting rope monster may cast haste, invisibility 10' radius and fly on itself, all in the 1st round after its creation.

Chaos Wish (Cab) Range: Special Duration: Special Effect: Goodness knows...

In terms of sheer magical power, this is almost certainly the single most potent spell created by any mortal on Mystara. It is, however, utterly without any control; the caster MAY try to word a wish associated with it, but it doesn't help.

Upon casting, the DM rolls 1d20, and compares the result to this table. 1- The caster dies, instantly, permanently, and unrecoverable 2- The caster dies, instantly, but can be raised 3-8 Bad effect, the power of the spell is unleashed in an appalling way 9-12 Neutral effect, the power of the spell is immense but does something neither beneficial nor of hindrance to the caster 13-18 Good effect, and whatever the hell the spell does it helps the caster 19- Excellent effect 20- Massive effect

The DM should be creative and unrestrained; if for example a caster is faced by an army of undead he cannot defeat, casts this spell and the DM rolls a 15, then perhaps a group of wandering archons will turn up and help, pledging loyalty to the caster for an extended period of time. If he rolls a 5, then a nightwalker may be attracted to join the army of undead, bringing its own legion of minions.

Comet! (QuantumEFX) Range: 250' Duration: Instantaneous Effect: Creates two, four or eight frozen comets Damage: 2 comets: 16d6 points of impact damage (no save) + 16d6 points of cold damage (save vs. spell for half damage) 4 comets: 08d6 points of impact damage (no save) + 08d6 points of cold damage (save vs. spell for half damage) 8 comets: 04d6 points of impact damage (no save) + 04d6 points of cold damage (save vs. spell for half damage)

This spell creates 2, 4 or 8 orbs of frosty destruction. Each orb strikes a different target for both impact and cold damage. The orbs slams into its target and explodes like an ice ball, affecting everything within a 20' radius. While each orb may only target one creature, the explosions can overlap if placed correctly.

A comet never misses its target, so the victim automatically takes the appropriate impact damage but is allowed a save vs. spell to take half the cold damage. Cold resistant creatures take full strike damage but only half the cold damage, or a quarter if they save.

Denial By Fire (Cab) Range: 240' Duration: Special Effect: Creates multiple delayed explosive stones

Upon casting this spell, the caster specifies a visible, circular area 40' in diameter, the centre of which must be within 240'. Upon casting, 16 small, red stones come into existence, scattered randomly around the area of effect.

The stones are magical and can be dispelled, and cannot be move by any magical means. Any attempt to move the stones by non magical means, or any contact with a stone (intentional or otherwise) will cause said stone to immediately explode for 8d6 damage to all in a 20' sphere (save for half).

If the spell is cast at an area containing any creatures, there is a 10% chance that each being therein will be hit by one of the stones, said stone exploding immediately. The DM should roll secretly, checking for all creatures (beginning with those closest to the centre of the effect) until either all of the stones have exploded or all creatures have been checked.

If a second denial by fire spell is cast in the same area, then new stones are created up to the maximum allowed for the spell (16).

Note that while the stones cannot be moved or touched by any means without detonation, careful camouflaging or disguise by hallucinatory terrain is possible.

Unless detonated, the stones will disappear a after a number of days equal to the casters level.

Detonate (Cab) Range: 240' Duration: Instant Effect: 1 spellcaster

This spell can only be cast on a spellcaster. If the victim is of a lower level than the caster then no save is possible, otherwise a save vs. spells is allowed with a -3 penalty to the roll.

The spell causes a spell memorised by the target to go off centred on the target; if said spell normally gives a save, no further save is allowed. The DM should choose at random, and the exact effect is up to the DM.

Fate of the Melkur (Carl Q) Range: 250’ radius Duration: permanent Effect: All living (or organic) things within area of effect, see below

This spell, created by the long-dead Alphatian wizard Tremas, was designed to be a "smart" defence for a wizard’s tower or other private area. It is cast on the foundation stone of a building, on a gemstone of some kind which is then buried, or on a natural feature of the landscape - anything solid and stationary (the spell cannot be cast on a living creature or otherwise mobile object, like a cart or ship). When casting, the wizard chooses an ethos or alignment which will be affected by the spell; this cannot later be amended. Consequently, any living being (and see below) of that alignment who enters the area of effect must make a Save vs. Spells, or turn to stone. Even if he/she makes their save, the interloper must make another at the start of each turn (if of higher level/greater hit dice than the caster) or each round (if of lower level/hit dice). Although immobile, the victim is aware of his/her surroundings, and retains their ability to think - if psionics are available in your campaign, they may be used without problem. The transformation is permanent so long as the victim remains within the area of effect - if removed, they may again attempt to Save vs. Spells as outlined above until they succeed, at which point they revert to normal with no ill effects (unless they are damaged in statue form - see the spell Flesh to Stone for details). This spell has been employed to keep evil beings from a place or object important to good wizards, or vice versa.

This spell does not affect inorganic Constructs, such as Gargoyles, Living Statues, or certain types of Golem. It does affect Golems made from organic materials, such as Flesh or Wood Golems. Living beings whose bodies are part mineral - such as Geonids - add a +2 bonus to all Saving Throws against the effect. Corporeal Undead are affected in exactly the same way as living beings. An Immortal "wearing" a mortal identity will be affected by the spell, but can obviously abandon the petrified shell in incorporeal form at any time.

[DM's option: the DM may decide that being trapped in stone form whilst still being able to think results in a descent into madness. Victims of this spell must make a save against going insane for every month, year, century etc. They remain entrapped. Those who have access to Geoff Gander’s excellent insanity rules (http://dnd.starflung.com/insanity.html) may wish to use them to determine the form that madness takes.]

Gotterdamurung (Alex) Range: 240' Duration: instantaneous Effect: Conflagration annihilates opponents Gotterdamurung is usable only by a magic-user of 33rd-36th level. This spell raises a furious conflagration that reaches out to every creature the caster designates within range. The furious roasting inflicts 20d6 damage (save vs Spells for half damage). Because this fire is sculptable, friendly targets can be avoided while all hostiles are consumed. Creatures resistant or immune to fire are also resistant or immune to this spell, while objects and creatures especially vulnerable to fire suffer their normal penalties (or automatically fail their save if no specific penalties are listed).

Homeland (QuantumEFX)Range: Sphere with a radius of 10' per caster level Duration: Permanent Effect: Magically alters terrain

This spell allows the caster to permanently change the terrain of a given area. This can create simple effects such as building an oasis in the desert or as complex as a tropical rainforest on the top of a mountain. The power of the spell itself holds back outside terrain from reclaiming the altered area.

The area takes 30 days to change from the original terrain into the new less a number of days equal to the caster's level (always at least one full day).

Weather will also be affected appropriately. Blizzards or sand storms will be converted to the appropriate storm type (usually rain) that is most appropriate for the new terrain as soon as it hits the outer radius of the spell effect.

If an anti-magic field is introduced into the area, the affected terrain will slowly change back to normal (number of days equal to the level of caster) if the field is maintained. If the field is temporary, the terrain will revert to its magically changed status as soon as the magic is restored.

Multiple castings of this spell, in the same area, will increase the time it would take for the terrain to revert to normal if an anti-magic field was introduced but it won't increase the area of change. For that, the spell must be cast from a different location than the original casting to create multiple spheres that may, or may not, overlap. If a different spell caster is trying to alter an affected area multiple casting of the exact same spell, in the same area, increases the original spell's resistance from being altered. Lower level casters cannot change a homeland spell with another spell (other than anti-magic) including the wish spell. Equal, or higher, level casters have a 10% chance if using a similar spell, or a wish spell, to alter the area plus they gain an additional 10% chance per level that they are greater than the original caster. If the original caster casts the exact same spell in the same area, the original spell is treated as if cast by a caster of one higher level per additional casting, with a maximum of 38th level. Thus an immortal (equal to level 40 casting) will always have at least a 30% chance of altering the spell (10% +2 x 10%), but this blocks mortals from reversing the spell. It should be noted that an immortal could just expend power points and have a 100% chance of altering the area as a 2nd option.

With the primary use of this spell a sylvan forest may be created in the middle of a lake or a major oasis in the middle of a desert. However there is a secondary use to this spell as well, a terrain with slightly magical effects.

Any natural effect (fog, waterfall, rain, wind, etc.) can be manipulated and made permanent in the area as the caster desires. Thus the sylvan forest mentioned above may be constantly shrouded in a thick fog or the oasis may have pockets of gusting wind. For mundane-like effects the entire connected area may be changed with one casting. So if multiple circles overlap, all connected areas are changed by one casting but if the areas don't overlap an additional spell per area must be cast. For more magical effects (sun appears green, lower gravity, water runs uphill, 10,000 foot tall trees, etc.) the spell must be cast over each area as if the spell was being cast for the 1st time.

There is some limitations to this spell. First is that only the terrain and surrounding weather is affected, no animals. When the spell is 1st cast all mundane animals will flee the area and magical animals must save vs. spells or be forced to flee until the spell has finished changing the area. After the spell is done

converting the area, the caster can determine if he/she/it wants animals in the area. Mundane animals have no say, they are either allowed or will refuse to enter. If they are forced in they will flee at the earliest opportunity. Magical animals must save vs. spells each round if they are not allowed access or they too will flee the area. If animals are not allowed, the caster may change his/her/its mind and allow full access as a natural effect (mentioned above) or may allow one specific animal type (rabbit, human, zombie, dragon, etc.) as a magical effect (mentioned above). This limitation doesn't extend to animals created, summoned, teleported into the area or gated in by the caster. Thus the caster may have a staff or orcs but orcs are otherwise banned from entering.

The second limitation is that buildings are not created or affected by this spell. Thus the caster must still build structures, they don't form as part of this spell. If external help is needed to build structures, the animal access may be required for at least some time.

The third limitation is that damage to the terrain (such as trees) don't regenerate instantly if caused by mundane or magical reasons. The damage is reversed over 30 days less the caster's level, with a minimum of one full day.

The fourth limitation is that altered terrain cannot be removed from the affected area and any connecting affected areas. Thus this spell cannot be used to make a resource rich kingdom, no mines full of diamonds. Well there can be huge diamonds laying around, but they will evaporate as soon as they exit the area.

The fifth limitation is that damage may be caused from outside the area into the area, archers can fire into the area, but damage from inside the area doesn't extend out. Therefore archers inside the area will have their arrows evaporate as they fire outside but they can still be shot at.

The sixth limitation is that mundane terrain / items that would naturally extend into the area are just teleport to the appropriate spot on the other side of the enchanted area. Thus a river that flows up to an enchanted glade will not actually pass through the glade to get to the other side, even if there is a river inside the glade that would be appropriate. This ensures that the glade cannot harvest all the fish in the river or poison the river downstream. This limitation doesn't apply to enchanted terrain, such as a rainbow bridge, just mundane natural ones. So a mundane raft will just bypass the glade but a magically enchanted raft will enter the glade. The original caster can create a magical effect (mentioned above) to prevent enchanted terrain / items from entering as well. Another magical effect would be the prevention of all non-intelligent or enchanted items / creatures from even seeing the glade in the 1st place, they are just teleported along as if nothing was out of the ordinary. This obviously doesn't extend to items that PCs/NPC/Intelligent animals who enter the area and bring mundane items with them. This limitation is best left for the DM to moderate.

Lastly, enchanted effects don't extend beyond the area. Lakes stop at the edge of the spell, trees hit the sphere's top and stop growing, underground caverns only go so deep. To get 10,000 foot tall trees, the area of effect must be extended up to that level.

Kiss of Time (QuantumEFX) Range: Touch Duration: Instantaneous Effect: Ages target and restores youth to the caster

An evil spell pure and simple. This spell attempts to steal the lifeforce of a creature and transfer it to the caster. The target (if not saved) ages 50% of his/her/its natural life expectancy. So a human with a 70 year life expectancy ages 35 years, while an elf with a 600 year life expectancy ages 300 years. If the target saves, the destructive power of the spell still effects them, they end up loosing 10% (min 1 year) of their life expectancy. So the human would now only expect to live to 63 years and the elf 540. If the target is already old, and this pushes them beyond their life expectancy they will have 1d10 days to live and then expire of old age. This is not ageing but actual life force reduction, so only a wish will reverse the damage.

If the target is of equal or greater level / HD and the target fails to save, the caster has his/her/its age reduced by up to 10% of his/her/its current life expectancy (although less can be chosen), and then has his/her/its natural life expectancy increased by 10% (in full years rounded down). All limits based on natural life expectancy such as youth spells, potions of longevity and increases via wish spells are now based on this new value.

With this spell a truly evil magic user could live for eons. For example, an evil human MU has a base life expectancy of 70 years and is now 60. He casts 10 successful kiss of time spells, his new life expectancy is 177 years and could have reversed up to 107 years of ageing. Thus the total life expectancy is now 354 years (177 times 2) or up to 708 (177 times four) with one or a few well worded wish spells.

If the target is of less levels / HD and the target fails to save, the caster has his/her/its age reduced (and life expectancy increased) by 10% times a pro-rated amount. So a 30th level MU attacks a 3rd level fighter. The pro-rated amount would be 10%, resulting in a 1% age reduction / life expectancy increase. But the fighter would still have aged by 50% of his/her life expectancy.

If the spell is saved there is no negative effects to the caster. The down side is that the target can only ever be targeted by this spell once (saved or not). If the target has already dealt with this spell, the spell simply fails.

Lifesteal (QuantumEFX) Range: Touch Duration: Instantaneous Effects: Transfers the HP/HD of one creature to the caster.

This spell drains 1 HD per level of the caster from any one living creature or construct and transfers it to the caster. The HPs lost by the creature is transferred back to the caster up to his/her/its normal maximum. Any levels lost by undead touch or spell (life drain) can be fully restored (no limit) with this spell.

No save is allowed for creatures under 5 HD. Higher level victims are allowed a save vs. spell to reduce the damage but will still loose 1HD/level per 4 full caster levels.

If used against an undead creature this spell will drain HD/levels from the caster and cause that amount of damage to the undead. In those cases, the caster can decide how much HDs/levels to all he/she/it is willing to expend. (min. 1)

Use of this spell on anything but undead is a chaotic act.

Link (Geoff) Range: Touch Duration: One spell Effect: Enhances the power of the spell affected by link

This spell allows the caster to pool his or her magical powers with other magic-users, in order to boost the power of the spell to be cast. A group of spellcasters pooling their powers in this way is called a ring. The person initiating the link, and any spellcaster joining the ring, must know the spell to be affected by the link spell. The maximum number of people that can join the ring without causing spell failure is equal to one-third of the Intelligence score of the person casting link. Thus, the greatest number of people who may participate is six (an Intelligence of 18 divided by three). In the ancient days of Lhomarr's glory, there were tales of rings composing 10 or more spellcasters, but many people today doubt the truth of these tales.

To cast link, the leading spellcaster must ensure that everyone participating in the ring holds hands, so that they form a circle. The leader then recites the link spell, and every participant is connected telepathically to each other, and is surrounded by a pale blue glow. Once the link is established, the ring can then cast the spell to be enhanced in the next round. This link spell is of such power that it negates the need for gestures when casting the spell to be enhanced.

When the affected spell is cast, the enhancement is instantaneous. The enhancement depends on the number of people in a ring. For every additional spellcaster in the ring, the spell's duration, range, area or effect, and damage (where applicable) are multiplied by the number of participants. Instantaneous spells, such as fireball, are not affected in terms of duration, but the damage, area of effect, and range are.

For example, a damage of 10d6 for an offensive spell, cast by a ring of three wizards, would have a damage of 30d6. If the range was 100 feet, this would increase to 300 feet. If the area of effect was 50

feet cubed, this would increase to 150 feet cubed. DMs should note that this powerful spell is very rare, and in any case must be cast before the enhanced spell. Likewise, participants in a ring are totally oblivious to the world around them, and anyone attacking a ring should ignore any armour class bonuses that the defenders may possess.

Finally, remember that you should account, in determining initial spell damage, range, and so on, for the level of the person who casts link. Just as the Intelligence of the caster determines how many magic-users can join the ring, so he or she determines the initial characteristics of the enhanced spell. Thus, if the primary caster can cast a 9d6 fireball then all subsequent multiplying works off of this number, even if someone else in the ring could cast it as a 10d6 spell.

Mass Confusion (QuantumEFX) Range: 480' Duration: 6 turns Effects: Attempts to confuse a large group of creatures within a 100' square area.

This spell allows the caster to confuse, as per the 4th level magic user / elf spell, a group of creatures within an 100' square are (but within 480' of the caster). This allows up to 825 human sized creatures or 16 dragon sized creatures to be affected. Save vs. spells to resist the effects.

Obscure Presence (QuantumEFX) Range: Caster Only Duration: 1 turn per caster level Effects: Prevents the caster from being observed

This spell prevents the caster from directly being observed. Any creature attempting to detect or observe the caster directly will be unable to do so. The caster is not so much invisible but that the detecting creature's mind is magically blocked from realizing that the caster is there. Any non-immortal level being or spell will be affected. This includes all vision, true sight, ESP, detection spells, clairvoyance, clairaudience, vision through other being's senses or any other means. If within range of physical vision, the caster may be seen very briefly (well less than 1 second) as a shadow out of a creature's peripheral vision. But when the creature looks at, or for, the shadow it will disappear. In combat anyone attacking an obscured creature suffers a -10 THAC0 penalty as none of his/her/its senses will reveal the obscured creature for more than a fraction of a second at the edge of their vision.

Passion Play (Carl Q) Duration: See Below Range: 100’ Effect: Two-person curse

This spell, in its original form, dates from the days of Old Alphatia, where it formed part of the judicial series of criminal punishments – the Alphatian legal system, despite its labyrinthine complexities, boiled down to one simple maxim; “an eye for an eye”. Like so much of that nation’s lore, it was lost during the Exodus to Mystara. The current incarnation of the spell was constructed twenty years ago by no lesser personage than the misanthropic Belgoroth the Lamer, twisted King of Blackheart, by combining fragments of Flaemish lore with his own Alphatian ingenuity. He first used it to punish two minions who dared display their love for each other in his presence, and thereafter it became one of his chief forms of entertainment.

Passion Play affects two individuals of opposite sex. These need not be of comparable age, nor of the same (or even compatible) species, but both victims must belong to intelligent, sapient races. The victims are entitled to a Saving Throw vs. Spells to resist the effects; if either one is successful, the spell fails. Otherwise, it proceeds in the following fashion:-

Stage 1: the pair are attracted to and fascinated by each other (whatever their previous feelings), giving -1 to Saving Throws due to their preoccupation, and making them unwilling to be out of each other’s company (Save vs. Spell to ignore this aspect, if necessary). This lasts 4-5 days. Dispel Magic cast at this stage, by a 10th-level or higher caster, will disrupt the Passion Play.

Stage 2: the fascination reaches fever pitch; the pair cannot get enough of each other, and become obsessed with each other’s bodies – unless forcibly separated, they will abandon others to go off together and (ahem) “make out”. They can fight to defend themselves, but will return to sexual activity once out of danger. This stage lasts for 48 hours. At this point, Dispel Evil cast by a 16th-level or higher Cleric is necessary to break the spell.

Stage 3: the romance sours – the darker side of this lust, i.e. jealousy and unreasonable sensitivity, come to the fore. The victims quickly grow to hate each other, attacking with words and gestures – and, if not stopped, with swords and spells. If one is slain by the other, the remaining victim is overcome with remorse, and commits suicide unless prevented. At this point, only a Wish can save the star-crossed lovers, although if either or both victims is Raised subsequently, the spell is broken.

Belgoroth has made use of this spell on numerous occasions; it is not unknown for visiting adventurers to suffer its effects just because the king is having an off-day. The spell is subtle, and the casting requires only a strand of hair from each victim, twined together and burnt while the targets are within range, so the subjects are unlikely to even know they have been enchanted until it is too late.

It is rumoured (though not substantiated) that other Blackheart wizards, in emulation of their liege, have developed similar Passion Plays with different sequences or endings. [DMs are encouraged to write their own plots, and inflict them on unsuspecting PCs… ]

Pearl (a.k.a. Augustus's Gopping Dragon) (Cab) Range: 30' Duration: 3 turns Effect: Summons pearl

To research this spell, the caster must obtain the heart and brain from two different huge evil gemstone dragons.

This spell creates a carbon copy of the mortal avatar of Pearl, goddess of all chaotic dragons. She obeys the caster for the duration of the spell, taking whatever evil liberties to cause more destruction that she can while doing so.

Pearl is aware of the existence of this spell and is, presumably, biding her time before dealing with Augustus...

Ravennis’ Exchange (Carl Q) Range: 10’ Duration: permanent Effect: Exchange of attributes

This powerful, subtle spell is named for the Blackheart-native Mage who created the modern version, now in use by a handful of powerful Wizards, but its origins lie much further in the past; indeed, the current spell is based heavily on fragments of Taymoran lore, painstakingly researched and deciphered over many decades.

Stated bluntly, Ravennis’ Exchange allows the caster to permanently exchange any one characteristic or attribute possessed by one creature for the corresponding one in another. One of the subjects may be the caster, if desired, but that is by no means mandatory. The exchanged aspect is entirely up to the caster, but can include one of the six attributes (strength, dexterity, intelligence, wisdom, charisma, constitution); total number of hp; age; sex; race; weight; height; and so on. There is at least one recorded instance of a Mage who used the spell to transfer a Geas from herself to an unwitting, and unwilling, host.

The spell requires the caster to brew a complex philtre to serve as a material component for the spell. Manufacturing the philtre involves a long list of rare, expensive, or difficult-to-acquire ingredients, which vary according to the caster’s ultimate aim and must be extensively researched beforehand. Amongst those needed in all versions of the serum are flesh samples from an Adaptor or a Metamorph; powdered Aranea skin; and heart’s blood taken from both of the chosen subjects. The cost of acquisition varies according to the end result, but is never less than 10,000 gp, and may rise to many hundreds of thousands of gold pieces. The sheer quantity of ingredients will require a large cauldron to hold them whilst they simmer over a hot flame.

Casting the spell takes between one to four hours [roll on 1d4], and requires a successful Save vs. Spells for each hour needed. Failure of even one saving throw will ruin the spell. Both of the chosen subjects must remain within 10’ of the caster for the entire period, which (in the case of unwilling victims) may require physical or magical restraints. Once the spell is cast, the philtre (which by this time will have distilled down into a midnight-blue syrup, just enough to fill a glass vial) absorbs the magic; this must then be drunk - or forced into the body of an unwilling imbiber somehow; perhaps by

injection - by both parties. The caster finally speaks the three key words which activate the exchange: “PHADOLAI MURUTANTUM CODRILOS” (in ancient Taymoran: “in my name, make the exchange”). At this stage, if one or more of the subjects is unwilling, a Save vs Death may be made; if successful, the spell fails, or goes awry in some fashion (DMs are encouraged to be creative).

[DM's option: the Caster's level may be compared to the HD/level of the one making the saving throw, and a penalty applied for those of ten levels/HD lower than the caster - this should reflect the strength of the caster's will and raw magical power.]

Only one change may be made per casting. The effect cannot be dispelled or reversed by anything short of a Wish; as a consequence, the Day of Dread has no effect on this spell. Note that using a Wish to simply restore one victim has no equivalent effect on the other. It is rumoured that at least one Taymoran Necromancer managed to extend his lifespan by thousands of years by use of this spell.

Sleep-Curse (Dawn of the Emperors) Range: 5,400' radius Duration: 100 years or special Effect: Puts victims into suspended animation Limitations: Available only to magic users of 36th level. The caster loses two experience levels and permanently loses 3d6 hit points upon casting the spell.

Persons under 5th level and creatures under 4HD get no save. "This spell is initially cast on a single victim. If that person makes his saving throw, nothing happens. But if he is too low a level to have a saving throw, or fails his saving throw: (1) All persons and creatures within the radius of effect must make their own saving throws, if their high enough, or fall victim to the spell. (2) Everyone who falls victim to the spell lies down where he is and enters a state of suspended animation. (3) The entire area of the spell effect is swiftly (within 6 turns) overgrown with massive creeping vines, thorn-bushes, and other obstructive vegetation. (4) The entire area of the spell effect becomes eerie and uncomfortable. Normal animals will not enter the area. Humans of under 4th level will not willingly enter the area; if dragged in, they make every effort to leave. (5) the people and animals who succumbed to the spell remain in suspended animation for 100 years or until the conditions named with the spell are met. They do not age; animals and monsters will not feed on them. They take no damage from attacks. Victims who are carried outside the area of effect remain the same - they do not awaken."

"When casting the spell, the caster must specify some sort of key action which will undo all the effects of the spell."

"The persons within the spell effect who do make their saving throws aren't entirely unaffected. They still fall asleep, for 1d6 hours, and are magically transported to the very edge of the spell effect."

The caster is unaffected by this spell.

Solidify (QuantumEFX) Range: 120' Duration: Instantaneous Effect: Slays or stuns one creature

A single victim with 1 to 60 HP is automatically slain (no save); one with 61-120 HP is stunned (as per power word stun) and unable to act for 1d4 turns (no save); no creature with 121 or more HP is affected.

The Last Battle (Carl Q) Range: Touch Duration: 1 day Effect: boosts target’s power

This nearly-mythical spell is the subject of much misinformation and exaggeration concerning its properties. Some tales describe its users as taking on Immortal characteristics, and being carried off to dwell forever in Pandius when their task is done. While this is patently untrue, the spell does grant incredible power - for a correspondingly steep price.

The Last Battle (also known as Immortal Fury and Ascendancy, in some quarters) may be cast upon either a volunteer, or upon the caster herself. Unusually for such a high-level spell, it requires little in the way of preparation, and takes a short time - less than ten minutes - to cast. It is best employed just before a known battle. The spell is written and spoken in a guttural, almost bestial tongue, far removed from the normal, fluid magical language; on top of the normal Read Magic requirement, an intelligence of 18+ and a Read Languages spell is necessary to comprehend the written text.

The caster - whether knowingly or not - invokes Entropic powers when casting this spell; Good-aligned casters will feel a slimy, bone-deep coldness invade their souls while casting, as if they were bathing in the foulest ichor. As a consequence, Good casters must save vs. Spells at -3 to cast the spell correctly, Neutrals at -1, and Evil characters with no penalty. A failure causes a loss of two experience levels, and - if the spell is to be cast on another - causes the effect to centre on the caster herself. Even if the save is made, casting this spell costs the mage one experience level and causes her to suffer 2d6 hp damage - the latter may be recovered by rest, not magic, and the former only by building up experience as normal (Restoration spells are ineffective). The spell effect itself occurs, whether the save is successful or not.

If cast successfully, the recipient gains the following benefits:

- The recipient functions as if two levels higher than normal in all ways (hit points, spells, saving throws, etc.) - this can offset the results of a "failed" casting. 36th level is still the maximum. To meet the increased-spell quota, a Mage will find random spells from her spellbooks pop into her head; a Cleric will likewise receive additional random spells, but will hear a spine-chilling laugh in the back of her mind as they appear.

- The recipient’s Strength score increases by 2 points (scores above 18 are possible - use the Strength tables in Wrath of the Immortals to determine the effect of this).

- The recipient regenerates damage at a rate of 3 hp/round. This includes fire and acid damage.

- The recipient gains 25% Anti-Magic/Magic Resistance. This does not affect spells cast by the recipient herself.

- The recipient’s armour and weapons (if any) increase in magical potency. All such items used or carried, whether magical or not, gain +2 modifiers - so Plate mail +2 becomes Plate mail +4 for the duration, while a set of non-magical Field Plate becomes Field Plate +2. As with the Strength score, above, this can break normal limits; the owner of a Long Sword +5 would find himself wielding a Long Sword +7 for the duration of this spell. Items augmented in this fashion do not retain their enchantment if dropped or passed on, however - the aforementioned Long Sword +7 reverts to a "mere" Long Sword +5 in the hands of anyone else.

- Spellcasting recipients will find that all attack-spells cause maximum possible damage for their type. As already stated, the above-mentioned Anti-Magic does not interfere with either this effect nor the previous one.

- The recipient gains the power to Fly magically at the speed of 360’, manoeuvrability class A, for the duration of the spell.

While this spell does provide vast benefits, it also comes with a terrible penalty. Precisely twenty-four hours after the spell is cast the sky darkens with roiling clouds, a stiff wind starts up, and above the recipient’s head a dark rift opens which pulls the hapless victim into it, then snaps shut with a thunderclap. There is no Saving Throw allowed to avoid this, nor any means of resisting the rift’s pull; once the rift closes, the character is forever gone, beyond recovery even by a Wish (and a Clone spell will create a new, 1st-level character, just as if the vanished character had become Immortal). Consequently, the spell is rarely cast unless there is no other choice. Note that the recipient must be a volunteer; attempting to cast the spell on an enemy as a death-sentence will always fail, causing the spell to descend on the caster instead.

[DM’s Note: There are rumours, currently unsubstantiated but nevertheless tenacious, that the souls of beings consumed by this spell are converted into "Special" Undead - for example, Death Leeches (see module CM2 for details) - by the powers of Entropy; thus, it is entirely possible that a high-level party could come into conflict with their former companion - though it is unlikely that either would ever be aware of that fact, unless the DM wishes otherwise...further rumours (which in this case are whispered furtively, for fear of attracting unwanted attention) say that the spell was created by the Immortal Masauwu himself, as another means of recruiting powerful souls to swell Entropy’s legions - and to deny those souls to the other four Spheres.]

The Thothian Enchantment (Dragon Magazine March 1991 Page 44) Range: Special Duration: Permanent Effect: Binds spirit of being to an object

A two part spell that binds a sentient creature to an object, usually a vessel.

The 1st part of the spell binds the life force of a creature into an object, not unlike a magic jar spell, but the creature still has it's knowledge and any non-physical abilities and skills.

The 2nd part compels the creature's psyche to bind with the object to give the object a form of sentient thought.

The 1st part of the spell is straight forward, the victim must fail their save vs. spells. If he/she/it fails it is bound to the object in a fashion similar to a magic jar. The 2nd part of the spell is more complex. The caster takes the victim's body, and while looking into it's eyes, becomes a sort of gate to the Plane of Nightmares. The victim is then bound in the Plane of Nightmares until the spell is complete.

Once the victim is in the Plane of Nightmares, the object enchantment may be started. While enchanting the item, the caster cannot cast any other spells, use any magical items or magical abilities until the enchantment is complete.

Every 2d12 hours the caster must pass a temporary insanity check. Magic Users must pass an Intelligence ability score test and a Cleric must pass a Wisdom test. If they fail the test, they loose a half a day's work and will remain insane for 1d4 additional days. Furthermore the caster will temporarily loose 1 point of intelligence (or wisdom for a cleric) with every test failed. Three consecutive failures means the spell has been ruined, the item returns to normal, the victim is lost in the Plane of Nightmares as a semi-mindless husk and the caster become permanently insane and phases into the Plane of Nightmares as well. Lost intelligence for an isolated test loss is restored for every 5 passes tests, 1 per 2d12 hours. The the caster sleeps or at least doesn't work the enchantment he/she/it gains a +5 bonus on the restoring tests.

The enchantment requires 360 hours of work to complete less 12 hours per intelligence (or wisdom for cleric) ability score. Thus a mage with an 18 Intelligence would only require 144 hours of work. The caster may interrupt the work for as long as needed but will still be required to take the tests every 2d12 hours.

The spell automatically works if the caster hasn't become insane by the time the enchantment is complete. Upon completion the caster and the victim's souls to the object. The caster is then able to control the object through the bound victim's mind. The victim can reshape the object at will and physically move any part of the object that is mobile. If the object is mobile, the victim can control the object's path of movement. Conflicts between the victim and the caster may occur, and they are treated in a similar manner as conflicts with intelligent swords.

When the caster dies, the object will loose its powers and the creature's soul will be freed. If the object is destroyed, the caster instantly dies and the creature's soul is consumed by the spell. The enchantment is permanent and cannot be broken by mortal magic.

Time Gate (Carl Q) Range: 30’ Duration: 24 hours Effect: creates temporal aperture

This mighty spell was devised by a great mage, his name now lost to history, who lived during the height of Blackmoorian civilisation. It involves aspects of Technomancy in its operation. An expansion of the still-used Gate spell, this dweomer creates a temporary portal into the past. The caster must build or commission a large, arch-shaped structure, at least 12’ tall by 6’ wide, constructed of steel or marble and inlaid with filigree and wire of gold, silver, and electrum. The arch should cost no less than 250,000 gp and takes at least 6 months to make. This arch is the focus for the spell, and may be reused. The caster must select how far into the past he wishes to reach; there is a base 20% chance of reaching the correct time, +/-5 years, with +1% per two levels (rounded up) of the caster; a further 5% for each successful trip the caster has made before; and a base 20% extra bonus if the caster has an item from the period in hand, either a relic or a souvenir of a previous trip (this is consumed in the casting). The maximum chance of success is 85%. Once cast, the spell creates a portal to the past time which lasts for 24 hours. During this time, any number of beings or objects may pass through from either side, but those who are still in the past when the spell expires are trapped - no arch exists at this end. NB: the spell does not permit spatial travel, except to allow the traveller to arrive at ground level - building the arch on a mountain and travelling back to a period before it appeared will not cause the portal to terminate in mid-air. However, a traveller might find himself emerging at the surface of a long-vanished ocean..... Moreover, an arch, once built, may never be moved; to visit a different spatial location involves building a new arch at that site.

This spell was originally designed to enable travel into one’s own past; however, the Immortals of Time, realising the potential for abuse this spell provided, altered its effect. The spell actually creates a portal to an alternate past, fundamentally identical to the real period, but not connected to this universe’s timeline - hence, for example, a legendary figure might be killed or saved, or even come through to the future-time, but the Mystaran past remains inviolate. Repeated visits to the same period through the same arch will occur in the same altered universe. A regular time-traveller who later visits a more recent period might find a world far different from the one in the history books...

The Immortals placed a few booby-traps into the spell; any attempt to bring Carnifex, active Burrowers, or other world-threatening creatures through to the present day will cause the arch to explode, possibly killing anyone within 50’ of the portal on either side and certainly trapping the forbidden beings in the past (This trap may also apply to forbidden lore, deadly Blackmoorian technology, or anything else likely to screw up the DM’s campaign). The Time Gate spell has been lost since the destruction of Blackmoor, but copies might still exist - inscribed on metal sheets, locked in a vacuum-sealed case, etc. - for the PCs to find. Discovering its existence, locating a copy of the spell, building the arch (plans included in the spell, of course) and visiting a particular "past" might form a major part of a quest for Immortality.

Transcend Life Force (GAZ 13) Range: Caster Duration: 2d12 hours Effect: Attempt to reach Immortality

The caster contacts his/her/its immortal patron and has a special quest revealed. If this quest is adequately completed, the character gains substantial standing on his/her/its path to immortality.

10th Level Spells

Disana’s Rulebook (Carl Q) Duration: permanent Range: planetary/planar Effect: alters magic

Of the lost realm of Lhomarr, many tales have been told over the centuries; but history became legend, became myth, became fireside stories with no more than the merest breath of truth to them. Many of these tales tell of miracles, and of magics far greater than any known today. Only the wisest and most knowledgeable Sages realise that these wild stories may actually have truth to back them up. But if that is the case, the Sages say, what was it that caused the diminution of magic? Why are modern Magi so much more limited today than were the Great Ones of old? The answer may lie in the lost tale of Disana.

Disana, the stories say, was a Research-Mage of unsurpassed brilliance; the mightiest Battle-Magi of the age (the most knowledgeable Sages of Selhomarr agree that the most likely period for Disana's existence would be circa BC 7360) could not begin to approach her in terms of intellect. Those who knew her declared that she must be the child of an Immortal, for no mortal scion could possibly be so clever! However, her fame was surprisingly small, for Disana was as unassuming as she was intelligent.

The creation of the spell known as Disana's Rulebook came about for the most prosaic of reasons; Disana’s irritation towards the duelling Magi who constantly interrupted her researches with their noisy, flashy, apocalyptic magics. She was frequently called out by commoners and kings alike to undo the reality-warping effects of powerful spells, wasting time she could more profitably use for her own purposes. Disana herself had taken part in the Lhomarr-Carnifex War in her youth, and had been sickened by the destruction that war had wrought. For the next twenty years, she bent her prodigious intellect towards finding a way to curb what she considered childish displays of pique by her so-called peers. Eventually, she devised a subtle and elegant spell which tapped into the very root of magic; a spell which would cause all spellcasters to obey its instructions – the spell she called her Rulebook.

Disana’s Rulebook is, or rather was, a metamagic – a spell which affects the laws of magic directly. Using this spell, the caster could alter the workings of a particular spell (or group of spells) in any way she chose, permanently. This affected all future castings of the spell by any Mage on the planet – or perhaps the entire Plane. As a prime example of its effect, the law which prevents any indirect-damage spell from inflicting more than 20HD of damage in a single casting was enforced by this spell, which forever saved Mystara from spells capable of destroying whole races of beings with a single casting. No manner of mortal magic can reverse the effects of the Rulebook, except by casting the spell again – a feat which is no longer possible, for the final use of Disana’s Rulebook limited mortal sorcery to the 9th level of power forever, except in rare circumstances. Of course, Immortal-level magic is capable of far more than 9th level effects, and could negate or reverse the effects of the Rulebook; but for their own reasons, no Immortal has ever seen fit to do so.

The final fate of Disana is a matter of some conjecture. It is known that a huge number of powerful Magi, fearing for their hard-won power, converged on Disana’s tower wielding their deadliest spells, intent on wiping her from the face of the world. In some stories, they succeeded, obliterating Disana,

the tower, a swathe of land two miles across and – incidentally – themselves. Other tales say that Disana was taken up by the Immortals, becoming an Exalted being, before the Magi could harm her – and that the Magi were robbed of their powers and their wits, so they were forced into becoming the meanest of beggars to survive. A third tale – part of an old comic song, which is what the legend has fallen to in some quarters – has Disana looking out of her window, seeing a horde of deadly, murderous Wizards, giving a great and weary sigh, and casting her spell – which caused every other spell in the world to transform its caster into an earthworm. The song states that Disana’s garden had the best-turned soil for ever afterwards… (of course, if this is true, she must have reversed the spell later, or there would be a lot more earthworms and a lot less Magi around today.)

So ends the Tale of Disana. Truth? Fiction? A clever children’s tale to explain the limits of modern magic, or the true history of magic’s fall? No mortal will ever know for sure – and the Immortals keep their own counsel….

NB: Geoff, excuse the use of Lhomarr in the above - I hope it doesn't clash too much with your own vision, I'm ashamed to admit that it's been a while since I reread the Selhomarr Gazetteer. If you have any corrections you'd like me to make in background detail, just let me know. Apart from that, what do you think?

[NB: the above spell has been rewritten (and renamed) to incorporate Geoff's improvements, as suggested further down this thread. Many thanks to Geoff for the dating and naming suggestions.]

Impact! (QuantumEFX)Range: Caster Duration: 6 turns Effect: Summons an asteroid.

A horrific spell long since forgotten and now no longer able to be cast by mere mortal magic. This is s simple spell, it summons an asteroid to crash where the caster is standing. The caster must concentrate and focus his/her/its power to bring the huge rock near the planet and accelerate it to unbelievable speed towards himself/herself/itself.

On the last round before the impact the caster may act. He/she/it must save vs spells. If the save is made, and for that level of caster it usually is, the caster has just enough magic left to cast any one spell (i.e. Teleport). If the save is failed, a spell cannot be cast but any magical device, or item, can still be used. Such as a wand of teleport or an already open gate. By this point in time the asteroids' course is set and nothing, short of immortal magic, can change things.

Everything within a 5 mile radius of the impact spot is destroyed, except greater or major artefacts, with no save. Everything outside this areas takes 20d100 points of damage (save vs death ray for half damage) less 1d100 per full mile outward from the impact centre. I.e. 15D100 damage is taken by those within 5 to 6 miles of the impact, 1d100 from 19 to 20 miles, etc. Things outside the 20 mile radius of the impact spot are safe from any damage.

If the caster looses concentration within the 1st 5 turns of casting this spell, the asteroid veers off and misses the planet. Within 5 turns 0 rounds to 5 turns 45 rounds the asteroid harmlessly breaks up in the planet's atmosphere and does no damage. From 5 turns 46 rounds on the asteroid will hit. For each round left before impact roll a d8. This number less 1, i.e. 1D8-1, is the number of miles the asteroid strays from the intended course. Then roll a d8 to determine the direction it strays (1=north, 2= north east, etc.). Either way, after 5 turns 45 rounds, something is going to be destroyed.